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File: 9830_strike_witches[1].jpg (1.14 MB, 1920x1200)
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Previously, on /tg/'s last Strike Witches thread.

New Character Generator (links to follow)
A set of house-rules followed, expanding on both the Character Generator: Revised, and the last version of GitS (Links to follow)

ITT:
> rolling witches
> which witch is best witch
> maybe some developmental discussion
>>
GitS, circa 2011. Courtesy of 1d4 chan.
>>
File: 1477423243847[1].pdf (1.7 MB, PDF)
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The most recent character generator.
>>
Said house-rules/developmental notes.
>>
Where's that anon who compiled the list of rolled-up witches?
>>
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>>50007089
As stated previously I'm going to focus on rounding those out, and maybe expanding on some more weapon classes, before attempting to combine the previous documents into a new GitS edition. Go over everything and ask questions about anything you find confusing or missing.
>>
>>50007140
>dat kukri
gurkhawitch?
>>
>>50007140
not sure, should we transfer stuff from the old thread to this one so he can find them?
>>
>>50007140
I'm right here. I have the list in a spreadsheet
for those interested. Warning: I'm really bad at organizing things so this is probably gonna end up terribly. Forgive me for my mistakes and tell me if anything is missing.

Here it is: https://docs.google.com/spreadsheets/d/1oiyM3w_DxPv9IdXFKWppEe4k4k-6CKGelCpYUl1rfE0/edit?usp=sharing
>>
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>>50007450
Nice work anon!

Right, so does anybody have any opinion on the DitS rules? What do we exactly need to unfuck?
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>>50007473
well we might want to either expand the list of skills, and omit player-made skills, or create a separate pool of skills for the combat ones listed in the book and another for the fluffy, flavorful ones
>>
>>50007473
Personally, I'd get rid of the movement system that it has and just replace it with something similar to MAS or battle of Britain by expanding the tailing mechanic.
>>
>>50007473
see >>50007153
With the standing PDFs we're mostly in business, it's just a matter of fitting all the pieces together. If the SWCGR guy hits me up TW may come sooner than later, but it's a tertiary priority after the stuff I'm hammering out in the house rules.

>TL;DR
Good for some prototype test play, stay tuned for updates.
>>
>>50007557
>>50007506
I've actually already begun hypothesizing a better skill system, and I've got some ideas on alternative movement methods that I'll elaborate on with SWHR 0.4.
>>
I am eagerly watching this thread, and am taking all ideas and projected rules changes into account with the game I'm running. (plan is to run on sundays, #Angels5 is the channel on Rizon if anyone's interested in watching.)
>>
So are we organizing games? do we have a discord or something for this?
>>
>>50007740
Currently the only one thats up and running is OP's, and his is full. We played around with the idea of having another for those interested but I don't know how far that went.
>>
>>50007473
One consideration I have is just putting a competency talent/trait for AtG and AtA weapons instead of making skills split up just for this reason.

And perhaps ways to tune up SUs? Make them faster, make more stable, make them more manoeuvrable, extra ammo racks, stuff like that.
>>
>>50007740
There's one game with NEGM above, and another anon said he's trying to organize another game, but fears a lack of DMing skills would be a detriment
>>
>>50007752
There already is a character progression system in place that could be used for that, or a "warfunds" system of a currency of sorts could be implemented. I'm personally more for the former.
>>
>>50007752
Eh, maybe splitting up into broad categories but I think A2A/A2G is too broad a split.
>>
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So I redid Yasuko Shirai with the v0.3 home rules and rerolls. She's gone from:

>HP: 16
>Age: 9 + 3 + 3 + 8 = 23
>Height: (23 x 2) + (41 x 2) + (30 x 2) + 17 = 205 cm (6'9")
>Weight: (207 / 3) + 30 - 30 = 69 kg
>Forward Assets: 12 + (3 + 3 + 2) + (23 / 10) - 3 = 19 (Perky B-cup)
>Aft Assets: 17 + (3 + 3 + 2) + (23 / 10) - 3 = 24 (Bubble butt, normal hips)

to

>HP: 14
>Age: 5 + 3 + 3 + 8 = 19
>Height: (19 x 2) + (41 x 2) + (30 x 2) = 180 cm (5'11")
>Weight: (180 / 3) + 30 - 30 = 60 kg
>Forward Assets: 2 + (3 + 3 + 2) + (19 / 10) - 3 = 9 (A-cup flat)
>Aft Assets: 7 + (3 + 3 + 2) - (19 / 10) = 13 (Petite butt, normal thighs)

So she's gone from FUCKING TALL Japanese girl, to just an abnormally tall girl with pretty much no assets
>>
>>50007740
A few of us were looking at trying to organize another game. I know that I'd be interested in putting one together, but I don't really have time to GM this one and run for my local group. School and work kind of gets in the way.
>>
>>50007450
Freeborn's archetype should be Soldier, and Yasuko's height should be 205 cm (before I did the v0.3 rerolling anyway)
>>
>>50008562
Thank you. Updating Yasuko's stats with your new rolls.
>>
>>50007450
Hmmm. I probably should roll out the rest of Seija's stats sometime.
>>
>>50008523
Yeah, I think the distributions for that stuff is in need of some more tuning. I like the idea behind stats influencing assets and such, but you just get some weird results as it is.
>>
I remember an anon in the other thread mentioned making our own Joint Fighter Wing for the /tg/-created Witches. Is that a real thing? Or just wishful thinking?
>>
>>50008996
Well, there's one game already set to be running, and one sputtering to get off the ground. I dunno about joint, but we're going to at least have some people playing.
>>
Seems fun and I'm a huge witchfag so let's try it...

>Attributes
Weapon Skill 30
Ballistic Skill 26
Strength 32
Toughness 38
Agility 33
Intelligence 25
Willpower 29
Perception 24
Fellowship 33
Alright, so she's a dumb, likable brute.

>Origin -- 18: Faraway Land
A fucking leaf. Well, I've enjoyed my visits, they were good soldiers and I like Beurling.

>Striker -- 7: Hawker Tempest Mk II
Not as familiar with the Tempests as others but nice enough plane.

>Familiar -- 10 -> 1: Retriever Dog
Feels appropriate with the stats.

>Loadout -- 4: Lewis Gun, Win 1887
>Sidearm -- 8: Browning No.II Mk.1
A Lewis in one hand and a shotty in the other, scary.

>Assets -- 1 (Undeveloped), 5 (normal butt, normal hips)
Ha. Really thinking swole, unladylike mountain woman. Perhaps some gap moe jealousy.

>Magic Power -- 54: Light Wave
Seems cool; she has the Toughness to get in and do carnage with it.

Second highest scoring Canadian ace seems to have been Henry Wallace McLeod, I like the 'Mc' name as a Scotsman myself. Henrietta McLeod sounds quite good.

Well, that was amusing.
>>
>>50009037
I mean when I saw anon's post, my mind mainly just jumped to something like those creation charts that are done for 40k SM chapters and the like. Just for creativity's sake.
>>
>>50009105
Main problem there is that Strike Witches is incredibly character-centric. There ain't really much setting or JFW fluff we can make distinctly ours. So unless we decide to write character-focused pieces, we're more or less dead in the water. And even then it could turn into a circlejerk of OC DONUT STEEL
>>
Full statline for Gabrielle Gabreski:

Striker: P-47D (+10 AtG Rockets (is this supposed to be the Missiles skill in DitS?))
Familiar: Florida Panther
Weapons: Rocket Launcher and Pistol (S&W Model 10)

Weapon Skill 32
Ballistic Skill 37
Strength 50 (40+10 Familiar)
Toughness 37
Agility 41(31+10 Familiar)
Intelligence 27
Willpower 31
Perception 29
Fellowship 22 (RL Gabreski was a bit of a glory-hound and had some issues with encouraging exaggerated claimed kills, so time for social dumpstat there is no way this can go wrong)

Magic: Healing
Magic Points: 6
Age 18
Height 210 (36+100+74 holy fuck we amazon nao)
Weight 64 (70+37-41 something is wrong with our bloody equationsships today)
Keeping the Cinematic body rolls from the generator, using house rules for thigh stats: Choose Any Size (MAXIMUM TITS), bubble butt, thick hips, normal thighs
Straight blond hair, blue eyes, light skin

so I got a concentration-camp tier underweight amazon who probably only uses her healing magic on herself

I can't wait to play her.
>>
>>50009148
I see what you mean. That makes sense.
>>
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>>50009162
forgot pic
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>>50009162
>Massive tits, bubble butt, thick hips
>On a practically skeletal body
Jesus she must look like a freak

Or a pageant show model
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>>50009162
Also, you're weight should be 66 kg
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>>50009199
I think the bit where Strength factors into height but not weight means her massive muscles are weightless, which fucks everything up.
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>>50009188
If everyone uses that character maker then everyone will end up a top gun with shades.
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>>50009230
I'm not exactly seeing a problem.
>>
>>50009230
On March 3, 1942 the United Nations established an elite school for the top one percent of its witches. Its purpose was to teach the lost art of aerial combat and to insure that the handful of women who graduated were the best fighter witches in the world. They succeeded. Today, the UN calls it Witch Weapons School. The flyers call it: TOP PANTSU
>>
>>50009162
Updated.

Which reminds me, we now have almost 30 "registered" Witches. That's a lot of pantsu
>>
>>50009308
Hey, rolled up characteristics for Freeborn, can you add them in?

>Age: 19
>Height: 178 cm (5'10")
>Weight: 67 kg
>Hair type and color: Wavy dark brown
>Eye color: Dark
>Skin color: Light
>>
>>50009308
So if I join up, can my character wear pants?
>>
>>50009199
>>50009220
The better question is how much should she weigh? My best guess based on a couple BMI charts is about 90 kg. So maybe if we make the weight=height/3+toughness+strength-agility?
>>
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>>50009411
Some witches already do wear pants though, mostly the older ones because the 'losing magic while older' rule means they don't get to fly around so much
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>>50009401
Just updated it.
>>50009411
Only if its pantyhose
>>
>>50009416
>>50009308
Gabreski here, you should boost the weight on the stat sheet.
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>>50009435
And I just noticed I forgot to put that she's a Maverick on the statline.
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>>50009435
Got the Maverick part, but how much should her weight be though?
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>>50009460
Go for 90, seems reasonable enough for a 6'10" girl like her.
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>>50009308
I'm half tempted to try to sketch up a JFW generic TO&E for fun.
>>
Question about DitS v0.5, are rocket launchers and missiles separate weapons? Do rocket launchers come with their own generic rockets, or do I have to buy missiles separately? If I use a rocket in combat, is it covered under the Missiles (BS) skill or something else?
>>
>>50007450
Updated stats for Sachiko Nakajima:
Archetype: Soldier
HP: 14
Base Speed: 5
Acceleration: 3
Max Speed: 15
Age: 17
Height: 190 cm
Weight: 63.3 kg
WS: 36
BS: 28
Str: 44
T: 34
Agi: 34
Int: 35
Will: 38
Per: 24
Fel: 43
MP: 7
Luck: 6
Forward Assets: Perky A-Cup
Aft Assets:Bubble butt, normal thighs
>>
>Dick Bong was shit at shooting, so he'd get really close to the enemy fighter
>one time he accidentally hit one, and claimed it as a probable

22 BS 40 WS Super Strength witch for him when
but I can't find a good feminized form for Richard and don't want to call her Pussy Bong
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>>50009770
Rachel? Raquel?

Not as good as Dick, but they're the closest ones I've found
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>>50009308
Maybe we could divide them up into two groups, 3 squadrons per group, 5 witches per squadron?
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>>50009605
Holy shit please do that would make me so happy
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>>50009840
>tfw you misread the chart
Okay, separate the structure into different five-witch flights, with the total number of witches separated into two squadrons. Or something like that.
>>
>>50009840
IIRC, real life squadrons have a dozen to two dozen planes in them. 4-5 witches would be a flight, of which there 3 to 4 in a squadron. Really depends on how big the wing is though because as it stands we could have 15 per group, which is 3 squadrons of 5, which is what you suggested.
>>
>>50009874
4-witch flights
do you even basic air combat doctrine
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>>50009862
It's like 1AM here, so I'll try to get it done tomorrow morning. Unless work calls me in.
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>>50009874
If I'm mathing correctly, that would be 3 flights per squadron of 5 witch teams, for a total of 15 witches per squadron. Or, as another anon pointed out, if each flight had 4 witches, that would mean there would have to be either 7 flights of 4 witch teams or 8 flights with one 2 witch team. Each squadron would be comprised of 3 or 4 flights still though. It's just a bit uneven due to the amount of witches currently "recorded"
>>
>>50009882
Why go with lances when we can have stars?
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>>50009905
Because 4-plane formations are a real, practical thing?
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>>50007450
You're doing heaven's work, anon. thanks!
I shall be rolling the other stats for myself then (Anne S. Lehtovaara here)

Age: 13 (1 on 1d5)
Height: 13x2+35x2+32x2 = 160 +2d10 (8, 10) = 1,78. W-woah there.
Weight: 178/3 (59) + 32 - 33 = 57kg. Proportional, more to the lean side.
Hair type: Straits (10)
Hair color: Light blonde (9)
Eye color: Blue (1)
Skin color: Olive (5)

So, well, given her assets and height, Anne is a slightly laid back 13 years old witch who looks nothing like her age, and has a long career ahead of her. I'll try my hand at drawing.
>>
>>50007153
>>50007612
First batch of skills.
Conceptually skills would just be for actions that either require a level of training or experience to do reliably, or in so many different flavors that it's prudent to specify which ones the character is good at.
Otherwise, just a basic ability test would be rolled for general activities.
>>
>>50010839
The only problem I see is that it doesn't really work out mathematically with the amount of witches we have right now. But I agree, it should be 4-witch flights.
>>50011649
Nice job. Are we still going by the same rolling mechanics in DitS?
>>
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>>50011630
Your wish is my command. It is now updated. Looking forward to your drawing
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>>50012247
Yes

>>50011630
and think you for posting the dice
seeing the gears turn always helps
>>
>>50011630
>>50012745
Although you may wish to revisit the SWHR. v0.3 is posted under the OP. It seems like you're using v0.4
>>
>>50012757
I meant 0.2, not 0.4; 0.4 hasn't been made yet.
0.3 is the current one, 0.2 is old
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>>50012764
-which, 0.3 addresses a lot of the variation issues (like height) and added the Karsland/Gallia tables.
>>
I'm considering trying my hand at making a Strike Witches wargame, maybe more of an expansion for Hunters in the Sky (Made by Polaris Games, available on DriveThruRPG.) Anyone have other base rules suggestions?
>>
>>50009905
Because we aren't Clanner scum.
>>
>>50009429

Adolfine is a special case. She wears pants because the real world pilot she's based on didn't (he was some manner of a crazy motherfucker who was known to pilot his plane in his underwear). It's inverted, you see.
>>
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>>50013275
> Scottish clan witches issuing batchalls to squadron mates
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>>50013350
>that pantsu
l-lewd
>>
>>50011649
Are there any more expansions/changes to DitS that should be kept in mind/done going forward?
>>
>>50009199
>>50009223
I think this is a problem where we have people whose physical characteristics are out of proportion with their stats/age.
>>50009416
>Strength factors into height but not weight means her massive muscles are weightless, which fucks everything up.
I think maybe an "average height/weight" limit per age range would be a good idea.
>>
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I was thinking about making a/some squadron emblem(s), any thoughts for what we'd want for our squadrons?
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>>50013938
>I think this is a problem where we have people whose physical characteristics are out of proportion with their stats/age.
Even without the T&A, she'd still be way too skinny for her height.
>>
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>>50014093
Well we'd have to figure out our theater of operations, nicknames, squadron histories, possible nicknames given by the press, notable engagements, etc. in order to effectively make an emblem that accurately reflects the squadron

If we're in the Pacific, then maybe something about Raiders. If it's China, then possibly something about Flying Tigers. If it's Spain, then maybe something about condors. Or just use the [Adjective] Witches format officially used.
>>
>>50013350
I misread that as 'issuing catcalls to squadron mates' which made a lot more sense to me.
>>
>>50014093
Going on what anon was saying, we would have 2 squadrons in our flight group. I would like to know where our base is stationed as well as our "nickname" before we make an emblem though. Basically what >>50014144 said. Given the amount of Europeans, possibly somewhere on the European front?
>>
>>50014142
Exactly why I was suggesting a limit for weight/height of a certain age range in order to retain realistic proportions.
>>
>>50014093
>>50014144
>>50014198
Mobius Witches

We Ace Combat nao

>>50014156
You dare refuse my batchall?
>>
>>50014302
we always were Ace Combat senpai
What about Mobile Witches?
>>
>>50013326
have any of the female aces from Russia shown up as little boys yet?
>>
>>50014437
Sanya is named after Lydia V. Litvyak. So no genderbending, just continuing the "loosely based on" theme they got going on
>>
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>>50013326
Fumika wears pants in the first episode of BW season now despite never before. Lots of official art and other people in the franchise have shown by now that the fashion is varied with anyone able to use pants if they want to but can choose not to.

>>50014437
Besides Sanya, no other female ace has gotten a witch form yet. And Sanya was a female and she's still a girl witch.
>>
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>>50013877
Oh yes.
In super broad strokes:
> New skill system / adjustments
> Maneuver adjustments / recategorization
> Weapon extrapolation / rebalancing
> Movement/scaling tweaks
> Periodic familiar/striker balance adjustments
> Regularly double, triple, and quadruple-checking the math
> so much math
> Expanded rules for ground/foot/melee combat
> Tank Witches

That's in a VERY loose/non-definitive order of priority, based not only on importance but practicality. The currently fluid nature of things is why I'm updating the SWHR more and leaving DitS as-is for now. DitS can stand as a cornerstone to build off of until the SWHR reach a point where they + SWCGR/DitS reach a point where everyone is more or less satisfied, and/or you've basically got to reference the SWHR as much as DitS just out of content alone (which shouldn't be but maybe two or three more SWHR updates down teh road). Not that it'll have that much content, but because some of it will overlap with things in DitS. At that point it'll be time to take that big step into DitS [Subtitle] 1.0.

Until then SWHR+SWCGR are the spreadsheets of projected development, and DitS is the staple holding them together.
>>
>>50014561
Ok just checking to know if there was any speculation or tweaking we could do in the thread.
>>
>>50014156
>>50014302
>Attention, cutie patootie with th' striped panties, this is
I am not about to open the Wikipedia page for every single UK ace just to try and find one from Scotland.
>I claim this island in th' name of great Mother Scotland
>To this Trial of Possession I bring a star of Strikers and a star of Tankers
>What bid ye?
>>
>>50014722
>I am not about to open the Wikipedia page for every single UK ace just to try and find one from Scotland.
http://jpgleize.perso.neuf.fr/aces/ww2eco.htm
>>
>>50014838
>http://jpgleize.perso.neuf.fr/aces/ww2eco.htm
Great site, thanks for the link.
>>
>>50014093
I don't know if we are going with Mobius Witches or not, but I think some planes on our emblem would be cool.
>>
>>50014705
Any sort of brainstorming is encouraged, even if it's not directly related to mechanical stuff.

I check into the thread every few hours, so if anyone has any sort of questions or comments please post them and just link to this or one of the posts containing a document.

Note that I didn't make the SWCGR, Particular did that. So while I am appropriating his work the best I can do when it comes to questions about the SWCGR is speculate based on my own reasoning.
>>
dice+ 10d10

Lets see if i remember this right....

And Curse this thread. I now have pulled a 1/48 Black widow model out of the 'finish this sometime' box.
>>
dice10d10

nope. I don't remember right. oh well. try try try again.
>>
Rolled 3, 10, 7, 5, 5, 6, 6, 4, 10, 6 = 62 (10d10)

>>50015953
>>50015971
Goes in every field

Or the email field
>>
Dice 10d10

Final try before i hand in my internet license and go manual....
>>
>>50015971
Goes in the options field.
>>
Rolled 5, 4, 4, 5, 10, 4, 4, 4, 2, 7 = 49 (10d10)

>>50015992
Always remember to remove the name field too.
>>
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>>50015993
>>50015992
Have you considered reading the sticky?
Or the small text right below the post form?
>>
>>50014561
>> Tank Witches
Does Strike witches have ship witches as a thing Or has Kancolle poisoned that well?
>>
>>50016030

>>50015992
>Or the email field

>>15396072
>How to roll dice: "dice+2d6" without the quotes in the email field rolls 2d6

Durr.
>>
>>50016031
Don't see how it work since navies are already an established thing in the SW universe. Would be hard to do entire ships as well.
>>
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>>50016031
Tank Witches are canon though. Ship witches aren't a thing.
>>
>>50015992
gah. that was it.

We lets see what i got here...

Kingdom of Hispania
Fokker D.XXI - 2 max speed +5 to CAM sk
Galgo Espanol
free fall bombs - Win M1897 Shotgun
Perky B-cup
Normal butt; thick hips
Magic Blast

Ok so...
Spanish Greyhound - gota go fast.
Aircraft -1 test frame 'May have been completed' So spanish test pilots it is.
Weapons - Airframe did con carry bombs... But that didnt stop anyone from strapping them on anyway when it suited them.
Weapon - Trench gun. Well i guess there were alot of them around in the Civil War.

Pilot name
Wiki reveals civil war aces...
Leopoldo Morquillas Rubio - 21 victories.
Becomes
Luciana Morquillas Rubio

Ah core stats required. thanks for more rolls there anon No.50016023

WS - 29
BS - 29
Str - 34
Tough - 26
Int - 29
Wip - 25
Per -37
Fellow - 29

Short 6 rolls. Used physical dice

editors note.
Magic powers table reads 61-55 for magic blast. should read 61-65.
>>
>>50016031
Probably could only do like boat witches. Little things, all short range. Probably wouldn't be worth it to even field them, as plane witches would be able to perform the same role and more.
>>
One thing I didn't remember from the show and I can't find on the wiki, what the hell is up with familiars? Like, are they actual animals or just ears and tails that pop up on witches when they use magic?
>>
>>50016729
AFAIK they're physically just ears and tails, but they're considered by everybody to be a separate thing of some kind and are the source of a witch's magic
>>
>>50016750
Ah. That makes a lot more sense, now.

Looking at banging up some Open Legend rules into a Strike Witches shape and realized I had no idea what they were.
>>
Yo NEGM, you around?
With all these house rulesets and other things floating around, which do you want us to stick with?
>>
>keeping the thread bumped
>>
>>50017800
>tfw no cute hetero couple in SW
It hurts
>>
>>50018177
I thought Mio and Hijikata were a thing
>>
>>50018177
There was Michael Schmitt and Friederike Porsche in Witches of Afrika.
>>
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>>50018177
Friederike Porsche and Michael Schmitt
>>
>>50018236
>>50018296
>Witches of Afrika
Not animated.
>>
>>50018404
Still better than the first season in its entirety.
>>
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>>50018404
You know it's canon, right? Like, Hanna-Justina Marseille even appears in season 2.
>>
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HOLD UP!
-has anybody rolled out a character with the 0.3 SWHR yet, or adjusted any of the witches made with 0.2 to 0.3?

0.3 should fix the variation issues with both age and height; weight was pretty spot-on though.

It's posted up here fyi
>>50007089
I think a lot of people assumed I reposted 0.2 since 0.3 came at the tail-end of the last thread, but this is 0.3.
>>
>>50018417
Never said that was a good or a bad thing though. My point is that they are so few and far between
>>
>>50018468
I've redone Yasuko Shirai here >>50008523 and added in Jane Freeborn's appearance using it here >>50009401
>>
>>50018489
Excellent. Now, you've got 41 ST listed in the post, and 31 ST listed in the google doc. Which is correct?

if it's 41 then 180/5'11'' is on point, but 31 is just one point above average ST with dead center TO, so that would make her ~160/5'3" which... is closer to where it should be 30 ST with 30 TO and the average-ish age of 17 a witch should ideally be 5'5" (which is still sort of tall for a Japanese girl, but SW are international, but I'm digressing). Strangely this means the outlying result is closer to the intended results than the average...

I'll need more samples of course, but some re-figuring is in order regardless.
All-in-all it came out pretty well; only off by a couple of inches either way, but the assets seem to have dipped down a couple of sizes too far.
>>
>>50018769
I rolled 31, but the familiar bonus gives +10 strength, and I factored that in because the familiar is an intrinsic part of a witch
>>
>>50018901
No, you totally should. idk about Particular, but I do the familiar bonuses as constants. In your case it seems to have worked as intended; short of the notable dip in assets. There should've been some dippage, but but four sizes may be too far.
>>
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Was about to go to sleep, saw this thread and rolled up a witch instead.

Name : Gilberta Caselli
Origin : Duchy of Romanga
Striker : Reggiane Re.2005 Sagittario
Familiar : Black Panther
Weaponry : Sniper Rifle, Pistol (PzB 39, Beretta Model 1934)
Power : Magic Antenna

Age - 16
Height - 166cm
Weight - 35kg
Forward Assets - B-Cup, Flat
Aft Assets - Flat butt, Normal Thighs
Hair : Straight, Red
Eye colour : Blue
Skin colour : Tan

Weapon Skill 25
Ballistic Skill 30
Strength 42
Toughness 25
Agility 45
Intelligence 35
Willpower 33
Perception 30
Fellowship 32

HP - 12
Magic points - 6
Speed - 7
Acceleration - 4
Top Speed - 20
Luck Rolls - 6

Basically a fast, red-haired Lucchini. Comparing her to the other witches, she's pretty small and really light. At least I rolled a sexy plane.
>>
Just looked at the sheet, we just need one more Witch to have 32 in our own wing (might do a write up soon for some details about it if people want that). If that happens, it would either be 2 squadrons of 16 witches (which is further broken down into 4 four-witch flights) or 4 squadrons of 8 witches (with 2 four-witch flights). Either one works but my personal preference is the 2 squadron model.
>>
> look at this
>>50019033
> look back at this
>>50008523
> review these tables
>>50007450
> realize why the height and weight averages are so skewed
> realize it's because a very dumb oversight

https://www.youtube.com/watch?v=s1KQL7lGilA&feature=youtu.be&t=22
>>
Weapon Skill: 32
Ballistic Skill: 28
Strength: 30
Toughness: 28
Agility: 33
Intelligence: 30
Perception: 27
Willpower: 37
Fellowship: 33
Country: 6, Empire of Karlsland
Striker: 2, Focke-Wulf FW190 A-8 +5 to Guns (AtA) -5 to be hit when Evasive.
Familiar: 1, Weimaraner Dog
Main Gun:8, 1 Light MG, 2xMG-15
Forward Assets: 9, Comic Book D-cup
Aft Assets: 2, Petite Butt, Normal hips.
Magic Strength: 3+2 = 5
Magic Power: 87, Super Strength

Hedy Gockel

Brunette, 6'2, muscular.

Hedy Gockel is one of many German's who joined up to fight for their country after it was invaded. Generally easy going despite her size and strength, Hedy is also remarkably stubborn whenever she finds something to be stubborn about. Usually this involves her friends or whatever cause she finds to take the bit on.

Wielding two LMG's at a time, Hedy likes to use her increased strength and maneuverability to dive through the enemy, using both at the same time and trusting her ability to turn to get her out of any tight spots. Occasionally this gets her into a tight spot, but she's still around and has enough fire forged friends that she's always certain someone will bail her out.

Posting an updated profile for a witch I rolled earlier.
>>
>>50019519
I think she's actually in the doc, but I changed her weapons with a "Free" roll or whatever and I gave her a name, background, powers, etc.
>>
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>>50019519
Hold tight; 0.4 is just around the bend.

I didn't intend to update 0.3 so soon, but it's evident that there are still some significant inconsistencies with the characteristics calculations.
>>
>>50019695
I just picked some of it out of a hat on the physical stuff, I'll update when you've got it figured out.
>>
>>50019711
Well, I want to do some extensive prep-math, so it'll be either late tonight or first thing tomorrow, depending on how long the prep-phase takes.
>>
>>50019729
Cool. Just wanted you to know that my physical stats were entirely based on what I felt like, not the versions you put out.
>>
>>50007089
Just a quick question. What are the modifiers in the forward and aft assets rolls?
>>
>>50019818
They're your stats. ST is strength, FL is fellowship, AG is agility, stuff like that.

Though I think it'd be a lot clearer if he made it STR, FEL, or AGI instead.
>>
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>>50014144
>>50014198
Agreed, just thought about bringing up the subject for discussion.
>>50014302
Did this for a start for this suggestion, haha.
>>
>>50019834
WL is Willpower and TO is Toughness, right?
>>
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>>50019849
Yep.

>>50019843
Pic related
>>
>>50019843
Damn, that's really nice, man.

>>50019858
Wunderbar. Good.
>>
Update for Seija Virtanen:

>Weapon Skill: 35
>Ballistic Skill: 26
>Strength: 27
>Toughness: 26
>Agility: 33
>Intelligence: 27
>Willpower: 39
>Perception: 35
>Fellowship: 31
>Magic Points: 8
>Luck: 6
>Country: Suomus
>Striker Unit: Morane-Saulnier MS.406
>Familiar: Norwegian Forrest Cat
>Weapons: Fleigerhammer, Lahti L-35
>Assets: B-cup, Normal Butt, Thick Hips
>Archetype: Calm
>Age: 14
>Height: 134 but 134 what
>Weight: 38 Still don't know what it is
>Assets: Perky A-cup, Petite Butt, Normal Thighs
>Hair: Straight, Light Blonde
>Eye Color: Blue
>Skin: Light
>>
>>50019902
>Height
In centimeters

>Weight
In kilograms
>>
>>50019843
I like it. The infinity symbol is nice and indicative of the endless fight against the Neuroi (or the willpower of the Witches, whichever works best) . Someone said that our base might be located in Eastern Europe somewhere, but since I don't know where exactly the Neuroi hotspots are, could someone give info as to that?
>>
>>50019843
>yellow and black
[belka noises]
>>
>>50019912
What are these arcane units you speak of? Thanks.

>4'5"
>84 lbs.
>21 BMI, which is
Well, she's a lot smaller than I originally thought. At least she came out normal, though.
>>
>>50019950
Most of Central/Eastern Europe is overrun. I'm not sure about the rest.
>>
>>50019950
>Neuroi hotspots
The setting is deliberately analogous to WW2, so hotspots would change over the course of the war, from pretty much all of mainland Europe in 1941 to just Central and Eastern Europe in 1945.

In the Pacific, they'd probably mimic the advance of the Japanese, fighting in China in 1937 and taking over all of South-East Asia by 1942.
>>
>>50020009
Maybe put them in the Balkans? I don't think there was a canon JFW there.
>>
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>>50020060
Not displayed here at least.
>>
>>50020009
>>50019988
IIRC not!France was liberated by the 501st. not!Germany is still occupied, as is the majority of western not!Russia. The Black Sea has a nest as well, so I think it's safe to assume there is a major Neuroi pressense in the Near East/Middle East. And there's always the North African front to consider. Also, I think they say that East Asia has little Neuroi presence in it (this is why there are so many Fuso witches and advanced Fuso tech)
>>
>>50020060
I like this idea. How about Bulgaria or Romania?
>>
>>50020088
It also depends on when we set it. As we could easily set it before the liberation.

Also there are canon North African witches, whatever Marseilles wing is.
>>
>>50020060
The 505th JFW were stationed in the Carpathian mountains, though I'm not sure if that counts as the Balkans

>>50020088
North Africa should be cleared by 1943, Witches of Africa covered some portion of it
>>
>>50020105
I mean that then brings into question when it would be established. Early on in the war? Or later?
>>
>>50020060
Does.... Does this mean my witch can scream LONG LIKE BALKA when going in to battle?
>>
>>50020122
The Balkans Campaign in real life began in late 1940, so the JFW could be established then
>>
>>50020168
>>50019969
We Belka Squadron nao.

Brb coming up with witch-based superweapons.
>>
>>50020088
From the Strike Witches wiki:

>As of 1945, Neuroi hives have been confirmed in the following regions.

>Berlin's airspace
>Black Sea's coast
>Elbe River - located in the vicinities of the river's mouth, it is currently being opposed by the 506th Joint Fighter Wing;
>Nuremberg
>Ostmark's airspace - apparently multiple hives can be found in this region. Portion of the easternmost areas of Karlsland and the westernmost areas of Orussia are also in their sphere of influence;
>Prague
>South Karlsland - apparently located near the Rhine river, destroyed by a stronger hive that later established itself in Venezia;
>South Novgorov / "Vsiliy" - presented in Episode 3 of Brave Witches. Currently being opposed by the 502nd Joint Fighter Wing;
Sphinx's airspace - currently being opposed by the 31st Joint Fighter Squadron Afrika;
Venezia - destroyed thanks to the efforts of the 501st Joint Fighter Wing;
>"Grigori" - presented in Episode 3 of Brave Witches. located at the White Sea. Currently being opposed by the 502nd Joint Fighter Wing;
"Anna" - also presented in Episode 3 of Brave Witches. located somewhere in Western Orussia, Currently being opposed by the 502nd Joint Fighter Wing;
>>
>>50020171
I like this. If we are going by the numbering for the already-existing JFW, we would be the 509th Joint Fighter Wing, aka the "Mobius Witches". Our base is in the Balkans (someone said Bulgaria) and we were established in 1940.
>>
>>50020223
You will never surpass the Belkans at /ACEG/
https://www.youtube.com/watch?v=ar8TScfCszE
>>
Origin: Commonwealth of Australis
Striker Unit: Republic P-43 Lancer (+2 Speed)
Familiar: Koala
Weapons: Light MG (Bren gun), Pistol (Webley Mk IV)
Magic: Deflection Shooting
Assets: Full C-cup + Bubble butt, normal hips
Curly, Light blonde hair
Brown eyes
Black skin
Age: 16
Weight: 38kg (84 lbs)
Height: 150cm (59in/4ft 11in)
Ace Type: Maverick
HP=11
Speed=5/Acceleration=3/Top Speed=15
Not taking into account Striker Bonuses
Luck 4
Weapon Skill: 38 (+3)
Ballistics Skill: 24 (+2)
Strength: 36 (+3)
Toughness: 23 (+2)
Agility: 35 (+3)
Intelligence: 37 (+3)
Willpower: 28 (+2)
Perception: 28 (+2)
Fellowship: 23 (+2)

Olivia Gordon!
>>
Tried one out just to see what I will get.

Name: Marianne Eriksen
Archetype: Calm

Country: Baltland

Age: 16
Height: 148
Weight 41

Ass(ets)
Forward:Flat-chested
Backward: Flat-butt, Thin Thighs

Hair Type: Strait
Hair Color: Brown
Eye Color: Brown
Skin Color: Light

Striker: Curtiss P-36 Hawk Model 75
Familiar: European Shorthair Cat
Weapon: Lahti L-39 AT Rifle
Sidearm: Bergmann Bayard M 1910/21 2x

Weapon Skill: 32
Ballistic Skill: 34
Strength:27
Toughness:29
Agility: 37 (27 + 10(familiar))
Intelligence:28
Willpower:29
Perceptions:45 (40 + 5(familiar))
Fellowship:35 (30 + 5(familiar))
Starting Skill: 4

HP: 6
Base Speed: 5
Acceleration: 3
Top Speed: 15

Luck: 4

Magic Power: 4 (Willpower (2))
Magic Strength: Elemental Lightning

Got a Norwegian Sniper loli. I don't really know much about Baltic aces and equipment so not sure how to fill in the details. She'd probably be under the RAF. Wish I rolled a Spitfire instead to make that fit in.
>>
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>>50020223
>witch-based
>not neuroi-based
>>
>>50020223
>Estovakia is the not!Yugoslavia of Strangereal
Can we have a not!Aigaion as our base pls?
>>
>>50020320
Man, the Neuroi are already mostly superweapon based.

>>50020330
That would break canon really hard, seeing as any attempts at flying that aren't witches or airplanes generally end in disaster/being captured by the Neuroi.
>>
>>50020347
Why do you think there's all these Witches on it?
>>
>>50020359
I really don't want to play "flying battery witches".
>>
>>50020370
You'd be playing "flying aircraft carrier guard witches".
>>
>>50020380
Not if you wanted the carrier to fly for any length of time.
>>
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>>50020308
>>50020295
>>50019519
>>50019033
> try to fix the SWHR characteristics before anyone makes more witches
> people suddenly start making witches
>>
>>50020407
Mine was made with the old stuff, I just gave her a name and more background. Don't worry about it man, we all appreciate the effort.
>>
>>50020395
Witches not being used for RP are assumed to be powering it.
>>
>>50020407
additionally
> tfw the easiest fix is to make rolling for forward/aft assets 2d5, but you've not had to resort to d5 mechanics for anything else and you really wanna not
>>
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>>50020407
We're just trying to give you motivation.
>>
>>50020423
Did you miss the whole part where consuming magic takes a day of not using it for a single point?

It's not a feasible idea, let it drop.
>>
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>>50020407
Better fix it before I create another witch, then.
>>
>>50020439
"What is: Working in shifts."
"That's correct"
*ding* ($500)
>>
>>50020486
>>50020439
The only way I could see it working would be some mad science where they make a scaled-up striker unit with great power generation abilities and refit a warship to have it fly. And even then, I'd put limits like "only works for 10-ish hours before running out of juice", AND it requires particularly powerful witches to make it work, AND these witches run the risk of permanently burning out their magic from doing so
>>
>>50020486
There's 32 witches. Which is FUCK HUGE compared to all the other Wings and already pushing canon. Even only using 8 at a time that's four shifts a day to keep a retarded flying carrier in the air.

So, six hours a day just to keep it flying for each shift, making them incapable of doing anything but letting it fly.

>>50020515
No, it's a terrible idea which doesn't really fit with the setting. Don't encourage him.
>>
>>50020486
If you're working in shifts, you'd have to have >Big enough group to protect it
>Support staff to run the ship and pilot it
>The actual group of witches powering the ship
And then you'd have:
>The witches who have come back from powering the reactor or going on a mission
There's so many problems with this setup.
>>
>>50020530
To be fair, most of the other Wings are actually squadron-sized though.
>>
>>50020347
What if it's powered by a Neuroi core?
>>
>>50020575
True. But it's still a stretch.

>>50020594
That's just asking for our base to try and convert/absorb us in our sleep.
>>
>>50020606
Not seeing a problem with that.
>Objective: Escape
>>
>>50020606
I'm not saying its a good idea, just saying that so far our "wing" is more the size of a real life wing than an SW wing.
>>
>>50020624
What's the purpose of having a flying aircraft carrier if it has a high chance of turning evil and killing you?
>>
>>50020631
I'm agreeing with you really. Sorry if it came across as anything else.
>>
>>50020640
There's really not. I'd be perfectly happy having a nice castle like most of the other witches seem to have.
>>
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>>50020223
>THIS TWISTED GAME HAS TO BE RESET
t. Lara "Pixy" Foulke
>>
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>>50020674
Mobius witches in the future.
>>
>>50020672
>Castle
at least make it a not!Megalith

bonus points for Hoxha being the base commander
>>
>>50020698
No.

There's no need to force Ace Combat into everything.

A castle is fine.
>>
>>50020698
We all like ace combat, but your fetish is going too far
Besides, if you want to get into superweapons the Scin/Hrimfaxi would be far more feasible than an Aigaion. Plus they can dive, so they're not vulnerable 24/7
>>
>>50020698
The only Ace Combat superweapons I could see the witches having would be the Scinfaxi submarines, with the launch tubes deploying witches via powerful catapults instead of missiles.

Then again, Strike Witches isn't a dieselpunk setting, and the magitech is pretty limited. Would be better if we stuck to an airfield or castle instead, let the Aigaions and Hresvelgr be deployed in the 60s and 70s, when governments have grown soft to the Neuroi threat and think using Neuroi cores as power sources would be a fantastic idea.
>>
>>50020759
>when governments have grown soft to the Neuroi threat and think using Neuroi cores as power sources would be a fantastic idea.
It's not like anyone tried that during canon, right?
>>
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Tried to draw my little finnwitch. Here's Seija Virtanen.
>>
>>50009885
>>50009862
TO&E anon here, work happened, will try to make it tomorrow.
>>
>>50020911
>pantsu showing
what a slut
>>
Country: Liberion
Striker: F4U-1D
Familiar: Shrike (brb sticking all the witches in the pain tree then wiping out humanity)
Weapons: Sniper (M2 AMW (is this supposed to be a M2 with scope Carlos Hathcock style?)), 2x M1911A1
Cinematic Assets: Perfect Full C-cup, bubble butt, thick hips
Magic: Time Dilation

beautiful
>>
>>50021101
Sorry anon, I'm not good enough at anatomy to keep track of things without hips. Apparently I'm not even that good.
>>
>>50021236
Straight light blond hair
Blue eyes
Tan skin
Name: Kate Walsh (based on Kenneth Walsh)
I'll do stats later.
>>
An anon posted this earlier, but here is the details for the /tg/ JFW for those interested.
Name: 509th Joint Fighter Wing
Nickname: Mobius Witches
Theater of Operations: Balkan Peninsula and Eastern Europe
Base: Somewhere in Moesia (city/castle name not decided yet)
Emblem: >>50019843

Another anon said he would have an TO&E chart mapped out soon or something.
Tell me if I missed anything or stuff that needs fleshing out. An anon mentioned squadron histories and notable engagements so that's the only stuff left open I guess.
>>
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>>50020446
YOU FIEND

I think I've got a method down that'll produce more consistent results for height. Weight being Height/3kg seems to produce proportionate results consistently, so it's staying for now. Assets are just a matter of adjusting the roll numbers on the existing tables. They'll be tweaked, but that's so easy to adjust it's sort of afterthought. Weight may need to go up a little (I'm more familiar with metric lengths than I am with metric mass), but 130kg for a 5'10 woman seems ever so slightly low for a soldier that's supposed to be combat-capable. That though is splitting hairs, and it can wait.
(These poor girls are going to be jumping back and forth through puberty god knows how many times).

HOWEVER
I need to look at the Familiars tables, and tally up the options, probably tweak their mods very slightly, and makes sure there's an equal number of familiars that do and don't provide a STR and/or TOU modifier, so that the proportions remain consistent. That needs to happen before I bother with a full-on 0.4 (which will include the skills list!), but it'll have to wait until tomorrow.
>>
>>50021816
You know, if we're going by real history, the Wing is gonna fail at defending the Balkans. The Neuroi conquer all of mainland Greece and Crete, as well as the Balkan countries, and the Wing has to be relocated to a not!Ottoman base, defending the last stretch of land before the Neuroi hit Istanbul.
>>
Spreadsheet fag here, just did the percentages for nationalities of all our witches (note: these are just approximates):
Kingdom of Hispania: 3%
Commonwealth of Australis: 3%
Empire of Karlsland: 9%
Commonwealth of Britannia: 18%
Liberion: 12%
Duchy of Romagna: 15%
Fuso Empire: 18%
Orussia: 9%
Republic of Suomus: 6%
Commonwealth of Faraway Land: 3%
Kingdom of Baltland: 3%
>>
>>50021949
It's been a while since I watched the show. I can't remember if the Neuroi mirror the blitzkrieg and the advance of the Germans or not.

Is there someone already based in Switzerland? That seems like a good place to bunker down in.
>>
>>50021917
I think you messed up the heights. 6'10 is 208ish cm
>>
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>>50019519
Did a quick sketch tonight for your character. Hedy wip!

>>50019858
>>50019863
>>50019950
Thanks, well, anon suggested mobius, so it's hardly original.

>>50021816
Well, if it's accepted we're doing the 509th I can clean up the emblem and add text.

>>50005210
Worked a bit backwards here, but Vittoria will subsequently take Minguzzi as her surname in honor/parody of the Italian ace Vittorio Minguzzi. Thanks to spreadsheet anon/s for doing good work!
>>
>>50021949
So we were established to halt the Neuroi advance in the Balkans but we are forced to retreat to Ostoman. Something to keep in mind though is that IIRC in canon the Neuroi attacked from the Black Sea.
>>50022068
I believe it was moreso supposed to mirror the German advance. I might be wrong though. As for Switzerland, it is said to be neutral or not involved in the war. There are plenty of JFW bases in the area too, with the 506th in Gallia and the 504th and 501st to the south in Romagna
>>
>>50022216
Thanks drawfag anon! It's not the best spreadsheet but I try.
>>
>>50022221
>Neuroi attacked from the Black Sea
I can see the Royal Navy and the remains of the Karlslander Kriegsmarine trying to hold out against the Black Sea Hive.

And yeah, the Neuroi advance is about parallel to the Germans, from spreading out through Central Europe to attack both the east and the west, taking over Gallia, and even making a super hive at Berlin, whose destruction is the entire goal of the Allied war effort.
>>
>>50022280
>I can see the Royal Navy and the remains of the Karlslander Kriegsmarine trying to hold out against the Black Sea Hive.
That would be pretty cool, especially with the 509th supporting the battered and weakened allied navies. Istanbul (or would it be Constantinople in this timeline?) would be a great base location for the JFW then.
>>
>>50020308
Shoot HP is supposed to be 11. Read it wrong.

So what exactly is the plan for these characters at this point?
>>
>>50022308
>or would it be Constantinople in this timeline?
Probably Istanbul. Its territories are the same as pre-WW1 Ottoman Empire, which would make sense considering they weren't on the losing side in the First Neuroi War, so no Sykes-Picot Agreement to partition the Arabian Peninsula.

Did you know WW1 was fought against the Neuroi? And humanity lost in 1917? I didn't.
>>
>>50022089
google-sama says 213cm = 6.98in
the 0.08 makes it technically closer to 6'11' (by a margin of like 0.5in), but they're both pretty close. 208 is like right on the 6'9" mark. I think 210 would be about as on-the-money as you'd get for 6'10".
>>
>>50022308
>fortification line along the Bosphorus
>desperate struggle to keep the Neuroi from getting a foothold
this sounds fucking amazing

but we need Ottoman witches
>>
>>50022336
Put together a campaign. Right now most anons are just writing the rules so that they are somewhat playable though.
>>
>>50022337
>humanity fought the neuroi and lost
Well we're fucked.
>>50022364
>The struggle of the 509th as their supplies dwindle and they get less and less supplies from the mainland, and yet they refuse to give up any more land to the Neuroi
I love it.
I don't think Ostoman (aka not!Ottoman Empire) is in the .pdf though.
>>
>>50022364
Will be difficult to find a basis since there were no Ottoman aces in WW1. Which is a shame, considering they made the first standalone airforce.
>>
>>50022404
We can use Syrian and Egyptian aces from the various Arab-Israeli wars?
>>
>>50022399
Well, Turkey wasn't really notable in WW2 because they maintained neutrality until way late in the war, when they joined the Allies and started giving out supplies. So no, they weren't terribly notable. Hell, India is more notable than them.

>>50022404
A VERY small list of successful pilots apparently.
http://jpgleize.perso.neuf.fr/aces/ww1tur.htm

And some forum thread discussing it: http://www.theaerodrome.com/forum/showthread.php?t=10165
>>
>>50022461
Egypt is its own country so I doubt you could use Egyptian aces. Syria works well, as do Iraqi aces.
>>50022465
True. Turkey was more so known in WWI than WWII
>>
>>50022336
Supposedly we're putting together games. It might be a bit of a work in progress sort of thing until we get all the rules finalized.

Speaking of that, I can do some work on page layouts and graphic design if we're looking to make it look fancy.
>>
>>50022530
There are lot of characters, but no telling who's gonna be playing by the end is there actually a plan to use the characters once everything is ready?

I am interested in trying out, but I don't know if the schedule will work out in the future.
>>
>>50022567
I think some people made extras and some people that made ones are either not interested in playing in a campaign or are just not in the thread.
>>
>>50022567
I don't think we really have too much of a plan, but I wasn't in the IRC when we were talking about putting the game together.

>>50022597
I admit to making an extra witch. I made like three in the first thread.
>>
So how open to refluffing is DitS? I like the idea of dog fighting magical girls, but there are elements of the setting I really don't care for.
>>
>>50022630
DitS is barebones as is. It's pretty much just a book of gameplay, so the past threads have pretty much just been adding to it instead of changing it.

What would you refluff?
>>
>>50022630
We've been mostly just using the fluff from the actual Strike Witches show and such than whatever fluff is in the DitS book. There's a lot more to work with in the official Strike Witches material.
I mean, there's some things that I would change about the Strike Witches setting. Mostly the stuff from the anime where they seem to never have effective non-witch units. Why field them at all if you always end up sending witches in anyway? Why not figure out ways to magitek-ly mechanize your infantry/tanks/air fighters having them supported by witch support and witch aces. It just doesn't make a whole lot of sense. Same with the floaty understanding of magic and how it works that's presented in the show. It seems like it could be more defined in ways that give humanity a better chance. Plus that would give us a better understanding of how magitek could progress to make the witches more effective.
>>
>>50022755
>It seems like it could be more defined in ways that give humanity a better chance.
What do you mean by this? Defined in what way?

While I do agree that a lot of the times the show skips over the regular military, that might just mainly be because they don't matter to the plot. Plus, witches are the only people possible of inflicting major damage on the Neuroi. As for magic, it has been stated that magic hereditary and I can't think of any way that could be weaponized via magitech.
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Is a Shrike counted as a small bird or a bird of prey? It doesn't look like four-armed killing machine made of blades is on the list.
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>>50022755
Magitech'd infantry you say?

>>50022791
>any way that could be weaponized via magitech
The Yamato at the end of season 2 was powered by a magic generator. Not a witch-powered generator, but a genuine magic generator that failed mid-flight and needed another witch to keep it going.
While it was on, it got Neuroi characteristics but was firmly under human control.

Then there's the Warlock, where the only Neuroi part was the core and the rest of it was human-derived. Of course that bit them in the ass, but that's what you get for using the hearts of your enemy.

Basically, magitech certainly exists but its existence is defined by how it helps the heroes. Either it's striker units for the heroes to use, or just one big bombastic war machine used out of desperation for this one mission. The show does its damnedest to stick to WW2 and 1940s military tech when certain moments show that that magical weaponry is at least feasible.
>>
>>50022791
The magic stuff is mostly me being a hard magic fag. Also, I've only seen part of the first season. It's kind of hard to watch despite the premise being so interesting. I'd like to know how the striker units work, why can't similar effects work to basically create a squadron of men in powered armor with a witch doing the powering, why do women just lose their magic as they get older, at what ages would the optimal time for outputting magic be, why does magic manifest in so many forms in different witches but all those forms can power striker units, etc. Little questions, mostly. I just want to bend some rules until I can force a winning situation out of the war.

Mostly because I feel that when faced with a challenge like the Neuroi, humans tend not to "just make do" with what they have. They apply it in clever and new ways until they control the situation they're in.

>>50022799
https://en.wikipedia.org/wiki/Shrike

Most of them are rather unlarge for a bird of prey.

>>50022835
Yeah! Though I suppose first generation suits with witch support would probably be little more than exoskeletons and anti-ballistic riot shields. Probably a few heavy weapons in a second rank, though most of the shields would go to keeping the witch safe.
>>
>>50022848
That's the issue, it fits in both categories.
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>>50022870
I'd go with Small Bird rather than Bird of Prey, but that's me. Just pick whichever suits your stats better.
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>>50022848
>hard to watch despite the premise being so interesting
Same here mate

There was an idea two threads ago about a witch hooked up to an experimental APC and feeding power to a squad of power armor guys via cables. The power armor would've been like the ones from Edge of Tomorrow, probably do jack shit for protection against Neuroi beams, but en masse would let infantry carry a fuckton more firepower against the Neuroi hordes.

The idea went nowhere though, and it seems most people prefer sticking to the setting as is, since the franchise specifically goes for making a fuckton of WW2 references instead of focusing on magitech or anything like that. Except for when it's convenient.
>>
>>50022903
>Someone remembers my idea
I still kind of want to get that off the ground, but I don't really know where to go with it. On the story side, I'd need to build some more magical mechanics than the Strike Witches media present. On the mechanics side, I'd need to find a game that represents shooting and squad tactics well while also dealing with human interaction well. At least I've got some more ideas on the mechanics front. A lot of the campaign I've got the idea for is mostly dealing with human interaction among the unit. Some of the JTTRPGs I've been looking into, like Golden Sky Stories, Tenra Bansho Zero, etc., have some interesting ways of tying statistical progress to character bonds and resolving or strengthening those bonds. I figure that's a good way of not only incentivizing interaction, but giving it a place more than just set dressing. Still haven't a clue about the shooting, because the combat in those games tends to be melee focused or completely lacking. Tenra Bansho Zero could work, but it tends to go for a way over-the-top feeling rather than the sort of WWII movie "surviving by the skin of our teeth together" sort of thing.
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Bumping
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bumpage
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Are there any witches that canonically have birds as their familiars? Seems that they're all mammals.
If there aren't I need to fill in new animals for the like... 2 birds that are listed.
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>>50025571
>Are there any witches that canonically have birds as their familiars?

Yes, but there's very few of them. Hanna-Justina Marseille is probably the most prominent. The SWCGR has birds in certain national familiar tables (like in Fuso), and then anyone getting the general-purpose sub-table can get a bird, but the proportion of bird familiars to mammal familiars is something like 1 in 20 at the absolute best.
>>
>>50025571
Hanna-Justina Marseille
Raisa Pöttgen
Geena Preddy

And I'm sure there's more but I can't be assed to go through every witch article on the wiki
>>
>>50022903
>>50023030
If you guys actually want to pursue this you're going to have to come up with some of your own mechanics wholesale.

SW as a franchise has great potential, but is gimped by fanservice and pandering, to keep the focus on young magical girls with no pants.

In relation to the actual game though, all that stuff would likely need to be side material because nobody really wants to play walking battery for a bunch of NPC's. It might be good a time or two for a desperate maneuver, but if it becomes someone's "job" then it essentially sidelines them.
>>
>>50022216
Thank you man, she's looking great.
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>>50021917
Okay, so, SWHR 0.4 *should* fix the issues with the characteristic calculations producing too random a result. Even if it doesn't, the new constant-based equation means it'll be much easier to adjust from here on out if it still needs tweaking. It also means that I can give each country their own Base Size, based on the average female height for that nation's irl counterpart. Why? Because I can... way later, not now.


0.4 also has
> The official skills 0.1
> Skill-distributed maneuvers 0.1
> Rebalanced Familiar bonuses 0.2*
> Adjusted asset rolls
*atm the familiars tables are all crammed onto one table to save space. Once we get around to a v1.0 each nation will have it's own page, and it's own familiar table there in.

Anyone and everyone who has/wants to make a witch please do so and/or convert your old witches to the new figures (*rimshot*). I'll come back tonight and give the results a once-over.
>>
>>50026117
I got a 4 for Rear Assets, A roll of 3.
Also high Agility.
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>>50026117
>Familiar bonus section for bears
>But still no section for rabbits and other lagomorphs

And aren't the minuses for advanced skill a bit much? Even with a 40 in AGI and a +10 to the skill, Combat Maneuvering would still only have a 30% chance of success
>>
Okay, so, SWHR 0.4 *should* fix the issues with the characteristic calculations producing too random a result. Even if it doesn't, the new constant-based equation means it'll be much easier to adjust from here on out if it still needs tweaking. It also means that I can give each country their own Base Size, based on the average female height for that nation's irl counterpart. Why? Because I can... way later, not now.


0.4 also has
> The official skills 0.1
> Skill-distributed maneuvers 0.1
> Rebalanced Familiar bonuses 0.2*
> Adjusted asset rolls
*atm the familiars tables are all crammed onto one table to save space. Once we get around to a v1.0 each nation will have it's own page, and it's own familiar table there in.

Anyone and everyone who has/wants to make a witch please do so and/or convert your old witches to the new figures (*rimshot*). I'll come back tonight and give the results a once-over.


>>50026202
There's no way you have a +1 to that roll. even if you were 10s across the board you'd still have a +3.

>>50026239
Combat Maneuvering isn't for basic flying, it's for fancy flying; witches don't roll to fly. However, your character should be semi-reliable at anything you dedicate one of your high-bonus skill choices too.

A lot of it's going to be based on how many skills there ends up being in the 1.0, and I'm sure it'll be tweaked a few more times between now and 1.0.
>>
>>50026117
>>50026239
Also, are you still using the air-to-air and air-to-ground distinction DitS 0.5 does for skills?
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>>50026557
No, skills are divvied up by the weapon type. The long-term plan is to then have certain weapons/character perks induce modifiers to ground-to-air or air-to-ground.
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>>50026551
You're right, I miscalculated.
I feel like an idiot, sorry!
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>>50026860
Don't mind!
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>>50026551
Just wondering, what's next on your list for things to do for 0.5?
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>>50026551
Redid Jane Freeborn from:

>Age: 19
>Height: 178 cm (5'10")
>Weight: 67 kg
Assets were rolled from cinematic assets.

to

>Age: 5 + 3 + 3 + 8 = 19
>Height: 19 + 34 + 36 + 88 = 177 cm (5'9")
>Weight: 176 / 3 + 36 - 33 = 62 kg
>Forward Assets: 8 + (3 + 3 + 3) + (19/10) - 3 = 16 (Full C-cup)
>Aft Assets: 7 + (3 + 3 + 3) - (19 / 10) - 3 = 11 (Petite butt, thin thighs)

Why does age decrease the size of your aft assets though? Shouldn't it increase size with age? Or is this deliberately a trade-off thing, bigger boobs but with smaller ass?
>>
>>50026551
>>50027081
Addendum: is this supposed to encourage THICC lolis?
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>>50026952
Well, a lot of it's going to depend on how the new/revised witches turn out under 0.4.

Broadly, not for 0.5, next up are:
> Further weapon extrapolation
> Maneuver additions/revisions
> Reviewing/tweaking SWCGR's Striker bonuses
> Reviewing/tweaking SWCGR's Magical Powers
> Perpetually tweaking all of the derivative statistics

-in a non-final descending order of priority. After that It'll mostly be tweaks post-playtest (and maybe starting up a Tank Witches initiative).

0.1-0.4 have happened quite swiftly, and are very messy, because 1-3 were smash-ups of my house rules and the latest SWCGR, and 0.4 is the first proper attempt to revise them. I've got a handful of irl responsibilities for the next few weeks, and each one of the aforementioned additions/alterations will need a good bit of review, along with some trial and error, So we'll probably be looking at updates happening one at a time, and on the weekends; each probably with one new edition and/or some minor/major tweaks of established rules. That doesn't mean I won't be in these threads daily, but unless it's a super easy quick-fix, I'll probably just take notes and do a new document on Fridays/Saturdays; tweaking that new document as the weekend goes if there are any major flaws in it.

>>50027081
>>50027113
Because that is a typo...
>>
>>50027235
>>50027113
>>50027081
Also,
> 8 + (3 + 3 + 3) + (19/10) - 3 = 15*
> 7 + (3 + 3 + 3) - (19 / 10) - 3 = 14*
bc 19/10 = 1.9, rounds to 1.

By n' large the age is going to be a +1 unless you break 20. I intend to eventually raise the roof on ages, but wish to do so w/out raising the floor. Even afterwards the high-end will still be like 23. Ages trend slightly higher than intended, even though 2/3rds of it's sum is determined by derivative variables and a static constant.

I guess working on Age will be a definite to-do for 0.5; maybe 0.4.Rabbit_Tits.2 if I'm free by the evening.
>>
>>50027318
>bc 19/10 = 1.9, rounds to 1.
Should be a note to round down, I've been rounding to the nearest whole number this entire time
>>
>>50027339
Well that is a problem.
Most RPGs have that ruling, so I assumed the note was in DitS somewhere... unless he assumed you'd assume to round down...

0.X
> Add ruling to round down
> Work on age

-the list grows.
>>
>>50027235
So I'm a bit confused. It has already been established that we are going to be using DitS as a baseline, but what about SWCGR? Is that going to stand on its own until the anon that writes it updates it? Or is this the "main, updated" doc, so to speak?
>>
>>50027318
>>50027081
Alright so it should be:

>Weight: 61kg
>Forward Assets: 15 (Flat C-cup)
>Aft Assets: 14 (Normal butt, normal thighs)
>>
>>50027379
SWHR and SWCGR are currently two separate projects.Until the SWHR cover the entirety of character generation on their own, the SWCGR should be used for anything not covered between the SWHR and DitS. By the time that happens, however, I'll probably be into 1.0 of whatever I decide to call the expanded, alternative system.
>>
>>50027465
that seems right on the mark actually
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>>50025937
>SW as a franchise has great potential, but is gimped by fanservice and pandering, to keep the focus on young magical girls with no pants.
This summarizes my feelings about it so well.
>>
>>50027835
People who think things can only have one good attribute are cancer. The setting is good, the designs are good, the characters are good, the fanservice is good, there is no trade-off.
>>
>>50027870
>the designs are good
Every woman looks weirdly young while the guys look around actual 20s to 30s. Of course, this depends on whoever's the artist at the time.

>the fanservice is good
It is obnoxiously in-your-face whenever they're flying or doing anything clothed, but weirdly chaste whenever the girls are naked and showing actual breasts, like it doesn't treat their nudity as anything to make note of.
>>
>>50025937
I'd hopefully be able to get across that they're a special force and that their effectiveness could make or break the application of this new tech. If they're wildly effective, then you'll probably see entire fronts composed of units like theirs. If they're ineffective, then it would probably be dropped as wartime inventing means you need the most effective stuff as quickly as possible. Plus the interactions of the troops and all of them protecting their qt witch, it should be kept out of job territory. They're not just a bunch of NPCs who are going to die, they're the crux of the next stage of the endless war against the Neuroi.

For the witch, I was probably going to end up having that be a GM character. Or have her be controlled by the PCs during combat. Her role would be more like a king who can throw up some protection magic than a queen, like the witch aces. She's their most vulnerable spot. If she runs out of magic or is taken down, then they're all basically screwed. Unless they can get out of the group striker and defeat some Neuroi with whatever lighter weaponry they happened to be carrying with them. I could possibly even include a counter of the witch's magical power left. Something tangible and easy to tell when they've gotten in too deep.
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>>50027235
>witches wearing armor
where we're going, we don't need clothes
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>>50028105
That barrier's going to fail eventually...
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>>50027375
Question, does the RPG skill refer to using rocket launchers while the Missiles skill refer to modern-style air-to-air missiles?
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>>50028105
>>50028216
Body armor probably does jack shit against Neuroi anti-air lasers anyway.
>>
>>50027870
The setting is basic, the characters are it's strong point, and the fanservice is fanservice. While it's characters are better than average, that's really not saying much. It's got potential, but the pacing and thematic are all over the place. It's not bad, but it's far from outstanding.
>>
>>50028216
SPEED IS ARMOR SPEED IS ARMOR
>mfw Jacky Fisher was right again
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>>50028217
yes

>>50028248
There are so many ways to be injured that aren't Neuroi lasers.
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>>50028270
>The setting is basic
The Neuroi have been fucking up history since ancient times and wiped out Roman Judea along with who knows what other kinds of regions. Both Caeser and Nobunaga survived their attempted assassinations, Britain and Japan went to war with each other twice in the 1600s, Napoleon's invasion of Russia was stopped when he encountered Neuroi, the Neuroi fucked up the Crimean War, WW1 was fought against the Neuroi and humanity actually lost, the Ottoman, Austro-Hungarian, German and Russian Empires still exist...

There's a lot of interesting potential, it's just that none of it ever gets fleshed out.
>>
>>50028339
Alt History + Alien/Inhuman influence is far from novel. You can do plenty with it, but I'm not dressing about what it could be, I'm clarifying what it is: decent. Not amazing, but easily better than most of the works in it's field; largely by the nature that it's competition is generally terrible. It's a 3/5 in a sea of 1/5s.
>>
>>50028376
>SW backstory isn't good
I bet you think GoT is top tier writing and worldbuilding too
>>
>>50027870
Any setting detail not explained by the creator and in other media is basic and kind of blah. It lacks a large amount of explanation in the show, at least as far as I watched. None of the differences from our world are ever fleshed out apart from "flying little girls with magic powers".

The character designs can be good, but are also somewhat inconsistent in application. I, personally, feel like only some of the designs are good. A lot of the girls are only distinguishable by minor differences in tit sizes and the uniform they're wearing.

The characters do not start off that strong. They're not enough to make up for the lackluster plot at the beginning of the series. It makes it difficult to watch. I don't know if they get better later, but they're not that good starting out.

The fanservice really seems like it gets in the way of the creators spending time on other aspects of the show. I don't really like it that much. It kind of pulls me out of the action and doesn't feel necessary. I get that some people are much more into girls than I am, so it won't be as problematic for them.
>>
>>50028525
>at least as far as I watched
>animeonly fag and not even all of the anime
>hasn't read any of the LNs or doujins

Opinion discarded
>problematic
Back to tumblr you go
>>
>>50028644
>A single word can never be used in any context ever again because some faggots on Tumblr have ruined it
Good for fucking you. You're letting them limit your acceptable vocabulary you fuckhead.
>>
>>50028715
It's called knowing where a person is from based on the vernacular they use.
>>
>>50028644
>>50028731
>problematic is only used by people from tumblr
The fuck did I miss?
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>>50028754
Read that anon's response then come back. That, in conjunction with his comments about SW either mean hes an elitist asshole or a tumblrite. Take your pick.
>>
>>50028754
The anon is assrammed that someone doesn't like the things he likes in the same way. He's going out of his way to find ways to emotionally discredit responses so that he doesn't have to listen to them just like the tumblrites he's so keen to hate on.
>>
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>>50028780
>elitist asshole
>>50028644
>animeonly fag
>hasn't read any of the LNs or doujins
Anon, please. Look in the mirror.
>>
>>50028449
>>50028644
>>50028731
>>50028780
Well, this has devolved rapidly.
>>
'We should totaly use the witches as batteries'

would you clip the wings on a spitfire, get a bunch of guys to push it around on the ground because it can achive heavy mg supportWhen tank witches are a thing?

The only place i've seen something like this work well was the Striker's 1989 quest. The Witch in question was a RIO. (weapons officer in a Tomcat). Steelwings matter.
>>
>>50028928
Not every witch is created equal. Some witches might be better suited for combat support positions rather than frontline combatants. A lot of these would be underutilized in the current combat paradigm, and could be made more effective when providing support to fighters who are: a. better trained, b. more adept at combat, or c. more willing to be active combatants. Besides, each witch is a precious commodity, a lineage of breeding and magical talent that has been passed down for generations. Each one that falls in front line combat is a huge investment lost. If there was a way to mitigate the loss of investments and create a larger force of stronger basic soldiers, then we wouldn't be relying only on a small number of aces as linchpins to support the human war efforts.
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>>50028867
>being elitist is being informed about a series' canon
You are fucking retarded
>>
>>50029055
As someone who's not against the idea of witch batteries in it's self, it feels like you're now officially reaching.
Technology that can be used by witches to do things other than fight is more than reasonable, and very interesting (I want to say canon, but no example jumps to mind). However, designing anything to require a minimum number of non-com witches to operate, or be optimally functional is far from prudent.
Plus, as someone previously stated, we already have tank witches.
>>
>>50028928
In this case, sounds like it'd be easier for a witch, who for whatever reason can't or won't use a striker unit, to just ride shotgun on a tank or any vehicle and provide shielding or something.

Actually, we know that a witch's magic is strongest in their teens and it wanes around the early 20s, but are weak-powered witches a thing in the setting? Witches who can still use magic, but don't have enough to power a striker unit, so they just use their powers in some other branch of service?
>>
>>50029092
It's more the whole, "If you haven't watched/read as much as I have your opinion doesn't matter," thing.

Regardless, the lot of you need to chill; you're bringing the thread down.
>>
>>50029175
idk that they ever get that week, there's just a point where they're officially operating at less than optimal efficiency. It becomes both a concern for their safety, and a question of whether or not it's efficient to field them anymore.
To answer your question, there are a lot of canon old witches, but most of them have retired by the time we meet them.
>>
>>50029175
There are witch testers who create new strike units and tech and stuff. I don't think that strike units require that much magical power to operate though.
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>>50029180
>If you haven't watched/read as much as I have your opinion doesn't matter
Why would it matter? If you don't have all the information available you can't have an informed opinion on the thing you are talking about. Especially in an expansive setting like SW.
>>
>>50029213
>To answer your question, there are a lot of canon old witches, but most of them have retired by the time we meet them.
I was asking whether witches with weak magic were a thing, considering all the characters are strong enough to use a striker unit. Mainly I'm trying to find out if ALL witches start out strong and get weaker, or are there ones who are born weak and stay weak?
>>
>>50029175
>to just ride shotgun on a tank or any vehicle and provide shielding or something.
Or pull medic duty, healwitches can still heal once they're past prime after all.
>>
>>50029255
As implied in Brave Witches, there are definitely witches that have weak magical abilities but they most likely don't graduate from training.
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>>50029246
> Especially in an expansive setting like SW.
>>50028339
> it's just that none of it ever gets fleshed out.
Please stop. It's great that you love SW, and people wouldn't be in this thread if they didn't; it doesn't matter how much you like it or which parts of it you like.
>>
I always get super confused about the ranking system for witches in the JFWs because its RAF ranks instead of USAF (which I believe uses more or less the same rankings as the army). Can someone please explain how the ranks work in SW?
>>
Let's stop arguing for a bit here.
>>50022216
Are you still working on the emblem or is that on hold?
>>50021092
When approximately do you think you have the TO&E done?
>>
>>50029452
Ranks should be in some variant of NATO interoperability, because I don't want to have to figure out who outranks who.

>>50029476
Probably later today, some college stuff came up.
>>
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>>50029316
By 'not fleshed out' I meant animated works, which are more character-focused and only give out world details in tidbits. And the sheer number of works in the franchise - some of it just untranslated, some of it actually non-canon, some if it apparently in Fumikane's tweets - makes it hard to collate all the info, and I've found the wiki is maddeningly underdetailed

>>50029452
Read pic related left to right for increase in rank. Though I thought that, unless you're formally in command of a group, it's more a matter of seniority than formal rank for practical reasons on-the-battlefield reasons.
>>
>>50027235
What do the General Education and Advanced Studies skills do exactly? Do I have to put a specific subject in Adv. Studies to use it, like say Mechanics?
>>
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Here's the older (and simpler) version of Dive into the Sky that's missing from 1d4chan, if anyone wants it!

I found it on some (Turkish, I think?) filesharing site.
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>>50029699
Usually there is a commanding officer and a CO in combat (see Sakamoto and Minna from the 501st) with various other members comprising the different elements of the JFW. Granted, this isn't taking into account that JFWs are more squadron sized (albiet on the smaller end) than wing sized. Also, there is no Flight Sergeant in that chart but that's moreso a minor issue.
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>the only AC0 enemy squadron to get a witch is Rot
I want my Gaultwitch, dammit. Or at least Silber, Schnee, or Schwarze.
>>
>>50029765
That's the pitch, yes. There are a few skills are to be marked as Diverse skills (with a ^D stuck on them), and there will a little not that explains that Diverse skills can be applied to a number of things, and each one is to be taken separately.
>>
>>50029699
I'm much less interested in your statements on SW than I am trying to make sure you to understand we nearly made it two entire threads without any sort of in-fighting or bitching, and you felt the need to resort to generally childish behavior/repeat ad hominem fallacies because some people don't hold SW in as high a regard as you do.
>>
>>50030254
It was you who felt the need to tell people in the thread discussing the thing they like that they like it wrong and if it did what you like rather than what they like it would be objectively better.
>>
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>>50030254
I wasn't part of the elitism/tumblr/vernacular bitchfest if that's what you're thinking
>>
>>50030342
Carry on then.
It would seem the guilty speak first, anyway.

We're past bumps so I'm going to let the thread go for now. I'll lurk until I've got something worthy of an 0.5; probably by next Friday. 0.4.Rabbit_Tits.3 may happen if someone finds a glaring flaw that needs to be addressed between then an now. It's also entirely possible I'll just have a bunch of free time at some random interval, who knows. I've already got notes on what needs to come next:

Definitely in the next update
> Adjusting age calculations
> Addition of general notes/instructions (including to always round down)
> Mark/Explain Diverse skills
> Go over basic check mechanics

Long-Term/Probably at least one
> Explain scaling system / cover basic movement
> Add/Re-Stat Weapons

I'll be lurk'n.
>>
Is there any actual reason they don't wear pants around the base? Assuming flight's for maximum contact to the magic engine systems, what about around the base?
Initially I'd assumed they'd explain it with potential emergency deployment, but they all wear shoes/boots, some with socks, and there's no reason they could't wear shorts or skirts even when flying. Plus they have to get to the hangar, so there's no reason they couldn't drop trou on the way.
>>
>>50030715
No. The actual reason is fanservice and ease of drawing.
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>>50030715
Doylist explanation is fan service. Watsonian explanation is to show they're a witch, like how pilots wear flight jackets while off-duty. Alternately it's just fashionable to not wear pants.
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>>50030835
>>50030715
I think it actually is canon that it's fashionable to not wear pants like witches.

It's still just an excuse for fanservice.
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>>50030864
That would explain why Miyu and company weren't wearing pants before she was enlisted.
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>>50030864
time to make my witch complain about stolen valor every time she sees a non-witch without pants

>fucking stolen valor bitches reeeee
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>>50030949
"thank you for your cervix" has never been more accurate
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>>50029839
>Silber witch
Milfwitch?
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>>50031135
Bingo. Also, new thread when?
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>>50031153
Friday probably
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So do Witches normally need to spend magic points to stay in the air, or is it only for when you run out of the normal pool and start having to spend WP? In the case of the former, would a XF-85 style transport for getting witches to/from the combat zone be a good idea?
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>>50031219
From what I gathered it looked like only after you spent the points. You can fly normally as long as you have some remaining.
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>>50031219
for now flight is passive, but general magic use; aside from their special powers is in the back burner.
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>>50031245
>>50031219
It would be useful for rearming/reloading. Zoom in with rocket launchers, Itano Circus, drop em and go get new ones.
>>
File: SW Record Sheet v1.png (300 KB, 2550x3300)
300 KB
300 KB PNG
I know the thread's about to die, but I'm working on a (INCOMPLETE) 1st-draft mockup for the character sheet and wanted to know what people think of the overall layout.

The two large empty sections at the bottom will be cells for combat skills (on the bottom left) and non-combat skills (on the bottom right).

Overall, I'm trying for a single-page sheet which can contain all relevant stats and has room to actually write things down, such as how your magic power works. While I know it's technically possible to end up with 2 powers, designing a sheet with room for full power descriptions for 2 power would have a lot of wasted space in quite literally 99 of every 100 characters.
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>>50031545
What are you supposed to put in the rank/squadron blanks?
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>>50031567
Presumably whatever rank you pick and the squadron name?
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>>50031545
Looking pretty good. If you need any assets made in Photoshop, I can most likely put them together.
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>>50031545
Are you making it for standard DitS, or are you planning on keeping up with the development of the SWHR?
Looks solid regardless.
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>>50031545
What program are you using?
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>>50031943
>Are you making it for standard DitS, or are you planning on keeping up with the development of the SWHR?

Right now it'd more or less work with either. I haven't been in the last thread or two (weekends tend to be bad for me), so I'm only peripherally aware of the Houserules document. I have the 1st version, and that's all so far. It didn't seem to mess with the stats or anything though, only mostly in how things were calculated.

>>50032037

For the mockup? MS Paint, because it's a mockup.

Although honestly, I can get pretty good results in Paint, so the final version might be in that program as well. Hell, the Character Generator was just done in Word, not in a "real" program.
>>
>>50032064
Cool. Short of number-tweaks, I think the only real difference between 0.1 and 0.4 are that there's a set skills list; divided between basic and advanced; though there's no reason to list skills your character doesn't have so General/Combat should be more sufficient for now at least. Basic/Advanced may be more intuitive, either should be fine. I appropriated your familiars trees into clarified categories, but those are still mainly ability score modifiers, so the bonuses don't nearly need to be listed. The reason I asked though is bc I do have a list of adjustments and additions in the pipe, some of which I'm much more confident in than others; a lot of them probably won't make it out of the theory-math phase, but the point is that there would need to be periodic adjustments.

Not that I expect any of it from you, I'm just trying to communicate and keep you in the know.

The only actual critique I'd have is maybe have individual boxes for Minimum Speed, Acceleration, and Top Speed. I would also consider boxes for the between intervals; Minimum + acceleration, + acceleration, +acceleration, etc; up to Top Speed. It'd really only be 5-6 boxes all in all, but Min/Acc/Top would be more that sufficient.



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