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Revising for version 1.1.


* BellyScrapingFlight: Typically, [[RealityEnsues flying at Altitude 0 is a bad idea]], since the plane hits the ground if it goes any lower and pulling up from this altitude counts as an attempt to Evade Danger. However, the Dogfighter Mastery move Belly Scrape makes near-ground flight less dangerous.

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* BellyScrapingFlight: Typically, [[RealityEnsues flying at Altitude 0 is a bad idea]], since idea]]. Ground effects reduces Stall Speed, the plane hits the ground if it goes any lower lower, and pulling up from this altitude counts as an attempt to Evade Danger. However, the Dogfighter Mastery move Belly Scrape makes near-ground flight less dangerous.



** A player's pilot can attempt to work on a damaged engine in-flight through the Patch Fix move, which often requires succeeding on the Windwalk move to traverse the plane.

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** A player's pilot can attempt to work on a damaged engine in-flight through the Patch Fix move, which move. This often requires succeeding on the Windwalk move to traverse Wingwalk move, which makes Attribute rolls +Daring instead of the plane.move's usual Attribute.
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* CriticalHit: Moves that involve a Critical Hit often have an equivalent penalty on a natural 1.

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* CriticalHit: CriticalMiss: Moves that involve a Critical Hit often have an equivalent penalty on a natural 1.
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Abiding by Example Indention style.


** CriticalHit: Inversely, these same moves have an equivalent penalty on a natural 1.

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** * CriticalHit: Inversely, these same moves Moves that involve a Critical Hit often have an equivalent penalty on a natural 1.
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Grammar error.


* OurKoboldsAreDifferent: The kobolds of Himmilgard draws influence from their traditional Germanic folklore origins, rather than the ''TabletopGame/DungeonsAndDragons'' version. Himmilgard's kobolds are one of [[TheFairFolk the Fae]], and they are a cohort of the faeries' landed nobility, along with being messengers and servants. They're described as having the form of a small animal, and the rulebook's artwork depicts a kobold as a seemingly normal-looking rabbit.

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* OurKoboldsAreDifferent: The kobolds of Himmilgard draws draw influence from their traditional Germanic folklore origins, rather than the ''TabletopGame/DungeonsAndDragons'' version. Himmilgard's kobolds are one of [[TheFairFolk the Fae]], and they are a cohort of the faeries' landed nobility, along with being messengers and servants. They're described as having the form of a small animal, and the rulebook's artwork depicts a kobold as a seemingly normal-looking rabbit.
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* OurKoboldsAreDifferent: The kobolds of Himmilgard draws influence from their traditional Germanic folklore origins, rather than the ''TabletopGame/DungeonsAndDragons'' version. Himmilgard's kobolds are one of [[TheFairFolk the Fae]], and they are a cohort of the faeries' landed nobility, along with being messengers and servants. They're described as having the form of a small animal, and the rulebook's artwork depicts a kobold as a seemingly normal-looking rabbit.
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* ANaziByAnyOtherName: The Goth Army, a Threat, is described partly as "the looming spectre of fascism." Their atrocities include a slave-driven economy and violent revanchism. The rulebook suggests saying to most groups that the Goths are "goddamn Nazis!" to make clear their real-world counterparts and why they’re a Threat to topple.
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* RestingRecovery: During Finances, outside the Mission phase, pilots can heal Injuries by paying taler and waiting a certain amount of time per Injury treated. The more typical form of Resting Recovery is through Slow Healing, where one Injury is healed every three days. Alternatively, the process can be sped up to healing one Injury every three hours through Fast Healing—but that requires weird, grotesque treatments and taking on Stress.
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* GlobalCurrency: PlayedWith. In the fiction, each town has their own form of currency, which is abstracted away as "scrip." Meanwhile, trading companies handle larger costs through gold coins called "taler." So narratively, currency is a mishmash of local scrip and global taler, but the former especially gets abstracted on a mechanical level to reduce the complexity of reconciling one town's form of money with their neighbor's town's completely different form of money.

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* GlobalCurrency: PlayedWith.ZigZagged. In the fiction, each town has their own form of currency, which is abstracted away as "scrip." Meanwhile, trading companies handle larger costs through gold coins called "taler." So narratively, currency is a mishmash of local scrip and global taler, but the former especially gets abstracted on a mechanical level to reduce the complexity of reconciling one town's form of money with their neighbor's town's completely different form of money.
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* ApocalypseHow: At least a Class 0, if not a Class 1. The uncrossable oceans on both sides of Himmilgard prevents its inhabitants from knowing what’s beyond them, so nobody knows what happened to the rest of the world, and the rulebook does not give any indication of whether anything even exists beyond the oceans. If the War’s fallout managed to cross the oceans and ravaged those lands, that would make the end of the world a Class 1, Planetary Scale, Societal Disruption. Otherwise, it’s only a Class 0 Apocalypse, Regional Scale, Societal Disruption. What prevents the apocalypse from tipping into Societal Collapse is that societies have held on in the form of small towns and advanced technology remains in the world, even without the unification of nation-states nor industrial scale.

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* ApocalypseHow: At least a Class 0, if not a Class 1. The uncrossable oceans on both sides of Himmilgard prevents its inhabitants from knowing what’s beyond them, so nobody knows what happened to the rest of the world, and the rulebook does not give any only indication of whether anything even exists the rulebook gives about the larger world is that there ''is'' something beyond the oceans. sea, but that it's beyond the setting's scope. If the War’s fallout managed to cross the oceans and ravaged those lands, that would make the end of the world a Class 1, 1: Planetary Scale, Societal Disruption. Otherwise, it’s only a Class 0 0: Apocalypse, Regional Scale, Societal Disruption. What prevents the apocalypse from tipping into Societal Collapse is that societies have held on in the form of small towns and advanced technology remains in the world, even without the unification of nation-states nor scale of industrial scale.production.

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''Flying Circus'' is a fantasy aviation tabletop RPG game by Erika Chappell. It draws inspiration from the work of Creator/{{Hayao Miyazaki}} and is UsefulNotes/{{Powered by the Apocalypse}}.

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''Flying Circus'' is a fantasy aviation tabletop RPG TabletopRPG game by Erika Chappell. It draws inspiration from the work of Creator/{{Hayao Miyazaki}} and is inspired by the UsefulNotes/{{Powered by the Apocalypse}}.
Apocalypse}} engine.



''Flying Circus'' was funded through [[https://www.kickstarter.com/projects/310174564/flying-circus-a-roleplaying-game-of-high-flying-ad a Kickstarter campaign]] that ran from March to April 2018, raising more than CA$ 37,000. The game was released digitally in April 2020 and can be bought at [[https://www.drivethrurpg.com/product/310013/Flying-Circus--Core-Rulebook DriveThruRPG]] and [[https://opensketch.itch.io/flying-circus itch.io]].

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''Flying Circus'' was funded through [[https://www.kickstarter.com/projects/310174564/flying-circus-a-roleplaying-game-of-high-flying-ad a Kickstarter campaign]] that ran from March to April 2018, raising more than CA$ 37,000. The Several expansions are planned as stretch goals, including historical playbook sets and alternative settings, including a {{Steampunk}} adventure game {{IN SPACE}}.

The core rulebook
was released digitally in April 2020 and can be bought at [[https://www.drivethrurpg.com/product/310013/Flying-Circus--Core-Rulebook DriveThruRPG]] and [[https://opensketch.itch.io/flying-circus itch.io]].

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* HighUpIceUp: The ruleset can simulate the freezing dangers of high heights. The core rulebook notes the rate that temperature drops as altitude increases, and the advanced rules describe how batteries hold half their charge in extreme cold, on top of increased flight stress.



* OminousFloatingCastle: Leviathans can take the form of flying battleships with the appearance of a castle, with a lot of threat to boot.




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* WronskiFeint: The Wronski Feint by name is unlockable through the Slipstream Mastery, allowing a pilot to escape a pursuer by diving to the ground. On a full success, the pursuers crashes.
* ZeppelinsFromAnotherWorld: With the Great War stunting technology to the equivalent of the early-20th century, zeppelins and other airships remain a mainstay in Himmilgard.

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* BellyScrapingFlight: Typically, [[RealityEnsues flying at Altitude 0 is a bad idea]], since the plane hits the ground if it goes any lower and pulling up from this altitude counts as an attempt to Evade Danger. However, the Dogfighter Mastery move Belly Scrape makes near-ground flight less dangerous.



* MidairRepair: With the Blackthumb feature, a Threat's Ace pilot can repair their plane's broken part, even if it involves wingwalking to reach it.

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* MidairRepair: With MidairRepair:
** A player's pilot can attempt to work on a damaged engine in-flight through the Patch Fix move, which often requires succeeding on the Windwalk move to traverse the plane.
** Whereas with
the Blackthumb feature, a Threat's Ace pilot can repair their plane's broken part, even if it involves wingwalking to reach it.


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* ThoseMagnificentFlyingMachines: While many of the flyable planes abide by the laws of physics, the setting's fantastical and magical nature means that much of the aircraft in ''Flying Circus'' is unrealistically magnificent.
** Most notably are the Leviathan machines, magical autonomous war machines in the vein of the title-granting machines of ''Anime/HowlsMovingCastle'' or ''Anime/CastleInTheSky''.
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* RolePlayingEndgame: Player Characters who don't prematurely die can exist the game in two ways. They can take on a Destiny after fulfilling exceptional requirements, such as becoming a Nature Spirit after saving the Wild from destruction and becoming a part of it. A pilot can also opt for Retirement by spending a maximum of 15 thaler, a cost reduced by several factors, like overcoming an Addiction or adjusting to the world after losing a comrade.

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* RolePlayingEndgame: Player Characters who don't prematurely die can exist exit the game in one of two ways. They can take on a Destiny after fulfilling exceptional requirements, such as becoming a Nature Spirit after saving the Wild from destruction and becoming a part of it. A pilot can also opt for Retirement by spending a maximum of 15 thaler, a cost reduced by several factors, like overcoming an Addiction or adjusting to the world after losing a comrade.

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In this game, players roleplay as pilots of a Flying Circus, a group of mercenaries using salvaged aircraft to complete missions. These Flying Circuses roam the land of Himmilgard, a continent recovering from a magical war of apocalyptic scale. Mechanically, ''Flying Circus'' deploys a specialized ruleset for simulating air combat, while interplaying it with other game modes that cover everything from inter-group social dynamics to blowing off steam in a small town.

''Flying Circus'' was released digitally April 2020. It can be bought at [[https://www.drivethrurpg.com/product/310013/Flying-Circus--Core-Rulebook DriveThruRPG]] and [[https://opensketch.itch.io/flying-circus itch.io]].

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In this game, the players roleplay as pilots of a Flying Circus, a group of mercenaries using salvaged aircraft to complete missions. These Flying Circuses complete missions as they roam the land of Himmilgard, a continent recovering from a magical war of apocalyptic scale. Authentically dangerous air combat meets whimsical magic, and moments of action are interspersed with social interactions where pilots make and break Trust with each other with the turn of a wheel and (hopefully) forge heartfelt relationships together.

Mechanically, ''Flying Circus'' deploys a specialized ruleset for simulating air combat, while interplaying it with other game modes that cover everything from inter-group social dynamics to blowing off steam relieving stress in a small town.

town to managing finances and equipment.

''Flying Circus'' was funded through [[https://www.kickstarter.com/projects/310174564/flying-circus-a-roleplaying-game-of-high-flying-ad a Kickstarter campaign]] that ran from March to April 2018, raising more than CA$ 37,000. The game was released digitally in April 2020. It 2020 and can be bought at [[https://www.drivethrurpg.com/product/310013/Flying-Circus--Core-Rulebook DriveThruRPG]] and [[https://opensketch.itch.io/flying-circus itch.io]].



** A Threat pilot that is an Ace can have the special feature Killer, which allows the Ace to kill an NPC on the player's side without a chance to intervene.

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** A Threat Threat’s Ace pilot that is an Ace can have the special feature Killer, which allows the Ace to kill an NPC on the player's side without a chance to intervene.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/4b5b11db_876b_4b0c_966b_bab6b531e20e.jpeg]]
[[caption-width-right:350:The original digital cover artwork.]]
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* AfterTheEnd: The game takes place twenty years after Himmilgard is ravaged by war, destroying all its nations and decimating its cities.


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* ApocalypseHow: At least a Class 0, if not a Class 1. The uncrossable oceans on both sides of Himmilgard prevents its inhabitants from knowing what’s beyond them, so nobody knows what happened to the rest of the world, and the rulebook does not give any indication of whether anything even exists beyond the oceans. If the War’s fallout managed to cross the oceans and ravaged those lands, that would make the end of the world a Class 1, Planetary Scale, Societal Disruption. Otherwise, it’s only a Class 0 Apocalypse, Regional Scale, Societal Disruption. What prevents the apocalypse from tipping into Societal Collapse is that societies have held on in the form of small towns and advanced technology remains in the world, even without the unification of nation-states nor industrial scale.
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* GlobalCurrency: PlayedWith. In the fiction, each town has their own form of currency, which is abstracted away as "scrip." Meanwhile, trading companies handle larger costs through gold coins called "taler." So narratively, currency is a mishmash of local scrip and global taler, but the former especially gets abstracted on a mechanical level to reduce the complexity of reconciling one town's form of money with their neighbor's town's completely different form of money.
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* HighAltitudeBattle: Most, if not all, of the combat in a ''Flying Circus'' campaign takes place high in the skies.

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* Experience Meter: By default, the track for Mastery Advancement is five Mastery Progress, while other Moves and advancements can reduce the track's size. Meanwhile, the regular XP progression is a pool of points that acclimate and that the player can spend from variably.

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* Experience Meter: ExperienceMeter: By default, the track for Mastery Advancement is five Mastery Progress, while other Moves and advancements can reduce the track's size. Meanwhile, the regular XP progression is a pool of points that acclimate and that the player can spend from variably.



* HitPoints:
** Characters don't have a standard hitpoint stat with a CriticalExistenceFailure state. Instead, physical damage results in increasing Injury points, which serves as an ongoing penalty to all Attributes based. For example, 2 Injury results in a -2 penalty to Attributes. By default, Player Characters pass out at 3 Injury.
** Meanwhile, planes have an Integrity stat, a combination of Toughness and Max Strains, with damage reducing Toughness first.
** Other Threats in the game, such as artillery and Leviathans, have a standard set of HP.



* OurDragonsAreDifferent: In ''Flying Circus'', dragons aren't not just creatures, or even mere magical beings. They are [[TheAgeless eons-old beings]] which existed long before humans and are waiting for the humans to die off so they can reclaim their land. On top of their Energy Beam and devilous cunning, they possess Physic Control which they can use [[MindManipulation to indoctrinate humans]]. Even the dragons' eggs use indoctrination powers, implying that even unhatched dragons possess saptience. To quote the Dragon's stat block: "If the GM has to use this profile, you've made a mistake."



* RolePlayingEndgame: Player Characters who don't prematurely die can exist the game in two ways. They can take on a Destiny after fulfilling exceptional requirements, such as becoming a Nature Spirit after saving the Wild from destruction and becoming a part of it. A pilot can also opt for Retirement by spending a maximum of 15 thaler, a cost reduced by several factors, like overcoming an Addiction or adjusting to the world after losing a comrade.



* Science Fantasy: ''Flying Circus'' features many of the technological marvels common in the SteamPunk genre and its cousins, especially with the planes, while mixing it in with HighFantasy magic and beings.

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* Science Fantasy: ScienceFantasy: ''Flying Circus'' features many of the technological marvels common in the SteamPunk genre and its cousins, especially with the planes, while mixing it in with HighFantasy magic and beings.


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* SubSystemDamage: Planes can be hit in specific locations, such as with a [[CriticalHit Crit]], causing specific penalties. For example, destroying the landing gear means that the pilot must make [[ComingInHot the Go Down move]] when they land.

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* ActionFilmQuietDramaScene: The game rotates through a cycle called a Routine, with the Mission being the bulk of the action. Outside the plane action, the players go through the Business & Pleasure part, which can have its own share of action (especially if one pilot decides to instigate a Brawl during the Stress Relief phase), but encourages moments of calm and simmering social tension.



* AlienSky: Himmilgard's night sky differs greatly from Earth in that its world is orbited by three moons, which the world's mythological traditions consider as Goddesses.



* BadassNormal: While magical beings exist, including The Witch playbook, all pilots can obtain Masteries and other top-tier abilities without tapping into magic.



* BattleCouple: If two Player Characters become mutual Confidants, they can be lovely dovely on the ground while shooting up enemies together in the sky. The "couple" can even be three or more of the pilots.



* Experience Meter: By default, the track for Mastery Advancement is five Mastery Progress, while other Moves and advancements can reduce the track's size. Meanwhile, the regular XP progression is a pool of points that acclimate and that the player can spend from variably.



* NonLethalKO: As brutal as the game's consequences can be, a Player Character cannot die unless their player agrees. In even the deadliest of situations, a Player Character can end up passing out. However, allied [=NPCs=] [[FinalDeath do not receive this luxury]].



* NonLethalKO: As brutal as the game's consequences can be, a Player Character cannot die unless their player agrees. In even the deadliest of situations, a Player Character can end up passing out. However, allied [=NPCs=] [[FinalDeath do not receive this luxury]].


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* Science Fantasy: ''Flying Circus'' features many of the technological marvels common in the SteamPunk genre and its cousins, especially with the planes, while mixing it in with HighFantasy magic and beings.


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* TeethClenchedTeamwork: Gameplay makes it easy for teammates to break Trust with each other, while many of the Playbooks begin with not trusting most of their coworkers. Nevertheless, the pilots partake in missions for the sake of the company, even if they would be at each other's throat if they make it back to the ground.
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* AirstrikeImpossible: A Flying Circus can undertake nigh-impossible missions that only they can do.
** As a ShoutOut to ''Film/ANewHope'', The Farmer's One in a Million move allows them to get a perfect hit anywhere they want one per Routine, allowing the player to recreate Luke Skywalker's iconic run on the Death Star.


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* ComingInHot: If a pilot attempts landing someplace where they shouldn't, they must make the Go Down move to determine whether the plane lands relatively safely or crashes horribly.


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* MidairRepair: With the Blackthumb feature, a Threat's Ace pilot can repair their plane's broken part, even if it involves wingwalking to reach it.

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* ComingOfAgeStory: Most of the playbooks are build around the coming-of-age narrative, stories of young ace pilots hoisted into adulthood. The Worker is the one playbook that avoids this narrative by default, as it's for the pilots who are the TeamDad.



* FairyTale: Appropriately to the German aesthetic, the setting draws inspiration from Creator/TheBrothersGrimm, especially with any gameplay in The Wild.



* OneHitKill: A Threat pilot that is an Ace can have the special feature Killer, which allows the Ace to kill an NPC on the player's side without a chance to intervene.

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* OneHitKill: OneHitKill:
**
A Threat pilot that is an Ace can have the special feature Killer, which allows the Ace to kill an NPC on the player's side without a chance to intervene.intervene.
** As the most-powerful Threat in the game, Dragons possess an Energy Beam that auto-kills on a full success. Mercifully, dragons are often too lazy to bother fighting mortal beings [[PressXToDie unless provoked]].


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* RelationshipValues: Relationships between Player Characters are quantified with Trust, a binary, non-reciprocal value: either the pilot trusts somebody or does not trust somebody. These two extremes represent the intense emotions (or intense lack of) that pilots feel toward each other. Trust can change back and forth throughout play and affects Moves.


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* StrikeEpisode: If players mistreat the employees of their Flying Circus too much and fills up the Labour Clock, then the employees go on strike and take the planes hostage until their demands are made, which can take up much of the play session.
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* OneHitKill: A Threat pilot that is an Ace can have the special feature Killer, which allows the Ace to kill an NPC on the player's side without a chance to intervene.
* OptionalSexualEncounter: The game allows a group to avoid sexual content by either doing a "FadeToBlack" or agreeing to not indulge in sex as a Vice. Intimacy Moves can also be activated through emotionally intimate moments, such as confiding deeply with a friend, and indulging a vice through sex does not activate the move.
* NonLethalKO: As brutal as the game's consequences can be, a Player Character cannot die unless their player agrees. In even the deadliest of situations, a Player Character can end up passing out. However, allied [=NPCs=] [[FinalDeath do not receive this luxury]].
* RomanceSidequest: If a pilot wants to maintain a meaningful long-term relationship, they can use the Get Real move to make another character (PC or NPC) A Confidant. A Confidant allows a pilot to use the Quality Time move relieve Stress without any mechanical drawbacks, and retiring with a Confidant makes retirement cheaper. However, the pilot then has to keep putting work in the relationship, fulfilling the Confidant's demands (such as not sleeping with other people) and making sure the Confidant doesn't get hurt. A pilot can only have multiple Confidants, but can only use the Quality Time move once per routine.
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* TheApunkalypse: Suitably for a game inspired by TabletopGame/ApocalypseWorld, ''Flying Circus'' takes place twenty years "after the end of the world" and features many of the elements of punked-up apocalyptica, such as ravaged cities, warlords dominating the remains of civilization, and battle-hardened mercenaries riding scalvaged machines. The twist is that instead of being AfterTheEnd of our world, it's after the end of a late 19th century/early 20th century fantasy counterpart to Germany.


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* DeadlyGas: Poison gas is a weapon that both [=NPCs=] and [=PCs=] can deploy in combat, with the technology lingering from its use in the war. This hazard is prominent in the Poisoned Cities, where exposure to their pervasive fog can result in progressively dangerous effects.


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* {{Transgender}}: The author, Erika Chappell, is openly and proudly trans. The book includes a passage on how the player character can be transgender and can choose to medically transition, whether through old-world technology or [[SupernaturallyValidatedTransPerson magical options]]. In addition, The Survivor playbook is an allegory for trans people escaping from a toxic home situation, if the toxicity is both metaphorical [[DeadlyGas and literal]].
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* TheAlcoholic: Since the game is set in fantasy Germany, it makes sense that most pilots start out familiar with drinking as a Vice. On top of this, pilots can become Addicted to drinking and must indulge this Vice (that is, drink a lot) in-between mission, lest they gain excess Stress.
* BarBrawl: In the "Stress Relief" section, a two-page spread depicts a fight breaking out, with various participants either watching, fleeing, or preparing to join in. Players can re-enact this scene in-game through the Brawl move.
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* BeCarefulWhatYouWishFor: On a partial hit, one complication of Parlay with the Strange is that what the supernatural gives "you isn't quite what you asked for."


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* ClockworkCreature: The Clockwerk men are made of what their name suggests, even as their golden keys indicate that their true mechanism is more magical.


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* MechanicalMonster: Several Threats are machine in nature, including the Clockwerk and the Leviathan.

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* CharacterCustomization: As standard for [=PbtA=] games, players customize their character through their playbook, choosing stats, Moves, and character descriptors.



* CriticalHit: A couple of moves involve special effects from rolling a natural 20, including Personal Attack and Open Fire.
** CriticalHit: Inversely, these same moves have an equivalent penalty on a natural 1.
* ExperiencePoints: Advancement is driven through XP, which is gained whenever a player clears Stress.



* GameMaster: The system opts for the standard "Game Master" (GM).



* MidairCollision: The game has rules to cover the situation when two planes collide. As the player's aid remarks: "it's bad."

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* MidairCollision: The game has rules to cover the situation when two planes collide. As the player's aid remarks: "it's bad."bad," damaging both planes based on speed.
* NonCombatEXP: XP is gained by clearing Stress, and Stress can be accrued from combat and non-combat situation, so it’s equally viable to gain XP from shooting down enemies and enduring anxiety-inducing social conversations (as with the Survivor playbook).

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In this game, players roleplay as pilots of a Flying Circus, a group of mercharies using salvaged aircraft to complete missions. These Flying Circuses roam the land of Himmilgard, a continent recovering from a magical war of apocalyptic scale. Mechanically, ''Flying Circus'' deploys a specialized ruleset for simulating air combat, while interplaying it with other game modes that cover everything from inter-group social dynamics to blowing off steam in a small town.

to:

In this game, players roleplay as pilots of a Flying Circus, a group of mercharies mercenaries using salvaged aircraft to complete missions. These Flying Circuses roam the land of Himmilgard, a continent recovering from a magical war of apocalyptic scale. Mechanically, ''Flying Circus'' deploys a specialized ruleset for simulating air combat, while interplaying it with other game modes that cover everything from inter-group social dynamics to blowing off steam in a small town.


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* MidairCollision: The game has rules to cover the situation when two planes collide. As the player's aid remarks: "it's bad."

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* UrbanRuins: Most of Himmilgard's surviving inhabitants live outside of the cities, which are still decimated from the war and are filled with supernatural poison gas.

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* GhibliHills: Being inspired by Creator/StudioGhibli, the game involves many idyllic yet dangerous landscapes, especially The Wilds. To drive home the land's beauty, pilots can trigger the Discover Beauty move when they "witness beauty in the world," which reduces Stress.
* ImprobablePilotingSkills: While the air combat engine does follow a degree of verisimilitude, the "fantasy" aspect of aviation fantasy means that pilots can pull off maneuvers that defy real-life physics.
* {{Kaiserreich}}: Technically, ''Flying Circus'' takes place in the remnants of a {{Kaiserreich}}-style land, with most aircraft being salvaged from the setting's equivalent of World War I.
* UrbanRuins: Most of Himmilgard's surviving inhabitants live outside of the cities, which are still decimated from the war and are filled with supernatural poison gas.gas.

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Created page. Will add some more tropes shortly.

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''Flying Circus'' is a fantasy aviation tabletop RPG game by Erika Chappell. It draws inspiration from the work of Creator/{{Hayao Miyazaki}} and is UsefulNotes/{{Powered by the Apocalypse}}.

In this game, players roleplay as pilots of a Flying Circus, a group of mercharies using salvaged aircraft to complete missions. These Flying Circuses roam the land of Himmilgard, a continent recovering from a magical war of apocalyptic scale. Mechanically, ''Flying Circus'' deploys a specialized ruleset for simulating air combat, while interplaying it with other game modes that cover everything from inter-group social dynamics to blowing off steam in a small town.

''Flying Circus'' was released digitally April 2020. It can be bought at [[https://www.drivethrurpg.com/product/310013/Flying-Circus--Core-Rulebook DriveThruRPG]] and [[https://opensketch.itch.io/flying-circus itch.io]].

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!! This game provides examples of:
* AcePilot: Player characters are by definition ace pilots, starting the campaign as already-exceptional pilots with the potential to become more exceptional as they advance.
* CoolPlane: Since airplanes are the core part of ''Flying Circus'', the planes are cool by design.
* TheFairFolk: The Wilds are the forest-filled domain of the Fae. Pilots can use the Parlay with the Strange move to bargain with the Fae, but at a price.
* UrbanRuins: Most of Himmilgard's surviving inhabitants live outside of the cities, which are still decimated from the war and are filled with supernatural poison gas.

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