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Flying Circus - Core Rulebook
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Flying Circus - Core Rulebook

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$35.00

A simple airplane.Flying Circus is an in-depth, highly detailed Powered by the Apocalypse-derived roleplaying game of aviation fantasy, set in a world of machines and magic inspired by the works of Hayao Miyazaki.

In the aftermath of a massive industrial war, the world is slowly pulling itself back together, but danger still lurks in the skies of Himmilgard. The only thing standing between the world and chaos are the brave pilots of the Flying Circuses, indepedent mercenary companies known for the bright and unique liveries of their salvaged aircraft. No mission is too bold, no monster too big, no foe too dangerous... if you can afford it.

Flying Circus uses a unique system for air combat, eschewing top-down maps and treating Altitude and Air Speed as currency to be spent in daring and realistic dogfights. Climb to gain the advantage, dive to regain speed, pull your plane into dizzying turns to get on their tail. But you also face realistic limitations, as your engine burns out, your wings crack and break, and you lose consciousness in a high-G turn.

In addition to the powerful air combat engine, Flying Circus has robust systems for battles and daring escapes on foot, for pilots to blow off steam in between missions, and for the financial and social aspects of running the company. Pilots always live on the edge: between excess and stress, between riches and ruin, between victory in the skies and impact with the ground.

Flying Circus features ten unique playbooks, with both strong hooks to get started immediately and considerable framework for customization and progression over the course of a long campaign. The playbooks also come packed with 48 unique aircraft, both historical and fantastical, to populate your games, as well as a variety of threats, mission prompts, advanced rules, and GM advice.

Content Warning

This game touches on mature themes regarding violence, sexuality, and drug use. There is a degree of illustrated nudity.

Note

If you purchase a PDF now, you will get a discount on the print version when it becomes avaliable.

A group of pilots, including a witch on a broomstick, rob a sky-train suspended on cables.

Flying Circus Symbol

FLYING CIRCUS SYSTEM

Himmilgard: Core Book - Playbooks & Planes - Horror of the Heights - Whispers from the Deep

 
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Reviews (11)
Discussions (30)
Customer avatar
Tim O May 12, 2021 1:07 am UTC
Are there plans for a Print on Demand?
Customer avatar
Erika C May 13, 2021 7:01 pm UTC
PUBLISHER
Yes. Once I've shipped the kickstarter backer copies, POD will open up.
Customer avatar
Michael O February 26, 2021 4:52 pm UTC
Does this PDF contain the changes in the changelog you link to in Update #56?
Customer avatar
Erika C February 26, 2021 9:57 pm UTC
PUBLISHER
Not yet, going to be going in very, very soon.
Customer avatar
Matti R February 21, 2021 10:02 am UTC
I am looking for a game system to play Porco Rosso themed game with. Would this be a fit in your opinion? How strong are the fantasy elements in this (looking for a more real world stuff I think)?
Customer avatar
Erika C February 26, 2021 9:58 pm UTC
PUBLISHER
There's fairly strong fantasy elements with several playbooks, but it is very possible to just pick from the playbooks and enemies which are less fantasy-oriented. It's entirely possible to play this game with absolutely no magic content.
Customer avatar
DIOGO A February 11, 2021 6:32 pm UTC
Hi, I'm still waiting on the POD.
Customer avatar
Tavis L January 18, 2021 4:30 pm UTC
PURCHASER
Is there a discord channel or forum for rules discussions, plane builds, or actual plays? I'm really excited about this game and haven't been able to quite get my head around it so I thought some community help would work
Customer avatar
Erika C January 22, 2021 4:04 pm UTC
PUBLISHER
Yes! https://discord.gg/XnPCWsxUZ5
Customer avatar
Kevin S December 09, 2020 8:38 pm UTC
PURCHASER
Anyway to download a high res version of the world map?
Customer avatar
DIOGO A October 13, 2020 2:11 pm UTC
Hi, still waiting for the POD.
Customer avatar
Michael F October 07, 2020 10:13 pm UTC
PURCHASER
Does this come with the playbooks (the alternate settings mentioned on the kickstarter page), or is this just the core WWI setting?
Customer avatar
Erika C October 08, 2020 5:30 pm UTC
PUBLISHER
This is the core Fantasy WW1 setting with the two extra playbooks (Witch and Worker). Historical, Storm Divers, and so forth will be their own books.
Customer avatar
Sean L August 20, 2020 1:02 pm UTC
PURCHASER
I have to ask (because I don’t think it was answered below), what is the advantage of having two guns? Does it double the hits you cause at a given range?
Customer avatar
Erika C August 21, 2020 3:16 am UTC
PUBLISHER
It doubles your hits, and thus your damage, yes!
Customer avatar
Dmitry G July 31, 2020 5:35 am UTC
PURCHASER
Wow! An update! (Looking inside)
Oh! An awesome update in fact! I like the Aircraft book very much. As well as improved Corebook.
Thank you for your efforts, dear author!
Customer avatar
DIOGO A July 07, 2020 1:58 pm UTC
Any news on the POD option ?
Customer avatar
Erika C July 07, 2020 5:08 pm UTC
PUBLISHER
Hopefully by mid-August!
Customer avatar
Dmitry G June 09, 2020 8:46 am UTC
PURCHASER
A great game you've created! Thank you!
So much stuff to enjoy inside the book!
But I would really appreciate if you add a sample combat for a page or two. Just for better understanding.
Customer avatar
Erika C June 09, 2020 10:49 am UTC
PUBLISHER
I'm going to be writing an example routine, but I will not be putting it in the core book itself because it will have to run long and I'm going to do some formatting tricks.

I do not learn well from examples so I am not good at writing them myself.
Customer avatar
Dmitry G June 09, 2020 12:42 pm UTC
PURCHASER
Great news! Thank you!
Customer avatar
Garrick A June 05, 2020 4:19 pm UTC
PURCHASER
How does a round of combat go? Is it round robin, initiative based or something else. I think a combat example of say 3 players would be really helpful.
Customer avatar
Erika C June 06, 2020 5:34 am UTC
PUBLISHER
There's no set turn order. Players can act in any order based on GM prompting and the narrative.
Customer avatar
Gilfredo R June 02, 2020 12:50 pm UTC
PURCHASER
So I'm feeling phenomenally dumb here, but...how Hits and Damage is calculated and how they interact in combat is a bit confusing to me. The stats on the sample card with the 2x LMGs on page 49 don't seem to match up to what the book is saying. It says to multiply Hits by Damage, but that doesn't seem to be the case on the card--indeed, at all ranges the number of hits is *less* than the damage.

Also, is anything multiplied in a Weapon System? Do you double hits or damage if you have two machine guns firing at once? If not, what's the advantage to having more than one gun?

Lastly, do number of Hits affect Damage assigned to a target, or is it just for determining Crits?

Thank you.
Customer avatar
Erika C June 03, 2020 12:41 am UTC
PUBLISHER
So the way it works is that you multiply the weapon's Damage by the number of Hits it does at each range band.

So a machine gun does 4/3/2/1 hits, and 8/6/4/2 damage.
Customer avatar
Gilfredo R June 03, 2020 1:40 am UTC
PURCHASER
Thank you very much for your reply!
Customer avatar
Denis Z May 18, 2020 2:14 pm UTC
Since there's going to be a design manual for this, that, from what I've seen, would let you play the system for later era aircraft, how much "later" are we talking, if I may ask? My friends and I have been looking for a good system to play something akin to a pen and paper version of Ace Combat, and after hearing of the design manual coming up for Flying Circus, it's gone on my watchlist! So... would modern era be doable?
Customer avatar
Erika C May 18, 2020 4:08 pm UTC
PUBLISHER
Sooo... it's complicated.

The design system currently more or less does pistons airplanes out to 1950, and can also do pulsejets if you want to intercept V-1s. We're currently in the early stages of exploring how to build turbojet engines into the system and building supersonic rules with the hopes of doing jets from the 1970s for some Top Gun action, but we 100% expect the assumptions of this system to have broken down by then and for the results to be more movie logic than realistic. Don't expect accurate radar profile modelling or BVR combat.

Beyond that, though, the game's financial rules, abilities, routines, and foes are tuned for WW1 aircraft, and break down as you move away from it. As planes get faster and weapons more powerful, systems change, and while the base system has been designed to handle many of those changes organically, the specific implementation in core Flying Circus will not support it.

The next major Flying Circus release will be the standalone Flying...See more
Customer avatar
Denis Z May 18, 2020 5:47 pm UTC
I see!
Well, I wish you best of luck either way! Maybe I'll still be able to slap something together out of FCH.
Customer avatar
Calum M May 24, 2020 4:20 pm UTC
PURCHASER
I think the biggest issue you're going to run into for Ace Combat in the Flying Circus engine is not precisely mechanics, you can paper over the cracks there once the 70s-80s rules are out, but the lethality differential. Flying Circus broadly expects you to take on similar numbers of similar types of aircraft to your own, maybe at a marginal numerical disadvantage since you're a bit heroic. Ace Combat expects you to cut through dozens of enemy aircraft with capability similar to or greater than your own in the pursuit of your objectives and most of the time that isn't even difficult, just time consuming. Bear this in mind for your hack, although the core Theatre of the Mind dogfighting is really good at Ace Combat stuff for the same reason: You don't know where more than one or two opponents are at the same time and mostly you don't care, so there's no reason to waste the GM's time trying to track them. They exist purely in the abstract unless they're shooting at you or you're shooting at them.
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296
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File Last Updated:
March 15, 2021
This title was added to our catalog on April 15, 2020.