Character Sheets


Character Sheet
Isabelle Morgenthau
A Fisher

Isa (right) and her boyfriend Arren (left)


Hard Keen Calm Daring Wild
+4 -2 +4 +1 -1
Moves
Creepy: When a comrade sees you perform a ritual, overhears your prayers, or sees signs of your alienness, they lose Trust in you. Once they learn one of your Moves, they are no longer affected, but they gain Creepy as well.
Deep Ones: You can call on your patrons to Help you on a roll. On a 1, you Break after this mission.
Blessing: When you dab fresh blood on a piece of working equipment, roll +Calm. On a 16+, take both. On an 11-15, choose 1.
  • Take +1 Ongoing with this item this Routine. (+1 Handling for a plane)
  • The item cannot break or be lost this Routine. (+1 Armour on 1 Section of the Plane.)
On a miss, you need a bigger sacrifice. Don't disappoint.
Ideomotor Response: Your plane effectively has a programmable autopilot. It does not have to be switched on and off; it "knows" when you are behind the controls.
Soul-Bound: When you paint a rune in blood on an aircraft, you are linked. While in flight, you can take incoming Structure damage as Stress, 1-1. You can take a hit that would strike a Component as Injury, or give incoming Injury to your Engine.
Bond: (Witch move learned from Wulf) When you hold an object of significance and make an emotional connection to it, take 1 Stress. The object becomes a magical Focus, and you learn it's Nature (Earth, Air, Water, Fire, Iron, or Blood).
Contemplation: When you draw a ritual circle and stay within it, roll +Calm. On a 16+, you come out of it about an hour later refreshed; strike 3 Stress or 2 Injury. On an 11-15, it takes the whole night, and you're unreachable in that time.

Mastery
The Bushwack
Ambush Predator: When you strike an enemy who is unaware of your presence, roll with Advantage.
Forced Evade: When you fire to scare an opponent off, spend 1 ammo and roll +Hard. On a hit, instead of dealing damage, choose one: Target dives 1, target climbs 1, target loses speed in a forced turn. On a 16+, roll attack dice on them anyway.
Momentum: When you dive onto a target, add +1 AP.
Scissors Snip: When you disengage, give an ally +3 towards dealing with your target.

Familiar Vices
- Drinking
- Prayer
- Dancing

Vice Progress
- Breaking Stuff: ☑☐☐
- Cannabis: ☑☐☐

Intimacy Move
When you are intimate with another, choose one of you to get a hold. They can spend that hold to give the other a command: if followed, then forward to their next +Stat move, they will always score at least a partial hit, regardless of what the dice say.

If you use this move in the air, there are two holds, and they can be distributed however you agree.

The Company
People
  • Isabelle (Fisher): The PC. She's out to find her way in the world. 1 thaler per Routine.
  • Arren (NPC- Confidant/Observer): Your cute fish boyfriend. Artist and recently trained observer. 1 thaler per Routine.
  • Wulf (Witch): Former bandit leader. Actually half wolf. Hot as hell. Ex-Goth. 1 thaler per Routine.
    • Hard +3, Keen +3, Calm -2, Daring +0, Wild +3 (Avenger)
  • Minna Hammerl (Soldier): Inexperienced but highly trained soldier and passionate duelist. Speaks all formal-like. The most beautiful woman in the world. 1 thaler per Routine.
    • Hard +4, Keen +1, Calm +2, Daring -2 (Professional)
  • Heinrich Engel (Student): Political science student working on his thesis-slash-manifesto.
  • Anny Meldgaard (NPC - Mechanic): A young half-Fischer, half-Himmilvolk woman from Piav, trained by the mechanics there. Looking for adventure and her origins. Blushes red?
Aircraft
  • Isa & Arren's Plane: A Teicher Möwen seaplane. Steel frame, liquid-cooled engine. Deeply possessed. 1 thaler per Routine.
  • Fang Howl: Wulf's helicopter. An experimental pre-war model. Liquid-cooled radial. Three wolf moon. 1 thaler per Routine.
  • Pup: Wulf's Kreuzer Skorpion prototype retrieved from a sealed hanger. Gets a lot out of an underpowered engine.
  • Minna's Kobra: An inline-engine powered, wood framed fighter. All around an excellent machine. 1 thaler per Routine.
  • Heinrich's Reconstruction: A canard plane with a 30mm cannon in the nose. Awkward and unstable but hits like a train. 1 thaller per Routine.
Stress XP
3 7
Cash Expenses
41 10.5
 
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[X] Weapons out.
-[X] Negotiate. You've done the small fishing town thing, you know how small fry act. Now, you can fight your way out, or you can talk turkey and make it so everyone wins
-[X] They themselves said the bandits were a load of light planes. If you managed to get a trophy from one and your plane came back with some minor damage, then that'd be a good story. Month or two later, surprise surprise they're back in buisness. Everyone wins.

Because my guilt factor at a cyclical scam in this situation is exactly zero, and its not like we can tell Irma that you need to account for porkbarreling if you want your capitol investment to work.
 
3-7: Did The Kid Pull a Knife?
The realization that this could go real bad, real fast crashed through your mind. The village had lots of stories of your people coming to other villages looking for shelter and being strung up by the populace, cautionary tales to stay with the people like yourself. When the Deep Ones weren't sending your people visions, they were usually having nightmares of those stories. You weren't really super eager to pen another of those tales right now.

While most of the crowd gathered around the injured figure, a group of younger men were heading way, some carrying their mining tools with purpose. The first thing you did was step behind Dennis, and Arren loosed the sling on his rifle just in case.

"Herr Reger." You said quickly. "I'm so sorry, we told Ewald get to get into the air, he was under the impression you were working with the bandits, I didn't want anyone to get shot, but I have a feeling that there's folks that aren't going to listen to me on that point. I'll do whatever I can to make this right and I don't want anyone else getting hurt, but if those guys get violent then Arren's gonna use that rifle and this is going to get a lot worse."

"Where's your man going, pilot?" He whispered back.

"To Irma, to tell her what we suspect, but he's going to loiter and watch for a bit, so if this goes bad she's going to know. She's got deep pockets for vengeance."

What little colour remained in Dennis' face drained, and he stepped forward to the approaching men and started talking to them, slipping back into the dialect of the miners. The argument that followed was rapid and seemed to be missing all the syllables you'd need to understand it, though you did understand the brandishing of tools and that Dennis looked on the edge of tears. One of the men tried to shove past him, pointing at you and screaming something that sounded a lot like "Murderer!" before his more level-headed buddies pulled him back. You couldn't help but noticed one of those restraining him had a fucking noose strung around his shoulder. They didn't really look convinced by Dennis' arguments, but they did back off a little, watching you with suspicious eyes.

Another young man ran up, covered in blood. You guessed from his clothing he was something like the town doctor, and his hands and smock were covered in smears of blood.

"She's bad, Den. 'Live, for no', but I'an't do much more f'er. She needs surg'ry n' doc never got 'round to trainin' me f'it fore I came back 'ere. Few 'ours at most, I spec."

Dennis nodded slowly, and turned back to you. "Your man shot our mechanic's apprentice. Her little sister. She's dying, pilot. The fact she's still breathing is the only thing keeping this town in order. I'm not going to be able to stop them once she isn't. You need to leave, now." His voice was uneven, breaking.

The young doctor looked over Dennis' shoulder. "Den, meybbe they could get 'er up t'doc? S'its only 'bout 'alf-hour up the way." He gestured vaguely up the mountain. "She's got tha two-seater."

Dennis looked back at you, trembling. "You could do it. There's a proper doctor in the town up the mountain, trained our boy. But... one of you'd have to stay here."

Arren looked at you. "I trust you, Isa." He said, but he'd never looked more scared in his life.

- [ ] Leave, now.
- [ ] Take the girl up the mountain.​
Adhoc vote count started by open_sketch on Jan 24, 2018 at 9:27 PM, finished with 17 posts and 8 votes.

  • [X] Take the girl up the mountain.
    - [X] Leave, now.
    - [X] Take the girl up the mountain.
    -[X] Take the girl up the mountain.
    [X] Leave, now
 
- [X] Leave, now.

They could have dealt fairly, or at least intelligently. Now they'll have to reap the reward.
 
-[X] Take the girl up the mountain.

I feels wrong to let a little girl die.
 
We have an obligation to make this right. Plus, we could use a reputation as "not evil."

Not really? We came in to fix an issue, we found the issue, the issue tried to stop our hireling and got shot for it. There's no winning in this situation, considering we still need to pick up the rest of our paycheck.
 
But if we say no, they won't help us make our plane air-worthy again, won't they?
And bandits are coming...
 
They themselves said the bandits were a load of light planes. If you managed to get a trophy from one and your plane came back with some minor damage, then that'd be a good story. Month or two later, surprise surprise they're back in buisness. Everyone wins.
7734 had a decent plan of dealing with the bandits that didn't involve fighting.
 
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7734 had a decent plan of dealing with the bandits that didn't involve fighting.

Yeah, I did. Posted it about ten minutes before vote closure. As it is, we lost our chance to negotiate.
But if we say no, they won't help us make our plane air-worthy again, won't they?
And bandits are coming...

We've got wire and a helper. Just lock the damn alieron down, and it'll be good enough to lump home on.
We don't actually know what transpired between Ewald and the girl besides the fact that he shot her.

And that's all we really need to know, unless Ewald just decided to whack a random civvie for kicks. Since that wastes ammo and therefore money, I doubt that happened.
 
@open_sketchbook Can I ask how this will work mechanically? Cause it seems like the only one with a difficult job here is Arren, and we don't really know how good he is at convincing people not to pick fight(s).
 
Is this village the home base of the bandits we were supposed to hunt? Cause it might creates problems: "Hey we were supposed to kill you, but right now we've made a blunder and we need your help".
Also what do we do once it's done? We go back to the city, having failed our mission? Or we just start shooting?

- [X] Leave, now.
 
@baud, see here:
Secondly, I'll just kinda let you know that what's probably happening is the bandits are part of another town and are running a bunch of these rackets on isolated mountain villages. They probably get away with low margins by being partially subsidized by the town for bringing in capital injection: this is how most bandits in the setting work.


Our options for this vote, as I see it, are bad and bad.
Taking the girl up for healing will probably result in slightly restored goodwill- nobody's gonna like us, but they should be more cowed than angry afterward. We may be able to leverage that into an advantage against bandits- maybe.
An awful, pragmatic part of me wants to note that it doesn't really matter if the girl dies en route, or the healer can't do anything- we can lie, and there's no way to catch it (save being a poor liar) until we're already gone.
So the only thing that can really go wrong here is the miners getting picky about their company. It doesn't seem likely, they'd have to be real dumb to try anything, but they might be real dumb- or Arren could panic and do something dumb. Either way, this could lose us Arren. The risk isn't high, but much is risked.

Leaving is all fine and good in the short term, but...
We still have to take on the bandits, and this will cause problems for our employer down the line. Granted, helping would probably get us at best minor aid against the bandits, and there's a good chance the problems this causes can be safely made not ours.
It's kind of a shitty thing to do though.


I think I have to vote (for now)
[X] Leave, now
I don't think Arren is likely to get killed while we're trying to save the girl but I'm not sure whether that's reflected mechanically or even true. Leaving has a far less punishing worst case, and I'm ok with being the sort to sacrifice strangers to save someone we know.
 
@InterstellarHobo. Thank you, I just failed at writing what I thought.

What I was trying to ask if the town where the villagers asked to take the girl is the town the pirates are from, which could have consequences.
 
[X] Take the girl up the mountain.

Okay so I need two things from you.

Firstly, I need you to choose an advance, just like last time. This is a routine, so you do get to advance!


- [ ] Choose your Advancement​
- [ ] Choose from the Personal Moves
or
- [ ] Choose from the Bushwack Moves

Secondly, I need you to roll 1d10 for Contact!
 
Second time's the charm, it seems.

I'd prefer to choose weird Cthulhu powers. Deep Ones, Forbidden Word, and Blessing all seem fun.
 
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