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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And the return fire...

OH JEEZ.

A 20 means either you or the girl gets hit. You can't die in one shot, but injury will give a penalty forward to everything. Elke probably won't be so lucky.

What will it be. Who gets hit.


[ ] You.
[ ] The Girl.​
open_sketch threw 3 20-faced dice. Reason: incoming fire Total: 27
2 2 5 5 20 20
 
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[X] You.

We can take a hit. We need the girl to survive. Hopefully our pass hurt them worse.
 
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4-9: Being Shot Sucks
[x]You

You had a good long burst directly into them as you closed, their gun blazing back, the whistle of bullets whipping past, then you nosed down and passed under them, close enough you thought your exhaust would clip their landing gear. You know you got them good, you couldn't have not. Not at that range. Not with that many shots.

You glanced up in your mirror. Elke was okay, and you could see their plane now, trailing black, ugly smoke. Then fire from under the cowl. Of course, head on, you must have poured two dozen rounds directly into their engine. The flames crawled quickly up the canvas, and you prayed to yourself that they'd put down, get out, that the flames would subside.

Instead, it nosed down towards the rocks below and flames consumed it. A body fell from it. The gunner, you thought. Better a fall then the fire.

A cold feeling washed over you as you watched the plane crash against the rocks below, a weakness. You'd seen death before but this was... draining. You felt weak in a way you never had.

You leaned away from the edge of the cockpit, leaving a dark, plum shade against it. Blood. Not the bright red like the girl. Your blood, already oxidizing to a rusty red.

You weakly looked down over your body and saw the leaking hole in your raincoat, the blood running purple out of the hole there and pooling red at your feet. The hole in your side, just under your right breast. You thought it should hurt, but it... it didn't really. It was just a sickening numbness over your whole body, a cold spreading through you. You noticed the hole in your dashboard then, just under the RPM gauge. Running right along the edge of the engine, probably passed within inches of the cylinders. One in a million.

You glanced up at your mirror, at the girl with a similar wound, her impossibly red blood darkening against her clothes and the canvas. Her eyes were half-open, but still looking around. Still alert.

Good. You had to get her to safety. Exactly why felt very distant right now.

You glanced over to see Ewald's triplane still dueling the larger enemy, twisting and turning around it to stay out of the arc of its guns. Mostly successful, but you watched as if from a lifetime away as a quartet of grey tracers speared it through the middle. As he came away, he left a sheet of yellowish liquid in his wake. Fuel, probably.

[ ] Turn back and help Ewald out.
[ ] Extend out and make for the village, double time.

You're wounded badly. You're at -2 to everything until a doctor helps you.
Adhoc vote count started by open_sketch on Oct 13, 2018 at 1:18 AM, finished with 17 posts and 12 votes.
 
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[X] Extend out and make for the village, double time.

Tough choice. Ewald is a veteran so I hope that brings him through.
 
[X] Extend out and make for the village, double time.
We have a task to complete. And we could probably use a doctor ourselves.
 
[X] Extend out and make for the village, double time.

Autopilot isn't an auto combat pilot. And with a -2 going forward, we're fair crippled. If Ewald sees us go, he should be able to break away from the dogfight he's got going now.
 
[X] Extend out and make for the village, double time.
Ewart can handle himself, but we need to keep the girl alive and we're not much good in a fight.
 
[X] Turn back and help Ewald out.

way too late for it to change things but I don't wanna let our Werner Voss die and I don't think we'd need to make too many rolls at our -2 to give him enough advantage to take the guy down.
 
Hmm. On the one hand, ghost pilot can set us down if we pass out from blood loss.

On the other hand, we should be able to do Overwatch, which IIRC doesn't require a roll, but does mean that the foe will be able to get one more pass at our wingmate before we open up with the guns.

Also, note to self, see about getting some bigger ammo hoppers and longer belts

[X] Turn back and help Ewald out.
 
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