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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@open_sketchbook
My favorite part of the worldbuilding you've done for this quest has been how you've turned the Shadow Over Innsmouth on its head with the fischervolk. It sort of reminds me of Shoggoths in Bloom.


Something to consider for the scene: the townsfolk are currently in a religious trance. That could make for an interesting perspective on the events of the confrontation; Isa's declaration that they don't need a moderator could be reinforced by the people more actively connecting to their own whispers. Isa's words/voice would bring the whispers into more clarity, while the priest's would have a dulling/deadening effect.
 
Everyone here, more or less, is going after the grand Priest. It's not suprising, he's the head honcho , the big "bad".

But is that why Isa came back? Vengeance?

Something to consider for the scene: the townsfolk are currently in a religious trance. That could make for an interesting perspective on the events of the confrontation; Isa's declaration that they don't need a moderator could be reinforced by the people more actively connecting to their own whispers. Isa's words/voice would bring the whispers into more clarity, while the priest's would have a dulling/deadening effect.
It's also dangerous. You can do a lot of bad when you have that kind of control. I wouldn't be suprised if the Priest would try and set up a lynching.
 
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Everyone here, more or less, is going after the grand Priest. It's not suprising, he's the head honcho , the big "bad".

But is that why Isa came back? Vengeance?

Well, no. She's here to free the village from his lies and predation, which is why the general thrust is to reveal said lies instead of physically attacking.

I was trying to come up with a fourth point for Roar of the Deep, something about Isa giving a sermon about a better world, but it didn't feel right. Isa hasn't found a paradise beyond the village, she's found various permutations of people being people. Add in that she herself hasn't fully shaken some of the village's negative cultural baggage (spec thinking of the sexism, after all she still prefers to wear red as a proper woman should), so trying to find a subject for the sermon felt weird.
 
Well, no. She's here to free the village from his lies and predation, which is why the general thrust is to reveal said lies instead of physically attacking.

You're casting the Priest as the villain, as the mastermind behind the village's fearful religion, but I'm not sure he is. His actions, as far as we know, are perfectly consistent with the actions of someone who encountered a broken system, and then decided to abuse it for his own benefit.

From what we've seen, the religion as the priest preaches it looks like a long held tradition. There's the old human leather bound book, the entire village sharing his beliefs, him trying to pass on those beliefs to Isa. It all looks more like something old rather than a newly enforced interpretation. Isa's the heretic here, trying to inject a new interpretation.

Even Arren doesn't really share Isa's belief, interpreting her personal relationship with the Gods more as her being a prophet than as the way things can or should be.

So, I don't think the village believes in "his lies", I suspect that the village had come to fear the Deep for it's own reasons (probably all the deaths at Sea) and the Priest is just another self-serving cog in that machine.

On that note, accusing the Priest of stealing from the village when :
a) You don't have any evidence (having stolen and then spent evidence)
b) There's plenty of evidence that you stole a considerably larger amount of value (namely an entire plane)
is not exactly a good argument.

[X] Into the Deep
-[X] Signal Wulf and Minna to keep the Priest from interfering
-[X] Take control of the trance, and shepherd people into the Deep
-[x] Show people that their Gods have their best interests in mind
 
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Isa's all grown up now. Found her own path, listening to the whispers herself but not bowing unconditionally to them.

These people should too.
 
It's also dangerous. You can do a lot of bad when you have that kind of control. I wouldn't be suprised if the Priest would try and set up a lynching.

So, I don't think the village believes in "his lies", I suspect that the village had come to fear the Deep for it's own reasons (probably all the deaths at Sea) and the Priest is just another self-serving cog in that machine.

On that note, accusing the Priest of stealing from the village when :
a) You don't have any evidence (having stolen and then spent evidence)
b) There's plenty of evidence that you stole a considerably larger amount of value (namely an entire plane)
is not exactly a good argument.

So, with respect to these arguments: he said/she said arguments are a lot easier when she has the literal gods themselves backing her up. :p

You're casting the Priest as the villain, as the mastermind behind the village's fearful religion, but I'm not sure he is. His actions, as far as we know, are perfectly consistent with the actions of someone who encountered a broken system, and then decided to abuse it for his own benefit.

This... is not invalid. The update does frame our return thusly:

The next morning, you told your team about a job. There was a village being held hostage by a wicked man. Had been for decades, a gross injustice. He had defenses, but if the team moved quickly, you'd never have to fight them. It was going to be a long journey, but there was time. There wasn't pay, but the vote to pursue was unanimous.

but going back to the beginning we have:

The High Priest, who had forsaken his name in his devotion, took you under his wing, raising you as a successor. He taught you to fly the village's ancient seaplanes, instructed you on the darkest rituals of the town, and taught you the names of the guardians who watched over you. But as you grew, what you heard and what you saw in the water diverged. It became clear that the faith of your elders, your family, your friends, it was misplaced and misdirected. They saw the seas as a horror to be placated, but you felt its embrace.

My takeaway is that the Priest is making things worse rather than simply exploiting the broken system. He also makes a good symbol: getting him to repent would go a long way towards legitimizing our message.

All that said, I actually do like your vote. Bypassing him to take the people to the gods is every bit as evocative as calling up the gods.

[X] Plan: Roar of the Deep
[X] Into the Deep
 
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[X] Into the Deep
-[X] Signal Wulf and Minna to keep the Priest from interfering
-[X] Take control of the trance, and shepherd people into the Deep
-[x] Show people that their Gods have their best interests in mind
If OS was the type of QM to willfully misinterpret votes, this would totally have Isa end up Pied Pipering the whole town out of the church to drown in the sea to be closer to their Gods.
 
Isa's all grown up now. Found her own path, listening to the whispers herself but not bowing unconditionally to them.

These people should too.

Context for the funny rating:

Consider Arren's interlude. Consider

The next update will be the last. You can make a plan, and it will feature, but remember, you are the whispers in the deep. You can guide her, but this one is Isa's choice.

The dread gods of death that dwell beneath the waves would like to remind you to think for yourselves.
 
[X] Into the Deep
-[X] Signal Wulf and Minna to keep the Priest from interfering
-[X] Take control of the trance, and shepherd people into the Deep
-[x] Show people that their Gods have their best interests in mind
 
[X] Isa freezes for a second, unsure how to continue. Her whispers reassure her though, and she realizes that their advice was what helped her break free herself. She opens herself willingly to her most intimate allies, imploring them to show the community what they showed her
-[X] Up to the QM whether this takes the form of them speaking vocally through her, or her channeling them into the trance to speak mentally (using water magic?)
-[X] If the latter, then they should leave the high priest out of the conversation; he doesn't deserve an argument, or to understand, not after what he's done. He deserves his 'flock' to realize his wrongs without his input or view, and for them to reject him while he flounders, confused and unaware of the major religious experience that just happened in front of him
 
9-16: The End
You had your hand on your pistol. You were ready to use it. You knew your friends had your back if you did. He left his pulpit, walking towards you, the knife still his hand, past the sacrificial basin, anger in his voice. The whispers were buzzing in your ears. Denounce him. Expose his lies. Expose all the hurt he put you and everyone else through.

You moved your hand away from your gun and held your head high.

He accused you of theft, of lying, of poisoning minds and souls. He said you were ungrateful, a troublemaker, a rule-breaker. Faithless, worthless, consort of apostates and inlanders. That this was what happened to those who didn't listen. Everything he said was true, or could be true. It hurt, tore at you, cut deep.

Lies and fear. All he had. The whispers held you firm, reminded you who you were, why you were here, what he had done. Why you couldn't falter.

"I'm not here for you." You said simply.

Across the hall, a cacophony of voices murmured sleepily. Not here for you. You didn't know if it was just the entranced mimicking the words or the whispers speaking through them, but it was true. He'd taken a place for the community and their faith and made it about him.

He didn't like hearing that. He came storming down off his pulpit, ritual knife in hand, calling the militia to their feet. Around you, your friends and neighbors stirred, and he shushed the rest of them, repeating the phrases that kept them docile. Your mind felt foggy a moment, but soon cleared with purpose.

You pushed past him and headed for the pulpit. He made to move, but Arren blocked his path with the barrel of his rifle.

"I think you better let her go, sir." He said simply.

You stepped up and looked over your whole town, from a perspective you'd pictured but never been able to see. Row on row, maybe five hundred people in three bands. Closest, a row of black, then a row of white, then a row of red.

"Um... hey, everyone. Wake up, please?" You said, your voice breaking a bit.

You took a deep breath and tried again. "Wake up!"

They started stirring. Eyes opening, people sitting up, people staring. So many people.

It'll be okay, the whispers said. These were your people. You could do this.

"Hi. Um... the seating arrangement is kind of freaking me out, so if anyone wants to move to another seat, go ahead, okay?"

Your friends found some free seats, but nobody else moved. They just stared, in bemusement, shock, or horror. Oh well.

"Okay, so... um. So, I'm really not great at this whole talking thing, but I just want to talk to everyone a few minutes. I imagine you've heard a lot about me and Arren in the past few weeks, and, well, I just wanted to..."

You took a second to collect your thoughts.

"I've done some things I shouldn't have done. I stole from the community. A plane, and, uh, our apprentice tattooist. And I kinda woke everyone up in the middle of the night. Probably freaked my dad out. Sorry about that."

You dad, sitting in one of the front rows, had his head in his hands, too many emotions rushing through him. You were going to have to have a real long talk with him after this. The whispers in your head were joined by the whispers of people in the seats, some people shifting around. Nobody freaking out and rushing the stage yet, though, that was good.

"So, I'm not blameless. But, well, nobody is, right? There's been some hard years, but every year is hard on the coast. It's our lot, right? That's what he's been saying all these years?"

The High Priest made some infuriated noises, but Wulf gave him one of her more murder-y glances and he shut up.

"It's not though. I doesn't have to be. The world out there is hurting too, everyone is. But we can't accept that things can't get better. We shouldn't accept that we should just be afraid, bow down, live in this passive terror of the world coming to get us. I know it's easy. It's easy just accepting what your place is, that your fate is ordained, that this life is just something to get through until it's over. It's easy to think that when all the other possibility have been stolen from you."

You considered an accusing finger, but you restrained yourself. This wasn't a trial. This wasn't about him. You weren't here for him.

"The man who stood behind this pulpit has stolen from you. He stole money, I don't know how much, but a lot." You unclipped your purse and lay five golden coins on the pulpit. The eyes of your impoverished neighbors went wide looking at them. "But more than that, he stole our lives from us. He entranced us. He kept us poor, kept us desperate and afraid. He kept us needing him, needing him so badly we'd do whatever he asked of us. Isn't that right? Or is it just that nobody eats fish anymore, that fuel costs more, that grain is going out of fashion? I wonder what people will find if they check the box under your bed, sir?"

The High Priest sputtered something incoherent, stopped, and ran, through the open doors and out into the storm. You indicated to Minna to follow him out and prevent him from doing anything to the planes.

"Right. So, uh, I'm not coming back to stay, but I just... I couldn't stand to think he was still here, still hurting people. I hope you understand." You finished, and you looked around for the reaction.

Utter silence. A wall of unreadable emotion in front of you.

"So, uh... that's about what I had." You stepped out from behind the pulpit. "I think Katrin can take over from here, but..."

"What do we do now?" Somebody called out. You thought it might be Laust Nielsen. Cool guy. His wife Sabine used to help you with your homework. They had a kid due soon, didn't they?

"I dunno. I'm still figuring that stuff out myself." You said. "But... wanna talk about?"

---

People crowded around for what seemed like hours, some angry, some thankful, most just asking questions about what it was like inland. You had Arren get them to make some room so it wasn't just the guys up front who got close that got a chance to talk to you.

They all had the same questions. What now? How do we go on? Who will protect us?

You took your time explaining they didn't need protection. The militia squadron could. The skies themselves could. Most importantly, the Gods would. That was controversial, to invoke the Gods as protective entities. People looked at you like you were crazy, but you insisted. It's what they are. They'd protected you, and really, people ought to be listening to them instead of you. But they kept probing, so you kept answering.

This was a conversion. For all his other sins, the High Priest taught you everything you needed to know for one of these. Don't contradict people, don't argue. Let people be curious, and answer their questions as best you could. Talk about their lives and yours, how to make things better going forward, how to live the faith instead of the words of a conman.

You invited Katrin up with you to help you out. Teary-eyed, she sat next to you and provided the scriptural backup you needed. She was a much better speaker than you, and it wasn't long before you were talking less and she was talking more, as she started laying out a plan for healing the community. It was a little upsetting how quickly people latched onto her, how desperate they seemed for an authority, but that was okay. Katrin was a good friend, she could handle it.

In a lull, you apologized to her for not doing something sooner. She hugged you and just nodded sadly. It wasn't alright, but it was alright.

You turned to answering just the material questions about the outside, about where you'd gone and what you'd seen. About the dead city, the manor, the peaceful towns, and the dam of your long-lost cousins. You let them know where the planes could fly to find drum up more trade. But eventually, you just let Katrin take over entirely, letting her stand up behind the pulpit. You pricked your finger over the basin, one final offering, and you walked back outside with your friends. Minna was waiting under a stoop to keep off the rain, and you all joined her, sitting in a little cluster of friends.

"What happened to the High Priest?" You said.

"He ran up the coast. Do you want to follow him?" She said.

"Nah. I think he's done." You said. "Good job everyone."

The team gave a ragged little mock cheer.

"Alright, boss, what's the plan now?" Heinrich said.

"We'll buy some fuel and make sure nobody shoots anyone today, and... Anny, we can show you the temple proper once services are over. There's a lot of really old carvings in there, we can explain what they mean and where we come from. Does that sounds good?"

She nodded, a huge smile on her face. "That sounds awesome."

"Cool. So yeah, we'll fly out in the morning, I guess. We'll swing by Aldershof and find some work to tide us over until the cargo plane is ready, then... I dunno. We'll move on." You said. You wanted to spend a night home, at least, and talk to your dad.

"Move on to where?" Wulf asked.

You looked out over the dark and turbulent ocean, gripped your lovers hands, and sighed, content. The whispers had suggestions, but they could wait.

"I dunno." You said finally. "We'll figure it out when we get there."
 
I wasn't here from the beginning, but pretty close. Just checked and my first post in this thread was actually my second overall on SV.

Damn that was good. Thanks, sketch.
 
That is a good ending. The bit with Katrin was well done. I'm glad she's getting about as good an ending as possible. Hope the town does well. They've got a long hard road ahead of them and a lot to make amends for.

Kinda disappointed that no one killed the priest, but killing in cold blood isn't the Minnows' style. He ran off into the wilderness, so I can at least hope that some critter got him.

I don't remember when I started reading, but it's been a great ride. Well done.
 
A wonderful story, and a pretty decent ending.

Well done, and it feels like just about every plot thread of significance has reached a satisfactory end, but it somehow still doesn't feel like enough to me. This is the end of a very extended prologue to the Minnows' story, but it isn't nearly the end of the story, if that makes sense. Suffice to say, I'll be eagerly awaiting that sequel you promised.
 
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