Character Sheet
Character Sheet
Isabelle Morgenthau
A Fisher

Isa (left) and her boyfriend Arren (right)

Hard Keen Calm Daring Wild
+4 -1 +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:When you call out to your patrons, they give +1 forward on your next roll.
Blessing: When you dab fresh blood on an item roll +Calm. On a 16+, take both. On an 11-15, choose 1. Effects last 1 Routine.
  • Take +1 Ongoing with this item this Routine. (+5 Handling for a plane)
  • The item cannot break or be lost this Routine. (Armour 3/8+ for a plane)
On a miss, make a bigger sacrifice or the machine is damaged.
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.
Written in Ink: When you get a tattoo to mark an major milestone, take 3 Stress , describe the tattoo and where it's inked, and link it to a Fisher move. Whenever you use that Move, lose 1 Stress (max 1 time per Routine per Move).
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).
Whispered Answers: You get visions.
Gifts from the Abyss: Your connection to the Deep Ones is physically changing you. Name the physically obvious mutation you have received and describe how it frightens or disgusts the unfaithful. It can be hidden, but not perfectly, and just seeing it will trigger Creepy. All XP advances now cost 1 less XP (minimum 1).
Strategist: When you lay out a plan of action, anyone following the plan (including you) can opt to use your stats on the roll if they are better, and roll Seize the Initiative with their best stat. This lasts until a comrade is wounded or events go drastically off script.

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
- 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. Was once an acolyte training at her village's temple, but fled abuse at the hands of the cult leader. Possibly the mortal avatar of the dark gods, and remarkably calm and patient, Isabelle is the world's most mature 19 year old. Which isn't saying much. 1 thaler per Routine.
  • Arren (NPC- Confidant/Observer): Your cute fish boyfriend, Arren is a sweet boy in way over his head, but he loves you more than anything. Artist, deeply empathetic, quietly devoted, everyone finds him hot. 1 thaler per Routine.
  • Wulf (Witch): Your girlfriend and a former bandit leader with a fractally tragic backstory. Basically incapable of impulse control, she puts on a confident mask to hide how much she's hurting. Her dad was a wolf. The world's only transgender pansexual half-fae witch. 1 thaler per Routine.
    • Hard +3, Keen +3, Calm -2, Daring +0, Wild +3 (Avenger)
  • Minna Hammerl (Soldier): Highly trained soldier from a military junta, who exiled her due to her autism. The squadron's second in command, the most beautiful woman in the world, and the only person on this crew of idiots whose life doesn't revolve around getting laid. Does not use contractions. 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. Mentor in a queer society back home, he's the one who actually knows things about stuff. Deeply camp. "i think if heinrich tried to not say stupid things he would suffer a toxic buildup and fucking die"
    • Hard -1, Keen -1, Calm +2, Daring +2
  • 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 pink?
  • Ronja Devapala (NPC - Non-Combat Pilot): Anny's friend from Piav, descendant of Skyborn but adopted by locals, unsure who she is. Enthusiast of sarcasm and the only person on the crew with her shit mostly together.
Temporary Members
  • Marcus (Farmer): A Macchi native. He goes where Lyse goes. Flies a specialized seaplane with a precision rifle.
  • Lyse (Scion): A bastard child of a Sopwith noble family. Flies a V-engine triplane conversion.
  • Ann-Lise Holms (Revenant): The ghost of famed Great War ace Stormcloud, the best female fischer ace of the war. Flies a 200hp KW-AN.

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 thaler per Routine.
  • The Pioneer: A huge 3 engine'd cargo plane with capacity for two airplanes and an additional eight people. 3 thaler per Routine.
Stress XP Mastery
7 3 2
Cash Expenses Value
22 14 11
Vice Track: ☐☐☐☐☐
9 Victories​
You're welcome
 
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[X] Start with altitude advantage.
[X] Spot the enemy and act while they are unaware.
 
[X] Start with altitude advantage.
[X] Spot the enemy and act while they are unaware.

ZOOM INTENSIFIES!

Also, eeee!!!!! Marriage!!!!!!!!!!!!
 
"Tell you what. After this is over, we'll talk about it, okay?" he said, kissing the top of your head.

"Right, after this is over," you said quietly.
Dammit Arren, you just had to say it. At least nobody's talking about retirement or pulling out pictures of their family back home.

[X] Start with altitude advantage.
[X] Spot the enemy and act while they are unaware.
 
[X] Start with altitude advantage.

[X] Spot the enemy and act while they are unaware.
 
Isa: Drool over Wulf, or drool over engines. Decisions decisions...

[X] Start with altitude advantage.
[X] Spot the enemy and act while they are unaware.
 
Plan: Fair Fights are for Suckers
[X] Start with altitude advantage.
[X] Spot the enemy and act while they are unaware.

Also also: I really want these crazy kids to get hitched! (After they have a mermaid threesome [foursome if Arren joins?])
 
[X] Start with altitude advantage.
[X] Spot the enemy and act while they are unaware

Got make this hit count.
 
spent the last few days going through this and Whispers. I am really loving this!

Also:
[X] Start with altitude advantage.
[X] Spot the enemy and act while they are unaware
 
Just blitzed through this, and before this, I had finally bought Whispers from the Deep and read through all of that as well.

Just... Erika, you stun me again. Wow, that is easily one of my favorite things I've ever read. It made me laugh, and cheer. Heck, it even made me cry... though admittedly, not for any reason you'd think. I cried out of envy

Absolutely marvelous, and I can't wait to see where it goes.
Edit: specifically, I cried over the Wulf hypno scene. I've been wanting to do stuff like that for years, but haven't been able to for varying reasons. it was a small cry tho.
Also, seriously, what is it with Trans people and Hypno-kink... we're way overrepresented in that community...
 
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8-2: Patrol Spotted
You stashed the pistol back in its holster and started banking, hunting for the enemy aircraft. Might take them a while to get up to your altitude, you were just thinking of losing altitude when Arren tapped your shoulder.

"Isa, Isa there they are!" Arren yelled, leaning over the side to point. You followed his finger down to a set of small glittering shapes below, planes moving opposite in a small clump. Some kind of patrol flight, about two hundred metres below. You tried counting them up. It was hard, their bodies were lost in the dancing reflections against the ocean floor, but there were at least seven for sure, maybe more.

"How haven't they seen us?" you asked.

"They haven't got eyes, right? Who knows how they see. But they have to know we're coming. There's probably more patrols out there," Arren pointed out, signalling to the other planes. The formation loosened around you, planes sizing up the attack. A shadow passed over your cockpit as the broad wings of Wulf's plane passed overhead.

"Well, we need to clear them out so that the torpedo bombers have space," you said. "Let's do this, then."

---
200 metres below are at least seven fighter-type Clockwerk fighters. With you are Wulf, Heinrich, Minna, and Lyse in their fighters, and Marcus and three Sopwith fighter-bombers. This is the final battle, so I'm going to throw everything I have at you.
You are at Altitude 16 and Speed 18. Here is your plane! It's terrifying!
What do you, your squadron, and the fighter-bombers do?
[ ] Write In​
 
Hmm, I say we go in first, but signal our Sopwith friends to follow at a delay, to catch the clockwerks when they're in disarray.
 
[X]Plan: Like a shark in the water
-[X] Signal to the Sopwith buddies to delay
-[X] DIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIVEEEEE! Drop in behind them as close as you can, put as many rounds into them as you can to clear the way, then zoom away before they know what hit them with the huge speed advantage you have from diving down at them, and bait the survivors into following you (clearing the way even more.)
-[X] Cackle as you go FAST
 
[X]Plan: Like a shark in the water
-[X] Signal to the Sopwith buddies to delay
-[X] DIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIVEEEEE! Drop in behind them as close as you can, put as many rounds into them as you can to clear the way, then zoom away before they know what hit them with the huge speed advantage you have from diving down at them, and bait the survivors into following you (clearing the way even more.)
-[X] Cackle as you go FAST
 
Sometimes a simple plan is really all you need.

[X]Plan: Like a shark in the water
-[X] Signal to the Sopwith buddies to delay
-[X] DIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIVEEEEE! Drop in behind them as close as you can, put as many rounds into them as you can to clear the way, then zoom away before they know what hit them with the huge speed advantage you have from diving down at them, and bait the survivors into following you (clearing the way even more.)
-[X] Cackle as you go FAST
 
[X]Plan: Like a shark in the water
-[X] Signal to the Sopwith buddies to delay
-[X] DIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIVEEEEE! Drop in behind them as close as you can, put as many rounds into them as you can to clear the way, then zoom away before they know what hit them with the huge speed advantage you have from diving down at them, and bait the survivors into following you (clearing the way even more.)
-[X] Cackle as you go FAST
 
Final battle time!!!

[X]Plan: Like a shark in the water
-[X] Signal to the Sopwith buddies to delay
-[X] DIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIVEEEEE! Drop in behind them as close as you can, put as many rounds into them as you can to clear the way, then zoom away before they know what hit them with the huge speed advantage you have from diving down at them, and bait the survivors into following you (clearing the way even more.)
-[X] Cackle as you go F AST
 
[X]Plan: Smoke Em If You Got Em
-[X] Signal to the Sopwith buddies to delay
-[X] DIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIVEEEEE! Drop in behind them as close as you can, put as many rounds into them as you can to clear the way, then zoom away before they know what hit them with the huge speed advantage you have from diving down at them, and bait the survivors into following you (clearing the way even more.)
-[X] Cackle as you go FAST, ignoring overspeed to get the +10 speed disengagement

Just a slight wording change because I think this is what @DragonCobolt intended but I want to be clear that we're accepting RPM deliberately.
 
[X]Plan: Like a shark in the water
-[X] Signal to the Sopwith buddies to delay
-[X] DIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIVEEEEE! Drop in behind them as close as you can, put as many rounds into them as you can to clear the way, then zoom away before they know what hit them with the huge speed advantage you have from diving down at them, and bait the survivors into following you (clearing the way even more.)
-[X] Cackle as you go FAST
 
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