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
 
Last edited:
[X] Try and draw them into Minna's gun while Arren shoots

She's got the biggest gun on her plane
 
I'm with the others. Let Minna pewpew. Pretty sure that'll be Ace for her if she manages to down it, right?

[X] Try and draw them into Minna's gun while Arren shoots.
 
8-5: Smoke in the Air
"What the hell is that thing?" Arren yelled, backing away from your upper guns and picking up his turret.

"I dunno, I don't care!" Whatever it was, it probably wouldn't much like Minna's cannon. The only problem is you'd need to draw it in. "Hold on, I'm going up!"

"What?" Even Arren knew that was a mistake, but you were hoping it was the kind of mistake that this thing couldn't pass up. You craned your head to watch.

You saw it head-on as it headed straight for you. Minna could get it, you trusted her. You just had to survive.

Dogfight + Keen, with Advantage from Minna.
Lose
3d10-1 Results: 9 + 3 + 1
12 -1 = 11. Partial, with a Fault for Minna!

Minna Open Fires (+3 for Scissor's Snip, -1 for Close Range)
16 + 4 = 21, Triple Damage & Crits! Kill!

Evade Danger for Fault… 13-2 = 11, Partial!
Spins out!

You braced, tried to make yourself small, and shivered as something rumbled with a flash of light, then you remembered you needed to keep your eyes on the target and looked back. Minna had come in like a thunderbolt, the cannon barking, and the air was filled with smoke and flashing pieces of metal where her cannon had torn it apart. Green sparks rained down as the bulk of her kill twirled with disarming slowness behind you.

Right into her path.

She twisted the stick hard to avoid the erratic piece, slipping against the air, bleeding speed as her wings caught the wind and sent her into an erratic tumble. She almost instantly stalled out and began to fall away from the formation as everyone overtook her, twirling down like an oak seed.

"Down, stick down!" you called uselessly over the side of her plane to the disappearing dot. She knew that, she had to know that, unless she'd hit her head trying to stop or was too disoriented to know what was happening. You had altitude, there was space, you had a job to do.

"Isa! Isa incoming!" Arren yelled, tapping your left shoulder. Without looking to confirm, on nothing but instinct, you pulled into a hard left turn, nose down, to force an overshoot from whoever it was.

Something shrieked as it sailed past you, in the spot you'd been a moment ago. You followed the streak of brass and green light as it climbed up and around in a curve, looping over itself to turn back toward you.

"It came off Minna's kill!" Arren was yelling, trying to pull his turret to bear. "Some kind of rocket?"

A rocket with a mind of its own.

---

Altitude 17, Speed 13. You stall at 7 Speed.
What do you do?
(I'm going to be doing my absolute best to update at least 1 quest every day from now on, with friends bugging me and everything. I'm so sorry about all this.)
 
Last edited:
Minna!!!! (he said, knowing that FC characters can't die unless we allow them too, but still concerned)

Do we have any flares or signals in our "airplane" (such an absurd concept, as if airplanes were real)

Wait no, we know magic!

Can we make a magical spell to create a heat signature to draw the rocket off?
 
Minna!!!! (he said, knowing that FC characters can't die unless we allow them too, but still concerned)

Do we have any flares or signals in our "airplane" (such an absurd concept, as if airplanes were real)

Wait no, we know magic!

Can we make a magical spell to create a heat signature to draw the rocket off?
sure! if you do this, your partial result will draw a bunch of bad attention your way, and your miss result will see the missile go after somebody else.
 
sure! if you do this, your partial result will draw a bunch of bad attention your way, and your miss result will see the missile go after somebody else.

That sounds fun! ANd it's not like our magic stat is bad! (he said, knowing full well it was bad)

I will not post this idea, since I want someone with a good idea to come up with a better one, lol
 
Doesn't Heinrich have a heat gun? I don't know what he's up to but hitting 'em with their own missile would be neat.

Wait, we might be INCORRECTLY ASSUMING this missile tracks using heat.

We don't know that! Maybe it's electro-optical. Maybe it's audial. Maybe clockwork juju magic.

...Can we shoot down the missile with the rear gun?

Can we shut down the engine and see if that confuses it?
 
Last edited:
It's a clockwerk missile. Those things run on Iron magic and hatred (technically not the same thing) Honestly? We might be better off trying to juke the thing until it runs out of fuel. That uses Evade Danger, and Evade Danger is based on calm, which we have a lot of.
 
Woo! Good to have this back, as always, thank you for sharing!

Nothing like surviving by the skin of our teeth! Poor Minna, gets a great kill and now it is trying to kill her back! As much as I love the idea of using magic to make a Heat Element, I believe the only magic focus we have is Water, not Fire.

Per FC pg 166:
Water: Soft, gentle, kind, life-giving.

Communicate, heal and repair, gain empathy, induce sympathy.

Repair a part, heal 1 Injury, fix 10 Damage, revive someone.

…Wait, Could a successful Water magic *guilt* the missile into missing?
 
Last edited:
I'm inclined to say roll some Dogfights! and try to line up Arren to shoot it down. We don't want to do magic shenanigans and risk it locking onto anyone else.
 
I'm basically on the Evade Danger idea. I don't think shooting a missile is going to work half as well as dodging it. I was asking about Arren to see if we could get a boosted Eyeball to have something good happen, which is a weird way out of this but would probably work.
 
[X] Dip the nose, put it on our beam and jink it as it comes in.
 
Plan: All Hands on Deck!

[X] Dip the nose, put it on our beam and jink it as it comes
[x] Arren tries his best to shoot the missile, cause if it hits the plane, it'll hit him first!
 
Back
Top