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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Anyway, aside from the narrative stuff, consider the mechanical stuff too.

IIRC, the current system still uses the Vice track. We can get anywhere from 1-5 points on this track. Points can be earned by :
1) Doing familiar vices (1 point per vice. Current vices are prayer and dancing)
2) Doing unfamiliar vice (1-2 points per vice. Rolls are involved (failing creates failures). Currently we're working on familiarizing ourselves with breaking stuff and Cannabis, but we can pick anything)

For every point on the vice track, we can roll and hope to eliminate 1 stress. If we fail the roll, we get failures (added on top of the fails of unfamiliar vice). More than 3 failures is trouble.

So, based on my understanding, the current plan would


1) Isa has sworn of alcohol, so no stress reduction here
2) +1 on the Vice Track
3) Not a Vice
4) 1 stress reduction, IIRC?

So, we probably want to add some extra vices.

I mean, the point is to remember the dead and get closure? It seems like that might help something with the stress. After all, it's Beer for the Hummingbirds, not Isa.

Edit: That said, I'm not opposed to adding more stuff?
 
[ ] Oliver Scheuer, a pilot from Piav. Kind of a sour dude. He and Heinrich have something weird and not healthy going on.

There is a perverse part of my mind that really wants to see that dumpster fire.

[X] Plan: Aftermath.
-[X] Beer for the Hummingbirds, and libations for the dead.
-[X] Talk to your Patrons. How do they feel about it, what do they think? Listen, and talk, even if it's without a specific, immediate purpose.
-[X] Think about tattoos.
-[X] Spend some relaxing time with Arren.

[X] Ronja Devapala, a friend of Anny's from Piav. Ethnically Skyborn, but as displaced from that culture as Anny is from hers. Eager to be travelling.
 
Is anyone else a little paranoid about the key? A visually interesting piece of the plane, sized and configured for practical use as a necklace, is the one thing that we recover from it. It's a key of all things, which could be argued to have any of several different alarming bits of metaphorical significance in this context. As I understand it, these aren't just ordinary evil robots, these are evil robots that are given their intelligence and will by some kind of nasty supernatural badness. Putting that all together leaves me a little concerned. I get that all of that is indistinguishable from "QM thought giving us a souvenir would be cool", and that's probably all it is, but it could very easily also be more, and if it is, it will likely not be good news.
 
Is anyone else a little paranoid about the key? A visually interesting piece of the plane, sized and configured for practical use as a necklace, is the one thing that we recover from it. It's a key of all things, which could be argued to have any of several different alarming bits of metaphorical significance in this context. As I understand it, these aren't just ordinary evil robots, these are evil robots that are given their intelligence and will by some kind of nasty supernatural badness. Putting that all together leaves me a little concerned. I get that all of that is indistinguishable from "QM thought giving us a souvenir would be cool", and that's probably all it is, but it could very easily also be more, and if it is, it will likely not be good news.

As I understand it, the Key is device that allows one to give commands to clockworks and have them obeyed. I do not know whether it is in itself dangerous. Possibly it means the clockman that it controls will seek us out (guaranteed fun).

I'm pretty certain that the little souvenir we got will be key to several future events.
boooooooooo
 
[X] Plan: Aftermath.
-[X] Beer for the Hummingbirds, and libations for the dead.
-[X] Talk to your Patrons. How do they feel about it, what do they think? Listen, and talk, even if it's without a specific, immediate purpose.
-[X] Think about tattoos.
-[X] Spend some relaxing time with Arren.
-[X] Go dancing with Wulf at a local place.

Wulf dances, right? I can't quite remember, but she seems like the type.

[X] Ronja Devapala, a friend of Anny's from Piav. Ethnically Skyborn, but as displaced from that culture as Anny is from hers. Eager to be travelling.

I want to get to know the Skyborn a little better. They seem cool.

FYI, you can't amend a plan vote like that - you'd have to give the plan a new name.

From prior experience/knowledge of the setting, or guesswork?
 
[X] Plan: Aftermath.
-[X] Beer for the Hummingbirds, and libations for the dead.
-[X] Talk to your Patrons. How do they feel about it, what do they think? Listen, and talk, even if it's without a specific, immediate purpose.
-[X] Think about tattoos.
-[X] Spend some relaxing time with Arren.

[X] Ronja Devapala, a friend of Anny's from Piav. Ethnically Skyborn, but as displaced from that culture as Anny is from hers. Eager to be travelling.
 
The clockwork fighters are so cool. I know they're pure evil "demons bound to steel", but they're also (kinda) AIs and therefore cool.

I'm glad the key necklace might not be some kind of vampiric curse-thingy. My first thought was that it would somehow sap Isa's lifeforce and/or assimilate her Borg-style.

Oh, it looks like the crew learned about asexuality during the time-skip. I don't they used the term before then.

Here's a tweaked voting plan that includes dancing (also it lowkey ships Arren and Minna).

[X] Plan: Aftermath + Dancing
-[X] Beer for the Hummingbirds, and libations for the dead.
-[X] Talk to your Patrons. How do they feel about it, what do they think? Listen, and talk, even if it's without a specific, immediate purpose.
-[X] Think about tattoos.
-[X] Go dancing with Wulf + Arren
--[X] If Arren doesn't want to dance, encourage him to do art with Minna

I am voting for this pilot solely because I think Anny should have a friend from home on the circus.
[X] Ronja Devapala, a friend of Anny's from Piav. Ethnically Skyborn, but as displaced from that culture as Anny is from hers. Eager to be travelling.
 
[X] Plan: Aftermath.
-[X] Beer for the Hummingbirds, and libations for the dead.
-[X] Talk to your Patrons. How do they feel about it, what do they think? Listen, and talk, even if it's without a specific, immediate purpose.
-[X] Think about tattoos.
-[X] Spend some relaxing time with Arren.

[X] Ronja Devapala, a friend of Anny's from Piav. Ethnically Skyborn, but as displaced from that culture as Anny is from hers. Eager to be travelling.

I'm really curious about Skyborn culture, and even though I know this won't give us direct insight, it might open up that path later on. Plus, more Anny development (through character interaction) is a thumbs-up from me.

EDIT: As an addendum to -Think about tattoos, perhaps add that in as a suggestion for the Hummingbirds? A tattoo of remembrance for the survivors. Call it a cathartic thing.
 
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[X] Plan: Aftermath + Dancing
-[X] Beer for the Hummingbirds, and libations for the dead.
-[X] Talk to your Patrons. How do they feel about it, what do they think? Listen, and talk, even if it's without a specific, immediate purpose.
-[X] Think about tattoos.
-[X] Go dancing with Wulf + Arren
--[X] If Arren doesn't want to dance, encourage him to do art with Minna

[X] Ronja Devapala, a friend of Anny's from Piav. Ethnically Skyborn, but as displaced from that culture as Anny is from hers. Eager to be travelling.
 
Oh, it looks like the crew learned about asexuality during the time-skip. I don't they used the term before then.
This book, the Minnows actually have the words to describe themselves, mostly due to hanging around with Heinrich.

Also, never going to pass up the chance to make a pun in English that wouldn't work in the language the characters are supposedly speaking!
 
[X] Plan: Aftermath + Dancing + Weed

[X] Ronja Devapala, a friend of Anny's from Piav. Ethnically Skyborn, but as displaced from that culture as Anny is from hers. Eager to be travelling.
 
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[X] Plan: Aftermath + Dancing + Weed
-[X] Beer for the Hummingbirds, and libations for the dead.
-[X] Acquire and consume cannabis. Share. We're probably in a contemplative mood, and this would be a good time for a stoned conversation about the stress and dangers of being a mercenary pilot.
-[X] Talk to your Patrons. How do they feel about it, what do they think? Listen, and talk, even if it's without a specific, immediate purpose.
-[X] Think about tattoos. We just made ace, and that means something.
-[X] Go dancing with Wulf + Arren
--[X] If Arren doesn't want to dance, encourage him to do art with Minna

Ought to build a vice.

[X] Ronja Devapala, a friend of Anny's from Piav. Ethnically Skyborn, but as displaced from that culture as Anny is from hers. Eager to be travelling.

Ronja seems like the obvious right choice, rather than either inflicting a "sour dude" on us and sticking Heinrich in an unhealthy relationship or taking someone away from their home and job for little reason beyond that they feel an obligation to us.
 
[X] Plan: Aftermath + Dancing + Weed

Looks good to me! With Contemplation gone ( :cry: ) we really do need to develop more ways to dump Stress.
So, who remembers how much we've told Heinrich about our Patrons/etc?

Not sure that's purely a memory question, as it also may have come up over the timeskip. @open_sketchbook what does Heinrich currently know about Isa's religion (and what's his attitude toward it)?
 
Ronja seems like the obvious right choice, rather than either inflicting a "sour dude" on us and sticking Heinrich in an unhealthy relationship or taking someone away from their home and job for little reason beyond that they feel an obligation to us.

i'll take a moment to confirm that regardless of who you vote for as a pilot, Heinrich's inability to make good decisions regarding his relationships will be preserved. Dude's got some stuff he needs to work on.

Not sure that's purely a memory question, as it also may have come up over the timeskip. @open_sketchbook what does Heinrich currently know about Isa's religion (and what's his attitude toward it)?
Heinrich is aware that what he knows about the fischervolk faith and culture probably isn't true, and has been asking Isa about it. They've agreed to talk about it At Some Point, but they didn't really get around to it in Piav and they've been busy from travel since. Heinrich is vaguely aware of Isa and Arren having patron gods, hearing voices, communing, and that blood is important. he seems fairly nonjudgmental, but also doesn't seem to have a great grasp on what any of it means. Heinrich is personally irreligious and a bit misotheistic.
 
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[X] Plan: Aftermath + Dancing + Weed
-[X] Beer for the Hummingbirds, and libations for the dead.
-[X] Acquire and consume cannabis. Share. We're probably in a contemplative mood, and this would be a good time for a stoned conversation about the stress and dangers of being a mercenary pilot.
-[X] Talk to your Patrons. How do they feel about it, what do they think? Listen, and talk, even if it's without a specific, immediate purpose.
-[X] Think about tattoos. We just made ace, and that means something.
-[X] Go dancing with Wulf + Arren
--[X] If Arren doesn't want to dance, encourage him to do art with Minna
 
[X] Plan: Aftermath + Dancing + Weed
-[X] Beer for the Hummingbirds, and libations for the dead.
-[X] Acquire and consume cannabis. Share. We're probably in a contemplative mood, and this would be a good time for a stoned conversation about the stress and dangers of being a mercenary pilot.
-[X] Talk to your Patrons. How do they feel about it, what do they think? Listen, and talk, even if it's without a specific, immediate purpose.
-[X] Think about tattoos. We just made ace, and that means something.
-[X] Go dancing with Wulf + Arren
--[X] If Arren doesn't want to dance, encourage him to do art with Minna

Gonna do the most well developed version of this plan, because everyone is kinda voting along the same lines.

Roll me 2d10+4 to Get Real with the Hummingbirds.
 
[X] Plan: Aftermath + Dancing + Weed
-[X] Beer for the Hummingbirds, and libations for the dead.
-[X] Acquire and consume cannabis. Share. We're probably in a contemplative mood, and this would be a good time for a stoned conversation about the stress and dangers of being a mercenary pilot.
-[X] Talk to your Patrons. How do they feel about it, what do they think? Listen, and talk, even if it's without a specific, immediate purpose.
-[X] Think about tattoos. We just made ace, and that means something.
-[X] Go dancing with Wulf + Arren
--[X] If Arren doesn't want to dance, encourage him to do art with Minna

Gonna do the most well developed version of this plan, because everyone is kinda voting along the same lines.

Roll me 2d10+4 to Get Real with the Hummingbirds.

Darn, I was planning on adding talking to Heinrich to it, but ah well! We'll do so later! And, I don't trust my rolling, unfortunately.
 
Not bad! So frustratingly close to a full success, though. Clearly we ought to have all important or difficult conversations while flying planes.
 
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