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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I know I'm wrong, but my mental image of Minna the Minnow has always been, well, minnow-ish: very petite and silvery-blonde. Something about the name just makes it impossible to picture her any other way for me.
I know there's been art of Minna (she's the female Soldier in the book), and she's black. Or at least very dark skinned.

Honestly, kinda want a Survivor to join the Minnows, just because then we'd be talking about known negatives (I.e. what they are not)
 
[X] Out to sea a ways, where the big rocks are.

Roll 2d10+Calm to navigate please.

(i feel a little weird that it hasn't gotten across that Minna is black. do i need to mention it more? i dont know how to do this oh my god aaaaaaah)
 
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[X] Out to sea a ways, where the big rocks are.

Roll 2d10+Calm to navigate please.

(i feel a little weird that it hasn't gotten across that Minna is black. do i need to mention it more? i dont know how to do this oh my god aaaaaaah)

I chaught on that she had a darker skin tone, if it's any consolation.
 
(i feel a little weird that it hasn't gotten across that Minna is black. do i need to mention it more? i dont know how to do this oh my god aaaaaaah)
I think that at this point it's probably too late to shift people's mental images of the characters? Once someone starts imagining what they look like, they probably aren't going to change it even if the text directly contradicts their idea of that character's appearance.
 
(i feel a little weird that it hasn't gotten across that Minna is black. do i need to mention it more? i dont know how to do this oh my god aaaaaaah)
I hadn't remembered this, but i also:
1.am personally horrendously bad at noticing that sort of thing in stories, in part because i skim physical descriptions more than i should :V
2. haven't done a reread of this story in quite a while, while having just reread Castles (and before that Airplane quest), which means my 'wait whats going on?' info buffer is full of useless lesbian subs, not flying mercenaries :p
So that doesn't say much either way about your writing XD
 
Clearly the Minnows are out to try and steal Aayden's three noses, to overcome their own noseless existence.
its his terrible facial hair

Huh, definitely not the hair I'd been imagining on Minna. I had been thinking she had a crew cut, probably because of the military tone of her home. It's pretty cool looking though, I've always like asymmetrical hair.
as mentioned in minna's vision, she used to have it back but she hated how it pulled at her scalp. she took a chunk out of it in frustration.

EDIT
also, short hair wulf
 
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2-2: Aayden Alone
"Out to sea, maybe? There's this big rock out there, sorta rising out of the water..." He explained. You looked out over the horizon and squinted, and sure enough, you could see the dark shape on the shadowy horizon. "Used to be a big pirate base there a few years ago."

"That's not a bad idea." You said, with as much confidence as you could muster. "Maybe we can go check and see if anyone's moved in."

You glanced over the side of the plane at the water below, searching through it. It looked so different from the sea at home, blue-green and clear and moving in gentle waves, but it was still a little freaky. Then you pointed the nose out towards the rock, pushed the throttle to cruising speed, and leaned back a little for a long flight. Not too relaxed, you kept your hand on the stick and your feet on the rudders, but you could take a moment.

"So, uh, Aayden, you wouldn't happen to know how far out you have to get for the sea to get dangerous?" You asked. There had to be a point where it just wasn't doable anymore, because you'd read about expeditions across the oceans and they never came back. It sounded like the Skyborn were the only ones who'd ever done it, unless it was true that everyone else also arrived from overseas at some point in the distant past. Wulf said that the fae divided the world in a time before humans and the time since they arrived, at least.

"I dunno? I mean, the rocks are pretty far out, but people fly out there all the time. And you can fly to Vought... I think it's just a fuel thing, you know? You run out before you get anywhere." Aayden said, clearly unsure.

There were zeppelins that could travel from one end of the continent to the other, so you sort of found that suspect, but it made as much sense as anything else.

"So, uh, you're from down south, right? Like, the Dark Sea or whatever?" Aayden asked.

"Yeah. I lived in a coastal town too. Not much like yours, though." You explained. Kaltbrunn was about as far from Silberbleiche as it was possible for a place to be. "I mean, I know you're probably tired of this shit, but you're really lucky to live here."

"I know. Everyone keeps telling me that." He said bitterly. You had a momentary flare of frustration, at this entitled little fuck who had so much and wanted more... but then you taped it down, because another thought occurred.

You'd noticed a pattern in the pilots you talked to: Most of you were on the run from something or other. Maybe it was people who hurt them, maybe it was from their own actions, there was nearly always fear or grief or need underlining it. You didn't leave everyone you loved and everything you knew to throw yourself into danger over nothing.

Maybe he wasn't so lucky after all.

"Aayden." You got his attention as best you could. "Um, so, I want to start by saying we're not really interested in hiring you. You're too young and too inexperienced, and that wouldn't just put you at risk, it'd be dangerous for all of us. But..."

"But what?"

"Well, I'm not against getting you out of that town, if that's what you need, understand? Like, if what you're really after is to get out of there, we can take you to another village, maybe get you some less dangerous work." You said. "If what you're really after is getting away from somebody."

He was quiet for a really long time, just the sound of the engine rumbling through everything. It didn't sound like he was going to talk, so you decided to keep going.

"Sometimes, the people who are supposed to take care of us hurt us, you know?" You said, trying your best to keep your voice even. "Sometimes they mean to, and sometimes they have no idea, but it can become too much to bear and you just have to leave. Do you understand?"

"I dunno. Kinda." He said. "You're talking about my granddad."

A chill went down your spine. "Are you trying to get away from him?"

A shorter pause this time. "... yeah, I guess"

The idea that you'd put a kid who'd been really hurting through all this, crushed his dreams when you should have been helping him, it all hit you pretty hard. Your grip tightened around the flight stick from nervous habit, and you glanced up again uselessly at the broken mirror. You could just about make out part of Aayden's goggled face. You wanted to say something, to apologize or something, but he kept talking.

"I'm supposed to be running his company, right? When he dies. Like, that's all he ever talks about, like it's a foregone conclusion. I don't feel like I'm my own person, I'm just one of the machines for his factory, a part to keep it going and like... who even cares, right? Like, who's buying new guns?"

"The one you're holding is new." You said. It was built by a tremendously odd woman named Irma down south, who you'd taken a job for once. "But yeah, I getcha."

"Well, like, no, really, it's like... he's running the factory all wrong anyway because what he wants is to build guns like its the old days, but what he really ought to be doing is slowing production of full weapons and locally craftable parts like receivers and focusing on, like, boring barrels and milling firing locks, right? Stuff you can't, like, make in a town machine-shop or whatever." He sounded like a totally different person for a second there. Must be those tutors.

"Sounds less like he wants to be successful, and more like he just wants things to stay the same."

"Yeah, exactly! He doesn't fucking care about anyone, just his stupid factory, and like... he doesn't like me hanging around with people my own age because like... because they're supposed to be my employees or whatever, right? I dunno if I've ever had like, a friend, I guess. I can't even really talk to my sister because like... she doesn't have to deal with this. She's not gonna get the factory, cuz she's younger and a girl and stuff, so she has friends, she goes to school proper. It's just me."

You could hear his voice breaking in the intercom, and he turned away from you to pull up his goggles. Poor kid.

Roll 2d10.
 
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Ouch. Yeah, the kid's situation kinda sucks. I still think his response was kinda crap. Still, as stupid teenager ideas go, his wasn't bad.

I wonder if he'd like running the factory if he was able to do it his way? The precision machine that make guns could probably make a lot of really useful tools
 
Ouch. Yeah, the kid's situation kinda sucks. I still think his response was kinda crap. Still, as stupid teenager ideas go, his wasn't bad.

I wonder if he'd like running the factory if he was able to do it his way? The precision machine that make guns could probably make a lot of really useful tools
He doesn't want it. Meanwhile, the workers in the factory paid for it with their labor. It seems to me that they have a stronger claim to it than anyone else, including the current owner. Since the future presumed owner doesn't even want it, once the aging capitalist dies a pretty nice solution suggests itself.
 
Meddling with local politics could go badly. Giving the kid a ride somewhere else though, where he'll be all alone in a strange town while being the precious son of a wealthy gun manufacturer... What could possibly go wrong?
 
  • Start with altitude advantage.
  • Spot the enemy and act while they are unaware.
  • Catch the enemy spread out.
  • Come in behind your foe.
Choose 2.
 
[X]Start with altitude advantage.
[X]Spot the enemy and act while they are unaware.
This should give us a chance to either break off or get the drop on them, depending on what form the random encounter takes.
 
Would a combination like seeing them first and being behind them allow us to disengage cleanly, or would that require further rolls? Catching them spread out makes it sound like we're outnumbered, and we have an untested, largely unskilled gunner. That sounds like a kinda bad combination, and if we can retreat to get closer to reinforcements, I'd like to.
 
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Would a combination like seeing them first and being behind them allow us to disengage cleanly, or would that require further rolls? Catching them spread out makes it sound like we're outnumbered, and we have an untested, largely unskilled gunner. That sounds like a kinda bad combination, and if we can retreat to get closer to reinforcements, I'd like to.
Yeah, it probably would.
 
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