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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Dang. That's rough. Also, that industrialist is probably going to be pissed. At least we got the kid back alive.

Let's find whatever dragon or clockwork monstrosity or *whatever* did this, and fucking kill it.
With you in theory. But, if whatever-it-is can kill a whisperer, I don't know if we'll even be able to annoy it.

This might just be bigger than us.
 
Dang. That's rough. Also, that industrialist is probably going to be pissed. At least we got the kid back alive.


With you in theory. But, if whatever-it-is can kill a whisperer, I don't know if we'll even be able to annoy it.

This might just be bigger than us.

Beings like that seem to like acting through proxies. And those we can kill just fine.
 
A1-1: New Perspective
Your name is Arren Weiss, and you don't know what to do.

Isa is curled up on your chest, staring blankly out the window at the night sky. Cloudless, star-filled, moonless, dark save for the lights of the town and the stars in the sky. It's beautiful, and you wish you could share it with her.

Your whispers said she didn't want that right now. She didn't want anything, right now. They didn't know what to do either.

She wasn't crying or stuttering or stumbling over herself anymore. Not yelling at the air to leave her alone. She was just breathing slowly and lying limp atop you, clearly too exhausted to muster up any kind of emotional response. There was a part of you that wished there was something proactive you could be doing to help her right now, but you know intellectually that being here for her was probably the best you could do. It didn't feel like much, but it was something.

The door clicked open, a brief haze of light washing over the room from the hallway, and then vanished again.

"Isa? Arren? What's going on?"

Wulf was back. Had probably taken her a little bit to figure out where the two of you had gone.

"Hey." You replied softly. Isa didn't say anything. You could see her shadow shift over toward the bed, spotting just the luminous outline of the two little fish on her arm as she shifted over, her weight on the bed as she sat.

"What's wrong?" She asked.

You took a few seconds to try to come up with a reply, a few seconds too long, because Wulf started talking again, rapid-fire, rambling, spiraling.

"I... I still don't know what happened to the kid and all that, is... is Isa okay? She's not hurt, is she? Did I, was I too late to... fuck, what did-"

Wulf did this, when she didn't know what to do. Isa was always so calm, so this was shocking, but with Wulf it was a hair-trigger. The slightest thing unbalancing her would do it, especially if she thought it was her fault in any way.

Isa didn't stir at all.

"It's not your fault. Isa saw something in the water and it really messed her up." You said.

"I should have gone with her." Wulf replied instantly. Isa hadn't asked her, it wasn't reasonable to say that, but there wasn't really any reasoning her out of this state, so you didn't try.

"It's okay. Come here." You said. She shuffled a moment removing her boots, then settled onto the bed, the springs creaking as she pressed against the two of you.

"Isa?" She asked. No response. She just kept staring out the window. You swear, you barely saw her blink.

"Let's let her sleep. We'll work this out in the morning." You said quietly.

---

The next morning, Isa was gone. You jerked awake to find the space between you and Wulf empty but for the damp spot where her still-wet hair had rested.

"Wulf! Wulf get up!"

Wulf mumbled irritably and rolled against the pillow, but you didn't have time for this. You pushed her over roughly.

"Isa's gone!"

"She's out getting breakfast or something, whatever." Wulf said groggily. "Fuggoff and lemme sleep."

You pulled the pillow out from under her and she rattled awake.

"Goddesses, what the fuck is your problem?"

"Get dressed, I'll explain." You said. She looked like she wanted to argue, but then she rolled out of bed and started pulling on her clothes.

"So what's the deal?" She asked, stringing her suspenders over her shoulders. "How'd the kid get hurt?"

"Isa got attacked by clockworks. She ended up in the ocean, and she said she saw one of our patrons in the water."

"Holy shit." Wulf said. "I always thought they were like... metaphorical?" Wulf had a... weird relationship with your patrons. Isa had inducted her soon after meeting her, so Wulf had a patron, but she didn't really know much of the faith around that.

"It's complicated. But... they're at least partially grounded in our world. And... she said the one she met was dying." You said.

Saying it left you feeling cold. You believed her, of course, you always did. You never really said it out loud, especially not to her, but you suspected that Isa's special connection with the Gods was... well, pretty serious. Sometimes you thought the word 'prophet', but you didn't like to dwell on that.

"I... wow." Wulf said.

"Yeah."

You pulled on your shoes, and after a moment of hesitation you strung your rifle over your shoulder. Not that you were scared of Isa, but if the clockworks were that close to the village, it might not be a bad idea to remain armed here. Wulf, of course, always went armed. The two of you headed down to the bar. Unsurprisingly, Minna was already there, sitting at one of the tables reading one of Heinrich's books. She was always awake before anyone, having internalized a predawn wake-up as an integral part of self-discipline and being unable to waver from it.

"Good morning-" Minna started, but you cut her off quickly.

"Did you see Isa this morning?" You asked.

"Yes, she came by shortly after I awoke. Just before dawn, about an hour and a half ago. She looked very tired." Minna said.

"Did she say where she was going?" Wulf asked.

"No, she didn't say anything. Didn't get breakfast either. She probably went down to the beach to get her boots back, I suspect. Walking on cobblestones on bare feet cannot be pleasant..."

You were already moving, pulling Wulf along, down the road toward the beach at a half-run. As you emerged around the corner to see the full beach stretched out before you, you could see a crowd gathered around the jetty, that had you worried. You could see the wings of your plane over their heads, they were clearly staring at it. You practically sprinted the rest of the way, pushing your way past the press of beachgoers.

There was Isa, curled up beside the plane, lying on the beach, her bare feet scratched and worn from the cobblestones. Her hand had a massive cut across it from her knife, deep, deeper even then the cut she'd given herself in the hanger a month ago, a thin trickle of blue running into the sand and forming a wine red puddle. Her bloodied knife lay in her other hand, next to her open grimoir, lying open in the sands.

Across the side of the plane were symbols, runes, written in a smear of her blood. Some familiar, some not, the array they formed was painful to look at. When you let your eyes settle on them too long, it felt like staring at a campfire, the heat stinging.

Wulf leaned against you suddenly, weakly.

"What the hell..."

"Grab her legs. We gotta get her to the doctor." You said. You had to do something. You carried bandages in your ammunition pouch, and you wrapped one quickly around her hand before the two of you picked her up. Fortunately, the militia (the police) had arrived by that point and were shooing the crowd away, and one of them directed you towards the nearest clinic.

Isa stirred weakly in your arms.

---

The nurses at the clinic took her quickly and shooed you away, so the two of you ended up sitting in the waiting room, curled up next to each other. They she would probably be alright, but she'd been under there care at least until tonight, and that was a long ways away.

Your white cotton shirt had a smear of blood it, and you could tell from Wulf's breathing that she was on the edge of a panic attack. You almost felt guilty you didn't feel the same: instead, you felt strangely detached, like nothing that was happening was real.

A girl bearing a decent family resemblance to Aayden was sitting opposite, fidgeting uncomfortably in her seat. One of the clinic workers was talking to her about something, trying to be reassuring, but it didn't really seem to be sticking. You can't imagine her grandfather was pleased, and you didn't know what to do about that. Isa usually handled the business stuff.

The rest of the team still didn't know what was going on either. And the town was certainly out of the loop and would probably start asking uncomfortable questions soon.

"What do we do?" Wulf asked. Pleaded, almost. When things got bad, Wulf tended to turn to others for guidance. She didn't have any faith in her own decisions anymore, not when anyone else might be affected by her decisions, and without direction she just flailed, or went through familiar motions.

You weren't a leader. Minna was technically next in the line of succession, but you weren't sure she'd understand what was happening here. If the problem was within Minna's fields of expertise, she would handle it. If it wasn't... well, you probably couldn't handle a third person in a downward spiral.

Heinrich... you didn't know him well enough, but you'd gotten the impression he avoided any kind of leadership role so he could stay smugly above everything, and simultaneously avoid blame. He gave the impression of a person who had learned to avoid taking responsibility for his own safety.

===

The team's in the dark, Wulf's on the edge of panic, Isa's still a wreck, the town just watched a fisher girl almost bleed out painting a horrifying, eye-shattering shrine to her fallen god, and the team still hasn't been paid.

While the whispers vacate Isa's head at her insistence, she can't be our viewpoint character, so Arren is our PC for now and has temporarily been granted a statline of +1 Hard, -4 Daring, +2 Keen, and +5 Calm.

What do you do?
Adhoc vote count started by open_sketch on Jul 2, 2019 at 12:57 PM, finished with 635 posts and 3 votes.

  • [X] Plan: Deescalate
    -[X] Ask Wulf to go to the inn and bring the circus to the hospital (especially Heinrich and Minna).
    --[X] "Tell them Isa is in the hospital but will recover."
    -[X] Meanwhile, Arren tries to talk through Aayden's relative's feelings. Offer a (sanitized) description of what happened. Try to understand how she feels and how she thinks Aayden's grandfather will react.
    -[X] If possible, have Heinrich make up some non-spooky explanation for Isa's actions.
    --[X] "Blah, blah. Curious customs. Blah. Intense aquaphobia. Blah. Idiosyncratic stress responses."
    -[X] If possible, have Minna (or Ronja) get Isa's plane out of sight of the locals. If necessary, just have her kill time in the air 'keeping a lookout for other clockwerks'
    -[X] If the client shows up, don't try to argue with him. Stay calm and take things slow. Don't try to bargain or agree to anything until after Aayden wakes up.
    [X] Plan: Deescalate
    -[X] Ask Wulf to go to the inn and bring the circus to the hospital (especially Heinrich and Minna).
    --[X] "Tell them Isa is in the hospital but will recover."
    -[X] Meanwhile, Arren tries to talk through Aayden's relative's feelings. Offer a (sanitized) description of what happened. Try to understand how she feels and how she thinks Aayden's grandfather will react.
    -[X] If possible, have Heinrich make up some non-spooky explanation for Isa's actions.
    --[X] "Blah, blah. Curious customs. Blah. Intense aquaphobia. Blah. Idiosyncratic stress responses."
    -[X] If possible, have Minna (or Ronja) get Isa's plane out of sight of the locals. If necessary, just have her kill time in the air 'keeping a lookout for other clockwerks'
    -[X] If the client shows up, don't try to argue with him.
 
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Arren is excellent at having mature people conversations, observant, and can lie in a pinch (unlike Isa). On the other hand, he's not nearly as bold and very terrible at being threatening, that one time he intimidated Wulf as a joke aside.
 
Okay, so, I think we should talk to the employer, lie if need be, BS, but in a... y'know, not terrible way? Just get everything sorted out.

[] Tell the employer that his child had been hurt and fell in the water, but that Isa had saved him, and that he no longer wishes to join a Circus. Any other details, deflect, try to say whatever would best get him not to do anything rash and to accept all that's happened without getting angry.

So this is sorta the first step? Or, not really the first, but.

Also.

[] Be there for Isa. Be a calm, even presence, even if she doesn't notice it. It'll take time, and if you've gotten a payment you can afford to cool your heels for a little while, as long as nobody's going to panic.
[] Tell the other members the truth, but try not to get them worrying too much. Take charge.


Hmm, how to calm Wulf?

Also, no idea how to break Isa out of it without being too... something.
 
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Well, the much foreshadowed mob with torches and pitchforks seems like a serious threat, so that needs to be monitored and either headed off somehow, or we need to cut and run.

Having information on the state of both patients in the clinic is also important, like what is even going on with Aayden? If he is beyond the power of medicine, Wulf might need to do some magic on him. I doubt we'll get paid while he's in a coma.

And of course the clockwerk are still a threat. One we could maybe use by getting the town panicked about them could distract from the dark ritual, though any riling could potentially backfire.

I feel like asserting some leadership and getting the other Minnows briefed is probably a good first step.
 
We need to secure payment, and ensure Mr. Grandpa doesn't try to whip the town up in a frenzy. Arren isn't threatening, so having Wulf along to play growly cop to Arren's calm reasonable cop sounds like a good team, and gives Wulf something to focus on (back Arren up).

Things I think need doing
-Check on the actual status of the kid
-Inform Minna (and the rest of the Minnows), and suggest she get everything in order for the minnows to leave town quick-like, while Arren and Wulf wrap things up in down.
-Go talk to Gramps to get paid.
 
We need to secure payment, and ensure Mr. Grandpa doesn't try to whip the town up in a frenzy. Arren isn't threatening, so having Wulf along to play growly cop to Arren's calm reasonable cop sounds like a good team, and gives Wulf something to focus on (back Arren up).

Things I think need doing
-Check on the actual status of the kid
-Inform Minna (and the rest of the Minnows), and suggest she get everything in order for the minnows to leave town quick-like, while Arren and Wulf wrap things up in down.
-Go talk to Gramps to get paid.

I don't think we *want* to seem too threatening. Maybe it'd help with Wulf, though. But we want to focus on bringing out the gratitude. The Gramps is rich and well off enough that he could probably deflate any such mob attempts as long as nothing else odd happens.

Also, do we still have that damn key?
 
Okay, way I see it, we have a few priorities, in order of how easily and/or quickly we can get them done:
1 Get Isa to doc so she doesn't bleed out: DONE. We're here until nightfall, and probably tomorrow morning.
2 Help calm Wulf down. Hugs and/or scritches may be required. Our girlfriend(?) just saw our collective girlfriend pass out from blood loss from making a sanity destroying shine, and Isa doesn't seem the sort to intentionally hurt her girlfriend.*
3 Bring the rest of the circus up to speed on the basics: Isa and the kid are safe, Isa got hurt bad and is with the doctors, we need to move the cthulhumoblie**, and we're probably going to be leaving town as soon as we get paid and Isa is well enough to fly.
4 Get paid
5 GTFO, even we have to bundle Isa up in a bunch of blankets, hop in the pilot's seat, and talk nice with the ghost to fly low and slow.


*Outside of very specific circumstances. :ogles:
**I think we came up with a clever name that didn't reference Lovecraft, something like Fischwagen
 
I really think leaving the area is a really, really bad idea until Isa can actually function. So I really disagree with the "even if we have to bundle Isa up in a bunch of blankets" part.
 
Okay, so. Priorities, as I see it;
- Meet up with everyone, spread the news in as reassuring a way as possible
- Ask Wulf to stick with Isa, probably? Doesn't sound like she's up to much else right now, and it'll reassure them both
- Get Minna and Heinrich to check and secure the planes, stay nonthreatening-but-present
- Meet the client in person, tell him about the unexpected island of murder automata but also mission accomplished yay?
 
Also, this is a bit out there, but if we're trying to relax her, get her to open up, we are at 2/3 on the vice track for Cannabis, and unlike Prayer it's unlikely to cause a second massive, painful breakdown.

I know, Don't Do Drugs, but... :V
 
Goals:
1) Prevent panic spiral
-- Give Wulf something to do (should help her stay grounded)
-- Make sure Minna doesn't have to deal with too many people or strange situations
-- Get the whole circus on the same page and keep them in the same place (as much as possible)

2) Prevent the formation of a lynch mob
-- Minimize everyone's exposure to 'Creepy'-ness
-- Deescalate any conflict with the locals
-- Deescalate any conflict with the client

3) Get paid
-- We can take a bit of a loss on this job if we need to.
-- Save the negotiation until everyone is awake.

[X] Plan: Deescalate
-[X] Ask Wulf to go to the inn and bring the circus to the hospital (especially Heinrich and Minna).
--[X] "Tell them Isa is in the hospital but will recover."
-[X] Meanwhile, Arren tries to talk through Aayden's relative's feelings. Offer a (sanitized) description of what happened. Try to understand how she feels and how she thinks Aayden's grandfather will react.
-[X] If possible, have Heinrich make up some non-spooky explanation for Isa's actions.
--[X] "Blah, blah. Curious customs. Blah. Intense aquaphobia. Blah. Idiosyncratic stress responses."
-[X] If possible, have Minna (or Ronja) get Isa's plane out of sight of the locals. If necessary, just have her kill time in the air 'keeping a lookout for other clockwerks'
-[X] If the client shows up, don't try to argue with him. Stay calm and take things slow. Don't try to bargain or agree to anything until after Aayden wakes up.
 
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I see no issues with this plan.
It's defnitely better than mine (aka: panic).

[X] Plan: Deescalate
-[X] Ask Wulf to go to the inn and bring the circus to the hospital (especially Heinrich and Minna).
--[X] "Tell them Isa is in the hospital but will recover."
-[X] Meanwhile, Arren tries to talk through Aayden's relative's feelings. Offer a (sanitized) description of what happened. Try to understand how she feels and how she thinks Aayden's grandfather will react.
-[X] If possible, have Heinrich make up some non-spooky explanation for Isa's actions.
--[X] "Blah, blah. Curious customs. Blah. Intense aquaphobia. Blah. Idiosyncratic stress responses."
-[X] If possible, have Minna (or Ronja) get Isa's plane out of sight of the locals. If necessary, just have her kill time in the air 'keeping a lookout for other clockwerks'
-[X] If the client shows up, don't try to argue with him. Stay calm and take things slow. Don't try to bargain or agree to anything until after Aayden wakes up.
 
@open_sketch What are Anny and Ronja up to?

On the matter of the town, this a town that is frequented by pilots. They must have seen at least 1 breakdown before, though probably not in this ritualistic fashion.

Anyway, there's probably some mechanism here that we can use to get the entire thing dismissed as a simple breakdown.
 
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... I'm randomly imaging how this story looks from their perspective. I mean, sure there are lots of dramatic moments of awfulness (like now), but think about their regular non-dramatic days.

"Ugh, Ronja, I need Isa to sign off on some purchases, but she's having another threesome. Should I wait until they finish or slip the paperwork under their door?"
 
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... I'm randomly imaging how this story looks form their perspective. I mean, sure there are lots of dramatic moments of awfulness (like now), but think about their regular non-dramatic days.

"Ugh, Ronja, I need Isa to sign off on some purchases, but she's having another threesome. Should I wait until they finish or slip the paperwork under their door?"

When the smut gets in the way of your logistics.
 
[X] Plan: Deescalate
-[X] Ask Wulf to go to the inn and bring the circus to the hospital (especially Heinrich and Minna).
--[X] "Tell them Isa is in the hospital but will recover."
-[X] Meanwhile, Arren tries to talk through Aayden's relative's feelings. Offer a (sanitized) description of what happened. Try to understand how she feels and how she thinks Aayden's grandfather will react.
-[X] If possible, have Heinrich make up some non-spooky explanation for Isa's actions.
--[X] "Blah, blah. Curious customs. Blah. Intense aquaphobia. Blah. Idiosyncratic stress responses."
-[X] If possible, have Minna (or Ronja) get Isa's plane out of sight of the locals. If necessary, just have her kill time in the air 'keeping a lookout for other clockwerks'
-[X] If the client shows up, don't try to argue with him.

When the smut gets in the way of your logistics.
Amateurs study tactics. Veterans study strategy. Professionals study logistics.
Aces study three-ways.
 
I had an idea for a playbook, and so I made it. Please find it through the attached link. Any feedback you have would be welcome, especially considering it has not yet been playtested.
 
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