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 mean this will make Cthulhu canonical in the setting and while the Fischervolk are lovecraftian I like some distance from that weird old racist tbh.
 
It should be religious and have religious significance. But I'm not sure of the specifics. I happen to have misplaced my copy of their holy book. And you can't name it after just *one* of the Patrons. That'd be favoritism.
 
Hmm. Not entirely sure yet, but I'm leaning towards one of

[ ] Anny installed an injector for nitrous oxide into Isa's fuel line, allowing short boosts of emergency power.
Isa's plane is heavy and even with the supercharger and upgrades we got last quest it's still on the sluggish side. Having some serious get-up-and-go on command is a potential lifesaver.

or

[ ] A telescopic reflex gunsight makes it easier for Isa to aim over the engine cylinders.
We missed, uh. Kind of a lot. Missing less would be really good.

For the plane, I've been looking through placoderms (extinct armored fishes) looking for one that actually sounds like a cool name. No luck so far. I might try translating some of the names to German and see if they're any cooler-sounding that way?
 
[X] A telescopic reflex gunsight makes it easier for Isa to aim over the engine cylinders.

Pending arguments in favor of something else. My thought process is that these are a pretty serious straight boost to both attack and draw a bead with no downsides. We might actually use draw a bead this way (Isa really has the stats for it) and attack is pretty common and important.

No comment on name at this time; I am not feeling especially creative.

Edit:
[X] Geisterhai
 
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It should be religious and have religious significance. But I'm not sure of the specifics. I happen to have misplaced my copy of their holy book. And you can't name it after just *one* of the Patrons. That'd be favoritism.

I don't think it can be or have the name of an Old One at all. Their names have power. It won't do to have space warp and nearby people vomit every time we say the name of the plane.

I do think it should have some religious significance though.
 
Yay! This looks cool.

the mountains where the world was born
Are those the Not!Alps? Or somewhere else?

That looks like a good plan, Artificial Girl.
[X] A telescopic reflex gunsight makes it easier for Isa to aim over the engine cylinders.

[X] Fischwagen
-[X] Wulf called the plane that once as a joke, and it stuck.
 
We might actually use draw a bead this way
The thing with Draw A Bead is it has to slightly more than double your hit chance to be worth using (or your damage on hit, or the net of both), as compared to simply shooting normally two turns in a row.

Solo, or against heavy craft, when you have time to disengage, outrun, climb, and reestablish the energy advantage over a slower opponent between firing passes, it's excellent- but in swirling group melees that means leaving your company outnumbered, unless they're coordinating with you to do the same thing, and all of you are faster than any of the enemy craft.

So if you're not disengaging, "turn of not shooting + turn of shooting" for Draw a Bead needs to be better than "two turns of shooting" , and it's not (and shouldn't be- I think it's better off, game-balance-wise, as a niche tactic for opening passes and in specific circumstances). But it's never going to be worthwhile most of the time, short of some weird dedicated pseudo-sniper character with really expensive ammo and a Precision Rifle.

...Which sounds terrifying and I should probably stop risking giving Sketch ideas.

ANYWAY. I forget where I was going with this. Probably "let's not worry too much about Draw A Bead, it's a pretty niche tactic, even if we are likely to be good at it".

Yay! This looks cool.


Are those the Not!Alps? Or somewhere else?
Possibly the Not!Atlas Mountains?
 
Yeah Draw a Bead is in need of some work. I'm trying to figure out a way to make it stateful instead of requiring another roll.
 
[X] A telescopic reflex gunsight makes it easier for Isa to aim over the engine cylinders.

[X] Old Spirit

Cause there's a dead guy in our plane.
 
My only idea is to call it Vorreiter, meaning forerunner/outrider similar to a possible etymological route of Metatron. As in, it's the plane of the the one who leads the way (Isa), both literally for the flying circus, and metaphorically for the fischer religious revival we kicked off.
 
I think the consensus is

[X] A telescopic reflex gunsight makes it easier for Isa to aim over the engine cylinders.

And for pretty sound reasons.

Name-wise, was thinking about "Shark Tooth", as an affectionately-mocking reference to Wulf's "Fang".

Oooh. Hm. *google translate*


Zinnhai, tin shark. Geisterhai, ghost/spirit shark. Eisen-Elritze, iron minnow.

[X] Geisterhai.
 
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[X] A telescopic reflex gunsight makes it easier for Isa to aim over the engine cylinders.

As for name, I'm a fan of alliteration.
[X] Whisper Wings
 
L[X] A telescopic reflex gunsight makes it easier for Isa to aim over the engine cylinders.

[X] Fischwagen
-[X] Wulf called the plane that once as a joke, and it stuck.
 
We can't keep calling it the Cthulhumobile.
Oh yes we can....

Oh yeah, Lovecraft was super racist and made a cosmic horror story about an airconditioner.

I will post clips from Shoggoth on the Roof at appropriate points. :V
So if you're not disengaging, "turn of not shooting + turn of shooting" for Draw a Bead needs to be better than "two turns of shooting" , and it's not (and shouldn't be- I think it's better off, game-balance-wise, as a niche tactic for opening passes and in specific circumstances). But it's never going to be worthwhile most of the time, short of some weird dedicated pseudo-sniper character with really expensive ammo and a Precision Rifle.
And that charachter's not using Draw A Bead either, because Precision Rifles let you attck with Calm. (In a very, very early version of this system, I flew a plane with something more along the lines of a precision cannon. Being able to just delete an an enemy plane before fighting really started is good.)

[X] A telescopic reflex gunsight makes it easier for Isa to aim over the engine cylinders

[X] Geisterhai
 
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