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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[X] Talk to Heinrich about your religion and the importance of what happened. (Get Real, Teach Heinrich a move, he is no longer creeped out)

Depending on what Student Moves Heinrich has, he might not need to do a move exchange to learn a move from us. We know he probably has the "Make stuff" move, but he might also have the "Gain moves via cultural appropriation" move.
 
[X] Talk to Heinrich about your religion and the importance of what happened. (Get Real, Teach Heinrich a move, he is no longer creeped out)
 
I'm torn.
[ ] Talk to Heinrich about your religion and the importance of what happened. (Get Real, Teach Heinrich a move, he is no longer creeped out)
is true to the character, but
[ ] Ask Heinrich to talk about his own history and try to find common ground. (Get real, Heinrich loses stress and may find it easier to trust you again.)
would let us learn more about Heinrich.
 
[X] Talk to Heinrich about your religion and the importance of what happened. (Get Real, Teach Heinrich a move, he is no longer creeped out)

In a world with magic, Faeries, and objectively provable gods, Isa's self-harm is meaningfully different from what Heinrich is used to dealing with, and if we want Heinrich to be able to help her with whatever she has going on, then cultural competency is must. I think Heinrich really does care, but if he doesn't understand what out actions mean to us, he is liability to give lackluster advice, and I would rather not have that.
 
[X] Talk to Heinrich about your religion and the importance of what happened. (Get Real, Teach Heinrich a move, he is no longer creeped out)
 
[X] Talk to Heinrich about your religion and the importance of what happened. (Get Real, Teach Heinrich a move, he is no longer creeped out)

Do we choose what move to teach Heinrich?
 
What move do you want to teach Heinrich? This is gonna be a quick vote. Here's the list of ones Heinrich would accept.

[ ] Whispered Answers: You give Heinrich a lot to think about. He's going to do some Forbidden Studying.
[ ] Blessing: You show Heinrich how your blood sacrifice stuff has utility.
[ ] Soul-Bound: You elaborate on the connection between blood and your patrons.
[ ] Deep Ones: You convince Heinrich of the good intentions of your Patrons.
 
[X] Whispered Answers: You give Heinrich a lot to think about. He's going to do some Forbidden Studying.

This seems like the Most Heinrich one, and doesn't have negative effects for him if he stuffs the roll. RAW if you're not a Fischer you can call out to the Deep Ones without taking Stress but I doubt that's intentional.
 
[X] Deep Ones: You convince Heinrich of the good intentions of your Patrons.

Start with the philosophy, then go into the more utility-based stuff. We don't want these powers abused in ways they weren't meant to be.
 
[X] Whispered Answers: You give Heinrich a lot to think about. He's going to do some Forbidden Studying.

Forbidden study, you say?

 
[X] Whispered Answers: You give Heinrich a lot to think about. He's going to do some Forbidden Studying.
 
3-2: A Metaphor for Metaphysics
The voices didn't come rushing back, but they did return, the buzz in the back of your mind giving you a sense of clarity and direction. It was... calming, to have the whispers back.

Mostly, it was despair that you'd hurt yourself, sadness that you'd seen it necessary. Regret that they weren't there to remind you of your worth, to tell you to be careful, to pull you out of the spiral. Fear you might reject them again, relief that you were okay, that somebody was taking care of you, that you weren't alone even without them. There was a bit of confusion at the jumble of your blood, a few of the more distant ones even unsure of who you were. There was even gratitude, that you'd invited them back.

"I... fuck. Okay, Heinrich, we've never really talked religion stuff. What do you believe?" You asked. You had to know where you stood.

He hesitated a second, then shrugged. "I dunno, there's... there's so much bullshit out there, darling, I haven't got room for things I don't have evidence for. Especially because..."

He took a deep breath, and you could tell he was winding up for a rant.

"... surely you've noticed that all the shitty things in the world, dragons and fae assholes and restless dead, all the scarcity and war and hate and all that, it's right there in front of us. Can't argue with it. But all the nice protective spirits and kind deities and creator gods and afterlife, well dear, you just have to take my word for it. You just have to have faith." He spat that last word like an invective, and the whole thing left you cold.

"You don't believe in anything, then?" You asked. It was hard to keep the sadness out of your voice.

"I believe in evidence. Reasonable expectations. I believe in patterns when I see them. And the pattern doesn't point to anything in this world worth your blood, Isabelle. No person, no nation, and certainly no higher power. No gods, no masters." You could feel the anger and frustration in his voice, the hurt that rested behind it.

"I... Gods, Heinrich, why even fucking bother?" You said. It was so sad, you couldn't understand why anyone would say those things. "What's the point, then, if it's all miserable?"

"Because I like being alive better than the alternative? All those things that make life worth it, the friends and music and sex and good books, that's only here as long as you are, and the only reason on this wretched Earth I can fathom giving it up is to make sure somebody you love gets to keep it a little longer. The purpose of life is to live it, and I haven't got time for anyone who'd tell me to put off living now with the promise of an afterlife later. It's a con, Isa, a way for the rich and powerful to control our behavior. It's a loan that nobody can repay."

As he talked, you realized that what was happening was a conversion. He was doing everything the High Priest used to teach you to do, laying out the reasons why he believed what he believed, and showing the shortcomings in the ways you thought. And he was good at it, with a handle on the language and concepts you couldn't hope to compete with.

"It's not just faith, Heinrich. I have evidence. I have the whispers..."

"I'm not saying the monsters aren't real, Isabelle. I'm saying when a being offers you power in exchange for your blood, they're called fae. Remember when I told you about that thing cults do, love bombing? When the High Priest got all his acolytes together to make you feel safe and loved and special? How is this not just the supernatural version of that?"

"It's not... it's not..." That was too much, cutting too close.

"How are they different? Thus far I haven't seen any particular-"

"Gods, shut up for like a second!" You said, as loud as you could, the anger washing through you with such intensity you thought you could see it, light running under your skin. He did, holding his hands up like you'd just pointed a weapon his way.

"... okay."

"Firstly, don't you dare. You don't get to invoke that man to win your arguments, Heinrich." You said, with as much venom as you could muster. The panic that was setting in was rapidly giving way to anger, that he'd have the audacity try to use your abuser to win points in a debate.

"I'm just saying-"

"No. You aren't. Shut up." You repeated. This time he just nodded, mouth pressed shut.

"Secondly, you know something? The Gods have never asked for my blood, Heinrich. It's not how they work. Your blood is... your blood is like... it's also your soul, metaphorically or whatever." You explained.

"Metaphysically."

"That thing. Right now, there's a lot of voices in my head confused about why I'm a little bit somebody else. They're..." Oh, that explained that. "They're wondering why I'm arguing with myself."

Heinrich shrugged.

"I'm type O. Universal donor." He said simply.

"... thanks. But, yeah, it's just a way of like, getting their attention. Telling them 'this is mine' or 'this is important to me' or 'hey, can we talk'. Usually we just use like, a little drop. Just prick your thumb." You said, feeling a little awkward. This was stuff that usually got explained to very young children. "Bigger stuff for bigger events, sometimes, um... Like, when we get married, we cut our hands and clasp them, so the Gods see us as one entity."

"No offense, honey, but I want a divorce." Heinrich said immediately, and that got a chuckle from you.

"Nice. It's a metaphysical, though."

"A metaphor, Isa. So, what are they after, if not that?"

"What's a parent get out of loving their kids?" You replied.

"... in my experience, disappointment." Heinrich said. "But I understand. So why did you..." He mimed the action of cutting into his hand with a knife.

"I was hoping I could call her back. From wherever she went." You said. Heinrich rested his head in his hands, looking a little overwhelmed.

"Right. Yeah, that makes sense. It didn't work, did it?" He asked.

You shook your head sadly.

"No. I... she's gone."

"I'm sorry, but I think I... well, there's a few people I might do something like that for, if I thought it could bring them back." He said softly.

He had said it himself, hadn't he? The only thing worth giving up your life for is making sure somebody you love gets to live.

"Isa, can you promise me you aren't going to hurt yourself again? I can't... I can't keep doing this."

You nodded, but realized it wouldn't be enough to just say that.

"I promise."

Heinrich undid the restraints, and helped you sit up. You felt a little woozy, but not as bad as you were expecting.

"Um... if you want, there's my book. We aren't supposed to let outsiders read it, but... well, I won't tell anyone if you don't." You offered.

"It's not my usual field of research, but I'll admit, I'm intrigued. I think I'll take you up on that." He said. "You good? Okay, I'll get the rest of the crew. We should get you out of here."

You nodded, and he left, leaving you alone with the whispers. You spared a glance back at the glass jar draining slowly into your veins, following the tube slowly down to your forearm, then caught sight of yourself in the reflection of a doctor's head mirror on the tray next to your bed. Your cheeks had a distinctly purple hue.

===

When Isa gets reinstated as team leader, she's going to start looking into doing something about her dead god, and preventing this from ever happening again. Where should the team start this mission?
[ ] The crew heads to a nearby fortified town, whose vast library contains many secrets.​
[ ] The crew heads to the remains of an old port city, long bombed out. There was once an underwater research facility there.​
[ ] The crew heads to a small mountain village with a long tradition of magic and scrying. Maybe they know something.​
Also, this has been heavy so far, so a promise to you. The beach episode WILL happen, and it will be adorable. You just have to earn it.
 
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[ ] The crew heads to the remains of an old port city, long bombed out. There was once an underwater research facility there.
[ ] The crew heads to a small mountain village with a long tradition of magic and scrying. Maybe they know something.

I'm trying to decide which of these two I want.
 
[X] The crew heads to the remains of an old port city, long bombed out. There was once an underwater research facility there.

God, that conversation had my heart in my throat. Sympathetic anxiety for Isa!
 
[X] The crew heads to the remains of an old port city, long bombed out. There was once an underwater research facility there.
This has all the potential for problems that I like.
 
[X] The crew heads to a nearby fortified town, whose vast library contains many secrets.

Silence in the library.
 
[X] The crew heads to the remains of an old port city, long bombed out. There was once an underwater research facility there.

Perhaps there will be an underwater researcher there.
 
[X] The crew heads to a small mountain village with a long tradition of magic and scrying. Maybe they know something.

A book or a ruin could tell us what the clockmen were. Scrying can tell us what they are.
 
A book or a ruin could tell us what the clockmen were.



That said, knowing the origin could hopefully tell us how to defeat this threat. Best case scenario, we figure out it's one-of-a-kind machine and congratulate ourselves on a job well done.

Edit: On a side note, if we want to be a bit cynical about this, I think we could convince some Fisher villages to pay us for this kind of mission.
 
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[X] The crew heads to the remains of an old port city, long bombed out. There was once an underwater research facility there.

I kinda want to see what secular powers make of the Deep Ones.... although I imagine the underwater research facility employed some fisherfolk. Being able to breath underwater would make so many tasks easier.
 
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