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] Start looking for weapons and keep an eye out for threats. Something about this isn't right. (Arm yourself, Advantage if something attacks you.)
 
Something to consider:

All of these people died horribly, waiting for a plane that never arrived.

A plane has just arrived. I think they will try and board, and only Anny and Ronja are there, wearing fragile, unwieldy suits.

We should go quickly.

A distinct possibility, though I'm not sure how directed/purposeful the Dead are - anyone with more setting lore able to chime in?

In any case, I'm definitely in favor of speed - fewer chances for encounters even if we're not on a clock from threats to the plane. Other than that I think it's better to avoid encounters outright than to prepare for winning them - with the gas in play, getting hit at all seems like a death sentence for the mission if not the character, and even with Advantage I wouldn't want to bet on full successes.

[X] We've already wasted enough time. Let's press on, as fast as we can. (Press on to the docks double time.)
[X] Move on, and keep your heads down. This place is spooky. (Avoid conflict or consequences for now, but take it slow.)
 
[X] Start looking for weapons and keep an eye out for threats. Something about this isn't right. (Arm yourself, Advantage if something attacks you.)
[X] It probably couldn't hurt to take a look. We don't need to take everything, but if we find something shiny we can send up a flare for Anny and Ronja. (Strong possibility of valuables.)

Shinies and paranoia
A distinct possibility, though I'm not sure how directed/purposeful the Dead are - anyone with more setting lore able to chime in?
The Dead are... quite unlikely to try and loot the Pioneer.
They are much more likely to try and force us to join them.

Think of the Dead less like ghosts or zombies and more like puppets of the gas. Dead planes might not fly anywhere near as well as anyone else's, but there's no vital parts, really. Not like Clockwork where you can put rounds through the control core, or mainspring, or tape deck.

(If we do get attacked, I want a Survivor to show up to help us, though I recognize this as unlikely.)
 
[X] Start looking for weapons and keep an eye out for threats. Something about this isn't right. (Arm yourself, Advantage if something attacks you.)
[X] We've already wasted enough time. Let's press on, as fast as we can. (Press on to the docks double time.)

Put simply, I don't believe we're either sneaky enough or lucky enough to get in and out of here without a fight. An earlier fight against fewer Dead, with bigger or better guns, is the best we can hope for.

Yeah, I'm feeling a bit cynical IRL lately.
 
[X] Start looking for weapons and keep an eye out for threats. Something about this isn't right. (Arm yourself, Advantage if something attacks you.)
[X] We've already wasted enough time. Let's press on, as fast as we can. (Press on to the docks double time.)
 
[X] Move on, and keep your heads down. This place is spooky. (Avoid conflict or consequences for now, but take it slow.)

[X] We've already wasted enough time. Let's press on, as fast as we can. (Press on to the docks double time.)
 
[X] Start looking for weapons and keep an eye out for threats. Something about this isn't right. (Arm yourself, Advantage if something attacks you.)
[X] We've already wasted enough time. Let's press on, as fast as we can. (Press on to the docks double time.)
 
"... and their earthy goods to the living."

[X ] Start looking for weapons and keep an eye out for threats. Something about this isn't right. (Arm yourself, Advantage if something attacks you.)
[X ] It probably couldn't hurt to take a look. We don't need to take everything, but if we find something shiny we can send up a flare for Anny and Ronja. (Strong possibility of valuables.)
 
[X] Start looking for weapons and keep an eye out for threats. Something about this isn't right. (Arm yourself, Advantage if something attacks you.)
[X] It probably couldn't hurt to take a look. We don't need to take everything, but if we find something shiny we can send up a flare for Anny and Ronja. (Strong possibility of valuables.)
 
[X] Start looking for weapons and keep an eye out for threats. Something about this isn't right. (Arm yourself, Advantage if something attacks you.)
[X] It probably couldn't hurt to take a look. We don't need to take everything, but if we find something shiny we can send up a flare for Anny and Ronja. (Strong possibility of valuables.)
 
[X] Start looking for weapons and keep an eye out for threats. Something about this isn't right. (Arm yourself, Advantage if something attacks you.)

Somebody roll me 2d10 please?
 
Oh yeah you're also moving on to the objective quick-like.

But anyway, that was Confront the Strange roll, and just the result I was hoping for.
 
"Fuck off, Morganthau. Please get this over with." Ronja muttered back.

Ha! Well said, Ronja.

Welp, I missed the voting window, but I still got half of what I wanted (how could you folks resist the shinies?)

So, looks like we're going to confront something stranger than we expected. *keeps fingers crossed for a Survivor*
 
4-3: Don't Blink
"I don't think we're going to move enough jewelry to make it worth it. Is there even a thaler worth of stuff in there?"

Wulf looked at the glittering watch in her mittened hand and shrugged.

"Yeah, point. It's pretty, though."

"If we're going to take anything, let's find some more soldiers and take their guns." You said, indicating to the soldiers. "Might resell a little better, and more firepower is better than trying to reload in these gloves. Then let's get a move on, okay? I'm sweating to death here."

You glanced to Minna, and after a second she nodded.

"Yes, this is a good idea. Check the basements, it would be the natural place to take cover from bombs." She said.

It didn't take long. Within about a minute, Heinrich pointed out a door leading to a cellar or something. Wasn't hard to find: there were bodies stacked around it, all civilians. There was a lock on the door, but Heinrich pull it free easily, the wooden door having become brittle, porous stone. Wulf, Arren, and Minna got the door open, and you glanced inside, rifle held near the ready.

Inside were about two dozen bodies, soldiers, frozen in a huddled mass together. It looked as though they might have been trying to sleep under bedrolls and ponchos, all stone now. There was a light machine gun pointed at the door which seemed to feed long stiff metal clips of ammunition, which were piled in a box nearby, while rifles were lined against the wall, their wooden furniture turned white. A single body sat in the corner away from everyone else, and you judged from his cap he must have been an officer. Another in the corner with a hole in the back of his skull.

"Gods, what happened here?" Arren muttered.

It seemed pretty obvious to you. They locked the people out, hoping to avoid the gas in the cellar, but it had leaked in anyway overnight, while they slept. You didn't know how to feel about it.

"The machine gun is likely good." Minna said, indicating. "I believe the only wooden parts on the late model is the pistol grip, and there is a metal frame under it."

"What about the rifles?" You asked.

Minna picked one up, studying it as best she could in the suit.

"I imagine it would shatter when fired. It is lighter than I suspected?"

"Of course it is. The gas doesn't add any mass, it just transmutes what's there." Heinrich explained.

"Yeah, it's just conservation of mass." Wulf said. You glanced over, and she must have read your body language even in the suit. "What? It's important for magic. If you want to create something, you have to take it from somewhere. Nothing's free."

You went over to study the officer as Arren and Minna looked over the machine gun. You glanced under his peaked cap, and noticed his eyes still open, the look of fear on his face. Gods, he looked young. Hard to tell in stone, but you'd seen evidence of stubble on the faces of some of the other men, but none here.

You reached hesitantly for his hat, and to your surprise it came off his head with ease, despite how stiff it was. Didn't seem to weigh any more than a hat ought to. In your hands, felt more like porcelain than marble. It seemed like it came off so easily because it was too large for his head.

You set the hat down carefully and looked over his uniform. Up close, the details frozen, it was hard not to see how crude and sloppy it was, the obvious seams and poorly run stitches, the cheap molding on the badges and pins.

He was staring at his hands, cupped in front of him, as he died. No, at a small locket in his hands, the photograph inside bleached bone white like everything else.

There was a weapon in his holster, the handle having gone white but the rest still looking intact. It looked small and streamlined, much more practical than your giant monster pistol, so you leaned down to reach for it. As you did, the front of your gas hood sagged away from your face, and you briefly lost sight of what you were doing, staring at black rubberized fabric as your fingers felt around for the grip of the pistol.

Then you felt something wrap around your wrist, and your eyes snapped up.

One of the young officers hands had closed around your wrist. You felt a spike of panic and tried to pull away, but he had you fast, and he wasn't moving. He was still a statue, just a statue holding you in a deathgrip.

You looked up at the corpse, at his face. It had changed, the eyes wide, the expression shock and pain and alert. Staring into your eyes.

You swallowed nervously.

[ ] What do you do?​
 
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Craaaaaaaaaaaap... Well, at least the corpstatue isn't immediately hostile. I'd like to try to get out of here without firing guns or making too much noise.

[X] Quietly and calmly try to talk to him. Ask him his name. Who was in the photograph? Etc.

Maybe he'll relax and let Isa go.
 
[X] Try not to panic. Alert the others but don't scream, and grab his other wrist. So long as he doesn't have another free hand to damage the suit, there's time for the others to deal with this.
 
[x] "Uh. Guys. They're moving."
-[x] Drop the pistol you just grabbed. Don't make any sudden moves.
-[x] "Wulf, you feel anything weird? Magic weird?"
 
[X] Try to only scream a little
- [X] Actually scream a lot

This, this feels like the realest.
 
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