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 him as if he were a scared young man rather than a shade. Channel the compassion the gods have for the living.
 
Nice to get confirmation that the shade isn't inherently hostile, just confused.

Okay. This might be a crazy idea, but if they think they're still living soldiers...

[X] Have Minna 'officially' relieve the shades of duty. Their term of service has ended, and they're free to go.
 
Nice to get confirmation that the shade isn't inherently hostile, just confused.

Okay. This might be a crazy idea, but if they think they're still living soldiers...

[X] Have Minna 'officially' relieve the shades of duty. Their term of service has ended, and they're free to go.
That's really cute but not only is Minna out of uniform (unlike the rest of them, she's done extended gas drills in summer before. i would not bet money on her currently wearing pants under there), she never technically made a. higher rank than this poor kid. Her highest rank was "Captain of Cadets", which is little more than an honour roll type deal, before it was stripped from her by her shitty ableist town.

It isn't really a workable plan on its own but the spirit of it is absolutely something I can work in to a result, so call it a snippet.
 
[X] Talk to him as if he were a scared young man rather than a shade. Channel the compassion the gods have for the living.

Hey. Roll +Calm to Get Real with a ghost.
 
4-5: Undersea Boat
But you held it together.

This was a person who needed your help, just like any other. The circumstances were bad, worse than you could have imagined before, but you had to hold it together. Somebody needed you.

"Minna, hold on." You said. "Did Gotha uniforms have nametags or anything?"

"They wore an identification tag around their necks. By regulation, over your undershirt but under your jacket.

You spotted a small piece of beaded chain in the man's open collar, and with clumsy fingers you fished up the identification tag and lay it out to read it.

"Isa, what are we doing here..."

"Rosenhain, Arthur. Senior Ensign." You said. "I'm sorry Arthur. I didn't mean to scare you."

Behind you, you could hear Arren pull the group back a bit to give you space.

"My name's Isabelle. I'm not here to hurt you, I promise. Is... is there anything I can do?"

You looked as long as you could at the stone, fixed, unmoving. He'd only moved when you couldn't see him. Because he could move, but everyone knows that stone can't.

Your eyes were what was freezing him in place, so you closed them, and waited.

"S-sorry." A voice said. Quiet. Barely at the edge of your perception. "Are you a medic?"

"No, I'm not, sorry." You admitted. "I'm... I'm a pilot. I'm scouting for a mission we're going to fly soon."

You felt his head nod against your shoulder.

"Are the bombers coming back?" He asked, terror in his voice.

"No. Don't worry, they're all gone now."

"... thank the Goddesses for the air force. You even got the really big one, the armoured airship?"

You nodded. You hadn't, but after twenty years, it had to be long gone anyway.

"O-okay. Yeah. Good. The gas should be clearing, right? I hope it does soon, I think the cellar might be leaking. I think the gas is getting in, there's a pain in my chest... I was... I'm supposed to get them home safe. We just have to make it through the night, though. Just a bit longer."

"Just a bit." Just until you could come back. Just until you could figure out how to break the awful spell that was keeping this poor boy here, between life and death.

Slowly, tentatively, the grip on your wrist was relaxed, and then retreated. You kept your eyes closed.

"Good luck on your mission, Isabelle." The voice said.

"Good luck, Arthur. Hold on."

You opened your eyes and looked at the statue of the boy in his uniform, his arms hugged to his chest, a pained smile on his face. Hope.

You pawed your mask uselessly, the tears still clinging to your eyes.

"Let's go."

---

You made the trip to the university docks as fast as you could, steering well clear of the bodies. You hated it, but there wasn't anything you could do about it right now, so you had to stay on task. You didn't want to become helpless again, you had a job to do, there was more going on then this. The thought crossed your mind that if this machine or whatever was going after your Gods, soon all of you could be trapped like this, nobody would ever be able to move on.

Overhead, Marcus and Lyse swirled slowly. Wulf put down the appropriated machine gun and fired a white flare up to check in, and another fell away from Marcus' plane a moment later.

The docks resembled hangers over the water, but they didn't seem to have hanger doors of any sort, just hanging out over the cliff. You wondered how the u-boats got in and out, before realizing they must have to dive up into the facility from underneath. The doors were locked, but Minna employed her patented 8mm lockpicking technique, and soon you'd forced your way inside.

Inside was a concrete floor covered in tools, desks, and papers which seemed to be only partially petrified, while the bulk of the massive hanger floor was dominated by a square pit. At Heinrich's insistence, you quickly closed the doors, and he started eagerly shoving books into his backpack as you looked around. You walked to the edge of the pit and looked down over the guard rail, and there, about ten meters below, was the water level and what you assumed was the u-boat. It really did look a little like an upside-down, streamlined zeppelin, a gondola with a bulbous set of windows poking up from the top and a wooden deck running across it. Metal walkways lead around it, and it looked so small, wedged up against one side of the docks.

It didn't look in very good shape at all. You knew they treated the metals in old wartime airplanes and guns and stuff with some sort of chemical to keep them from corroding, but the sea, even contained as it was in this little pocket, would not be denied.

"I would not be eager to sail upon that." Minna observed. "Though perhaps somebody else has. Let's inspect."

You started descending the steps towards the machine, each step kicking up the dust which had long settled in the still air of the hanger, leaving footprints everywhere you went. Wulf climbed atop the boat and pulled open a hatch atop it, which took some effort, then peered inside.

"Yeah, I don't think anyone's used this thing in a real long time. Looks like it was sealed though... Heinrich, this might be a chance to find some of those valuable books you wanted."

"Oh, wonderful. Even just a manual might have some important historical value." He paused next to you a moment before climbing the gantry. "It's... it was a long shot that this was it, Isa. I'm sorry."

"No, it's okay." You said. "At least we've ruled it out." After a few moments feeling useless, you climbed atop the boat and sat on the deck, looking out over the hanger. At the abandoned tools, the hastily stacked walkways, the abandoned cranes and fuel lines, the disturbed dust on the other side of the hanger...

Realization hit you like a thunderbolt. There was a second boat!

You raced down the hatch as fast as possible, pausing only a moment to stare in wonder out the glass window at your feet as you reached the lower deck. There was a huge observation bay here looking out at the water's surface: you could see lost tools, discarded objects, and coral stretching out to the open sea beyond. It was fascinating, but you tore yourself away to find the rest of your crew.

"Minna! There was a second boat, somebody took it before we got here. Maybe it's still out there, maybe that's what did it!"

Minna beckoned you into the forward spaces, and you glanced around the complex little cockpit, surrounded by hundreds of gauges and valves on every surface.

"I imagine that if so, the other machine was armed, unlike this one. Heinrich, does that seem plausible?"

Heinrich was busily packing his bag with charts and papers from every drawer he could open, but he paused to ponder.

"That seems somewhat likely. Perhaps the Gotha Empire tried to weaponize them when they occupied the place? Sounds like something they might do, and if you're... whoever the fuck we're after, and you decide you want to kill an underwater god, that'd be a pretty good starting point."

Suddenly, there was a rush of air around you, and a clang as the hatch slammed shut. Wulf and Arren walked into the cramped little room, Wulf playing at her neck seals.

"Hey, wait what-" You protested, but she already had the mask off.

"I figured, the place is airtight, so maybe this is a good chance to get these fucking suits off. I did a little air purifying spell, don't worry." She explained. She took a deep breath and gestured with a hand to indicate how not-dead she was. "It's lovely."

You let out a sigh of relief and pulled off your mask, wiping the sweat from your brow, Heinrich and Arren doing the same.

"Thank the Gods. Did anyone bring a canteen? I'm parched." You were midway through removing the rest of your suits when you noticed that Minna wasn't doing the same.

"Minna, it's fine. The gas is gone, I promise." Wulf said.

"... I think I feel safer in my suit." Minna said tersely.

"Nah, seriously, it's fine!" You insisted.

"It actually smells a bit like a forest, somehow." Heinrich mused.

"I... would really rather not..."

"Minna, come on. I don't want you collapsing of heat stroke on the way back or something." You said, and she sighed and removed her mask.

"I will be keeping the rest on, though. I... am not exactly wearing anything under it." She said, wincing visible. You laughed, and she gave you a despairing look. "I've done summer operations in gas protection before! I have had heat stroke in these exact circumstances."

"Okay, fair enough. Come on, let's see if we can find any maps or anything." You said, and the team spread out to look through the ship. You found yourself in the observer area, with the big window, plucking books off the shelves to fill backpacks and looking for charts. Most of the notes seemed to be sketches and observations on various strange marine creatures, and it made you smile. Reminded you of the carvings back home, and a lot of the deep sea critters were pretty cute looking. You wrapped your fingers around the spine of the final volume on a high shelf and pulled it down, then decided to take a well-earned break, settling on one of the observer chairs and staring out the window facing out to the sea.

You could see fish swirling around, just under the surface, the water insulating them from the gas above. Seaweed and anemones swaying, colours muted but still visible over the distance. You always thought of the sea as dark and muted and grey, but here it was as much a riot of colours as anything else, of movement and surprises. You couldn't help but smile and bask in the beauty of it, for a moment, at the wonders of the natural world that were hidden so close to something so awful.

Then you noticed something else. Shapes moving along the sea floor, like no creature you'd ever seen. You squinted, but couldn't quite make them out, but then you realized the pedestal next to you was in fact a set of magnifying lenses and not actually a coat-rack for chemical suits. Clearing it off, you stared through, adjusting the focus and trying to point towards the movement.

There were figures moving on the sea floor below. Tall, lanky, inhuman, steel and brass.

In unison, they looked up at you with blank faces.

---

What do you do?
 
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How far below us are they? And how long will it take them to reach the hull of the U-boat?
 
Most of the notes seemed to be sketches and observations on various strange marine creatures, and it made you smile. Reminded you of the carvings back home, and a lot of the deep sea critters were pretty cute looking.

*Shows Isa a Cthulhu statue*
Isa: Awww, whose this cutie? You're a bit of a chonker, aren't you? Yes you are! Yes you are!

I just spent some time with my friends and their new cats.

Then you noticed something else. Shapes moving along the sea floor, like no creature you'd ever seen. You squinted, but couldn't quite make them out, but then you realized the pedestal next to you was in fact a set of magnifying lenses and not actually a coat-rack for chemical suits. Clearing it off, you stared through, adjusting the focus and trying to point towards the movement.

There were figures moving on the sea floor below. Tall, lanky, inhuman, steel and brass.

In unison, they looked up at you with blank faces.

Dun dun DUN!
Sorry, you can't break the cheerfulness of the crew being adorable.
 
Can clockworks hear? Not underwater, probably.

We hired a bomber, right? Clockwork soldiers seems like a situation that calls for a bomber. How do we contact them?

[x] "SUITS BACK ON!!! Clockworks are coming!!!"
-[x] Watch what they're doing for a bit, observe anything you can about them.
-[x] Loot manuals and shit as fast as possible.
-[x] Group up near an exit and try to stay calm.
 
[x] "SUITS BACK ON!!! Clockworks are coming!!!"
-[x] Watch what they're doing for a bit, observe anything you can about them.
-[x] Loot manuals and shit as fast as possible.
-[x] Group up near an exit and try to stay calm.
 
Btw, the underwater observation scene was an instance of the Discover Beauty move from the rulebook, so you lost a Stress and got an XP!
 
Behind you, you could hear Arren pull the group back a bit to give you space.
Good supportive boyfriend.

*Shows Isa a Cthulhu statue*
Isa: Awww, whose this cutie? You're a bit of a chonker, aren't you? Yes you are! Yes you are!
Oh, this is more delightful than I can express with just one like.

[x] "SUITS BACK ON!!! Clockworks are coming!!!"
-[x] Watch what they're doing for a bit, observe anything you can about them.
-[x] Loot manuals and shit as fast as possible.
-[x] Group up near an exit and try to stay calm.
 
[x] "SUITS BACK ON!!! Clockworks are coming!!!"
-[x] Watch what they're doing for a bit, observe anything you can about them.
-[x] Loot manuals and something Valuable as fast as possible.
-[x] Have Weapons Ready, let's get the drop on 'em!
 
Hey roll me +Keen, and also 3 more sets of 2d10? One person should do the second set and tag them Minna, Wulf, and Heinrich.

(this is for the new ground combat "seize the initiative" move)
 
Oh dear. Let's see how the others do.

EDIT: well looks like Wulf's on the ball at least.
Wiadi threw 2 10-faced dice. Reason: Minna Total: 13
3 3 10 10
Wiadi threw 2 10-faced dice. Reason: Wulf Total: 17
7 7 10 10
Wiadi threw 2 10-faced dice. Reason: Heinrich Total: 7
2 2 5 5
 
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4-6: ALARM!
"ALARM!" You screamed, recoiling almost out of your seat. "Clockworks in the water!"

"What?" You heard Heinrich call back, having clearly heard you fine but not believed what he heard.

"CLOCKWORK MEN! FOUR OF THEM! GET YOUR SUITS ON!" You screamed back, already pulling the jumpsuit up around your middle. You glanced out the window to see the clockworks standing motionless, one of them waving something on, and you looked up to see a huge, dark shadow emerge from the depths.

The other submarine. It was here, right now.

You pulled your hood on, grabbed your rifle, and slung your bag. Minna came tearing over, her hood already on, and you pointed to them.

"We must leave, now. WULF! ARREN! Get up the tower! Heinrich?"

"I'm coming, sorry!" There was a crash from somewhere ahead on the ship, and Heinrich stumbled into view, his bag filled with... something. "I couldn't leave-"

"Not now. Hood on, get your rifle, and stand by the ladder! Isabelle, do you feel you can fight?"

You nodded, your mouth dry.

"Go with Wulf, get onto the dock. I will ensure Heinrich escapes and provide rearguard. Go!"

Wulf was already climbing the conning tower, and you were right behind. You met Arren at the hatch, and after confirming everyone had their hoods on, he pushed it open and clamored out, resting his rifle on the safety rail. You pushed past and down the ladder, rifle slung, and scrambled across the deck to the gangplank.

You heard the first snaps of rifle fire and turned just in time to see Wulf take a shot, right into the head of a clockwork man rising from the water. A chunk of its featureless faceplate was blasted apart into brassy components, and Arren hit it again in its middle, sending it staggering back down the ramp it was emerging from.

You fumbled to aim your own weapon in your suit, forcing your gloved finger into the guard and squeezing the trigger. Nothing happened. You tried to rack the bolt, but the weapon slipped from you hands as you reached over and clattered off the conning tower and into the water below. A second machine began to emerge from the water, its arm twisting from something resembling a hand to something resembling a bladed weapon.

Heinrich tumbled down the stairs roughly, took aim with his rifle, and fired a shot wide. He swore and pulled at his hood as the rain of fire from the tower continued, joined by the sudden rattle of Minna's SMG. One of the machines dropped limp into the water, and then the dark shape of the other u-boat started rising out of the water.

"We need to go!" You yelled, pulling your pistol as best you could from its holster and leveling it over the conning tower. A hatched popped open...

... and a human hand, gloved but recognizable, reached out. Followed by a figure in a gas suit, waving their arms frantically in pilot sign for STOP.

[ ] What do you do?​
 
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