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] Anny installed an injector for nitrous oxide into Isa's fuel line, allowing short boosts of emergency power.

[X] Geisterhai
Was looking for cool shark names in German, then noticed this was there and works perfectly sooo
 
[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.
 
[X] Geisterhai.

I am really torn between this and Whisper Wings. They're both really awesome in really different ways.
 
Clearly we have to buy a new plane soon for the second name. Something small, light, with good glide characteristics.
 
[X] A telescopic reflex gunsight makes it easier for Isa to aim over the engine cylinders

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

[X] Geisterhai
 
[X] Fischwagen
-[X] Wulf called the plane that once as a joke, and it stuck.

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

Thought the idea of War Emergency Power tickles something deep and primal within me.
 
You know, a "Fischwagen" is just the equivalent to a taco van, right? A food truck that sells fish. Like, that's an actual commonly-used german term.
And really, it sounds weird when used for a combat plane. It'd be appropriate for the freight plane, a nice play on the Junkers Ju 52/1m which was called "Fliegender Möbelwagen" (flying moving/furniture van).

Geisterhai is pretty good though, though it's of course technically the term for Chimaeriformes, which aren't sharks. But then again, it is a proper german term so who cares?
[X] Geisterhai
 
[X] Spot them first while they're spread out and you have an altitude advantage.

(More seriously, I don't know the system well enough to know which we can take the best advantage of!)
 
I think the first thing should be figuring out what we're fighting. Check which vote we won, which continent we're even on.

As I see it, we're doing this missions

[] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.

Bit vague on what flyers that'd be, so I'm going for

[x] Spot them first.
 
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Our plane is an energy fighter, isn't it?
Edit: if so,
[X]Altitude Advantage
 
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[X] Altitude Advantage

Altitude, airspeed, ideas. A crash happens when you run out of all three. And it's much easier to trade altitude for speed rather than the other way around.
 
1-1: The Noise
The rumble of two hundred and twenty horsepower filled your ears, the scream of the supercharger, the howl of the wind and the thrumming of the oak propeller tearing through the air sixteen hundred times a second. Ahead, the valvetrain churns and burbles, sending hot oil spraying across your goggles as you push the throttle open, crank the fuel mixture richer, coax ever more speed out of the engine. All you can see is a narrow band between the nose and the upper wing deck, further obscured by the radiator pipes and vibrating exhaust stacks, by the baffles of the twin machine-guns and the light gleaming off the polished lenses of the reflex gunsight. It's like staring out a tiny window directly into the sun, but this window travels at two hundred and twenty kilometers an hour a kilometer and a half off the ground.

It's loud, deafeningly so, but it's nothing compared to the first burst of flak. Maybe thirty meters ahead and above, like a firecracker going off in the room, like a sledgehammer swung at your sternum. You winced and ducked involuntarily behind your dashboard, like the thin layer of plywood and the glass instruments could protect you, like the canvas walls around you would stop the metal fragments. Another blast, so close you felt the turbulence, and you gripped the flight stick in two hands, white knuckle, trying to keep it from bucking as you rode through it.

The squadron began spreading out, trying to limit the risk. Above you was the dull roar of an inline drifting over and to the right. Below, the oscillating purr of a V6, like an oversized sewing machine. To your right, the high-pitched scream of a rotary engine: you glanced over to see the little monoplane loosening up, pulling away from you to make some distance. You knew it was the smart thing to do, but you didn't want to be left alone. You always felt better when she was looking over your shoulder.

Then, that space between you was split by a thundercrack as a shell detonated right where she was just moments before. All the other sound gave way to a dull whine, and you looked down to see rents torn through the canvas of your cockpit. There were tiny holes through your right wing, shreds of canvas flying loose in the wind. You checked yourself over, but no blood, nothing hurting except your ears and your head and the ache in your chest from the impact.

"Isa? Isa, are you okay?"

You glanced back, up over your seat. Behind the ring that held his gun in place, your boyfriend Arren was leaning over with a look of concern. You nodded shakily, not really feeling it.

"I'm okay!" You half-yelled into the intercom. "You?"

Whatever he said was drowned out by another blast, this one not nearly as close, but still too near for comfort. Not bothering with sound, you pointed up with a thumb, and Arren mimicked the gesture to your comrades.

They had you zeroed. You needed some altitude.

You pulled back on the stick, feeling the wind catch the elevator and push you upward, the altimeter sluggishly ticking up as you made altitude. All around you, your squadron was rising to match, leaving the bursting shells below. They'd start cutting their fuses longer and adjust their aim soon enough, but you'd bought time. A minute, maybe.

You checked around you, made sure everyone was alright. All accounted for. Behind you, somewhere, the two bombers you were scouting for and their escorts were coming in. Your job was to drag down any fighters sent to intercept them so they could make it over the target. A share in their pay, fourteen glittering gold coins, in exchange for a life-or-death battle high above the mountains in the sweltering heat.

"I think I see them!" Arren's voice came through scratchy on the intercom, but clear enough. "Two o'clock low-ish, two kilometers out! Maybe three hundred meters under us! Four... five of them?"

You followed his pointing finger and spotted them, a flight of little dots in the distance, light gleaming off their polished cowls. Arren signaled, and the squadron started a gentle turn toward them. You kept climbing steadily: they'd be getting as much air as they could right now, and you had to match them before you got there. As you closed, you pulled the handles on each of your guns with a clu-clunk, charging a fresh round into the chambers. Behind you, Arren did them same as he loosened the tension in the bolted joints to let his gun swing freely on its mount.

They were getting closer, pulling into a steeper climb as you approached. Five planes, all identical, brassy metal skin and birdlike wings. No exhaust smoke, just light gleaming off their gleaming propellers. No pilots you could see, just smooth darts getting ever nearer.

You leveled out and took a moment to steady your breathing, mutter a silent prayer. You couldn't hear the whispers over the screaming engines and roaring airstream, but they were always listening. Always looking out for you.

Then you pushed the stick over.

---

Here is your instrument panel. Enemies are 200 meters below you and climbing. Your friends are all around you.

What is your plan of attack? What do you do?
 
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[X] Plan Opening Salvo
-[X] Signal to come in from above, focusing fire on one or two of the fighters as our squad uses it's altitude advantage against them.
-[X] If possible, force their squadron to scatter, then break and pursue in pairs, so as to maintain a local advantage and allow our squad to cover each other. Pairs are Minna with Wulf, and Isa with Heinrich
-[X] Prioritise targets going after the bombers. If they don't hit the target, we don't get paid.
 
[X] Plan Opening Salvo
-[X] Signal to come in from above, focusing fire on one or two of the fighters as our squad uses it's altitude advantage against them.
-[X] If possible, force their squadron to scatter, then break and pursue in pairs, so as to maintain a local advantage and allow our squad to cover each other. Pairs are Minna with Wulf, and Isa with Heinrich
-[X] Prioritise targets going after the bombers. If they don't hit the target, we don't get paid.
 
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