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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Can I just say that Minna continues to be wonderful?
Minna is hands down my favourite character in anything to write. Her character voice is strong even beyond her obvious quirk, she's oblivious and insightful in equal measure so she plays off any scene well, she's got funny running gags that strengthen rather than undermine her character; and she's unquestionably competent even as you sympathize with her struggles. every time i get to write her is a joy.
 
Captain Holm, our resident fish out of water, is and continues to be utterly amazing. I love her. She's great.

No clue what we're going to do regarding equipment, I guess that's for someone smarter to figure out.

Edit: journal for Holm seems good, and did we ever actually buy a replacement parachute for Isa? I don't want her to die.
Also if it's not too spoilery what does the Revenant playsheet look like? It seems really cool! (HOLM)
 
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Okay, current armaments:

Isa's Geisthau - 2x MMG, 1x cute fishboy with a rifle
Wulf's Pup - 2x MMG
Heinrich's Anarchokapitalismus (No stability and plenty of firepower) - 1x Heat Ray of indeterminate size
Minna's Theler Kobra MD baulos 6 - 2x MMG, optional 1x Light Cannon
Marcus' (tentatively) Hot-rodded Ritter Lund - 1x Precision Rifle
Kpt. Holm's KAW NG - 1x MMG, 1x LMG (probably not modifiable)

Reserve:
1x Heavy Cannon
2x MMG courtesy of Lyse's broken Attentäter
2x LMG as above
1x LMG courtesy of Howl

Lyse could maybe take Pup while Wulf takes Howl but I do not trust a helicopter in the slightest at those altitudes and it's slow anyway. We have a plentitudinous multitude of small arms at this point but it might be worth looking at balloon guns. The Heavy Cannon is an issue, I want to fit it to something but I don't think it'll go on anything except the Anarchokapitalismus and I want to keep the Heat Ray. We should also work out how to fit our extra MGs.
 
"They have hundreds of the fucking things, send them on long-range raiding missions down the coast. Moor them on their damn surface boats. I scrambled against three of them when I was in the reserve, I know them in and out."
On a side note, this was a rather big war. A hundred airships of just 1 class, from just 1 participant.
 
We had trouble flying wulf's copter as wulf once, but that could've be a magic problem, not a piloting one.
To be quite honest with you I suspect Wulf has significant difficulty flying Wulf's helicopter but acts like its easy to make herself look cool. Helicopters are not easy, early helicopters doubly so.

While there are no mechanical effects for attempting to dogfight the first time you ever fly a helicopter this quest is still partly narrative.
 
To quote the Matrix (rewatching it with an eye for Trans themes is fucking awesome by the way!) We need Guns. Lots of Guns.

[X] Buy balloon guns... literally everyone we can afford. We need the Zep to Blow up like a Michael Bay wet dream as fast as possible.

[X] Buy incendiary ammunition for the cannons and balloon guns. (See above declaration of intent)

Plane Refits
[X] attach Heinrich's spare 37mm cannon to Marcus the Farmer (that sure shot trick with the cannon w/ incendiary ammo on the Zep = Boomy!)
[X] Bigger Engine for Bae
 
[X] We have the weapons for the job.

[X] Buy Incendiary Ammunition for the cannons and also the MMGs.

[X] Plan Sopwith
-[X] Fit the Heavy Cannon to Marcus' plane
-[X] Fit Lyse's old LMGs to the Geisthau using the same wing mounts
-[X] Fit Howl's LMG over Pup's wing
-[X] Fit Minna's cannon back on
-[X] Offer Holm a second MMG if she can find somewhere for it (taking advantage of pairing rules to synchronise it)
-[X] Give one or both spare MMGs to Heinrich.

Incendiary bullets need crits, crits need lots of hits, most efficient way to get lots of hits is lots of guns. Buying guns and loads of incendiary ammo is going to be tough but we already have almost as many guns as our planes carry again that are just sat around doing nothing. This plan is meant to maximise forward firepower and hopefully we can manage one pass and then haul ass as she burns down.
 
[X] We have the weapons for the job.

[X] Buy Incendiary Ammunition for the cannons and also the MMGs.

[X] Plan Sopwith
-[X] Fit the Heavy Cannon to Marcus' plane
-[X] Fit Lyse's old LMGs to the Geisthau using the same wing mounts
-[X] Fit Howl's LMG over Pup's wing
-[X] Fit Minna's cannon back on
-[X] Offer Holm a second MMG if she can find somewhere for it (taking advantage of pairing rules to synchronise it)
-[X] Give one or both spare MMGs to Heinrich.
 
[X] We have the weapons for the job.

[X] Buy Incendiary Ammunition for the cannons and also the MMGs.

[X] Plan Sopwith
-[X] Fit the Heavy Cannon to Marcus' plane
-[X] Fit Lyse's old LMGs to the Geisthau using the same wing mounts
-[X] Fit Howl's LMG over Pup's wing
-[X] Fit Minna's cannon back on
-[X] Offer Holm a second MMG if she can find somewhere for it (taking advantage of pairing rules to synchronise it)
-[X] Give one or both spare MMGs to Heinrich.
 
[X] We have the weapons for the job.

[X] Buy Incendiary Ammunition for the cannons and also the MMGs.

[X] Plan Sopwith
 
...Oxygenated fuel. Is this going to be something sane like rigging an oxygen tank to enrich our air flow? Or are we going full Kerbal? Cutting our avgas with hydrogen peroxide; for example; or is this going to be something even crazier?

I mean, there's going to be some kind of hard upper limit on how insane we can get; RFNA doesn't work with gasoline as best I recall, and ClF3 is right out. Well, other than perhaps as something to throw on the blimp.
 
Oh don't worry it's a Luftane biproduct. While you will need special gear for handling it and it does tend to strip the finish off the inside of your cylinders, it should burn cleanly enough in your engine that it won't be too corrosive when you inhale it in the exhaust. Well, I mean, the oxygen mask will help there too.
 
Oh thank doG. I was just having flashbacks to the last time I reread John Clark's Ignition! (which is an amazing and terrifying book about actual rocket fuel research)

And since I forgot last time;
[X] We have the weapons for the job.

[X] Buy Incendiary Ammunition for the cannons and also the MMGs.

[X] Plan Sopwith

EDIT: to add an informative link for those not familiar; seriously, this book is worth the time
 
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if its hydrogen we've going to have a whole different set of issues than if its hydrogen or luftane...
You say hydrogen twice. Is the first hydrogen meant to be helium?

Oh don't worry it's a Luftane biproduct. While you will need special gear for handling it and it does tend to strip the finish off the inside of your cylinders, it should burn cleanly enough in your engine that it won't be too corrosive when you inhale it in the exhaust. Well, I mean, the oxygen mask will help there too.
Ah, the wonders of highly corrosive/toxic fuel and fuel additives. I imagine proper procedure (based on 50s-60s hypergolic fuel experiments) is "full hazmat suit and extreme caution" - and the procedure we'll be following is more "big gloves, maybe a mask, and doing your work at arm's reach."
 
I'm reading it now. I'm just going to stick to KeroLox for any liquid rocket engines I feel like building.

Where's your sense of adventure?

Ah, the wonders of highly corrosive/toxic fuel and fuel additives. I imagine proper procedure (based on 50s-60s hypergolic fuel experiments) is "full hazmat suit and extreme caution" - and the procedure we'll be following is more "big gloves, maybe a mask, and doing your work at arm's reach."

Yeah, this is going to be... interesting. It sounds like it's not actually a hypergol; just 'merely' corrosive. At least it's not some wacky experimental additive? Luftane in general seems to be a fairly established industrial chemical with a lot of applications, so there should be well established procedures for using the stuff, and we've even got a reasonable chance to find someone who can show us those procedures!
 
5-16: Shopping Trip!
Heinrich and Lyse were last to join, both looking utterly exhausted. Lyse, it was likely because she was still recovering, as she went back to her room after eating and assuring you she'd be up to help with the mission, but Heinrich was just like that. He was probably up way too late reading or something.

"Not just reading. Reading your, uh, book." he said, while waiting for the girl behind the bar to bring him his precious coffee. "It's... it's a lot."

"It can be." Arren said. He wasn't the most comfortable trusting an inlander with its secrets, but he was trying. "What do you think so far?"

"I really don't know. It doesn't seem to make a lot of sense... are you supposed to read it from the start?"

"No. Us acolytes would read and talk about it one page at a time. During theological debates you're actually not allowed to reference other parts of the book, only the part you're reading." you said. Your Book of Teachings wasn't a narrative the way you understood the inlander's religious mythology to be. Instead, it was individual pages written about ideas, beings, and the nature of things. Many of the pages referenced others, but just as many contradicted each other. You had to extract meaning where you could.

"Fascinating, huh. So, there's no like... overarching structure? That's explains why... well, this'll sound dumb, but it's a hard read. It's exhausting for some reason. It's not even that dense, just..."

"It's kind of a tangle." Arren summarized, and Heinrich nodded.

A plan soon came together for arming everything. Minna would put her cannons back on, while Heinrich's old 37mm cannon would be rigged to fire off the side of Marcus' plane from the gunner seat. Lyse would be going up in that position: all she had to do was load and fire the gun, so her being unable to run or operate rudder pedals wouldn't be a problem. Finally, the machine guns from Lyse's plane would be installed on every plane that could fit them.

Unfortunately, this little town didn't really have much to offer prospective pirates, but the town closer to the SMC's capital fort would. If there was anywhere you could get high altitude fuel and potentially some new weapons, it was there, so you and Arren volunteered to go. Wulf joined in: she needed a new engine, or a total teardown and rebuild of her current one, and you decided to go immediately after breakfast. The longer you waited, the more likely it was the pirates would head home. Finally, Captain Holms said she wanted to come, and see more of this new world. Hopefully it'd stick.

You all piled into the Pioneer and it rolled off the ground, leaving the village behind you, your planes in a little cluster at the end of the runway. The engines were too loud to have a real conversation, so you just took a nap on Wulf's shoulder while Arren went up front. He was still vaguely learning to fly, and acting as a copilot would help. Captain Holms spent the entire time sitting across from you, very deliberately not staring.

Oh. Yeah. If she was from a village anywhere like yours, and she wasn't far removed, she'd probably be just as ignorant as you were. Fortunately, she didn't bring it up, so neither did you.

The town you were arriving at didn't have a name proper: it was just considered an extension of the fort, which was known as The Fort to everyone you asked. People around there might specify that it was the South Macchi Confederation's fort, you supposed, but here, it was The Fort. Said fort lay about a kilometre up an increasingly steep and rocky mountain from the town, a massive bastion of sloped walls and turrets. As the Pioneer passed over it, you could see a crumbled tower, pitted marks from shells, and turrets dismounted from their rings. Guns tracked you across the skies.

Down below, you could see some evidence of fighting in the town as well. Not in the buildings, the wood and stone structures looking mostly intact and smoke still pouring from the stakes of the post-war factories near the river, but in the nervous population and omnipresent militia. Most wore those mustard-coloured uniforms, but you also saw armed men and women in green armbands or sashes you supposed might be a supplementary force, replacements or conscripts they didn't have uniforms for. You were interviewed by the guards, and customs made you lock up your weapons before you went in, where the feeling that eyes were on you were everywhere. You were used to that, but beyond that you swore a pair of young men were following you through the streets as you moved towards the market streets.

You stopped by an open stand for lunch before getting to shopping.

"You see those two creeps over there, following us? I... do you think they want to hurt us?" you asked.

"Thieves or worse." Wulf said. "I don't like that we're disarmed."

"Just stay behind me if anything happens." Arren said, "And get ready to run for the guards."

You'd been to enough particularly miserable villages to know that a lot of people saw pilots as potential paydays, and that if they kept things quiet people might look the other way. The absence of your pistol and knife on your belt were particularly stark right now.

"That won't do us any good, I don't think." Captain Holms said, in a near whisper. "I don't think they're pickpockets. I think they're secret police."

"Wait, like the people back in Silberbleiche? The daytime night's watch?" you asked.

"What?" she said, looking at you strangely. "No, they're working for the government. They spy on potential troublemakers and make them disappear." she said.

"Oh, pleasant." Ronja mumbled. "Um... can you guys stick close to me?"

"Why?" Captain Holms asked, and in response Ronja pulled down her omnipresent mirror sunglasses and looked her right in the eyes. You almost never saw her without them, and you realized how brightly her eyes shone red. Captain Holms shuffled uncomfortably. "Oh... right. Um. That... sorry."

"Uh-huh." Ronja said bitterly, pushing her sunglasses back up her nose. "Wonderful."

"Maybe we should have brought Heinrich or Marcus." you said, grimacing. "what do we do?"

"Not much we can do. Keep our heads down." Captain Holms said seriously, clearly a little uncomfortable. "Don't do anything suspicious."

"Well, fuck." Ronja spat.

Right. Not being suspicious. You thought about your strange new glowy thing, and found yourself looking at your arms on the table and thinking very hard about not lighting up. Unfortunately, that just seemed to send ripples in blue down your arm, and Wulf looked at you oddly.

"I'll explain later. Let's get out of here as soon as we can." you said. Despite the temperature, you wished desperately you'd brought your coat.

---

The market was not like any you'd ever seen before. There was a neat row of open shops along the edges of the town square: most seemed to cater locally, but one end seemed to be for pilots. Unlike every other you'd been to, there was no bustle of activity. People got what they wanted and got out. The stores you passed looked empty, and many of them, for food especially, looked closed, shelves bare.

"I thought this place was doing fairly well?" you asked. You'd heard it was the richest town in the SMC, which is why you'd come here.

"Might just be struggling to pay for things after the attack." Arren supplied.

"Nah. This is just rationing." Captain Holms said, laughing grimly. "Oh my gods, you kids... look. That's why there's two numbers on all the prices. The second number is ration tickets or stamps or something. They're trying to prevent people from hoarding."

Despite the dire conditions of the local shops, the ammunition shop and mechanics were doing much better. You stopped it first to pick up ammunition and found a dizzying supply of different crates stacked up to the ceilings, all of them locally manufactured in fresh, brassy casings and stamped with the SMC logo. The contrast between the empty shelves for food and the full ones for ammunition was disconcerting, and the prices for small ammunition was particularly steep, but soon you had two crates of 8mm ammunition with phosphorous tips and some massive thermite and magnesium shells for the 37mm cannon, all being rolled back to your plane in wheelbarrows. To your frustration, they didn't have any for Minna's cannon, so you'd have to use the explosive rounds you'd bought from Irma's shop more than a month prior, still sitting in the cargo hold of the Pioneer.

Cold weather gear was next, and here you hit the jackpot as Captain Holms pulled you straight to the back of the store, past a series of bulky coats to some purple flying gear that looked half moth-eaten. They looked cheap, but she soon showed you the pouches on the back, their battery packs and switches.

"Electrically heated clothes, used by Fokker bomber crews. I don't wear them, but I had some mates who do. Did. Fuck." she said, her curse having some real anger behind it. You'd lucked out: the store didn't realize how special they were, being just more surplus cold weather gear in the middle of the hottest part of the continent, and you very politely didn't tell them about the electrical systems as you picked up enough for all the non-fisher pilots. You still had some clothes from home, you'd be fine.

Oxygen tanks, on the other hand, was less easy to find. Minna had given you a walkthrough of the common systems, from small bottles to large packs and external compressors, but there were none to be found, the most recent set having been sold just a few days ago. When you asked if any of the other stores would have any, the shopkeeper shook his head and explained they were in high demand: crews in unpressurized zeppelins used them for crossing the mountains. Of course.

What they did have were these special emergency oxygen masks that didn't fill you with a lot of confidence. They were strictly for use in the sort of high altitude pressurized zeppelins in the case that they were de-pressurizing for some reason. They consisted of a small can, which the shop would pressurize for you, a pull tab, and a cheap looking mask with a bag on the front. You strapped it to your face and pulled the tab, and it'd provide about fifteen minutes of breathable oxygen. The prices were extortionate (they charged extra to fill them) and they were strictly one-use, though you could return them to the town after the mission for some money back. What a fucking racket.

Grumbling, you bought them anyway. They only had enough for one for everyone, plus two spares you'd take with you. If it was true that fishers wouldn't handle high altitude well, you and Arren would need backups.

Finally, you headed for the mechanics shop. You were walking in right behind Wulf, which meant you walked right into her as she stopped and stared in the doorway.

"Babe, wha-?"

"Isa... look." she said, reverently. You looked around the corner and saw the prettiest engine you'd ever set eyes on. It gleamed like it was chrome, sitting on a stand to display it properly, the parts in brass and steel all sharp-edged and perfect. It looked new, or at least so well refurbished it might as well be. Wulf walked a circuit around it, stopping at a plaque and staring before slowly, haltingly reading it out.

"A hundred and fifty horsepower. Uh... Hawkes W.O.1, 17 point 3 litre displacement. Built new with..." she sounded out the next part, stumbling over the pronunciation of the long compound word until she realized what it was, "wie... wiedera... recovered machine tools. Recovered, wow."

You leaned against her and took her hand. She was trying, and you were going to say something encouraging when you saw the price tag.

"Holy shit." you said. Ten thaler. Good gods.

"Yeah, that's steep."

"That's the rest of our budget." you said, wincing.

She looked away and soon you'd found a set of 110 horsepower engines like her old ones at half the price, and she soon got to talking herself into it. After all, her plane was already plenty fast, and a big engine like that would probably not even fit on her plane properly. But you could see her casting glances back.

---

[ ] Get the 150 horsepower engine.​
[ ] Stick with the 110. Talk about trading in after the mission.​
You've already spent 8 thaler today.
 
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