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] The Secret Police are stalking you because you're an obvious necromancer who's been digging around the old battlefield.
- [X] The Secret Police are stalking Captain Holms because they've been tipped off who she is.
- [X] The Secret Police are stalking you because you're literally glowing with magic power.
 
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[X] The Secret Police are stalking all of you, each for their own reason, independent from one another, and deeply suspicious if the other agents
 
courtesy of @Tetragramm

[X] The Secret Police are stalking you because you're an obvious necromancer who's been digging around the old battlefield.
- [X] The Secret Police are stalking Captain Holms because they've been tipped off who she is.
- [X] The Secret Police are stalking you because you're literally glowing with magic power.
 
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You're one of those Creepy people who worship gods of death and hear voices in their heads. You glow with magical power. You're working with an obviously dead woman. And there are reports of you bringing something back from the old battlefield. There's only one conclusion...

[X] The Secret Police are stalking you because you're an obvious necromancer who's been digging around the old battlefield.
- [X] The Secret Police are stalking Captain Holms because they've been tipped off who she is.
- [X] The Secret Police are stalking you because you're literally glowing with magic power.
 
You're one of those Creepy people who worship gods of death and hear voices in their heads. You glow with magical power. You're working with an obviously dead woman. And there are reports of you bringing something back from the old battlefield. There's only one conclusion...

[X] The Secret Police are stalking you because you're an obvious necromancer who's been digging around the old battlefield.
- [X] The Secret Police are stalking Captain Holms because they've been tipped off who she is.
- [X] The Secret Police are stalking you because you're literally glowing with magic power.
... i kinda love this a lot!
 
You're one of those Creepy people who worship gods of death and hear voices in their heads. You glow with magical power. You're working with an obviously dead woman. And there are reports of you bringing something back from the old battlefield. There's only one conclusion...
This is too good to risk having it lose, so...

[X] The Secret Police are stalking you because you're an obvious necromancer who's been digging around the old battlefield.
- [X] The Secret Police are stalking Captain Holms because they've been tipped off who she is.
- [X] The Secret Police are stalking you because you're literally glowing with magic power.
 
[X] The Secret Police are stalking you because you're an obvious necromancer who's been digging around the old battlefield.
- [X] The Secret Police are stalking Captain Holms because they've been tipped off who she is.
- [X] The Secret Police are stalking you because you're literally glowing with magic power.
 
[X] The Secret Police are stalking all of you, each for their own reason, independent from one another, and deeply suspicious if the other agents
 
Last edited:
[X] The Secret Police are stalking you because you're an obvious necromancer who's been digging around the old battlefield.
- [X] The Secret Police are stalking Captain Holms because they've been tipped off who she is.
- [X] The Secret Police are stalking you because you're literally glowing with magic power.
 
Okay, this is too good to ignore.

[X] The Secret Police are stalking you because you're an obvious necromancer who's been digging around the old battlefield.
- [X] The Secret Police are stalking Captain Holms because they've been tipped off who she is.
- [X] The Secret Police are stalking you because you're literally glowing with magic power.
 
[X] The Secret Police are stalking you because you're an obvious necromancer who's been digging around the old battlefield.
- [X] The Secret Police are stalking Captain Holms because they've been tipped off who she is.
- [X] The Secret Police are stalking you because you're literally glowing with magic power.
 
I voted, then saw this, super changed my mind; tried to "quote" it for shout outs For voting for it....but now I can't find original post, and I don't remember their name. Whoever you are, please know I hold this idea in the highest regard:
[X] The Secret Police are stalking you because you're an obvious necromancer who's been digging around the old battlefield.
- [X] The Secret Police are stalking Captain Holms because they've been tipped off who she is.
- [X] The Secret Police are stalking you because you're literally glowing with magic power.
 
[X] The Secret Police are stalking all of you, each for their own reason, independent from one another, and deeply suspicious if the other agents

I want to see the clusterfuck. Also, this could plausibly lead to a divide and conquer scenario that lets us get out without too much difficulty?
 
[X] The Secret Police are stalking you because you're an obvious necromancer who's been digging around the old battlefield.
- [X] The Secret Police are stalking Captain Holms because they've been tipped off who she is.
- [X] The Secret Police are stalking you because you're literally glowing with magic power.
 
[X] The Secret Police are stalking all of you, each for their own reason, independent from one another, and deeply suspicious if the other agents
 
5-18: Secret Police
"Yeah, we need at least some spending money. We can unload the last of the stuff out the back of the plane and find work." you said. "Though, I hate to say it, I don't know if Ronja coming along is the safest thing if they're after her. Having her selling stuff with us..."

You'd seen some of the ways Skyborn traders got treated, and selling goods seemed like a prime oppertunity for somebody to accuse her of scamming or price gouging or some shit. Not worth the risk while you were already being watched by super secret policemen.

"Yeah, good point." Arren said with a frown. "I'll stick close to her, whatever we do."

"Do your whole intimidating fischerdude routine?" Wulf laughed, and Arren shot her back a toothy grin.

"I don't need a gun to be scary." he replied simply. "All I need to do is make them think twice, right?"

"I wouldn't think twice." Wulf responded, a familiar edge to her voice. Oh my Gods.

"Will you two just screw already!" you blurted out, half-yelling, half-laughing. These two idiots.

"Alright, alright, goddesses. Look, you guard Ronja and play checkers or whatever, I'll go with Isa and make some cash. I want to talk to her about her glowy thing anyway." Wulf said, kicking off the bed and snatching her boots back. "If nothing else, knowing us, it'll be nice to have some bribe money if we get any noise complaints."

"Good thinking." Arren said. You gathered up your meager gear and headed out, Arren ducking to the ajoining room. You waiting in the hall a few moments while there was some discussion, and then Captain Holms ducked out of the room, slinging her jacket behind her.

"Hey. Mind if I come with?" she asked.

---

The afternoon sun over the town put a haze over everything, so bright it was like a physical pressure on the top of your vision, pushing your eyes downward to the dust swirling around your boots. You were officially breaking down: you needed to get either a loose skirt or, if you were feeling daring, short pants. Like Wulf's knee-length jeans, at least! You'd just have to find them in black.

You glanced over to see Captain Holms pulling something from her jacket pocket, wringing it out quickly. A hat, you realized, like one of those alpine caps in dark purple with a black and white clubs pin on the top. You were suddenly very jealous of the brim, and you wondered if maybe you could get one of those big straw hats too. You didn't know what colour those should be.

You glanced at Holms again.

"Hey, um, Captain?" you asked, "Uh, weird question, but did your village have any, like, did you dress a certain way? As a woman?"

She was born just three villages up the coast from you. If you hadn't fucked up- no, if the High Priest hadn't targeted you, you probably would have visited her hometown at some point during flight training. But every village was different, right?

"Not really? I guess we had festival clothes, these kinda frumpy looking red dresses we were supposed to wear for Callings, like that?" she said.

You shivered, even in the heat. Oh, you didn't want to think about that.

"Yeah, like that I guess." you said.

"The guys all had these dumb black ponchos too, they looked like they were wearing pillowcases." she laughed, "You wear stuff like that where you're from?"

"Sorta... I had a red poncho I was supposed to wear, and Arren had a black one. Everyone in Kaltbrunn had to wear them." you said.

"Shit, Kaltbrunn? I used to go down there for the summer! I had a cousin there!" Captain Holms said. "I was born, like, just up the coast from you."

"Why would you summer there? It's awful." Wulf said aloud, "Sorry, no offense Isa, but its just wet rocks!"

"Well, yes, it's the Dark Sea coast, dear." you said, shaking your head. "It's all like that."

"Graubegraben was even worse. We were on this little outcropping jutting into the sea, the wind would just carry the water over it. Even if it wasn't raining, it was like it was raining. Kaltbrunn was downright cozy by comparison, and there was that cool little rocky hill overlooking the village, with all the crevices. My friends and I used to climb it and camp up there when we visited." she said, the nostalgia obvious in her voice. "It had a cool name, I can't remember..."

"We called it the Wilted Rock." you said.

"Shit, yeah, that was it! You ever go climbing it?" she asked.

"Once or twice." you said. "Arren and I used to go out there when he had time off work. We could sort of hide from people up there."

"Oh, nice. Get away together, I getcha." Holms said knowingly. Well, yes, that too. "That's really interesting. Like... how much has the place changed, since I... well, since the war?"

"Well, trade fell apart, it got dead poor, and everything sucked." you said. "There was nothing to do there but hide in my uncle's library and read, I actually learned about you there. We had an archive of old newspaper stories, Arren and I used to read them. I really admired you."

"That's... that's really nice to hear, actually." she said, "Not what happened to the town, just... I was worried everyone forgot about me."

"Yeah, the place was a real shithole. Fortunately we chased out the asshole keeping it that way and it's gotten better since, but still." Wulf said, as you finally reached the end of the airfield. The guards waved you past, but when you glanced back you saw two men crossing the street behind you, one reaching into his pocket for something as he approached the guards. "I'm glad she left. I mean, not just because I met her, but just... you know. I'm glad she got out."

"That's the way we used to talk about the military." Captain Holmes said, "Getting out was the dream for most of us. Stop fighting and go home. There were older guys in my unit who'd been there five years or more, mechanics mostly. Pilots didn't last that long. But most of them just wanted out."

"Not you?" you asked.

"Not me. I could have, too. They wanted me to retire to the propaganda circuit after my fortieth victory and I said no. I... I would have made it. At least another year, I probably would have been in a city... I'm not the smartest." she said, stepping in close to the Pioneer as you entered the blessed shade of the hanger. "I didn't get a chance to say it before, but this thing is beautiful. We used to have dozens of these pulling cargo to us at the front. How did you preserve it so well?"

"Well, we had to rebuild it, actually, it was a ruin when we got it." you said, popping the side door open. "Okay, so what do we think will sell here?"

You all looked over the open trunk in the cargo bay, filled with Ronja and Anny's loot from the gassed university. Books, missing covers turned to stone but preserved by the airless pressure of overloaded shelves, with titles marking them as patent records and physics textbooks. A set of fine brass scientific instruments of unknown purposes. Several boxes of well-preserved prewar lightbulbs, the kind that would run for decades if you treated them right. Assorted engine parts.

"The anti-corrosion treatments they started applying during the war worked really well. Most planes only needed new canvas." Wulf explained. "You know my Skorpion? We pulled it out of a hanger in the woods and flew it home, no work needed. Even the fuel stabilizers kept, though the synthetic lube was hell for it. Probably the start of the problems that ended with it blowing up the other day."

"Oh, that shit was awful. I'm so lucky the Air Force never fielded any rotaries, but it meant everything we had was heavier than all the Macchi stuff." Captain Holms replied. "We used to fly cover for Gotha triplane squadrons and in the summer... well, we called them popcorn."

"Why?" Wulf asked, laughing.

"Because under the Macchi heat, with synthetic lube? You'd just hear a 'pop' and one of them would be on fire!" she said, laughing. "Oh, Gods, I shouldn't... it's not funny, they didn't give them parachutes. But, the sound."

Wulf chuckled a second, though she looked a little uneasy. You didn't get it at all, it just sounded disturbing.

"What's popcorn?" you asked.

"Hell, with our teeth." Holms replied.

"Fucking worth it, though." Wulf added. "Right, let's move the lightbulbs and the engine bits. I don't know enough about the science stuff to not get ripped off, and I'm imagining we don't want to sell coverless books around the Secret Police."

"Good call." Holms agreed. "How do we sell stuff?"

You leaned out of the side door and yelled that same question at one of the mechanics, getting a quick response.

"Okay, so... we're supposed to talk to customs about sales. Apparently private sales aren't allowed." you said.

"That sounds like some communist bullshit." Wulf growled.

"I thought we liked communists." you said.

"Wait, we what?" Holms replied, holding her hands out like she was trying to stop something from running her over.

"I mean, state whatever. The people aren't allowed to buy shit from us, we have to go through their stupid government." Wulf said. "I wish Heinrich were here, he'd know what to call it. But it's bullshit."

You packed up the paltry items you'd be selling into the cardboard boxes you kept around for odds and ends, and headed for the small office at the edge of the field, a run down wooden building with every door and window possible hanging open, light curtains blowing gently in the breeze. You came in to see a young man in a mustard uniform that was much too big for him, hastily doing his collar back up.

"Hey. Sorry, what's up?" he asked, not even looking at you at first as he scrambled for his glasses. He had to be no older than seventeen. The moment his eyes adjusted and actually settled on you, his whole demeanor changed, looking guarded and nervous. "What do you want?"

"We were told to talk to you to sell stuff. We want to sell stuff." Wulf said happily, placing a cardboard box on the desk. "Ninety-five prewar lightbulbs, unused, and an old dynamo unit from a generator."

The young soldier looked it over, opening one of the boxes and inspecting them, then pulling out a notebook from somewhere and referencing it. It looked like handwritten lists of prices, but he quickly spotted you glancing at the page and pulled it back. You felt a flush of embarrassment go over you for being caught, and that's when everything went bad. He threw himself backward, the pages of the notebook flying as he stumbled and tripped over the chair, and his hand went to his side and pulled his revolver towards you.

"S-stop! Stop! I'll shoot! Stop!" he said. You put your hands up instantly, suddenly terrified for your life, and that only seemed to piss him off more, his thumb pulling the hammer back, his orders broken by a terrified sob.

Then, Wulf was suddenly standing in front of you, a hand to your chest pushing you back as she put her body between you and the gun.

"Weapon down, kid. She's not going to hurt you." she said, radiating a cool anger, utterly in control. Not even a bit of fear as she stared down the barrel. The gun drifted towards you, and she stepped to follow it, staying in the way. "Chill the fuck out."

"T-tell her to stop." he said, his hand trembling, the barrel wavering. Wulf looked back to you, and you nodded and closed your eyes, did your best to steady your breathing. Just like meditating, clearing your mind, trying to let the word slip away. You didn't feel much different, but you heard the heavy thunk of the pistol against the desk, and you opened your eyes to see the kid pressed to the wall, the revolver still in his hand but now, at least, pointed at the floor.

Then you noticed the people moving around the outside of the office, and you turned to see the two men who'd been following you earlier step up, both with pistols in their hands and something, a badge of some kind, in their other. It looked like a little red gear with a yellow symbol in center, but you didn't see it long enough to tell what it was. One of them was tall and lean, the other shorter and stockier.

"Right, enough. Get your weapon back up, Angello!" the shorter men snarled, and the kid behind the desk pointed his revolver back up. Then he turned to you, pistol leveled. "You fucked up, witch."

"I'm..." you started, but then you stopped. No, you actually were a witch. Shit. "... not sure what's happening here. Can you please-"

"Don't touch me." Wulf growled, pulling away from the taller man, and Angello's pistol met her back.

"Do what they say, don't piss them off." Holms said in the corner. She was dead calm, even as one of them rounded on her.

"Shut the fuck up, both of you." he said, roughly jamming his pistol against her sternum. To your amusement, Holms smiled at that, shaking her head.

"Fucking do it. Come on, big man." she spat, grinning wickedly. "I'd love to find out what happens."

That threw your brain for a moment. Both because you were curious what would happen, and because you felt your admiration for your childhood hero suddenly take a great big step toward crush. Holy shit that was cool.

It only lasted a moment before the man in front of you stepped closer, pressing his gun into your gut until you were pressed hard against the wall. Waves of fearful light rolled across your arms and chest, radiating out from the point his barrel was touching.

"This one's the shade!" the tall, skinny one said, keeping the gun pressed to Holms chest. "You've got the witch!"

"I know!" the main replied, staring at you. "Don't worry, Captain. If you move, we won't shoot you. We'll shoot your master here."

"What?" you asked, but then the pistol jammed harder against your gut and you shut the fuck up. Right.

Over the man's shoulder, you could see Wulf glancing your way, her fingers formed as if to snap. Waiting for your signal.

---
[ ] There's a very good explanation for all of this. (Write In) (Negotiation with reason, +Calm. At Disadvantage: they do not want to talk.)​
[ ] There's a very good explanation for all this. (Write In) (Lie your ass off, +Keen.)​
[ ] Whatever Wulf's spell is, it's going to lead to violence. Hopefully it doesn't fuck up. (Wulf does a spell, then we roll a brawl).​
[ ] Whatever Wulf's spell is, it's going to be confusing and probably hurt (Wulf does a spell, and then consequences land).​
[ ] Write In (Your own magic? Something clever to say out of left field? Whatever.)​
Intimidation is not going to work, given the advantage they have.
A reminder: Wulf's elements are Air and Fire. Movement and violence.
 
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I am out of brain at the moment, but purely on odds, Wulf's spell is marginally better than us trying to talk our way out, but talking our way out means we might get to come back here.

Of our two options for talking, negotiating is going to be our best bet, even with disadvantage. (66% chance of 11+ vs 45% chance if we just bluff)
 
This seemed like the place to invoke our Patron's name, but that ability got stripped some time ago.
Intimidation is not going to work, given the advantage they have.
Can we intimidate through lies? Like, say that Isa's marked by the Deep Ones, and thus they will come for her if she dies. So, unless they don't mind a visit from Cutehulu, please put the gun away?
 
[X] (write in, negotiation): I am a witch. Holms is a shade. But we're just here to buy things. That's it. We're not going to hurt you. We're just going to get our things, and we're going to go, and you don't have to see us ever again.
 
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