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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Side point: do we know why Minna seems to be trouble quite often? Is plane poopy, do we need to focus on lvling her up, is my perception off?
Nah, her plane is pretty crap. It's a late model Albatros which was historically kept in production out of lack of other options. The engine is bad, the airframe is weak and the armament is either mediocre or ruins the already indifferent handling.

Of the core characters the ones who usually end up in trouble are Heinrich because he can't fly and Minna because the Albatros isn't good at anything. Wulf has a good plane and is a magical girl, we just don't give a shit for the first three times we get hit. Honestly there might be an argument for Minna taking the 150hp rotary that we bought for Wulf to try and even the capabilities out, she'd lose a few horsepower but she'd lose mass and stability and become better at dogfighting. I'll check up on that idea.
 
Yeah Minna's been in trouble of late because she's flying a heavy and kinda middling airplane in the land of the rotary engine. She's due for a new powerplant and some upgrade work, though I'll note that she has no desire to fly a rotary engine plane and she likes her plane's gentle characteristics. As the best marksman on your team (Marcus is flashy but Minna just straight up has super high hard) she'd probably benefit from a plane with a lot of weapons, and like you she has the Bushwack mastery so she wants to be fast and have low energy loss.

Her dream plane is probably a von Morgen Vampyr, which is basically like a Kobra in layout but with bigger engines, streamlined radiators, and cantilever wings.
 
I kinda wish this was like Battletech in that we could salvage bits and bobs from the planes we shoot down.
 
W00t! That's a positive role for finding Heinrich, and we have a clear bead on what We need to spend money on next time we have money.
 
Wouldn't having Arren give us advantage for looking around? Or is he distracted by shooting at people? Not that i think it will matter hugely with the excellent rolling done by Neutronium95.
 
6-7: Inferno
Heinrich needed to hit that zeppelin again, fast. You started hunting around the confusing mass of tracers and then spotted him, coming out of a looping turn and lining up for another run on the zeppelin, which was now looming quite close. There was that blinding flash from his heat ray, and this time something important inside must have caught because there was an immediate and massive burst of fire from the rear quarter of the machine, glowing flames bursting out from behind the canvas. He pulled away to the side, and tracers began to chase him as he fled, one of them cutting through his tail. A number of parachutes were starting to appear under the machine, men jumping from the gondola and rear loading ramp, even directly out of the hanger. In places, the internal fires burnt so bright you could see the skeleton of the machine under its skin, dark lines under an inferno as it began rolling onto its side.

You looked over to see Minna's cannon smack her former pursuer out of the sky, snapping its tail off with a single burst and leaving it to tumble end over end and out of sight, a parachute opening dangerously close to the icy ground. Then, you saw Captain Holm's black biplane engaging another, dancing just out of reach above it and dodging its fire as the pirate desperately tried to force Holms into losing energy and sinking level. The cannon atop the zeppelin was still snapping out shots, one of the tracers coming so close that you heard it tear the sky. It wasn't out of the fight yet, and now that it had sank below you its most dangerous weapon was in operation.

---

[ ] Pull away and bug out. You probably have them, but that's not a sure thing.​
[ ] Go box in Captain Holm's target so she can hit it.​
[ ] Go hit Captain Holm's target while she's occupied.​
[ ] Come back in and do one last attack run. (Write in plan.)​
The zeppelin is currently 200 meters below you.
 
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Put it Out of Our Misery

[X] Come back in and do one last attack run.
- Reload top shelf guns
- Signal Minna to follow you in w/her cannon
- Take our the Zeps last Gun
 
[X] Go box in Captain Holm's target so she can hit it.
-[X] Signal Minna to lay covering fire on top cannon and for Heinrich to take it out.

I think this makes sense?
 
I'm now wondering if, in a world that counts coup with cut-out canvas roundels, setting the Zeppelin on fire was my cleverest idea. Oh well.

[X] Go box in Captain Holm's target so she can hit it.

This is probably dumb but flirt with ghost.
 
I'm now wondering if, in a world that counts coup with cut-out canvas roundels, setting the Zeppelin on fire was my cleverest idea. Oh well.
The roundels on an airship are big, it's probable that part of the skins survives, and it's unlikely that we could carry the whole thing anyway.

If that's not enough, we can just invite the militia to go look at the wreckage.
 
Yeah this is a well used trade route. If you go back and go 'we shot down the zeppelin' and then a trade balloon comes by a few hours later with a report of the location and a hold full of half-frozen pirates, you'll get paid.
 
[X] Go box in Captain Holm's target so she can hit it.

Once the last of the escorts is dead, we can finish the zeppelin at our leisure.
 
[X] Go box in Captain Holm's target so she can hit it.
 
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