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] Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air.

Take-off order should be in order of best dogfighter, and shortest take-off roll. We need planes in the air fast, and whoever gets up first needs to cover the rest of us as we take off and try to climb.

This fight is going to be hell on our engines.
 
[X] Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air.

Take-off order should be in order of best dogfighter, and shortest take-off roll. We need planes in the air fast, and whoever gets up first needs to cover the rest of us as we take off and try to climb.

This fight is going to be hell on our engines.
Good thing a good chunk of the circus just got rebuilds, huh?
 
[X] Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air.

I do not like the sound of this fight. But I like a ground fight or being helplessly shot at even less, and what's the point of a flying circus if you don't defend towns from clockwork attacks?
 
I'm kinda worried that we'll end up leaving someone (Wulf,primarily) behind if we decide to take to the skies right now.

[X] Priority: We need to get Wulf from across the street and hold up in the hotel. The lower floors are thick stone walls and it's got a commanding view.
 
Given that our plane is possessed by the ghost of an old pilot and can literally fly itself, it would be kind of hilarious if we get there to find that he already took off and is busy fighting the clockworks.
 
We strongly suspect they're here to ruin our day specifically. So -
- If we hole up with the rest of the gang, the clockwork crew will probably realize their primary target is isolated in pretty short order. Apart from maybe raising some havoc for the general hell of it, they'll surround us and hit us with everything they've got. The militia won't be well-placed to protect us, so we get to fight off the main effort, unsupported, on foot, until somebody puts together a counterattack. Yeah, nah.
- If we reposition to the fort, we get flak support and backup and the benefit of actual real fortifications. People other than us get shot at, but people other than us get shot at. We're still stuck on the ground, being second-rate infantry. It beats option the first, I think?
- If we try to scramble the planes and pull it off, we're suddenly contributing a decisive amount of of firepower to the fighting. On the other hand, if we try and they realize what we're doing too soon, we might get strafed on the runway. Getting strafed on the runway would be intensely unfun. Riskier than the previous, but better payoff.

On-balance, I think
[x] Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air.
 
[X] Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air.
 
[X] Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air.
 
[X] Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air. Make sure we grab Wulf.
 
[X] Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air. Make sure we grab Wulf.


Maybe not quite as soon as possible, but close enouhg V:
 
[X] Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air.

On the bright side Holms won't have to worry about reading her note this morning. Dawn raid, get airborne, worry about the rest later.
 
[X] Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air.

 
Unless our small Aries are anti-aircraft rifles, we need to get airborne to fight these things.

[X]Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air
 
You what I'd like to see? Holm's notebook, or like the writing she's made and amended day by day all Momento style.
 
[X] Priority: We need to get to the planes and take off, ASAP. We're not soldiers, we need to be in the air.

Real quick vote

[ ] We need to get in the air to help defend the town.
[ ] We need to get into the air to get out of here.
 
[X] We need to get in the air to help defend the town.

It is the right thing to do and I am very sure that they will just pursue if we bug out.
 
[X] We need to get into the air to get out of here.

1) If the Clockwerks are after us, this will actually do the most to defend the town.
2) We can't afford to take much damage
 
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