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
 
Last edited:
I mean, I get that we would be raring for a fight, but I think Minna would bring us out and remind us of priorities.

[X] We need to get into the air to get out of here.
 
[X] 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.

They're trying to get us. Not even us the circus, us, personally, Isa Morgenthau. We can't escape and if we stay over the town we can get help from their fighters and flak.
 
[X] We need to get in the air to help defend the town.

If us leaving would save the town, I'd say leave, but the clockworks will raze it to the ground in search of human hands to turn their keys, and then follow us to the next town, forever. Let's chop off this hand at the wrist, then bounce. Our plan(s) will lead them to us, rather quickly. Let us save what people we can, and maybe make a buck off it later. Stress for XP at least.
 
[X] We need to get in the air to help defend the town.

not only the right thing, but rep is a thing in this game, and leaving a town to die at the claws of theClockwerks is not a good look
 
7-2: Street Fighting
You shared a slow, horrified glance with Arren before scrambling out of the bed as fast as you could, heading for your clothes. There was another series of cracks as more impacts struck the inn, and a scream from somewhere as you hiked on a pair of shorts, the one with your gun belt already in the loops. As an alarm started blazing outside, Arren seized his rifle and the two of you spilled out into the hall.

You weren't alone: Lyse emerged from her room a moment later, her sword on her hip, and then you heard clattering up the stairs as Minna came around the corner.

"We are under attack!" she exclaimed.

"NO SHIT!" Lyse yelled back, then there was a blast outside that shook the whole building, so close you could hear windows crack and shatter. Marcus and Heinrich both joined you, both of them rather underarmed.

"What's the plan?" Heinrich asked, looking to Minna. She looked frustrated a moment, punching her thigh in a little tic, and then nodded.

"This place is the most defensible position we have. If we try to take off, we will die. We should stay here." she said. "Isabelle, Arren, go and retrieve Wulf-"

"No, we can't. Anny's at the field already, we gotta get her." Marcus said. "We can't leave her."

Lyse put her shoulder against Ronja's room, it swung open, and she shook her head. Your cargo pilot was also already at the field.

"Holms is downstairs, I intercepted her. She's caught up." Minna explained. "She is-"

"We have to go, we have to get in the air. They're after this." you said, holding up your key. You noticed the other, the one you'd taken off the clockwerk under the lake, hanging around Lyse's neck, partially hidden by the folds of her silk shirt. "And I'd rather die trying to take off than get bombed here."

As if to illustrate, there was a rumble somewhere nearby that shook the building, the floorboards seeming to shift under your feet.

"Okay. Go get Wulf. Everyone, gather what weapons you can, we will be breaking for the airfield!" Minna exclaimed, and you pushed past her, tromping down the stairs. You found Holms there, her revolver draw at the doors and windows while she took cover at the corner of the bar, and she nodded as you past. At least she recognized you. Outside, through the binds over the window, you could see shifting silhouettes in the light outside, and you pulled your pistol from your holster before unhooking the wooden case and slotting it onto the notches at the back, creating a small carbine. A quick glance at the overlapping witness holes in the side showed a full set of brass, so you racked the slide and took a deep breath.

"I'll go first, Isa. Stay back." Arren said, moving to the door. You didn't argue, he had a point, and the better weapon to boot. He pushed the door open, glanced out one way, then leaned around the other rifle barrel first.

"Clear, Isa, go, go." he said, and you took off at a run behind him, out into the staggering heat and blinding light of the morning sun, until you reached the opposite wall. As your eyes adjusted, you saw people moving along the street, distant, running for the alleys, trying to get out of the way. Something zipped silently overhead, and you glanced up just in time to see the brassy tail of one of the birdlike machines disappear behind the rooftops, and then Arren was pressed against the wall beside you.

Then you were pressing down the street to the clinic, just a few buildings down. A few people scrambled out of the alley and past you, including a pair of soldiers in their mustard uniforms, and as you glanced back up the street the brassy bird you'd seen early was circling back around, angling towards the street. You reached the corner of the clinic building, and the guard at the door beckoned you forward, his bayonet fixed and a look of worry etched on his face. He looked maybe a few years younger than you.

"Get off the street, stay the fuck down!" he hissed, pulling back under the awning and dragging you toward the door. "You here for your wildling? Get her, go, we have to move..."

"Go, I'll hold the door." Arren said, and you raced inside. You took the corner toward the room Wulf was recuperating in and ran directly into somebody's chest. You staggered back, halfway between yelling angry and apologetic, but arms wrapped around you and cut it off almost immediately, then a kiss, just a hint of her fangs against your lip.

"Let's go." Wulf muttered, her hand falling away from you and unclipping her holster. You turned to head toward the door, but it burst open and Arren pressed in, his rifle in one hand and the collar of the soldier outside in the other, dragging him across the floor. The man was limp, twitching slightly, his rifle's sling caught up in his arm. He was leaving a trail of bright red blood across the floor as he did.

"They're outside, they're on the street!" Arren said, then he called out past you, "Doctor! Help! Doctor!"

There was a trio of impacts at the door, steel darts impacting, one skipping off and tumbling across the floorboards with a whistling noise. The pops of gunfire and bursting shells were now so fast they were overlapping, and through the windows you could see black smoke rising into the blue sky. You could hear the doctor moving overhead, heavy footfalls on the boards above, and the soldier, the kid, wheezed helplessly on the ground, trying to jerk an arm toward the wound in his chest and failing miserably.

---
[ ] Leave through the back door. It'll be the long way around and you'll have to navigate the unfamiliar back streets, but you won't be dying at a doorway for no good reason.​
[ ] Out through the front. It's only a short dash back to the tavern, and your friends can lend fire support hopefully. Besides, you're not one for running.​
[ ] Hold here a moment, take them at the door, then push past. You'll be able to take advantage of the chokepoint, and you won't be leaving the kid and the doctor in the lurch.​
 
Last edited:
[X] Hold here a moment, take them at the door, then push past. You'll be able to take advantage of the chokepoint, and you won't be leaving the kid and the doctor in the lurch.
 
Hard to go wrong with doing a good turn, right?

[X] Hold here a moment, take them at the door, then push past. You'll be able to take advantage of the chokepoint, and you won't be leaving the kid and the doctor in the lurch.
 
[X] Hold here a moment, take them at the door, then push past. You'll be able to take advantage of the chokepoint, and you won't be leaving the kid and the doctor in the lurch.

Never, ever, ever underestimate the power of defensive positions
 
Oh, for God's sake. What else can we do but make the bad decision?

[X] Hold here a moment, take them at the door, then push past. You'll be able to take advantage of the chokepoint, and you won't be leaving the kid and the doctor in the lurch.
 
[X] Hold here a moment, take them at the door, then push past. You'll be able to take advantage of the chokepoint, and you won't be leaving the kid and the doctor in the lurch.
 
[X] Hold here a moment, take them at the door, then push past. You'll be able to take advantage of the chokepoint, and you won't be leaving the kid and the doctor in the lurch.
 
[X] Hold here a moment, take them at the door, then push past. You'll be able to take advantage of the chokepoint, and you won't be leaving the kid and the doctor in the lurch.
 
Back
Top