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] 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.
 
I really wasn't expecting that to be the popular one lol i thought if it just before hitting go.

okay... i need combat rolls. first, to see how you react when battle is joined, 2d10+Keen?
 
[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.

Whoops. didn't refresh before posting.

Listen...sometimes, life gives you lemons, and you have to throw them in the face of bad guys.

Demand to see Life's Manager! I don't want your damn lemons! Don't you know who I am?
 
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which roll gets Minna's bonus?

which bonus? if Minna has Strategist (I don't remember) then it's +1 to Ground Combat which probably includes Seize the Initiative and Personal Attack. if she (or Holmes) had Marching Boots we could have avoided rolling all together, but c'est la guerre.

We're pretty fucked, aren't we?

nah it's not optimal but one bad roll isn't going to wipe out the Minnows.
 
[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.

EDIT: this moved quickly. And that wasn't a great roll... welp.
 
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7-3: Ambush Alley
You heard something metalltic scrap outside the door, and Arren released the kid and pushed himself against the wall, rifle held to the door. Beside you, Wulf ducked behind the corner of the wall, her needle-nose pistol held out to cover the door. You glanced to the free space opposite her, and then to the kid as something gleamed through the open door.

You didn't think, you realized it was a mistake as soon as you started moving, but still, something compelled you to move forward, to grab the boy by his epaulettes and start hauling him backward, away from the door, out of harms way. You could hear Wulf say something, then you glanced up to see a humanoid figure pushing through the door, rendered a silhouette by the light streaming through. Like the machine you'd seen under the lake, but whole, complete, moving with an unnatural fluidity, its arm coming around to point toward you. You stumbled over yourself in a panic, then the gunshots around you started and the machine jerked and twitched, collapsing heavily against the doorframe and clattering down. There was a hole in its chest now, clean through, you could see its ticking mechanisms and shattered gears inside its chest through the cavity, then another and another as Arren worked his rifle.

Then there was dead silence a moment, just the ringing in your ears from the gunfire in a confined space and the smell of the blood and cordite. You jumped as Arren's hand touched your shoulder, he was saying something you couldn't hear, then both of you winced again as Wulf strode over to the weakly stirring machine, stuck her pistol in the exposed working around its neck cowl, and pulled the trigger twice. As it fell forward, she gripped the key on its back and pulled it free, stuffing it in her component pouch, looked back to you, and her eye went wide.

You followed her gaze down to your arm, to the trickling rent in the skin right below your right elbow, the blue blood streaming forth. The pain seemed to catch up with you all at once as a flash of heat and disorientation, and then Arren was pulling you to your feet.

Right, you needed to move. You needed to go. You followed him out, past the doctor rushing down the stairs to the kid, outside and back in the tavern again in a blur, sound starting to come back in the overlapping voices of your comrades.

"- its just a surface wound, I think she's a little in shock." Arren was saying, as he sat you down in a chair. Somebody pressed something to your arm that was cold and lovely and the pain started to fade, and you looked over to see Captain Holms wrapping a bandage around you. You glanced around the room at everyone, pausing a moment as you spotted Nicolò among the group sheltering near the bar.

"Pistol are no good, they just bounce off." Wulf was saying. She dropped something heavy on the nearby table, the rifle from the wounded soldier. "Where's our guns?"

"In the plane, we just have sidearms." Minna said, throwing a glance to you nervously. "We will need to make a break either way, then. Isabelle?"

"I'm good." you said unevenly. "We have all our firepower in the Pioneer and our planes. We can't stay here."

Arren tossed Marcus the extra rifle, and the two of them moved outside, the group hot on their heels. As you moved down the street toward the Aerodrome, you passed another fallen clockwork, this one face down and unmoving, though you couldn't tell what was hit on it. Lyse plucked the key out of its back as you moved: she said it was the only way to make sure they didn't get up, and you weren't taking any chances.

There were also bodies strewn about, and wounded people, but you didn't have time to stop. You just tried to keep your eyes up and not looking at them. Holms had a rifle when you next glanced at her, and you suspected she got it from one of them.

You were almost down the short hill, almost out of the town proper and to the edge of the field, when another machine strode around the edge of the building, something green and glowing at the end of its arm, and Minna yelled something and you all scattered to either side of the road, trying to duck behind staircases and the edge of buildings. You found yourself pressed against the edge of an alley behind Minna and Lyse and Wulf, while everyone else had somehow ended up on the other side of the narrow street in the confusion. You couldn't see what was happening, save watching Arren lean out from behind an open door and squeeze off a shot. There was a sudden flash of green light in response, and the door that Arren was sheltering behind was suddenly aflame.

You tried to lean out to get a bead and maybe distract them, but you couldn't without almost pushing out into the street. It sounded like there was a second one now, from what you could hear, Wulf swearing as she dropped back around the edge of the stairway she was using for cover and fumbled another magazine into her pistol. Minna snatched the empty one from the ground and started feeding new bullets in from the pouch at her hip, trying to be helpful when all she had was a sword.

Overhead, you saw more black puffs from the flak chattering, more machines swirling. You couldn't stay here... something was going to come down the alley or from up the street and kill you. You glanced down the alley nervously, your pistol in your hand.

---

[ ] This alley will take you around the enemy. You, Lyse, and Minna can go and outflank the machines. You might not have the firepower to kill them, but you can force them out to where your friends can.​
[ ] Beckon somebody over from the other side to join you moving down the alley. With their rifle, they can catch the foe by surprise. They just need to cross the alley.​
[ ] This is no good. The group needs to retreat up the alley and find another way.​
[ ] Take the risk and lean out to shoot. Maybe other gun will give you the advantage.​
[ ] Write in​
 
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[X] This alley will take you around the enemy. You, Lyse, and Minna can go and outflank the machines. You might not have the firepower to kill them, but you can force them out to where your friends can.

Outflank and flush; relying on the local yokels is too dicey and anything else looks a lot like giving the tin men a fair fight. Fair fights are for suckers.
 
One of water's magical focus thingies is "Restore life or movement". I assume that using that to restore our progress towards the airfield is just a tad too liberal of an interpretation.

Edit : Anyway, other options we have are letting Marcus One-in-a-million it, signalling to Wulf to use her far more appropriate for this situation magic, or throw the Hot potato to Minna.
 
[X] This alley will take you around the enemy. You, Lyse, and Minna can go and outflank the machines. You might not have the firepower to kill them, but you can force them out to where your friends can.
 
[X] This alley will take you around the enemy. You, Lyse, and Minna can go and outflank the machines. You might not have the firepower to kill them, but you can force them out to where your friends can.
 
[X] This alley will take you around the enemy. You, Lyse, and Minna can go and outflank the machines. You might not have the firepower to kill them, but you can force them out to where your friends can

This sounds good to me!

I mean, I was thinking of writing in magic, buuuuut Isa doesn't sound like she's in a good casty spelly place.
 


Very quick little tactical diagram, endorsed by Sketch. Nice little Assault/Base of Fire split here, don't mind that too much.

Thinking about write in options here:

[ ] Take to the roofs
- Good because allows movement, flanking, possibly getting to the airfield where we have a giant pile of LMGs that would unstick this situation
- Bad because exposes us to enemy fighters, leaves Fireteam 2 stuck, probably no more useful than the alley plan
[ ] Get the others upstairs and deliver fire through the windows up there
- Good because might work quickly and exposes us to minimal risk
- Bad because if it doesn't work we're in the same exact position having lost time
[ ] Wulf uses Air Magic to cast a fog into the street so the others can cross
- Good because it maintains as much momentum as possible, low personal risk if it goes right
- Bad because rolling badly on Magic can go sideways very fast
[ ] Arren throws his gun towards you, Wulf uses Air Magic to retrieve Arren's gun and kill the Clockmen
- Good because cool if you can do it
- Bad because even if everything does go right you're still taking a frontal fight
[ ] Wulf uses fire magic to enhance the destructive power of one of your pistols, allowing it to kill Clockmen, then you do so
- Fast, efficient, pretty cool
- We might set the pistol on fire
 
[X] This alley will take you around the enemy. You, Lyse, and Minna can go and outflank the machines. You might not have the firepower to kill them, but you can force them out to where your friends can.
 
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