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:
Taking write-ins?

[X]Write In: Arren, you alright to lend a hand? There, Angello, now you're not down a man.

Arren is handy to have in the back but not critical for combat, whereas not dying on the runway is critical.

Other than that this is a Press the Issue with Keen/Calm/Hard, so Explain or Yell.
This is Acceptable.
 
[X] Hold up a moment and convince him. Covering fire would be good while you took off!
- [X] Explain that if he doesn't, he's just as dead as you are.
 
[X] Hold up a moment and convince him. Covering fire would be good while you took off!
- [X] Explain that if he doesn't, he's just as dead as you are.
 
[X] Hold up a moment and convince him. Covering fire would be good while you took off!
- [X] Explain that if he doesn't, he's just as dead as you are.
 
[X] Hold up a moment and convince him. Covering fire would be good while you took off!
- [X] Explain that if he doesn't, he's just as dead as you are.

I was tempted by Frangible's idea, buuut I don't like the idea of leaving him down, on the ground, where combat is Scary, as opposed into the sky, where combat is Fun.
 
[X]Write In: Arren, you alright to lend a hand? There, Angello, now you're not down a man.
 
[X] Hold up a moment and convince him. Covering fire would be good while you took off!
- [X] Explain that if he doesn't, he's just as dead as you are.
 
[X] Hold up a moment and convince him. Covering fire would be good while you took off!
- [X] Explain that if he doesn't, he's just as dead as you are.
 
[X] Hold up a moment and convince him. Covering fire would be good while you took off!
- [X] Yell orders! He's a soldier, he's used to that!

I can see Isa really getting carried away with the current mood here.
 
[x] Hold up a moment and convince him. Covering fire would be good while you took off!
- [x] Explain that if he doesn't, he's just as dead as you are.
 
Ugh, this world makes me come up with character ideas just out of nowhere. Like a pair heterosexual-life-partners and childhood friends that have drifted apart by time have rekindled their bond as they take to the sky together to escape their seemingly static world in search of freedom. Roc Raul and Sam 'Sunny' D. Light. Gunner and Pilot, both wearing scars and smiles as they take off to never come home. Roc is stern and grim-faced at times, almost as if his faced was carved into perfectly bland neutral expression that still carried a hint of grumpiness. He's damn good with his hands, almost a mechanic in his own right, as well as fast on the trigger, and faster with the eyes. And Sunny? Ever since he left home one golden dawn, he'd never stopped smiling, always finding a way to be cheerful and upbeat, even when it's hard and the smiles is a little forced. But he finds he loves life and freedom and friendship too much to be held back by the downs. Genuinely a good person, and probably learning to be bisexual. Roc is silent, but listens well. Sunny always has something to talk about. Roc has dark, ink-like hair that's a messy, wavey mess when not tied down under a bandanna and goggles. Sunny has frizzy, golden blonde feather-like locks that tuft out at bangs under his leather pilot's Hat. Roc carries an old war revolver as his side-arm, Sunny always seems to carry a crowbar with him wherever he goes. Roc punches like a brick to the face. Sunny will be behind you and hitting your sides. Roc actually can't stand the thought of flying unless Sunny is at the wheel. Sunny loves flying. He belongs in the sky
 
[x] Hold up a moment and convince him. Covering fire would be good while you took off!
- [x] Explain that if he doesn't, he's just as dead as you are.

Could I get a big ol' +Calm roll?
 
I'd love to if there was an experienced player who could sit me down and walk me through it.
A 1.1 version just dropped that smooths out a lot of stuff that my group was finding a bit tricky (that said, I was always baffled by their comments that the system was too complicated - the lot of them are Shadowrun players, they should be used to systems with a lot of moving parts)
 
A 1.1 version just dropped that smooths out a lot of stuff that my group was finding a bit tricky (that said, I was always baffled by their comments that the system was too complicated - the lot of them are Shadowrun players, they should be used to systems with a lot of moving parts)
To be fair, I'm in a every-other-week dnd group, and I still have to look things up a quarter of the time.
 
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