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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7-6: Takeoff Roll
"You'll all be dead if you don't get on that gun! They'll be hitting the field as soon as they get more bombers up, so cover us!" you exclaimed. As if to punctuate, an explosion rumbled in the town, and you turned to see a huge cloud of black smoke rising from among the clustered buildings. "Come on!"

Somebody, another young soldier, moved first, springing out of the door toward the gun with a box of ammunition in his hands, and once one went, the rest were bound to. You sprinted for the hangers, ducking inside the cool darkness just as the gun started back up on the field, the low thump thump thump of the gun going into action. Apparently, the team had already mobilized the mechanics to work, and the planes were being desperately wheeled around to face outside.

"Start them in here, I don't want to be sitting on the field!" Wulf was yelling, and there was some nervous glances around before somebody stepped up with blocks. She waved away the mechanic helpfully running up to start it while cranking something in the cockpit, and then there was a bang and the engine started, high pitched scream like a buzzsaw cutting metal and the instant, acrid smell of exhaust and castor oil filling the hanger. The huge engine spun in its heavy housing, but you soon noticed the propeller, sitting high in the cowl, spinning the opposite direction, driven by hidden gears suspended at the nose of the aircraft. The blocks went out and the door was opened just ahead of her as she taxied out onto the field, and there was an agonizing moment where you were sure a plane would come in to strafe her, that she'd be caught and die without ever leaving the ground.

But then her plane simply leaped into the air after a short, fast roll, and you forced yourself to turn back and climb in as the rest of the engines were started. Even with the door open the hanger was rapidly filling with exhaust, so thick it seemed to hang in the air like a fog, and you could feel it stinging your gills and lungs as you pulled your scarf over you face.

You were last. You had to be, you had the longest roll and the biggest chance of fucking up, perched precariously on the wheeled wagon used to move it around the dusty field. Arren was already in, working the fuel pump for you, and you switched seats quickly, fed a shell into the shotgun starter, and checked both sides of the nose before pulling the trigger. The engine roared to life, and beyond your nose you saw Minna's new plane, bare metal cowl still unpainted, start rolling out ahead of you. Marcus seemed to have opted to stay on the ground, his seaplane pulled to the side, and you watched him race out of the back of the Pioneer with guns in hand for the mechanics. You couldn't help but notice Nicolò lean into Heinrich's cockpit to kiss him just before the ungainly pusher plane began to buzz out. Lyse and Captain Holms were in the neighboring hanger, and you'd imagine they'd be in the air soon.

Something clattered across the roof, and you glanced up to see a series of holes through it, sunlight lancing through in long beams. Anny gave a signal from the door, and you pushed the throttle forward. This was a straight roll out, taking off diagonally across the field, sloppy and dangerous. There would be no way to defend yourself, all you could do was try to get into the air as fast as possible and hope that if somebody strafed you, Arren could get him first.

The plane bounced ungainly on the wooden wheels of the wagon, the supercharger screaming as you cleared the door, and you couldn't help but glance up, past your wing. There was already a chaotic, swirling fight above you, planes and smoke and tracers flying in every direction. You were going up into that.

[ ] Focus on climbing as high as you can.​
[ ] Focus on getting stuck in as soon as possible.​
[ ] Focus on getting clear of the fight before coming back in.​
 
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[X] Focus on climbing as high as you can.

NEED. ENERGY. ADVANTAGE. And I don't think we have time to try and get entirely clear and build it safely.
 
[X] Focus on getting clear of the fight before coming back in.

This plane is really heavy and a big climb now leaves us vulnerable and slow. Altitude isn't always the best sort of energy to have, the whole point of it is that you can convert it into speed just before you need speed, but we need speed now so we shouldn't convert it into altitude.
 
[X] Focus on getting clear of the fight before coming back in.
 
[X] Focus on climbing as high as you can.

Can you take me Higher~?
 
[X] Focus on climbing as high as you can.

Arren's got his work cut out for him. Roll 3d10-Keen (so +1) as you take fire, and 2d10 as he returns fire.
open_sketch threw 2 20-faced dice. Reason: Incoming Crit Total: 34
18 18 16 16
open_sketch threw 1 20-faced dice. Reason: Arren Crits Total: 16
16 16
 
What gets crit?

[ ] Radiator
[ ] Landing Gear
[ ] Engine
[ ] Your Weapons
[ ] Arrens Weapons
[ ] Control Surfaces
[ ] Fuel Tank
[ ] You
[ ] Arren

(For story reasons I'm not allowing your electrical systems to get hit just because losing intercom, while sometimes dramatic, can get overused fast)
 
Oh, also, additional reason why I voted the tank: Less fuel = more boost, more zooms!!!!!!!

Since we're close to town, that added movezooms may help our vroomer beat the tickytocks!
 
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