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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oh thank god I am finally caught up. loved whispers (iirc my very first post (edit: 2nd :() on SV was in that thread near the beginning) but I never got around to starting on this thread, which is a shame because its dynamite. I just spent a Sunday I absolutely needed for life things catching up and I do not regret it now, when the consequences of my actions are landing on some hypothetical future me.

now I just need to catch up on asukaquest.

and castles.

and, uh, the multiple spidey-threads?

and boy oh boy that 100k words of 40k looks real cool...

why/how must/do you do this?
 
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All I can think of is Order of the Stick: "Who's there?" "Roland 'Itiative, and his four friends Sneak Attack, Sneak Attack, Sneak Attack, Sneak Attack!"
 
7-13: Sawed in Half
There, circling the streets, coming in for a landing, was the machine you spotted earlier. The one with the cage suspended between its buzzing wings, angling to put down in the market square where just a few days before you'd been shopping. A line of soldiers in mustard yellow and armed militia were pushing down the street toward the square, and you could see a mass of people huddled in the corner, clearly prisoners.

"Arren, hold on!" you called, timing your approach, waiting for the machine to pass under you, to disappear under the wing. Once it did, you started counting. One one-thousand, two one-thousand, three one-thousand... that ought to be enough. You leaned on the rudder and pulled the stick over, the plane lurching and rolling over until you were hanging upside, then you rolled the plane around into a sharp dive. You pulled the throttle back, watching the RPM needle drop, then slowly tick up as your speed climbed and the machine got bigger in your gunsight, oblivious to your presence.

You fired for three solid seconds before pulling the stick back, emptying both drums. That was about a hundred and fifty shots, more or less, and you would have bet a king's ransom that not a single round went astray. The wings creaked as you came out of the dive and started gaining altitude, and only once you'd checked your sectors and confirmed you were clear did you look back to see what you'd hit.

There, in the middle of the square, the back half of the machine crashed down hard. Nearby, the front half was corkscrewing off into the air, the wings beating furiously and aimlessly. As you came around in the turn, you saw the mechanical figures begin to scatter, abandoning the prisoners and trying to pull back down the street to where their transports were hovering. You saw Lyse's plane come in and lay down a line of tracers through the middle of the street as they retreated, knocking one of the machines to the ground.

By the time you'd come out of your turn and were angling toward the transports, they were already running. You could see planes in pursuit, recognizing Wulf's among them, and your desire to join and get revenge was tempered by the rattling of your abused radiator and the fuel still dripping from the perforated tank.

You aimed for the dry grass next to the field, and winced terribly as the floats scraped against the ground and you came to a rapid stop. Shakily, you killed the engine. Your heart was pounding hard and your whole body ached from the exertion and injury, and you were utterly soaked in sweat and oil. You leaned back heavily in your seat, staring up at the blue sky, marred by the smoke of the burning town. You could still hear some scattered rifle fire echoing through the streets, and when you glanced over at the anti-aircraft gun at the side of the airfield, there was a second body laid out beside it, covered in a tarp.

"You good, Isa?" Arren asked, leaning into your line of sight.

"We have to go, as fast as possible. We lead them here." you said numbly. "This is our fault."

He pulled up his goggles, looking pained, and brushed away the hair matted to your face.

---

You saw a corpse and flew over open water. I'm also assigning two additional stress for feeling responsible for leading the clockwerks here.
Moving On
[ ] As soon as the others land, get emergency repairs and get north ASAP. (Upkeep and repairs covered for the routine by the local mechanics)​
[ ] Try to get paid by the town before you run (Negotiation).​
Where To
[ ] The group stops at a town just short of the ocean and puts down.​
[ ] The team stops at a nearly-empty outpost on an island just offshore.​
[ ] The team puts down on a stretch of abandoned beach to rest and refuel.​
 
[X] Try to get paid by the town before you run (Negotiation).
[X] The team stops at a nearly-empty outpost on an island just offshore.
 
[X] Try to get paid by the town before you run (Negotiation).
[X] The team stops at a nearly-empty outpost on an island just offshore.
 
That could have gone worse...

[X] Try to get paid by the town before you run (Negotiation).
[X] The team stops at a nearly-empty outpost on an island just offshore.
 
[X] As soon as the others land, get emergency repairs and get north ASAP. (Upkeep and repairs covered for the routine by the local mechanics)
[X] The team stops at a nearly-empty outpost on an island just offshore.
 
[X] Try to get paid by the town before you run (Negotiation).
[X] The team stops at a nearly-empty outpost on an island just offshore.
 
[X] Try to get paid by the town before you run (Negotiation).

New Negotiate can get pretty harsh but we've got a Fixer for a safety net so we can press for extra money forever.

[X] The team puts down on a stretch of abandoned beach to rest and refuel.

This is the stupidest thing to do and therefore the most likely.
 
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[X] As soon as the others land, get emergency repairs and get north ASAP. (Upkeep and repairs covered for the routine by the local mechanics)

New Negotiate can get pretty harsh and we've got no Fixer for a safety net.

[X] The team puts down on a stretch of abandoned beach to rest and refuel.

This is the stupidest thing to do and therefore the most likely.
You actually do have a fixer!
 
[X] Try to get paid by the town before you run (Negotiation).
[X] The team stops at a nearly-empty outpost on an island just offshore.
 
[X] As soon as the others land, get emergency repairs and get north ASAP. (Upkeep and repairs covered for the routine by the local mechanics)
[X] The team stops at a nearly-empty outpost on an island just offshore.
 
[X] Try to get paid by the town before you run (Negotiation).

[X] The team stops at a nearly-empty outpost on an island just offshore.
 
[X] Try to get paid by the town before you run (Negotiation).
[X] The team stops at a nearly-empty outpost on an island just offshore.

Okay, here's how negotiations work now. It's an escalating game where you can keep pushing the envelop, but if you miss, you lose everything. Fortunately, you have a Fixer, so that'll absorb one miss for you.

Lyse will be doing your negotiating, as she's pretty good at it. Your Company Value is 6, so every dice you roll successfully gets you 6 thaler. They are already covering your repairs and such.

So let's roll the first one! You're looking for an 11+ on 1d20+3.
 
Do we automatically reroll since we have that buffer?
 
Okay, here's the deal.

You can leave it and suffer no consequence, your Fixer patching things up.

Or you can try to roll again. If you fail this time, they aren't going to help you.


[ ] Roll again.
[ ] Do not roll.
 
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