Character Sheets


Character Sheet
Isabelle Morgenthau
A Fisher

Isa (right) and her boyfriend Arren (left)


Hard Keen Calm Daring Wild
+4 -2 +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: You can call on your patrons to Help you on a roll. On a 1, you Break after this mission.
Blessing: When you dab fresh blood on a piece of working equipment, roll +Calm. On a 16+, take both. On an 11-15, choose 1.
  • Take +1 Ongoing with this item this Routine. (+1 Handling for a plane)
  • The item cannot break or be lost this Routine. (+1 Armour on 1 Section of the Plane.)
On a miss, you need a bigger sacrifice. Don't disappoint.
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.
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).
Contemplation: When you draw a ritual circle and stay within it, roll +Calm. On a 16+, you come out of it about an hour later refreshed; strike 3 Stress or 2 Injury. On an 11-15, it takes the whole night, and you're unreachable in that time.

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

Vice Progress
- Breaking Stuff: ☑☐☐
- 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. She's out to find her way in the world. 1 thaler per Routine.
  • Arren (NPC- Confidant/Observer): Your cute fish boyfriend. Artist and recently trained observer. 1 thaler per Routine.
  • Wulf (Witch): Former bandit leader. Actually half wolf. Hot as hell. Ex-Goth. 1 thaler per Routine.
    • Hard +3, Keen +3, Calm -2, Daring +0, Wild +3 (Avenger)
  • Minna Hammerl (Soldier): Inexperienced but highly trained soldier and passionate duelist. Speaks all formal-like. The most beautiful woman in the world. 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.
  • 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 red?
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 thaller per Routine.
Stress XP
3 7
Cash Expenses
41 10.5
 
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[x] Agree to scout the hanger

Reduced likelihood of a massacre, plus potential for looting lostech, plus we get paid for it, with a slight to moderate chance of getting eaten by ghosts. Sounds good to me!
 
[x] Go talk with your team before agreeing or declining

Smells like bad JuJu. Gotta get Wulf's opinion, at minimum.
 
[x] Go talk with your team before agreeing or declining

Isa does not know about the fae. You could fill very large libraries with all the reasons to be worried about fae that Isa does not know of. Experts should be consulted.
 
[x] Go talk with your team before agreeing or declining
Going in blind sounds like a terrible idea, and trying to hire the militia does not sound any better.
 
[x] Go talk with your team before agreeing or declining

I'm mostly against this deal. If we agree, this won't be the last demand. Besides, ground missions are a bad plan, and dealing with the Fae makes it just that much worse. Yes, this does maybe give us a chance to take the best loot and then pretend it wasn't there to begin with, but there might not even be anything.

... A thought occurs.

We have access to a zeppelin. This doesn't actually have to be hike through fae-haunted wilderness. We could find it from the air, and get up and down with a winch. Scout it out, haul off anything not nailed down, and report back that there wasn't anything left. Honestly, if we turn them down, it might still be worth doing that on our way back to Piav. If there is anything there, it would be very likely worth our while and we wouldn't risk souring the deal, and the cost should be fairly low since it's just a detour with the zeppelin rather than a separate trip.
 
[x] Go talk with your team before agreeing or declining

i'm leaning towards going in, but we have someone on our team who does fey, we very much don't. we should talk to them before making the call.
 
[x] Go talk with your team before agreeing or declining
-[X] Ask Bruno if he'll help with a beneficent regime change.
 
7-12: Consult the Team
"Gimme a second to go talk to my team." You said. He nodded, and you hurried out the bunker, past Beatrix reading at a chair near the door, and back up the path.

Your friends were currently entertaining Kurt as best they could, which consisted mostly of Arren telling stories of your adventures. Anny was similarly enraptured as he went through your daring battle with the Goth raiders and the Skyborn balloon in blow by blow detail, while Wulf had her head down on her folded arms, adding occasional commentary but mostly just dozing off. Minna was idly swirling a spoon in her tea, seemingly ignoring everything else that was happening. You sat down quickly.

"Hey guys, I think I have a job for us, sorta." You explained. "I need your thoughts."

"Hit me." Wulf said weakly. You punched her arm lightly. "Oww, you little fucker."

"Wulf, language! The kid is right there." Arren said, horrified.

"Sorry."

"So, negotiations are going... weird. The old woman who runs this place is kinda out of her mind." You said quietly, leaning in conspiratorially. "She kept pushing the terms of the agreement. Now she wants Piav to send a team to scout some old hangers for her which are probably guarded by some fae nasty."

Wulf yawned. "So, you're saying we're going to shoot up the town." She said nonchalantly, pulling herself up off the table.

"Fuck." Kurt swore. You all looked at the little kid, mildly horrified.

"See, Wulf, look what you taught him." Arren exclaimed. "We can't take you anywhere."

"No, look, I figure maybe we can be that team. There's not much pay, but there's a possibility there's some fancy racing planes there, and she'll have no way to know if we help ourselves to one."

"Unless I tell her." Kurt said, holding out a grabby little hand. You slid him a ceramic coin. "Yep, they'll have no way of knowing." He affirmed.

"Okay, so, what do we think. Exploring the woods job."

"It has been a while since I have been on a proper wilderness march. I am in." Minna said immediately.

"Wulf, what do you think about the fae thing?" You asked. She pondered for a moment.

"Well, I mean, that's worrysome." She said. "It could be anything, and most of the possibilities aren't great. On the other hand, the fae are all about deals and rules. No matter what's camping at the hangers, it wants something, and it's probably just mad nobody's given it to them yet."

"What do the fae usually want?" Anny asked.

"Um, sacrifices of various sorts. Depends on what they are and how they feel about people. Offerings like food or gold, simple tasks, proof of your purity, weirdo voyeurism shit, that sort of thing, if you're lucky."

"And if we're not lucky?" You asked.

"They'll want to take stuff from you. Like your voice or sight or ability to feel love or some shit like that. Some fae just fucking hate humans at this point, especially after the war." Wulf explained.

"So what do we do in that case?" Arren asked.

"Well, I can try to talk them down. I have some luck with that, what with the whole..." She wiggled her ears, and you couldn't help but smile. "Failing that, we kill whatever it is. The fae aren't immortal. They might be tough, but they don't like bullets or blades any more than we do. Steel and lead are not their favourite materials." Wulf said, then she was interrupted by a hacking cough for a few seconds. "Yeah, like that. Joachim killed a dryad that was stalking me when he found me in the woods. With a fucking knife. Admittedly, she took his hand off in the process..."

"Hey, what's stopping us from just flying the zeppelin over and scooping everything up?" Arren asked.

"It's overgrown, right? Trust me, you don't want to hover a zeppelin at treetop height too long." Wulf said.

"Why not?" Anny asked.

"You want gremlins? That's how you get gremlins." She said seriously. "Actually, anything we steal, we need to make double-sure doesn't have any fae passengers like that."

Anny looked wide-eyed. "Um, is it okay if I stay back here? I'm not really up for a trek in the woods."

"That's fine." You said. "You should probably spend tommorow looking to see if you can patch up the zeppelin, honestly."

"Okay." She said, relief visible on her face.

Arren nodded. "I'm in with whatever you decide, Isa."

[ ] Take the mission.
[ ] Decline the mission.

Wulf has the Witch move that lets her Press the Issue with fae instead of Parlay with them, so if you're willing to let her do the talking, she can do that. She's much better at lying than negotiating, though.
 
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Wulf has the Witch move that lets her Press the Issue with fae instead of Parlay with them, so if you're willing to let her do the talking, she can do that. She's much better at lying than negotiating, though.

Are lying and negotiating exclusive, here? Could we have Isa start negotiations and then Wulf slip in lies that Isa doesn't correct or something?
 
Are lying and negotiating exclusive, here? Could we have Isa start negotiations and then Wulf slip in lies that Isa doesn't correct or something?
In this case with the Moves, yes, they are exclusive.

Basically, Wulf can fast talk and bamboozle with the best of them due to her high Keen, but she can't really do good faith negotiation.

Also fun fact: Due to the way Press the Issue and her Fae Speak moves are worded, Wulf can in fact try to seduce the fae. Not only that, she'll be great at it, because she can roll +Wild instead of +Daring.
 
"Well, I mean, that's worrysome." She said. "It could be anything, and most of the possibilities aren't great. On the other hand, the fae are all about deals and rules. No matter what's camping at the hangers, it wants something, and it's probably just mad nobody's given it to them yet."

Fae are all about deals...
Frau Osswald is all about contracts...

Coincidence?

[X] Take the mission.
 
[X] Take the mission.

No matter how ridiculous and crazy the leader is, I still don't want to like, kill her? If she agrees and sets up a contract, she should be good. Breaking the contract obviously means we'll have to take her down, of course.
 
[X] Take the mission.

We haven't really interacted with the Fey so far. I must admit...
I'm curious
 
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