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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not unless we want Isa being a very self destructive person to be part of this story.

Characters who fuck up, and get fucked up, can be really engaging to read about.

Also, like, I'm not saying I would vote for this sort of thing every time - I agree that doing it too much would just dilute the impact and weaken the story by "drenching it thickly in traumatic events," as you put it. I just think that a single traumatic event stemming from an irrevocable, in-the-moment mistake could lead to interesting storytelling.
 
I just think that a single traumatic event stemming from an irrevocable, in-the-moment mistake could lead to interesting storytelling.

at this point, we're going to have to agree to disagree. In my experience, that sort of sudden sharp traumatic choice distorts the narrative and should either have narrative built up or have an amount of narative preplanning to ensure it fits the story. Furthermore, every time I've seen it in quests it has ended poorly. Likely because it is very hard to do either of the prior things for an abrupt decision in this format.
 
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at this point, we're going to have to agree to disagree. In my experience, that sort of sudden sharp traumatic choice distorts the narrative and should either have narrative built up or have an amount of narative preplanning to ensure it fits the story. Furthermore, every time I've seen it in quests it has ended poorly. Likely because it is very hard to do either of the prior things for an abrupt decision in this format.

I'd agree that in a vacuum/in an average quest it'd be a very risky move at best; a lot of my interest in going for it here comes from my confidence in Sketch's writing/QMing abilities, as I believe she'd be able to handle it well.
 
9-10: Oops
You snapped the pistol up and screamed. "Don't fucking move!"

You'd intended it to sound intimidating. Instead, your voice broke halfway through into a sort of sob from the pain, and the gun faltered. You were having trouble keeping it even halfway up at the target, and the action made your head spin. You stumbled a bit and ended up leaning against a tree trunk, breathing hard.

The woman in the cockpit stared blankly at you.

"I-I'm serious! I'll fucking do it!" You postured. If you pulled the trigger on this thing, you were going to knock it out of your hand.

The woman started laughing, a pained chuckle, and she moved her hands up above her head.

You pulled the trigger. Your finger did it even as your brain registered that she was surrendering, like an automatic response, three times in rapid succession. The woman flopped over against the side of the cockpit, the broken spars there giving way with a rip of canvas, and you heard her muffled scream. You felt the gun slip from your nerveless fingers.

You stooped to pick your pistol back up, and the blood rushing to your head made you sit down, powerless. The woman had stopped screaming and was breathing heavily, choking back sobs. Not sure what to do, you sat there a few minutes. The smart part of your brain told you to just leave, but there was another part which insisted you should go over and help. It was absurd and paralyzing, and you ended up sitting there for several minutes, listening to somebody die until the sounds grew too quiet to hear.

Finally, you decided, at the very least, you should see what you did. You walked trembling over to the plane, put your pistol in your holster, and pulled the canvas aside to reveal the woman's face, pale and dirty. Oh gods, you did this...

Then she stirred.

"Wha-what the f-f-f-f-fuck..." She groaned, her eyes opening. "I was su-su-surrendering, you stu-stupid bitch."

"Sorry." You said reflexively. A confused mix of emotions flooded through your body. "Are... are you okay?"

"You f-f-fucking shot me." She said, sounding almost like she couldn't believe it. Yeah, okay.

You checked her over quickly and found the wound, a bloody patch on the side of her coat. You'd guess you hit her right in the hipbone, which... probably wouldn't kill her immediately, but had to be incredibly painful. Minna had said something about hits to major bones as the most painful wounds, because the bone absorbed all the momentum of the bullet as it splintered. Having become something of an expert in various ways to really fuck up your body over the last few weeks, it did not seem pleasant. It looked like that was your only hit. One out of three at less than ten meters. Good shooting, Isa.

It also looked like she wasn't armed in any useful capacity. You pulled a small knife out of her boot and threw it into the woods, and confiscated her flares. Last time you'd encountered each other, you'd disarmed their whole group, so it made sense she wasn't armed. She watched you the whole time with an inscrutable expression you put down to being in too much pain to really sustain any sort of emotion.

Overhead, the roar of engines and the staccato bursts of machine-gun fire continued.

What do you do?

Also, 2d10 for the battle roll, please.
Adhoc vote count started by open_sketch on Mar 7, 2019 at 8:11 PM, finished with 4004 posts and 9 votes.

  • [X] Plan: Get out. Get Help
    -[X] Stabilize the pilot as much as possible, then hurry into town
    -[X] See if you can get people in town to go back and help her.
    [X] Plan Oh Fuck: "fine, keep the ammo" edition
    -[X] Put our gun away. We obviously can't be trusted with it right now, wouldn't be able to do any good with it if we actually had to use it, and honestly wouldn't blame her one bit if she tried to take it from us right now.
    --[X] Seriously consider just throwing it away. Don't.
    -[X] Apologize profusely throughout. Not that it counts for much.
    -[X] Take a closer look at her wound and treat it as best we can.
    -[X] We're getting her out of here. If she can walk with us supporting the injured side or with improvised crutches, do that. Since she almost certainly can't, build a travois and do our best to drag her on it. Try and construct it to put the weight on our good shoulder rather than just having to carry it all. It isn't going to be easy going since we are in a forest, she's probably bigger than us and we have one working arm, but it should still be easier than trying to carry her without one for any real distance.
    --[X] Actually, there's a perfectly good set of aircraft landing gear right there, isn't there? If the landing gear came off in the crash, maybe we can use that.
    --[X] Tying knots one-handed is very hard. Get her help if we need it.
    -[X] Try and talk to keep her mind off the pain. It's the least we can do, and anything that would notice would probably hear the two of us coming either way.
    [X] Plan Oh Fuck
    -[X] Put our gun away. We obviously can't be trusted with it right now, wouldn't be able to do any good with it if we actually had to use it, and honestly wouldn't blame her one bit if she tried to take it from us right now.
    --[X] Seriously consider just throwing it away, but settle for handing her the ammo to hold onto in case we meet something hostile.
    -[X] Apologize profusely throughout. Not that it counts for much.
    -[X] Take a closer look at her wound and treat it as best we can.
    -[X] We're getting her out of here. If she can walk with us supporting the injured side or with improvised crutches, do that. Since she almost certainly can't, build a travois and do our best to drag her on it. Try and construct it to put the weight on our good shoulder rather than just having to carry it all. It isn't going to be easy going since we are in a forest, she's probably bigger than us and we have one working arm, but it should still be easier than trying to carry her without one for any real distance.
    --[X] Actually, there's a perfectly good set of aircraft landing gear right there, isn't there? If the landing gear came off in the crash, maybe we can use that.
    --[X] Tying knots one-handed is very hard. Get her help if we need it.
    -[X] Try and talk to keep her mind off the pain. It's the least we can do, and anything that would notice would probably hear the two of us coming either way.
    [X] Plan Pick Your Poison
    -[X] Apologize profusely; explain that we plan on leaving these woods promptly
    -[X] Offer the pilot her choice of three options: try to move in her current state, stay here in the probably-fae-infested woods, or let us try and use magic to heal her
    --[X] Provide any desired details honestly & to the best of our ability
    --[X] If she wants to try & move (this section stolen shamelessly from @brmj ):
    ---[X] Take a closer look at her wound and treat it as best we can.
    ---[X] We're getting her out of here. If she can walk with us supporting the injured side or with improvised crutches, do that. Since she almost certainly can't, build a travois and do our best to drag her on it. Try and construct it to put the weight on our good shoulder rather than just having to carry it all. It isn't going to be easy going since we are in a forest, she's probably bigger than us and we have one working arm, but it should still be easier than trying to carry her without one for any real distance.
    ----[X] Actually, there's a perfectly good set of aircraft landing gear right there, isn't there? If the landing gear came off in the crash, maybe we can use that.
    ----[X] Tying knots one-handed is very hard. Get her help if we need it.
    ---[X] Try and talk to keep her mind off the pain. It's the least we can do, and anything that would notice would probably hear the two of us coming either way.
    --[X] If she wants to stay (this section stolen shamelessly from @ancusohm ):
    ---[X] Stabilize the pilot as much as possible, then hurry into town
    ---[X] See if you can get people in town to go back and help her.
    --[X] If she wants to let you try magic:
    ---[X] Attempt to use Water's "restore life or movement" function to get her fixed up enough to walk
    ---[X] If by some miracle this goes smoothly, escort her out of the forest as a prisoner; otherwise, we'll probably need a new vote after learning what weird effect we've produced this time

Adhoc vote count started by open_sketch on Mar 8, 2019 at 5:23 PM, finished with 4015 posts and 13 votes.

  • [X] Plan Pick Your Poison
    -[X] Apologize profusely; explain that we plan on leaving these woods promptly
    -[X] Offer the pilot her choice of three options: try to move in her current state, stay here in the probably-fae-infested woods, or let us try and use magic to heal her
    --[X] Provide any desired details honestly & to the best of our ability
    --[X] If she wants to try & move (this section stolen shamelessly from @brmj ):
    ---[X] Take a closer look at her wound and treat it as best we can.
    ---[X] We're getting her out of here. If she can walk with us supporting the injured side or with improvised crutches, do that. Since she almost certainly can't, build a travois and do our best to drag her on it. Try and construct it to put the weight on our good shoulder rather than just having to carry it all. It isn't going to be easy going since we are in a forest, she's probably bigger than us and we have one working arm, but it should still be easier than trying to carry her without one for any real distance.
    ----[X] Actually, there's a perfectly good set of aircraft landing gear right there, isn't there? If the landing gear came off in the crash, maybe we can use that.
    ----[X] Tying knots one-handed is very hard. Get her help if we need it.
    ---[X] Try and talk to keep her mind off the pain. It's the least we can do, and anything that would notice would probably hear the two of us coming either way.
    --[X] If she wants to stay (this section stolen shamelessly from @ancusohm ):
    ---[X] Stabilize the pilot as much as possible, then hurry into town
    ---[X] See if you can get people in town to go back and help her.
    --[X] If she wants to let you try magic:
    ---[X] Attempt to use Water's "restore life or movement" function to get her fixed up enough to walk
    ---[X] If by some miracle this goes smoothly, escort her out of the forest as a prisoner; otherwise, we'll probably need a new vote after learning what weird effect we've produced this time
    [X] Plan: Get out. Get Help
    -[X] Stabilize the pilot as much as possible, then hurry into town
    -[X] See if you can get people in town to go back and help her.
    [X] Plan Oh Fuck
    -[X] Put our gun away. We obviously can't be trusted with it right now, wouldn't be able to do any good with it if we actually had to use it, and honestly wouldn't blame her one bit if she tried to take it from us right now.
    --[X] Seriously consider just throwing it away, but settle for handing her the ammo to hold onto in case we meet something hostile.
    -[X] Apologize profusely throughout. Not that it counts for much.
    -[X] Take a closer look at her wound and treat it as best we can.
    -[X] We're getting her out of here. If she can walk with us supporting the injured side or with improvised crutches, do that. Since she almost certainly can't, build a travois and do our best to drag her on it. Try and construct it to put the weight on our good shoulder rather than just having to carry it all. It isn't going to be easy going since we are in a forest, she's probably bigger than us and we have one working arm, but it should still be easier than trying to carry her without one for any real distance.
    --[X] Actually, there's a perfectly good set of aircraft landing gear right there, isn't there? If the landing gear came off in the crash, maybe we can use that.
    --[X] Tying knots one-handed is very hard. Get her help if we need it.
    -[X] Try and talk to keep her mind off the pain. It's the least we can do, and anything that would notice would probably hear the two of us coming either way.
    [X]: Just like plan Oh Fuck but...
    [X]: Watch the results of the air battle. If our side is winning, fire flares to let them know that we're on the ground and need help. Hopefully it might let them, the townsfolk or Arren know where we are and go to help us.
    [X]: If we lose, leave, try to find Arren on foot while taking the pilot with us as half hostage and half because it's the decent thing to do. Once we know what condition Arren's in, work things out from there.
    [x] prep for rescue
    -[x] tear cloth off to put pressure on both of your wounds and bind them in place to keep it there, and to staunch bleeding.
    -[x] siphon of gasoline into a can, if there is one. Pour a circle of it around the plane but don't light it yet.
    -[x] use magic to heal yourself and the other pilot, as much as possible. Maybe feed brokenness into the airplane away from you two?
    -[x] once the gunfire stops for a bit, fire off another flare.
 
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You snapped the pistol up and screamed. "Don't fucking move!"

You'd intended it to sound intimidating. Instead, your voice broke halfway through into a sort of sob from the pain, and the gun faltered. You were having trouble keeping it even halfway up at the target, and the action made your head spin. You stumbled a bit and ended up leaning against a tree trunk, breathing hard.

The woman in the cockpit stared blankly at you.

"I-I'm serious! I'll fucking do it!" You postured. If you pulled the trigger on this thing, you were going to knock it out of your hand.

The woman started laughing, a pained chuckle, and she moved her hands up above her head.

You pulled the trigger. Your finger did it even as your brain registered that she was surrendering, like an automatic response, three times in rapid succession. The woman flopped over against the side of the cockpit, the broken spares there giving way with a rip of canvas, and you heard her muffled scream. You felt the gun slip from your nerveless fingers.

You stooped to pick your pistol back up, and the blood rushing to your head made you sit down, powerless. The woman had stopped screaming and was breathing heavily, choking back sobs. Not sure what to do, you sat there a few minutes. The smart part of your brain told you to just leave, but there was another part which insisted you should go over and help. It was absurd and paralyzing, and you ended up sitting there for several minutes, listening to somebody die until the sounds grew too quiet to hear.

Finally, you decided, at the very least, you should see what you did. You walked trembling over to the plane, put your pistol in your holster, and pulled the canvas aside to reveal the woman's face, pale and dirty. Oh gods, you did this...

Then she stirred.

"Wha-what the f-f-f-f-fuck..." She groaned, her eyes opening. "I was su-su-surrendering, you stu-stupid bitch."

"Sorry." You said reflexively. A confused mix of emotions flooded through your body. "Are... are you okay?"

"You f-f-fucking shot me." She said, sounding almost like she couldn't believe it. Yeah, okay.

You checked her over quickly and found the wound, a bloody patch on the side of her coat. You'd guess you hit her right in the hipbone, which... probably wouldn't kill her immediately, but had to be incredibly painful. Minna had said something about hits to major bones as the most painful wounds, because the bone absorbed all the momentum of the bullet as it splintered. Having become something of an expert in various ways to really fuck up your body over the last few weeks, it did not seem pleasant. It looked like that was your only hit. One out of three at less than ten meters. Good shooting, Isa.

It also looked like she wasn't armed in any useful capacity. You pulled a small knife out of her boot and threw it into the woods, and confiscated her flares. Last time you'd encountered each other, you'd disarmed their whole group, so it made sense she wasn't armed. She watched you the whole time with an inscrutable expression you put down to being in too much pain to really sustain any sort of emotion.

Overhead, the roar of engines and the staccato bursts of machine-gun fire continued.

What do you do?

Also, 2d10 for the battle roll, please.
What the fuck.

That went super poorly. Creatively so, at once answering the "shoot her" people and the "fuckups make nice drama" people, and subverting their expectations horribly.

Well played.

Fuck.

[X] Plan Oh Fuck
-[X] Put our gun away. We obviously can't be trusted with it right now, wouldn't be able to do any good with it if we actually had to use it, and honestly wouldn't blame her one bit if she tried to take it from us right now.
--[X] Seriously consider just throwing it away, but settle for handing her the ammo to hold onto in case we meet something hostile.
-[X] Apologize profusely throughout. Not that it counts for much.
-[X] Take a closer look at her wound and treat it as best we can.
-[X] We're getting her out of here. If she can walk with us supporting the injured side or with improvised crutches, do that. Since she almost certainly can't, build a travois and do our best to drag her on it. Try and construct it to put the weight on our good shoulder rather than just having to carry it all. It isn't going to be easy going since we are in a forest, she's probably bigger than us and we have one working arm, but it should still be easier than trying to carry her without one for any real distance.
--[X] Actually, there's a perfectly good set of aircraft landing gear right there, isn't there? If the landing gear came off in the crash, maybe we can use that.
--[X] Tying knots one-handed is very hard. Get her help if we need it.
-[X] Try and talk to keep her mind off the pain. It's the least we can do, and anything that would notice would probably hear the two of us coming either way.

I want to throw our gun away here, but that's honestly pretty stupid.
 
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and subverting their expectations horribly.

Excuse you? I'm loving this.
-[X] Put our gun away.

Already handled:
You walked trembling over to the plane, put your pistol in your holster

Otherwise, I'm reasonably on-board with your plan, though I think giving away our ammo is overkill when (a) the forest is a dangerous place and (b) all we'd have to do to kill her is leave her here.
 
[X] Plan Oh Fuck: "fine, keep the ammo" edition
-[X] Put our gun away. We obviously can't be trusted with it right now, wouldn't be able to do any good with it if we actually had to use it, and honestly wouldn't blame her one bit if she tried to take it from us right now.
--[X] Seriously consider just throwing it away. Don't.
-[X] Apologize profusely throughout. Not that it counts for much.
-[X] Take a closer look at her wound and treat it as best we can.
-[X] We're getting her out of here. If she can walk with us supporting the injured side or with improvised crutches, do that. Since she almost certainly can't, build a travois and do our best to drag her on it. Try and construct it to put the weight on our good shoulder rather than just having to carry it all. It isn't going to be easy going since we are in a forest, she's probably bigger than us and we have one working arm, but it should still be easier than trying to carry her without one for any real distance.
--[X] Actually, there's a perfectly good set of aircraft landing gear right there, isn't there? If the landing gear came off in the crash, maybe we can use that.
--[X] Tying knots one-handed is very hard. Get her help if we need it.
-[X] Try and talk to keep her mind off the pain. It's the least we can do, and anything that would notice would probably hear the two of us coming either way.
 
What part of "don't move" did she not understand?

Well this just keeps going downhill.
Do we want to haul her to safety or leave her?
Both options seem horrible ideas.
 
Yeah, okay, I can get behind this. Though the "put our gun away" line is still redundant, as I pointed out earlier.

[X] Plan Oh Fuck: "fine, keep the ammo" edition
We're in a forest. A broken, shattered and heavy wheel assembly is going to be more trouble than benefit.

I think the idea is to scavenge it for parts to help rig up something to carry the enemy pilot, not drag the whole thing along with us.
 
3 legs and 3 arms between us. We aren't going to be making anything better than a crutch. We certainly aren't going to be dragging her through a forest with one arm. If we have splintered the bone then her trying to hobble along with us could kill her. Her best bet for survival is to stay by her plane where she can be found.
 
If we're mildly insane, we could try this :

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.

Though I'm afraid unreachable is off the "completely comatose" variety, rather than the magic forcefield variety.
 
There's no way Isa can haul the pilot out of these woods.

[X] Plan: Get out. Get Help
-[X] Stabilize the pilot as much as possible, then hurry into town
-[X] See if you can get people in town to go back and help her.
 
If we're mildly insane, we could try this :

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.

Though I'm afraid unreachable is off the "completely comatose" variety, rather than the magic forcefield variety.
If we hadn't just shot her we could try letting her keep watch. Since we have...well, taking a nap right now seems pretty dumb.
 
Oh, also, that was an excellent hard move from the QM. I was expecting the pilot to pull a weapon, but this is delightfully worse. :)
 
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[X] Plan: Get out. Get Help
-[X] Stabilize the pilot as much as possible, then hurry into town
-[X] See if you can get people in town to go back and help her.
 
Well. That happened.

[X] Plan: Get out. Get Help
-[X] Stabilize the pilot as much as possible, then hurry into town
-[X] See if you can get people in town to go back and help her.
 
Her best bet for survival is to stay by her plane where she can be found.

There's no way Isa can haul the pilot out of these woods.

[X] Plan: Get out. Get Help
-[X] Stabilize the pilot as much as possible, then hurry into town
-[X] See if you can get people in town to go back and help her.

If these were ordinary woods, I'd agree with you. As it stands?
Something about the character of this part of the forest reminded you of Lady Kyrin's grove, though, and it had you on edge.

Leaving her here is probably a death sentence. That said, moving her is admittedly challenging & risky...hm. Maybe a magic solution? Not the sort of thing to try without her consent, though, considering the chance of side effects.

[X] Plan Pick Your Poison
-[X] Apologize profusely; explain that we plan on leaving these woods promptly
-[X] Offer the pilot her choice of three options: try to move in her current state, stay here in the probably-fae-infested woods, or let us try and use magic to heal her
--[X] Provide any desired details honestly & to the best of our ability
--[X] If she wants to try & move (this section stolen shamelessly from @brmj ):
---[X] Take a closer look at her wound and treat it as best we can.
---[X] We're getting her out of here. If she can walk with us supporting the injured side or with improvised crutches, do that. Since she almost certainly can't, build a travois and do our best to drag her on it. Try and construct it to put the weight on our good shoulder rather than just having to carry it all. It isn't going to be easy going since we are in a forest, she's probably bigger than us and we have one working arm, but it should still be easier than trying to carry her without one for any real distance.
----[X] Actually, there's a perfectly good set of aircraft landing gear right there, isn't there? If the landing gear came off in the crash, maybe we can use that.
----[X] Tying knots one-handed is very hard. Get her help if we need it.
---[X] Try and talk to keep her mind off the pain. It's the least we can do, and anything that would notice would probably hear the two of us coming either way.
--[X] If she wants to stay (this section stolen shamelessly from @ancusohm ):
---[X] Stabilize the pilot as much as possible, then hurry into town
---[X] See if you can get people in town to go back and help her.
--[X] If she wants to let you try magic:
---[X] Attempt to use Water's "restore life or movement" function to get her fixed up enough to walk
---[X] If by some miracle this goes smoothly, escort her out of the forest as a prisoner; otherwise, we'll probably need a new vote after learning what weird effect we've produced this time

I know this ended up pretty big & clunky but (a) I do think it's important to give her a choice in the matter and (b) I don't want to have a one-line update of "I want to go with this option" before having to break for a vote again. @open_sketchbook let me know if it's too ungainly & I can try to trim it down (probably by cutting the details about how to pursue each branch).
 
[] Plan: Get out. Get Help

We are sorta responsible, but we do need to prioritize ourselves first. Get out, get help.

Very nice twist. Keeps both Isa's character and the drama/trains intact. :)

Edit: changed my mind. New plan: prep for rescue
 
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