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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Right, okay, we have had a massive dearth of activity on the "actually voting for plans" front so I'm gonna go ahead and steal literally the only current vote (thanks/sorry, @ancusohm !) and staple Contemplation to it. Suggestions more than welcome.

[X] Plan: That But With Contemplation
-[X] Isa, Wulf, and Arren go dancing (and extend an invitation to the others)
-[X] Isa goes shopping for a parachute (maybe more than one, if possible)
-[X] The Minnows look for a cargo pilot
-[X] Isa uses Contemplation to reduce Stress
 
I vaguely remember there being an intent to shop for a solution/aid for the in-flight engine restart problem given recent events, was that something where we had to wait for a different/more industrial town or something?
 
I vaguely remember there being an intent to shop for a solution/aid for the in-flight engine restart problem given recent events, was that something where we had to wait for a different/more industrial town or something?

Oh, whoops, you're right but also looking back at the latest update the shopping vote is supposed to be a separate thing so like... @open_sketchbook just ignore the parachute(s) line I guess?
 
[X] Plan: Build A Vice and Heinrich Acts Responsible
-[X] Acquire and consume weed. Or rather, Wulf probably acquires, all who wish consume.
-[X] Isa, Wulf, and Arren go dancing (and extend an invitation to the others)
-[X] The Minnows look for a cargo pilot
-[X] Heinrich tries to thesis
-[X] Isa uses Contemplation to reduce Stress
 
[X] Plan: Build A Vice and Heinrich Acts Responsible
-[X] Acquire and consume weed. Or rather, Wulf probably acquires, all who wish consume.
-[X] Isa, Wulf, and Arren go dancing (and extend an invitation to the others)
-[X] The Minnows look for a cargo pilot
-[X] Heinrich tries to thesis
-[X] Isa uses Contemplation to reduce Stress

Edit: Also, on rereading, this jumped out at me:
"It's the sixth of Wonnemonat. Your birthday is in three days, and we've been flying for twenty-three days." He explained, pointing out the days with his finger.
Now I'm curious what this world's calendar actually looks like.
 
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[X] Plan: Build A Vice and Heinrich Acts Responsible

Sure, sign me up for this evolution - building up new Vices is definitely good.
 
[X] Plan: Build A Vice and Heinrich Acts Responsible
-[X] Acquire and consume weed. Or rather, Wulf probably acquires, all who wish consume.
-[X] Isa, Wulf, and Arren go dancing (and extend an invitation to the others)
-[X] The Minnows look for a cargo pilot
-[X] Heinrich tries to thesis
-[X] Isa uses Contemplation to reduce Stress
 
So, I think we need a fun nickname for the Isa/Arren/Wulf relationship. I propose "fang force" because of their teeth (and because it would probably make Wulf laugh).

Also, I added Contemplation to the original plan.
 
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[X] Plan: Build A Vice and Heinrich Acts Responsible
-[X] Acquire and consume weed. Or rather, Wulf probably acquires, all who wish consume.
-[X] Isa, Wulf, and Arren go dancing (and extend an invitation to the others)
-[X] The Minnows look for a cargo pilot
-[X] Heinrich tries to thesis
-[X] Isa uses Contemplation to reduce Stress

---

Roll +Daring, +Calm, and also +4 for pilot looking.
 
If you just want this done so you can get writing, I can roll again. Unless somebody else sees this and rolls in a timely manner?
 
Rolling.

Edit: Pretty typical. Have I complained about how a solid grasp of probability theory is not enough to immunize one's self against the appeal of dice superstitions in TTRPGs? Because it's not. I know it's complete bullshit, but it's hard not to kind of feel like this is my fault for rolling again, or a natural consequence of having done reasonably well on the other two rolls, or symptomatic of some kind of larger and more general luck. Human psychology is weird and full of nasty bugs. Fuck. This isn't even really a roll that matters much and it still feels that way.
brmj threw 2 10-faced dice. Total: 5
2 2 3 3
 
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Oh nice, the rolls dropped by exactly 6 each time! I don't know whether to be relieved or disappointed at the absence of a fourth task.
 
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