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
 
Last edited:
[X] Head back to town.

Have him keep an eye on the town. Read the playbook updates on Kickstarter, I thought it would be interesting to see how a Fisher interacts with a Believer.
 

[X]Scout around- I want some advance warning for the next thing that wants us dead
 
Last edited:
Not entirely sure what to set Ewald to.
Head back to town seems less than ideal. Likely to cause escalation, unlikely to accomplish much. Only useful if Arren's in danger at precisely the right time to get saved.

There's bandits in these here mountains though, and with the way this day's been going smooth flying is a pipe dream
[X]Scout around- I want some advance warning for the next thing that wants us dead
 
[X]Scout around- I want some advance warning for the next thing that wants us dead

Makes sense. Changing vote.
 
Jesus christ. Rewriting Flying Circus is a non-stop battle, but it's recently advanced to a really cool level and I am hankering to get back to this quest. I'm rewriting the Fisher and rebuilding your plane now, but in the meantime... take a look at this. It's your plane!

 
4-3: TWO HOSTILES
[X]Scout around

You signaled for Ewald to scout, and he leaned back gently on the stick, immediately shooting up and over you as you plowed forward and disappearing over a cliff to scout the next valley. As the whine of his engine retreated, you set your blood-slick hands to the stick, opened the throttle, and headed up the mountain.

You'd been buzzing along only a few minutes when the white-and-green triplane skipped back into view and slotted beside you. Ewald looked alert, far more than you'd seen, and he signed quickly. TWO HOSTILES. NEXT VALLEY. BAD SPORTS.

You checked the crude map the villagers had set out for you. There was another path up, but it was a significant divergence from the intended path. The kind your passenger might not survive.

[ ] Into combat.
[ ] Cut around and hope for the best.​
 
[X] Into combat.

Time to see how much altitude this bird will take.
 
[X] Into combat.

Forward into the breach. Out of curiosity what kind of dogfighter is our plane? I seems like an energy fighter due to the heavy frame and lack of maneuverability.
 
[X] Into Combat

Can Elke handle the stress of getting into a dogfight though? Are there going to be rolls?
 
I mean, it sounds like a risk to our passenger either way, and it'd be fun to hit up the combat rules again after such a long break. Plus Ewald can finally be good for something.

[X] Into Combat
 
Forward into the breach. Out of curiosity what kind of dogfighter is our plane? I seems like an energy fighter due to the heavy frame and lack of maneuverability.

We're a brick with delusions of grandeur. We've got a tail gunner and a pair of fore semi-synced MGs, so blasting a strip out of the enemy is totally possible, and we've got a tail gunner so we're only helpless from the aft lower quarter. Our turn rate, however, is cancer; and our roll rate is somewhere between leukemia and total body paralysis. If we don't go into a dogfight with the advantage, we're gonna have a shitty time handling it. We can't do a negative-G manuver without the engine cutting out, our stall speed is somewhere in the mach numbers even with a biplane arangment, and we're about as stable as an aformentioned brick.

The thing is, though, we can eat all the bullets as long as they don't hit us, the engine, and the radiator. With the tail gunner, nobody can mosey up into our blind spot in a turning fight with impunity, and two nose guns means trying to joust with us is a loosing proposition. We probably pick up bonus speed in a dive too, from all the dead weight this plane's loaded with.

And now, Mel Blanc to explain why our tail gunner is never gonna shoot anyone down ever.

 
Your poor plane is at slightly less disadvantage in the new rules, which I will break into in a moment. Basically, there's a filter between your handling and theirs now so that just being a few pounds overweight won't immediately and totally screw you with a -5 or some shit, and it's relative now so you'll actually get bonuses if you attack somebody fatter than you.

Also I drew a cute little drawing of your plane in it's current state, with it's streamlining, supercharger, and intercom hookup.

 
[X] Into Combat
Can Elke handle the stress of getting into a dogfight though? Are there going to be rolls?
We don't know. If we're lucky, the Bad Sports will break off or otherwise no longer be a threat in very little time. If we are very unlucky, Elke is dead and most likely we are too.

As for rolls, do you mean dice rolls? Heck yeah, combat involves a lot of rolls.

If you mean rolling the plane, tides no! We're a biplane energy-fighter with floats and exposed guns. Maneuverability compares favorably to a drunken walrus.* We're also pretty darn sturdy. So what we're going to do, we're going to lean into the throttle and keep an eye on our fuel gage, and be willing to spend speed left and right. (Now, if we were in one of them ultralight fighters, which have a stall speed low enough to get airborne in a light breeze and a take-off distance roughly equal to our wingspan, we'd be doing all the maneuvers, up to and including doing an Immelmann backwards while inverted, it'd be exactly the opposite.)

*Some fatter planes like the Super Hedgehog can wind up with maneuverability of a drunken walrus trying to flumph uphill through molasses during winter.

And now, Mel Blanc to explain why our tail gunner is never gonna shoot anyone down ever.
Gunners in this system become more and more useful as the plane becomes less and less maneuverable, in part because you don't need to point the whole plane to aim the gun, and so their odds of scoring a hit remain unchanged.
 
Yeah, it's a brick. Plus side, though, it's a brick that can probably out-fly their bricks if we remember that triplanes are almost as bad of a roller as we are and monoplanes can't hold a sustained turn as long as we can.
Gunners in this system become more and more useful as the plane becomes less and less maneuverable, in part because you don't need to point the whole plane to aim the gun, and so their odds of scoring a hit remain unchanged.

The problem is, said gunner is also firing at a pretty violently manuvering target, and while we might be a comparatory brick we're still moving too- and that inspires issues. The film's pretty explanatory.
 
Oh yeah, as long as we also remember to praise the sun. What are you planning to change with the fisher? Also could you update the front page with the front page with the fisher moves we have.
 
Back
Top