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] Signal Ewald that you should double team the heavy gunnery plane to try and drive them off.

This is a perfect use of the Gain Advantage + Help, so...

Roll 3d10 and pick the two highest, then add Hard. You'll be at -1; the enemy plane is slightly more maneuverable.
 
Roger Wilco.

My math says that's a 9 and an 11
Salty threw 3 10-faced dice. Reason: Gain Advantage Total: 22
7 7 9 9 6 6
 
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4-5: Hold On, Elke
You signaled to Ewald to go for the big one; dive in fast, hit it hard, get out. Maybe put them off balance enough to get out quick and get on with your job. Ewald nodded and signed quickly, "On your wing.", and you pushed the intercom receiver to your mouth.

"Elke, hold on. This is going to get a bit scary."

You pressed the stick down, feeling the floaty, sickening feeling of falling out of the air, and began a dive on the target. Tracers flicked past your cockpit as you closed, keeping a curve in your dive to throw off their shooting, and the crosshairs slowly drifted up over the aircraft. Your finger closed around the trigger.

Roll 2d20 for your shooting!

You've dived 1 altitude and gained 4 speed.
 
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By your command.

Hrm. So if I'm understanding the new rules correctly, we could spend 40% of our (22? 26?) speed to potentially upgrade that system hit into a crew hit, or (if we were truly stupid enough to spend below stall speed) spend 60% of our speed to upgrade that miss to a canvas hit, yes?
Salty threw 2 20-faced dice. Reason: Shots (shots shots shots) Total: 21
5 5 16 16
 
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Speed spending applies specifically to the Gain Advantage move, so no.
EDIT: I just forgot that helpers are supposed to throw an extra die so lemme do that.
open_sketch threw 1 20-faced dice. Reason: Ewald Shooting Total: 8
8 8
 
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4-6: Gun Run
The twin guns boomed loud and you heard Elke shriek in the back seat from the sudden noise. The shots stitched across the air and through the machine, mostly hitting air and canvas before striking something on the front of the plane. Maybe the oil pan, or the reserve itself, because a thin, ugly trail of brown-black smoke sprouted from the engine pod. The two of you passed over the enemy aircraft with the speed from your dive, and you were right over them when you realized you'd be a slow-moving target for the front turret in a few seconds.

Ewald was still right on your tail. Elke was crying, and though it tugged at your heart you flipped the intercom switch off. You had to focus.

[ ] What do you do?​
 
[X]Signal Ewald to split the opposite direction of the climbing turn you're about to make.

Gotta give 'em trouble with tracking one of us, let alone both of us.
 
[X]Signal Ewald to split the opposite direction of the climbing turn you're about to make.

That works. Hope we can take that guy out on the next pass. Also, we should try to finish this soon so we can get the girl to the medical station.

Edit: Yay it's back. :)
 
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[X]Signal Ewald to split the opposite direction of the climbing turn you're about to make.

Roll 3d10 + Keen!
 
4-7: Bleeding Energy
13 - 3 = 10
Miss!


You broke left, and Ewald broke right, climbing hard. The tracers chased the triplane instead of you... success.

Then the plane kept rolling in the turn, shifting hard. The abused remaining aileron was stuck in place, so you applied rudder and leveled out... in the process bleeding energy and losing altitude until you were essentially flying a straight line right in front of the smaller enemy plane. A rattle of machine-gun fire streaked past as you tried to level out, and you could see the enemy plane in your rear view mirror. You were outrunning it, but you weren't going to outrun it's bullets if you didn't move.

[ ] What do you do?​
 
[X]Try and turn back for another run at the enemy heavy.

Escape isn't really going to be doable with our awful keen, so we may as well keep on the attack.
 
4-8: Head On, Apply Directly to the Engine
You kept a lead foot on the rudder and came around hard, coming in face to face with your target for a head-on attack. It was daring and, honestly, stupid, but it was better than getting shot to pieces from behind.

You could see the goggled face of the enemy pilot through his propeller. He wore a spiked helmet and a flight mask against the oil, and a single machine-gun ran over the cowl. You had the advantage of firepower, and you leaned low in the cockpit so that, worst comes to worst, your engine will take the hit instead of you.

Not that that would be much of a comfort if you fell out of the air up here in the mountains.

You finger closed over the trigger again.

Somebody roll either 2d20 or 3d20. 3d20 will use up 2 points of ammunition instead of 1.
 
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