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] Make small talk

Hm. I wonder if she'll recognize us- shit, she'll recognize our plane.

On the other hand, the town watch seems to be pretty effective and all, so maybe this is a good chance to talk to them.

I'm not saying Ewald was right to shoot the girl, I'm saying his point that we're responsible is fair.
That's only fair if we can reasonably say that we could trust Ewald to do, and to ONLY do, what we tell him to. Which I don't think is a very accurate characterization of his personality.
 
Sherpenven is a wealth +1 town; it's stable and in good order, being more on the Ghibli side of the Miyazaki/Mad Max scale all towns fall under in Flying Circus.
 
Hm. I wonder if she'll recognize us- shit, she'll recognize our plane.

Well, for that she has to have seen it in/around Zinkstadt (And, if Ewald did his job well...) and to link us and our plane.
Ultimately possible, but not certain.

That's only fair if we can reasonably say that we could trust Ewald to do, and to ONLY do, what we tell him to. Which I don't think is a very accurate characterization of his personality.

Well, the thing is, he did exactly what we ordered him to. He might have interpreted the orders we gave in ways we didn't anticipate, but that is as much our fault as it is his.
 
Well, for that she has to have seen it in/around Zinkstadt (And, if Ewald did his job well...) and to link us and our plane.
We encountered the bandits in combat, didn't we? They'll recognize our plane.

Well, the thing is, he did exactly what we ordered him to. He might have interpreted the orders we gave in ways we didn't anticipate, but that is as much our fault as it is his.
Look, if we'd told Ewart "go get us two mugs of beer," and he'd gone to the bar, shot the bartender, poured the mugs himself, and brought them back, that wouldn't be our fault.

Now, this is a less flamingly unambiguous case than the beer case would have been, but the point remains.

We didn't order him NOT to shoot children, but we damn sure didn't order him TO do so. And by shooting a child he made our situation a hell of a lot harder than it had to be.
 
We encountered the bandits in combat, didn't we? They'll recognize our plane.

One of the bandits is in the Gotha´s hangers courtesy of our MG. The second is possibly too, if Ewald was the pro that he is.
Bandits recognising our planes, while possible, is not certain.

And we´re not screaming ¨The two-seater without aileron, but with bulletholes is mine!¨ from the roof of the inn, so, unless they decided to go to the inn after gathering intel as opposed to gathering intel in the inn itself, they´re not necessarily aware of our link.

And as for Ewald, he probably immediately went to the conclusion that locals were going to lynch us (And we were spared that fate only because they didn't have pilots and had urgent need to move on of their to the doctor by plane).
His conduct wasn't stellar, sure - but the situation was fucked up anyway.
 
One of the bandits is in the Gotha´s hangers courtesy of our MG. The second is possibly too, if Ewald was the pro that he is.
Bandits recognising our planes, while possible, is not certain.

And we´re not screaming ¨The two-seater without aileron, but with bulletholes is mine!¨ from the roof of the inn, so, unless they decided to go to the inn after gathering intel as opposed to gathering intel in the inn itself, they´re not necessarily aware of our link.
That's a fair point. On the other hand, they may have already gathered some intel, especially since our arrival in the area, and our conduct since, has probably caused something of a stir.

And as for Ewald, he probably immediately went to the conclusion that locals were going to lynch us (And we were spared that fate only because they didn't have pilots and had urgent need to move on of their to the doctor by plane).
His conduct wasn't stellar, sure - but the situation was fucked up anyway.
Him shooting a twelve year old made the situation MORE fucked up, was almost certainly unnecessary even assuming we were about to be immediately lynched, and was not a logically implicit consequence of our orders.

Can we just... not make excuses for the blatantly amoral sociopathic guy who's "killed people for less" than throwing hot beverages on him? He was a useful mercenary, but that doesn't make him a good man, nor does he pressingly need a defense attorney.

I GET how his actions make sense in the specific context of an amoral sociopath. That doesn't make him a good person, make his actions in any way sympathetic, or mean we should continue our association with him voluntarily if we can avoid it.
 
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The man sank back into his chair, a look of utter frustration on his face. "Really kid? Alright, fine. I'm Ewald Köppen. I grew up in Jägerhort and flew in their youth guard, then formed up with a Circus out of there; you wouldn't have heard of them. After they died, did some jobs for the Red Talons, skipped out, worked for Checkmate for a few years, bounced on that when they missed my pay, worked some odd jobs, did some raiding. Eight confirmed kills, three balloons, shared credit on four airships. I've been shot twice and lost three planes in combat, I have a fully-loaded Spinne triplane on the runway, and I get paid up front. Any other questions?"
Ewald was chosen for his experience. Explicit experience in amoral mercenary work and outright banditry, at that.

He's got himself into hot water before and it sounds like he's already got his money in his pocket. He's a big boy, he can handle himself - and if he can't, he's made his own bed.
 
[X] Curl up around your coffee and just listen

Here's a better idea. All they can see by looking at us is that we've just been in a fistfight, so unless they already know that we're the pilot of that shot-up plane, the best damn thing we can do in this situation is not draw their attention.
 
Good point. If they don't know who we are, we probably don't want them to figure it out, but we might want to learn something about them.

[X] Curl up around your coffee and just listen
 
4-13: I Am So Gay For Wulf
[X] Curl up around your coffee and just listen

You pulled your hood up and sat away from the bar, listening to the conversation as the bandits got their drinks and watching their reflection against the window. Their steins filled, they went to a table almost exactly behind you and sat down to relax, their leader leaning far back in her chair and putting her feet up on the table. You leaned a little closer to listen.

"-pretty good day's works all told." Wulf was saying, in between swigs. "I really liked that swoop you did between the smokestacks, that was inspired."

"Let 'em know we mean business." One of her companions laughed. "Did you see them run? Hilarious!"

"I've never seen anyone pay up so fast." The other said, before calling out to the barkeep. "Hey Albin, any word from the rest of the of the crew?"

"Kerstin's sent a letter for you from Oudenberg, she'll be back sometime before the summer. And the doc was in earlier." The barkeep appeared around the corner for them, leaning against the wall casually.

"Is Benedikt walking at least?" One of the others asked.

"Not yet. Apparently his knee is really messed up. He's still at home." The barkeep replied. There was muttering from the crew, most of which you didn't pick up, though you heard "fucking Goths" in there somewhere.

The barkeep went back as more customers (they looked like shepherds) came in, and the crew kept talking. You listened to them saying not much about anything, until you heard something unusual.

"What was with the fish-boy at Zinkstadt, huh? You don't see them around much."

You turned almost involuntarily, in time to see Wulf shrug, and realizing your mistake you quickly turned back. "I dunno, probably just some traveler."

"I didn't see a plane though. Somebody dumped him there maybe?"

"Shit, sucks for him. I'd rather take a jump at a thousand meters than get stuck in a town like that." Wulf replied, punctuating with a long swig of her stein. "Poor bastard's gonna freeze his gills off come winter."

"Maybe she knows." The larger of the two flunkies said, and you watched in the window horrified as he pointed to you. "What's the odds we get two unrelated fish in the same valley?"

You tried your best to keep your cool as Wulf swung her long legs off the table and started towards you, her hand resting casually on the pommel of the massive knife on her belt. She stopped behind you and you turned, slowly, watching her pull down her wolf-skull hood. Freakishly, the ears stayed right where they were on her head, and as she grinned you saw her long canines.

"Hey little fish. You lose a friend at Zinkstadt recently?"



[ ] Write In​
 
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[X] Lie
-[X] Tell them a breakup sob story, the greatest ever told
 
[X] Lie
-[X] Tell them a breakup sob story, the greatest ever told
Seems legit.
 
We can 100% do that, but to what end? I need to know what you want with a lie like that for the move to work.
 
[X] "What's it to you?" *annoyed glare*

Why not make it clear we aren't interested in chatting with her first? She can probably tell that we aren't acting like we just had a bad breakup or something, unless it was assumed by her that the jackass with the triplane was our boyfriend, which wouldn't fit with the story because she's asking about a "fishboy" in Zinkstadt.
 
Worth noting: Isa has poor Keen, which I believe is used for lying, so I suspect any breakup sob story would be at best the medium-est ever told.
 
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