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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1-4: Behind you!
You spent about a half an hour flying over the swampland, sweeping back and forth over the sky. Nothing but a whole lot of brown water and green plants under an increasingly darkened sky. The wind was getting real bad now, and the rain had increased in intensity such that it sometimes felt a bit like you were flying underwater, which didn't help visibility. You spent a lot of time watching your boyfriend in the mirror; Arren looked pretty miserable, but he was doing his best to watch around you.

You were about to circle around to check one of the larger bodies of water when he tapped you on the shoulder and tried to yell something over the engine.

"Behind us!"

"What?"

"BEHIND US!"

A chill washed over you. You pushed your mirror up so you could see behind you properly.

And there was a plane. Single-decker, big rotary engine, dull blue paint. Less than three plane lengths away. Behind the controls, behind the whirling propeller and machine-gun mount, a wide-eyed man, long shaggy hair and graying beard. No goggles. Wild yellow grin.

Scheiße.

- [ ] What do you do!?!​
 
1-5: Power Dive
[X] Go into a power dive to try to evade

There was no time to think. You just knew you needed out, and you probably weren't out-turning a light fighter. So you just jammed the stick forward and dropped.

The sudden reaction seemed to catch your attack off-guard; he dove after you, but his light little fighter couldn't nearly keep up. By the time you leveled out, just meters above the surface of the water, you were far outpacing the lighter craft.

- What do you do?

Here's your instrument panel.
 
Okay, so thanks to our Power Dive, we have eleven speed. We can spend speed to do better on our Moves, and the best bit is, we can decide whether we want to do it or not after we've made our move. This, combined with the fact that our plane is really strongly built, leaves us in a good position to get the drop on him.

[X] Perform a daring vertical loop, relying on our speed and the greater toughness of our machine, to get behind him and line up a shot.
 
[X] Perform a daring vertical loop, relying on our speed and the greater toughness of our machine, to get behind him and line up a shot.
 
[X] Perform a daring vertical loop, relying on our speed and the greater toughness of our machine, to get behind him and line up a shot.
 
[X] Perform a Reverse Cuban Half-Eight

Yes, this puts us head-on with him. We are tough, and while we only have the one gun, he will need to veer, or pull up hard. This makes him lose speed and means we can start setting up a second attack run. The other advantage is that he might expect a loop, or a flat turn, but he's unlikely to think we'll do a Reverse Cuban Half-Eight.
 
[X] Perform a daring vertical loop, relying on our speed and the greater toughness of our machine, to get behind him and line up a shot.
Right, let's Push the Limit! Roll me 2d10-2!

(When you Push the Limit by using Daring for a roll, any 11+ is a full success, but partials will damage your plane slightly from the strain!)
 
I have good news though: You have a TON of speed to spend, and it was pretty much built into the vote!

So you're going to drop behind him no problem, it's just going to cost you 2 more speed!

Next question; are you shooting, and how?


- [ ] Standard shooting.
- [ ] Holding down the trigger: Use up more ammo for better results.
Also, good news, your radiator is going to absorb the engine wear you took for pushing the limit!
 
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Okay, that results gives you a choice! You can...

- [ ] Accept a partial success with +1 result!
- [ ] Spend speed to bring you right to the edge of your stall speed to get a full success, giving you +2 results!​

The results are things like hitting more, more accurately, and for more damage. They are pretty powerful when stacked! But on the other hand, you'll need to accelerate and be vulnerable right after you do this, so... well, it's up to you...
 
- [X] Spend speed to bring you right to the edge of your stall speed to get a full success, giving you +2 results!
 
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