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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Maybe we should get a precision rifle for long range attacks since we can use our excellent calm to make those attacks. Or maybe a scattergun for Arren for a little more of a punch.
 
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Well, let's make a shopping lists

-Big list
- Hirelings (Not actually interested in these, but we could just look at prices)​
- Mechanic
- Negotiator
- Witch/Mage​
- Plane Upgrades
- Conventional (Both)​
- Engine tuning
- Aerodynamic improvements
- Weight reduction​
- Conventional (Isa's unnamed plane)​
- Replacing the drag inducing electric turbine with a direct dynamo running of the engine​
- Conventional (Howl)​
- Structural reinforcement (somehow)
- Engine tuning (Howl runs on an airship engine. It's way beyond it's intended usecase, producing less than expected hp is to be expected)
- Give it the ability to let it land on water, somehow?​
- Techno-artefacts​
- Reflector sight
- Advanced engine oils
- Advanced cooling fluids
- Jagdfaust (Yes, it's a wwII era weapon. Still, it may fit as an artefact. Basically, this is a tube containing 1 big shell. When activated and flown underneath an aircraft, the shell fires and blows up a plane) It's recoilless, which makes the ammunition even harder to find, but it's light and deadly)
- Air to ground rockets​
- Items​
-Telescope
-Binoculars
- Interesting Ritual resources
- Mountain Fossils
- Decent rations
- Compass
- Map
- Atlas
- Mysterious treasure maps
- Fire Grenade (a gas bulb filled with chemicals that extinguishes a fire once thrown at it)

 
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So, did loot include any good engines? Better than the one on our plane?
Engine tuning can only go so far.

Also, can we get an LMG for Arren once we return to the big city? Carbine is good, but I'd prefer something faster-firing.
And we could stand replacing our mounted MGs with high-caliber ones.
 
So, did loot include any good engines? Better than the one on our plane?
Engine tuning can only go so far.

Also, can we get an LMG for Arren once we return to the big city? Carbine is good, but I'd prefer something faster-firing.
And we could stand replacing our mounted MGs with high-caliber ones.
There was the 14 cylinder engine, but you didn't get to keep it, Wulf's crew did.

That said, you could buy the triplane with it installed here, probably. You just currently don't have a pilot for it.
 
How much does the triplane cost, anyway?
We probably can resell it in Alsdorf for a profit of a thaler or three, no?
 
Isa already has a parachute. Arren prolly needs one tho.

i wouldn't really trust the one we have... even modern synthetic parachutes are required to be inspected and repacked every 180 days, and all other parachutes 60 days. i have a feeling the generic parachute we found sitting around in fisherville hasn't been touched in several times that long, and may well not be safe anymore.
 
[X] Plan Boat God
-[X] Purchase the following
--[X] Good flying leathers for everyone
--[X] New parachutes for everyone
--[X] Price out the airplane parts market and check for neat stuff
-[X] Get price quotes from the freelance mechanics
-[X] Check the prices on twin-engine cargo haulers. There might be an old flying tin can around somewhere
-[X] Find the best back-alley lawyer you can so when/if you decide to formalize this there's a nice, easy, indisputable framework to work with. Like a boat charter!


A Junkers G-31

Also because I was a bit of an ass yesterday, I introduce you to the most adorable tow vehicle and plane mover.


Moe version

Yes, it's a prime mover with tracks in the back and a motorbike front end. 32 horsepower, could hit fifty mph in a dead sprint. Historically used to tow airplanes around too.
 
"how many legs? it's eight, right?"
>Hexapodia key insight

So! What do we need? We could get a cheap mail-runner, maybe.

Hirelings, we're actually rather small, so we don't need them.

Upgrading weapons, we need to figure out how much we have to work with in terms of mass and drag before we flip over a breakpoint, but I like the idea of getting a ring mount for the rear seat.

Could we get the engine rebuilt with a proper alternator, rather than slapping a dynamo on the driveshaft?
 
These lists of small essentials are very good, but 40þ is a a lot. With our beast of a seaplane and Wulf's helicopter we have kind of an awkward squadron- one plane much faster than the other; one lands on water, the other on land; our lack of heavier weapons make ground-attack or beast-hunting difficult. Fortunately we have the cash to smooth out these problems and more.

Just off the top of my head, these are the kinds of things we could be doing with this money:
  • Buy another combat plane and hire a pilot to fly it (or Arren could be the pilot??)
  • Get some kind of cargo hauler to carry around spare weapons and support staff
  • Retrofit Howl to make water landings (probably including various performance tune-ups)
  • Make an investment into local industry that will pay out dividends
Right now our biggest assets seem to be weird magic and weird planes, so we should think about how we can build that into a machine that solves problems and makes money.
 
We are going to return to Alsdorf very soon; Let's ask Irma to pay us in weapons there.
Unless we get a cargo hauler with lot's of defense guns, let's find us some more combat planes first.
 
  • Hirelings
These two:
"Oh, well, good. My name is Minna Hammerl, from Greifenburg in the south. I would like to apply. I've had extensive training in my enclave's militia as a wingman and element lead, and I have top marks in exercises." She listed her credentials off in a rehearsed patter. "I specialize in close range gunnery and scout flying, and my plane is in top-notch condition. It's a Thelen Kobra with factory-standard-"

"Back up, Minna." You said, holding up a hand. "Have you got any combat experience?"

"Um... no. I haven't. Yet." Her carefully prepared tone broke a bit. "But I really am quite good! I wouldn't let a fellow duelist down." She said, and winked at you.

She winked.
"Hey you two. Katrin told me you were the ones who intercepted her over the city. I'm Hanna Weigl. Thought I'd come see what was up. You hiring?" She was disarmingly friendly; she leaned against the table like she was chatting with old friends.

"Yes. We're looking for a combat flier for a defense mission. Just scaring off some bandits who've been harassing a town." You explained.

"Old-school. I like it. You need a combat scout for it? I've been Checkmate's lead scout for about eight months. Three kills, and there's not a lot of planes out there faster than my Eindecker. I could be a real as-set..." She said the last part as a little sing-song, and you couldn't help but smile.

"But what about Checkmate? Don't you work for them?" Arren asked.

"Fuckin' whatever. Rosa's got us parked here to send observers over the city for some fucking reason, which means I'm mostly just cooling my heels. She says finding the AA guns is steady money, but I think she's looking for a score down there and I got zero interest in that bullshit. I want action. I do a lot of baiting and evasive flying; maybe I could teach you a thing or two." She threw some fingerguns your way to emphasize the point.

I liked them.

Plus, a scout/dogfighter or two could fit into our squadron's tactics decently.
 
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All the other plans are good. One tiny addition: A detachable stock for our pistol so we can use it as a carbine when on foot. A pistol for Arren in case his rifle jams or we're in a situation where lugging a long gun around would be impractical would be nice as well. Considering the Goths habit of boarding... making sure everyone has a pistol is probably a good idea.
 
All the other plans are good. One tiny addition: A detachable stock for our pistol so we can use it as a carbine when on foot. A pistol for Arren in case his rifle jams or we're in a situation where lugging a long gun around would be impractical would be nice as well. Considering the Goths habit of boarding... making sure everyone has a pistol is probably a good idea.

For Arren, Ithink we should get him a machine pistol to give him a little more firepower in close quarters since we do have our ritual fillet knife if we need to get involved in a melee fight.
 
For Arren, Ithink we should get him a machine pistol to give him a little more firepower in close quarters since we do have our ritual fillet knife if we need to get involved in a melee fight.
Arren carries a similar knife, as does all the adults in your village. You just have the really fancy one the High Priest used in services. (And the one that cut your cheek open)
 
[X] Plan Shark

Okay, let's do some Get Stuff rolls!

Normally you roll for every important item so let's just go through the them line by line. We'll confirm purchases when we get to them in the narrative, and other options can be brought up as we travel.

No Roll Needed
- Paint Job
- Shoulder Holster
- Flying Scarves & Jackets

Roll 2d10+3 for...
- Ring Mount & LMG (One Roll)
- Engine Tuning
- Parachutes
- Hiring Minna Hammerl


Please do one roll each, and tag your roll with what you're rolling for!
 
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