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] Land and confirm your kill.
Double the cash is good.
Anyway, the storm is coming in, so we may want to try to shelter on the island somewhere.
 
I assume the bartender will want proof that he's grounded for good before he pays us the extra four thalers.

I mean, we could probably insist we got the guy and demand he gives the extra anyway, and say he knows where to find us if he hears reports of the guy attacking more planes. But that might not work, and also we'll be in a right pickle if it turns out the old coot somehow survived.


His body and blood we condemn to the deep. His canvas, wood, and metal we claim for ourselves.

My word, gently lowering his body into the swamp as a makeshift burial and rendering his soul up as an offering to our gods would be so cool.
 
Hey, I am trying to talk myself into something that would be downright suicidal here, and you are not going to ruin it for me! :V

Hey, I wanted to land too! I'm just pointing that a lack of a relevant rule will not prevent the GM to ask us to roll the dice.

My word, gently lowering his body into the swamp as a makeshift burial and rendering his soul up as an offering to our gods would be so cool.

I'm with you (and Acatalepsy) on that.
 
Hey, I wanted to land too! I'm just pointing that a lack of a relevant rule will not prevent the GM to ask us to roll the dice.
There are, in fact, rules for landing.

We've taken no injury, and currently have no stress. We will not explode and/or die by landing, though the plane might get a little banged up.

[X] Land and confirm your kill.
-[X] Consign his body to the waves, his soul to the gods, and his earthly goods to the living

Hmm, I don't suppose we could tow his plane back? We don't have that powerful of an engine, and I'm not sure if we have any cargo space to do things like carry any guns back, so going for a rondel and part of a control surface should work.
 
[X] Land and confirm your kill.
-[X] Consign his body to the waves, his soul to the gods, and his earthly goods to the living
We have more than one duty...
 
1-7: To the Waves
[X] Land and confirm your kill.
-[X] Consign his body to the waves, his soul to the gods, and his earthly goods to the living

You put down on a small stretch of water near the crashed plane, and the two of you waded through to the smashed fighter. It was strung up among branches and roots, nose pointed up, splintered propeller and engine still rotating lazily. Fuel and oil leaked out in a spreading stain in the surrounding water. The pilot was still strapped in to his seat, leaning half-out of the cockpit, and a slow trickle of blood washed down the aircraft's remaining wing.

"Engine looks intact." You said, inspecting the seven-cylinder rotary. "Worn out, a little rusty... it's a shame to leave it."

"We can't take it." Arren said, climbing up for a better look. "The gun's ruined." He turned and, after a moment's apprehension, started running his fingers through the pilot's clothes, pulling forth a pair of binoculars and a handful of old medals.

You couldn't help but stare at the corpse. Death was no stranger to you; you couldn't live at the edge of the Dark Sea and not be touched by it. But death for you was disappearance, the sea claiming you for its own. You'd lost family, but never seen a body until today. The man was aged, maybe mid-fifties, emaciated and filthy. His clothes were a mixture of hides, canvas, and what looked like an ancient military uniform buried underneath. There was a bullet wound in his shoulder that exited from the side of his torso, and another in his thigh, and his eyes hung open and unseeing.

"We should attend to him." You said.

"He wasn't a believer, Isa. The gods don't know him." Arren said.

"And yet, they claimed him." You said.

Arren stared at you for a few seconds as if struck dumb, rainwater pouring off his face. Then he nodded, drew his knife, and cut the man down, and the two of you pulled him out onto a patch of ground. Arren tried to smudge a rune into his chest, but the rainwater washed away the blood. You cut a strip of canvas from his plane to cover his eyes, removed his boots, and pulled him out into the shallow water. It wasn't the sea, but it'd do.

You stood in contemplation for a moment, trying to think of the words. "I don't know who you were." You began. "A soldier, once, I think. You clearly had a life of hardship, and I feel this may have been a mercy. Your ways were strange to us, but you deserve this, at least. We consign your body to the waves and your soul to the Gods..."

At that, Arren placed a belt of ammunition from the downed plane across the man's chest, and he sunk into the marsh and out of sight.

"And your earthly goods to the living." Arren said, finishing the rite. "Come on, Isa. The storm's getting worse."

You just had one more thing to do. You approached the side of his plane with your fillet knife. The plane's roundel was a sign of the clubs in black and white, the ancient symbol of the fallen Fokker Kingdom. Under it were markers; two red diamonds, a green square, and a white and black shield. Four kills. Just short of an ace.

You cut the canvas loose, rolled it up, and returned to your plane.

---

"He's dead?"

"Yes, Herr Seydel. We took this from his plane." You unrolled the canvas on the table. "His plane is destroyed, though the engine is salvageable. Arren's working on a rough map if you want to find it."

The old man picked up the canvas gently, as if handling an ancient artifact, staring at it almost reverently. As he did, you noticed the clubs badge on his pocket.

"Shame it came to this. World's gone mad, you know? No place for the old anymore." He rolled the canvas into a tube and handled it to you. "The young get to inherit our glory, and our mistakes. I just hope you do a better job with it than we did."

He left the table for the back room, leaving his payment on the table. You leaned back in the chair and stared at the ceiling.

You have taken 4 Stress.
- For flying a mission.
- For taking a life.
- For seeing a dead body in the flesh.
- For passing over water.

Every background has different stress triggers. As stoic and devout believers in a fairly fatalistic religion, the Fisher is used to personal loss and hardship, so is immune to many of the triggers that plague other characters. Instead, they have some idiosyncratic ones based on their religious and cultural beliefs.

This completes the Flight and Ground Evasion portions of our Routine, so we're onto Pleasure. Now's the time to spend money like an idiot! You pay your personal upkeep at this point, and you can pay +1 to really go to down, giving you an ongoing bonus to drowning the pain. This is the time to drink, pray, screw, and socialize. After that, we take care of business, and the routine starts over again!

- [ ] Spend 1 and take it easy.
- [ ] Spend 2 and party!

- [ ] What do you do? (Write in!)​
 
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The job was 4 thalers for patrol, and a bonus. You never mentioned what bonus we got for downing the pilot. I don't think the character sheet was updated either.

Were the pilot's belongings worth anything?

- [x] Spend 1 and take it easy.
 
[X] Spend 2 and party!
- Get Arren to give you a tattoo. Your first kill. That matters.
- Find what news and information out of Aldershof. Maybe a map?
- Oh man look at all these drinks. They taste terrible! What's the big deal with them? What's the harm in having another?
 
We have 11 thalers now. Arren and the plane take 2, we take two to party, and that leaves 7 thaler for upgrades and repairs. Radiators are designed to take stress, and so are covered under regular maintenance.

We have one gun that doesn't work and is taking up mass, so we should see about replacing that. Maybe with a heat ray. (So help me I will see the Fire Hazard III actually fly. And a lifting-body plane.)

[X] Spend 2 and party!
 
We should replace our kaput gun, or maybe think about re-doing our armament generally, and going for a single Big Gun, if there's anything decent locally.

We may also want to think about whether we're going to be staying here for a while, or pushing further west to Aldershof immediately. We seem to be at the closest trade hub to our old fishing village, so it's definitely possible that someone angry might come looking for us here. On the other hand, it'd be nice to have a buffer of cash before we move on.

[X] Spend 2 and party!
- Get Arren to give you a tattoo. Your first kill. That matters.
- Find what news and information out of Aldershof. Maybe a map?
- Oh man look at all these drinks. They taste terrible! What's the big deal with them? What's the harm in having another?

[X] Plan Acatalepsy
 
Alright, that's a partial success. You lose 1 Stress, and now you must choose 2!

- [ ] You burn out and turn in early. Remove 1 more stress and go sleep.
- [ ] You lose something; money, a nice jacket, your keys, your gun.
- [ ] The GM offers to remove another stress point in exchange for a dare.
- [ ] Reveal to those present a dark secret which would change how they see you. Ask if they still trust you.
- [ ] Do something to break trust with somebody.
Also, getting a tattoo really sounds like dipping into the Fisher moves for this Routine's advancements rather than improving Mastery, so choose 1 from this list! I'm still working on the Moves so they are subject to change.
 
Merry Christmas! Apropos to this thread in particular:




Re: voting -
[X] Reveal to those present a dark secret which would change how they see you. Ask if they still trust you.
[X] You burn out and turn in early. Remove 1 more stress and go sleep.
 
[X] You burn out and turn in early. Remove 1 more stress and go sleep.
[X] The GM offers to remove another stress point in exchange for a dare.
I...assume stress removal is good, so going with that.
 
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