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] Plan Drei: Boarding Action.
-[X] However, book does not accomodate for magic - and we have ways to let our planes land safely without pilots as well as an expert who can both land safely herself and do the same service for others.

We don't need to hire many boarders.
 
[x] Plan Eins: Intimidation.

If we take it intact, then go terrain-following and radically change course, we might be able to avoid our rivals. Hopefully. Maybe.
 
"There are three ways to successfully secure a zeppelin and its cargo. Eins, you form up around the zeppelin and threaten it until the captain follows your orders. Advantages: The zeppelin is taken intact. Disadvantages: You will provide a tempting target for escorts and defensive guns. Zwei, you make an attack on the zeppelin targeting the engines, aiming to disable all of them with light weaponry that will not touch off the gasbags. Advantages: This can be done even in active combat, Disadvantages: The zeppelin will be disabled. Drei, you land a team of soldiers atop the zeppelin with a slow-moving craft, such as another airship, a helicopter, or a specialized aircraft. They either use the external hatches or cut a hole in the canvas to enter, and they secure the ship with small arms. Advantages: The zeppelin is taken intact and can be moved to the location of your choice. Disadvantages: Escorts and guns must be cleared before the attempt is made, and causalities in boarding teams are often very high."

Oh no.

Are airships bombs in this setting? Because that's lame.

Because, realistically, airships are pretty durable, and they don't explode on a whim. We should be able to simply perforate the gasbags with whatever weaponry we desire, and then watch as it gradually and slowly looses lift before softly settling on whatever surface it happens to land upon.

During WW1, the British had to resort to firing a special mixture of explosive and incendiary rounds upon an airship, and even that required concentrated fire upon the same spot, so as to first tear apart the gas cell to mix hydrogen and oxygen, and then set it alight.
 
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Are airships bombs in this setting? Because that's lame.

Because, realistically, airships are pretty durable, and they don't explode on a whim. We should be able to simply perforate the gasbags with whatever weaponry we desire, and then watch as it gradually and slowly looses lift before softly settling on whatever surface it happens to land upon.

It depends on what they use, but Luftane is weird.
 
Oh no.

Are airships bombs in this setting? Because that's lame.

Because, realistically, airships are pretty durable, and they don't explode on a whim. We should be able to simply perforate the gasbags with whatever weaponry we desire, and then watch as it gradually and slowly looses lift before softly settling on whatever surface it happens to land upon.

Helium is expensive, so everyone goes with hydrogen... With predictable results.
 
Helium is expensive, so everyone goes with hydrogen... With predictable results.
My point is that hydrogen is that the predictable result you're imagining is false.

A hydrogen filled airship is not a bomb that goes of at the drop of a hat. Setting them alight requires either a source of fire (such as an engine burning), or a situation that first mixes the hydrogen with the air, and then sets it alight.

During WW1, the British airforce had to use specialized ammunition (a combination of explosive and incendiary ammunition) just to get the airship alight. Just incendiary ammunition will simply pass through with igniting it, as the gas cell is filled with pure hydrogen and no oxygen.
 
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Oh no.

Are airships bombs in this setting? Because that's lame.

Because, realistically, airships are pretty durable, and they don't explode on a whim. We should be able to simply perforate the gasbags with whatever weaponry we desire, and then watch as it gradually and slowly looses lift before softly settling on whatever surface it happens to land upon.

During WW1, the British had to resort to firing a special mixture of explosive and incendiary rounds upon an airship, and even that required concentrated fire upon the same spot, so as to first tear apart the gas cell to mix hydrogen and oxygen, and then set it alight.
Yeah no they won't just EXPLODE!!!!!! but... look you do not carry enough 7.7 to take down a zeppelin that way. Especially because self-sealing gasbags are a thing here.

By light weapons she means "don't actually shoot it with explosive shells or lightning guns or heat rays".
 
Yeah no they won't just EXPLODE!!!!!! but... look you do not carry enough 7.7 to take down a zeppelin that way. Especially because self-sealing gasbags are a thing here.

Okay, fine. I accept that argument, because it means airships are still cool.

Anyway, that makes intimidation a bit harder. Because the airships knows that we can't actually kill it.
 
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It depends on if they're using the lifting gases that we have in this reality as well. They might be using Luftane after all, which is something specific to the world of Whispers.
 
Anyway, we can do a modified version of plan 2 and 3.

Basically, we land Isa on the airship, stamp a rune on it, and then send her down as invulnerable commando transferring all damage to the airship's many, many engines.
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.
 
Anyway, we can do a modified version of plan 2 and 3.

Basically, we land Isa on the airship, stamp a rune on it, and then send her down as invulnerable commando transferring all damage to the airship's many, many engines.
Points for creativity, but I feel like this kind of magical shenanigans might have adverse effects.
 
Anyway, we can do a modified version of plan 2 and 3.

Basically, we land Isa on the airship, stamp a rune on it, and then send her down as invulnerable commando transferring all damage to the airship's many, many engines.

Not sure our patrons will cooperate (or even be able to) if we're not piloting the airship (or at least involved in its operation in a key way). I imagine the effect basically works via the notion of your plane/airship/whatever being an extension of yourself, which doesn't exactly apply if you're in the process of storming the bridge.
 
Arren opened the meeting. "So, does anyone know how to take down a zeppelin?"

Wulf raised her hand like a little kid in a schoolroom. "I do!"

"While keeping the cargo intact?" Arren clarified.

Wulf's hand sunk slowly back into her lap.
I like Wulf.

Remember this is just the ideal plan you will be going into the field with. You can always switch to a backup plan if things go wrong, and you don't need to write that in. Obviously if intimidation fails you can start shooting up engines or sending in the clowns. (Subject to availability of clowns.)
Am I the only one who pictured a mercenary squad consisting of terrifying clowns with guns

Not sure our patrons will cooperate (or even be able to) if we're not piloting the airship (or at least involved in its operation in a key way). I imagine the effect basically works via the notion of your plane/airship/whatever being an extension of yourself, which doesn't exactly apply if you're in the process of storming the bridge.
I dunno. It sounds to me like the plan is to board the aircraft in spirit before, y'know, finishing the job of boarding it physically. :p
 
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