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] You burn out and turn in early. Remove 1 more stress and go sleep.
[X] Reveal to those present a dark secret which would change how they see you. Ask if they still trust you.

What kind of dark secret a Fisher might have? I wonder...:o

For the Fisher move, maybe "Deep Ones" to get a +1 bonus when calling our patrons. Mostly to use while piloting, since the second person in the plane is also of our background, it won't pose any problem on that front.

From the page linked by the QM:
  • Deep Ones: When you call out to your patrons, loudly and without hesitation, take +1 Forward.
 
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[X] You burn out and turn in early. Remove 1 more stress and go sleep.
[X] Reveal to those present a dark secret which would change how they see you. Ask if they still trust you.

Drama!
 
Okay, dark secret locked in. Does anyone want to submit a secret that Arren wouldn't know???

Also we need votes on the advancement you will take!
 
You know, I don't think this is the first time we've killed. I think we've committed someone to the depths before. Everyone thought it was an accident. Maybe it even was, to an extent, but we didn't feel that way - we contributed, deliberately, to their demise. Later, we tried to put on the tattoo ourselves, in secret, and left a kludgy mess on our skin.

Fitting, really.
 
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[X] Ideomotor Response: Your plane effectively has an autopilot. It does not have to be switched on and off; it "knows" when you are behind the controls.
 
[X] Ideomotor Response: Your plane effectively has an autopilot. It does not have to be switched on and off; it "knows" when you are behind the controls.
 
Oh shoot, I wanted to vote for losing something. It's our first night away from home...

Still, this is good.

You know, I don't think this is the first time we've killed. I think we've committed someone to the depths before. Everyone thought it was an accident. Maybe it even was, to an extent, but we didn't feel that way - we contributed, deliberately, to their demise. Later, we tried to put on the tattoo ourselves, in secret, and left a kludgy mess on our skin.

Fitting, really.

Oh, this is really good.

[X] Acatalepsy

Also we need votes on the advancement you will take!

I was originally tempted by Forbidden Word, but I think I'm actually going to go with @Havocfett's choice:

[X] Ideomotor Response: Your plane effectively has an autopilot. It does not have to be switched on and off; it "knows" when you are behind the controls.

Because I find the implications of this fascinating when you consider we just gave a mad old former military pilot an honourable death in battle and then commended his soul to our gods.
 
1-8: Confessions
[X] You burn out and turn in early. Remove 1 more stress and go sleep.
[X] Reveal to those present a dark secret which would change how they see you. Ask if they still trust you.

During the evening, the bar was far more active than you'd seen it, with a good dozen transport fliers and their support staff filing in for drinks and to chat. You found yourself at a table with a few of the transport fliers, and more than once bought a round of drinks to keep their company and fascinating stories flowing. You'd been warned your whole life that outsiders would hate you on-sight, and you'd only ever had hushed conversations with traders before, but these people didn't bat an eye at your presence. Coming as you did from a village where skin tones ranged from alabaster white to a middling grey and everyone had the same stringy black hair, it was strange to be around people who looked, acted, and dressed so differently. So brightly, too; everything about these people and their surroundings seemed saturated and gaudy to you.

Arren seemed only mildly interested in the stories themselves, amusing himself by doodling the strange creatures and people they described in his notebook. But you noticed him studying each person and the way they dressed, trying to capture them in his limited palette on the sketchpad.

Though most of the pilots were only about a decade your senior, between them they had seen much of the world and many strange things. One had run with a gang of bandits for a summer, then spent a few years on cargo airships before getting a job with a trade company. He told a story that he was forced to dump his cargo and zoom climb to outrun a Grand Hawk which had decided to make him a meal, and he'd been saved only by a strange creature that had swooped from the clouds in one continuous roar and speared the mighty bird from the sky with an elongated horn. Another had been a member of a Flying Circus as the pilot of a company's five-engine bomber. After barely bringing the plane back on two engines and with a rudder missing, she'd cashed in, bought herself a fast cargo plane, and taken up the relatively more peaceful life of a cargo trader.

"... you'll see, soon enough." She asked, pointing to the googles around your neck. "So where you heading to next?"

"Aldershof. We heard the traders talk about it a lot... to be honest, it's the only town we know." You replied, shrugging and taking another deep sip.

"Good pick. There's never not work from Aldershof, and you can get pretty much anything that can be built or scavenged there." Another pilot replied. "You going by Tannbach or taking the direct route?"

Wha? "We were just going to fly straight there. Am I missing something?" This prompted some hearty chuckles from around the table.

"The direct route from here to Aldershof will take you over what's left of Kohlingen. It's not too dangerous these days if you stay at altitude, but it's a hell of a place to suffer a breakdown." The bomber pilot said. Kohlingen was a familiar name to you; it was the closest city to your village, and where you used to sell to. All you knew about it was that it wasn't there anymore. "Most of us like to swing by Tannbach first; it's a little farming community that brews it's own fuel, so it's a good stopover. It takes a little longer, but most of the time it's just not worth the risk going over the old city."

"Besides, we can trade a bit with them to make up for any shortfalls. Sometimes get work, sometimes take on passengers." Another offered.

---

Pilots drank a lot. Much more than you could, that was for certain. Within a few hours, you decided you needed to turn in, and Arren followed, looking relieved. You didn't want to be dealing with too nasty a hangover tomorrow when you set out, and besides, you needed some quality time.

You were nestled up against his chest, running your hand along the weave of his tattoos, when a thought occurred. "Arren, I need a tattoo."

"No, you don't." He ran a hand down your arm, stopping gently on your wrist. "I know it doesn't look much like it, but I know what this is supposed to be. You tried to do it yourself, right?"

You nodded, shame washing over you. "Y...yeah. I didn't..."

"It's okay. You don't have to tell me, but... who was it?"

Both of you had known a lot of loss. It was inevitable, living where you did, at the mercies of the sea. Arren had lost his father, yourself your mother, plus aunts and cousins and grandparents. Death was so present in your lives that it could be hard to keep track of it all. If you didn't tell him, he'd probably never figure it out.

But you had to tell him. "Remember that Treibholz boy?"

"I want to say... Edgar? A little younger than us?" Arren asked. Again, a lot of loss.

"Yeah. When the High Priest..." You touched the scar across your cheek, almost reflexively, and Arren brought his hand up to soothe you, running his fingers through your hair in a smooth motion. "He decided it'd be funny to make the wound worse, after everyone else had left Temple for the night. Stuck a finger in my mouth and pulled. But... a week later he was out on the observation balloon, and Rahel was off drinking with the Peltzer twins instead of being his watch. So... I cut his reel line. I didn't cut him loose, I thought about it, but... I was just trying to trap him up there for a few hours more, embarrass him, make him miserable. But then the winds picked up..."

You looked up at Arren's face, studying it for a reaction. He looked pained, but not angry.

"I... I hope you understand."

Wordlessly, he drew you closer to him, sharing your meager warmth under the inn's thin blanket and your piled coats. His hand kept stroking through your hair, then down along your jaw, and then your gills.

"Isa... he was always kind of a prick."

-4 Stress, woo! Your Confidant eats up 2 Stress for free every Routine, which is quite good and a great way of staying sane!

This concludes the Pleasure portion of our first Routine. Next up, business!

First of all, you have an obvious choice. Do you proceed on to Aldershof, and if so, do you...

- [ ] Take the direct route over the dead city.
- [ ] Stop by Tannbach first.

In addition, Business is the time when you buy new gear, get jobs, and hire people. So if you want to do any of that...

- [ ] Write-In!​
 
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I kind of want to take the direct route just because? I mean, think about it. You could either have a potentially(though not likely) pleasant and uneventful trip. Or you can(potentially) have monsters beyond your worst nightmares. One of them's a clear winner.
 
[X] Take the direct route over the dead city.
- [X] Sell or repair the gun, whichever is possible here.
- [X] Get tools to do engine repair work.
 
[x] Any delivery job on the way to your next destination? Might not be worth much, but it pays for the fuel!
 
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