Ezekiel "Zeke" Morgenthau: Difference between revisions
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Revision as of 23:24, 3 December 2023
Fisher
Zeke - Notes and Story Record |
Basic Stats
Hard | Keen | Calm | Daring | Stress | XP | |
---|---|---|---|---|---|---|
-2 | -1 | +4 | +2 | 0/10 | 0 |
Triggers | (cost) | Vents | |
---|---|---|---|
If you took a life | 1 Stress | Perform an act of faith in a public place, which will disturb those who witness it. | |
If you saw a corpse | 1 Stress | Express displeasure in your comrades. | |
...or worse, a shade | 2 Stress | Sacrifice something of value. | |
If fight a great beast | 2 Stress | Find a quiet place, regardless of danger. | |
If you call out to your patrons | 1 Stress | Put yourself in danger as a test of faith. | |
...and your faith was tested | 2 Stress | ||
If you or a comrade was hurt | 1 Stress | ||
If you flew over open water | 1 Stress |
Comrades | Trust? | Familiar Vices | |
---|---|---|---|
Garen | Y | Lust | |
Geb | ? | Music | |
Sabrina | ? | ||
Kat | ? |
Moves
Creepy (Core)
When inlanders and apostates witness your faith's practices or are confronted by your alienness, they must choose to Break Trust or take 1 Stress. NPCs will be disturbed, offended, or overly curious. If a PC learns any Fisher moves they negate this effect but gain Creepy.
Whispered Answers
When you sleep, roll 2d10 +Calm. 16+, ask 2; 11-15, ask 1. The GM answers; take +3 forward when you act on that information. On a miss, ask one and expect the worst answer.
- Where am I supposed to go next?
- What should I be afraid of?
- What is a secret I should not know?
- How can I serve my dark masters?
Soul-Bound
When you paint a rune in blood on an aircraft, it gains twice your Calm in handling. Take 1 Stress when it runs out of Toughness, and 1 Injury if the engine dies.
Blessing
When you dab fresh blood on an item, roll +Calm. 16+, take both; 11-15, take one. Effects last 1 Routine. On a miss, make a bigger sacrifice or the item is damaged.
- Take +1 Ongoing with this item (+5 Handling with a plane)
- This item cannot break (Armor 3/8+ with a plane)
Suggestion (Intimacy)
When you spend your time close with another, if you Trust one another, one person can lead the others in a trance, highlighting a stat for all of them. The entranced characters take +2 to that stat and -1 to another of their choice, until the leader ends the trance by word or signal.
If you use this move in the air, choose one: ignore the penalty, take +3 instead of +2, take +2 each to two stats.
Sharpshooter Mastery
Each Move taken past the first adds a flat +4 Damage when you Open Fire at an Absolute Range of Long, and +2 damage at an Absolute Range of Extreme, provided you hit at all.
Victories: Aircraft or balloons shot down, or probable kills.
[ ] [ ] [ ] [ ] [ ]
Metal or Meat: When you Draw a Bead, the Open Fire + Calm result can be taken for free, in addition to other results you qualify for.
Personal Effects
Assets:
- 3 Thaler
- A fine silk parachute.
- A ritual filet knife, razor sharp.
- A thick vest, blessed to ward off harm.
Baggage:
- Luminescent tattoos, recording your life.
- A necklace of sharp teeth from your relatives.
- Carved bone charms, for luck.