Running Sheet Harmony: Difference between revisions

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Created page with "<big>'''Harmony, Daughter of Caine'''</big> ? Find me an image you like and I'll make up a trump. '''Father:Caine''' '''Mother:''' '''Description:''' '''Hobbies..."
 
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=='''Miscellany'''==
=='''Miscellany'''==
My general philosophy is that this is a shared experience. If you are not having fun, let me know as soon as possibleI won't have fun if you are not having fun.
12/5 Game: Escape From New York
GM: @Michael W Cast: 3-5 Players System: ADRPG
 
 
 
Name : “Officer” Harmony {Caine’s Daughter} P-10 S-10 E-10 W-10 Stuff : +2
“Shadow Bounty Hunter & Prison Guard.
Pattern {Free … Thank You, GM}
ID Warrant Card : {2pts}
Able to “Mold” Shadow Creatures
Be Prepared to Bluff & improve dispositions.
 
Blade : {2pts}
Double Damage
Wickedly sharp Quad-bladed Fighting Knife.
 
Uniform : {25pts}
*4 Alternate Form/Shape-Colour & Styling can be changed as needed.
*4 Able to Speak & Sing. Always looking after ‘Occupant’.
*2 Combat Reflexes Devoted to being ‘Alert to Ambush’ etc.
*2 Sensitivity to Danger For whatever ‘Training’ can’t cover.
*2 Invulnerable to all Conventional Weapons  Expect to keep ‘Occupant’ safe from harm.
*4 Regeneration (Conferred 10)
 
Black Bag : {9pts}
Alternate Form/Shape-Always a Bag :Changeable Colour & Size via a 10-digit combination Lock.
Psychic Barrier: Neither Psychic, nor EMF/Sound signals can penetrate its skin when closed.
Invulnerable to all Conventional Weapons Can’t be breached by in/external forces.
 
 
 
Possible Adjustments : Drop all Attributes to 7, thus yields 12 pts => P-7, S-7, E-7, W-7, Stuff +2
 
Skills (10 pts available)
 
Audio/Visual Stun Grenades : {2pts} Rechargeable & Reusable
Extra Hard Damage
N&N Items (12)

Revision as of 01:30, 31 May 2022

Harmony, Daughter of Caine

? Find me an image you like and I'll make up a trump.

Father:Caine

Mother:

Description:

Hobbies:

Ranks

Lady of Amber

Points{}

Total: = Stats+ Powers{c}+ Skills+{c}+ Items +0/0 allies/Enemies + Stuff+Storage

  • # in Stats
  • # Points Spent on Powers, (# of Points Gifted on Powers)
  • # Pips Spent on Skills. See Jeweled Amber Skill Points.
  • # Pips spent on Creatures and Items. (# of Pips gifted for Creatures and Items)
  • 0 in Allies (# in Allies/# in Enemies). In general i balance Allies and Enemies. If a character has developed an ally, someone is unhappy about it enough to be a enemy.
  • # pips in Stuff. Good Stuff is a safe life. Bad Stuff is an exciting Life.

Advancement

Certain elements of character background might generate a block of advancements pips before the game.

Statistics{}

  • Psyche:
  • Strength:
  • Endurance:
  • Warfare:

Powers {}

  • (50) Basic Imprint of Amber

Skills {}

In General i suggest about 10 pips in skills ranging from 1 to 3 pips. Remember, the more in a skill, the more it needs to be used and expressed in game play.


Allies & Enemies {0/0 = 0}

Allies

  • various

Enemies

  • various

Companions

Characters will usually start with an Elites bodyguard/companion


Items {}

I will generally work with a player to develop some signature item that fits with their character concept.

  • Signature piece

Shadows {}

Stuff{}

Miscellany

12/5 Game: Escape From New York GM: @Michael W Cast: 3-5 Players System: ADRPG


Name : “Officer” Harmony {Caine’s Daughter} P-10 S-10 E-10 W-10 Stuff : +2 “Shadow Bounty Hunter & Prison Guard.” Pattern {Free … Thank You, GM} ID Warrant Card : {2pts} Able to “Mold” Shadow Creatures Be Prepared to Bluff & improve dispositions.

Blade : {2pts} Double Damage Wickedly sharp Quad-bladed Fighting Knife.

Uniform : {25pts}

  • 4 Alternate Form/Shape-Colour & Styling can be changed as needed.
  • 4 Able to Speak & Sing. Always looking after ‘Occupant’.
  • 2 Combat Reflexes Devoted to being ‘Alert to Ambush’ etc.
  • 2 Sensitivity to Danger For whatever ‘Training’ can’t cover.
  • 2 Invulnerable to all Conventional Weapons Expect to keep ‘Occupant’ safe from harm.
  • 4 Regeneration (Conferred 10)

Black Bag : {9pts} Alternate Form/Shape-Always a Bag :Changeable Colour & Size via a 10-digit combination Lock. Psychic Barrier: Neither Psychic, nor EMF/Sound signals can penetrate its skin when closed. Invulnerable to all Conventional Weapons Can’t be breached by in/external forces.


Possible Adjustments : Drop all Attributes to 7, thus yields 12 pts => P-7, S-7, E-7, W-7, Stuff +2

Skills (10 pts available)

Audio/Visual Stun Grenades : {2pts} Rechargeable & Reusable Extra Hard Damage N&N Items (12)