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'''<big>Carissa, Daughter of Gerard'''</big>
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'''<big>[[Carissa, Daughter of Gerard]]'''</big>
 
 
[[File:Carissa.jpg|300 px]]  [[File:Carissa 1.jpg|200 px]]  [[File:Carissa 2.jpg|350 px]]
 
 
    
 
    
'''''Active since December 15, 2018'''''
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Father:  Prince Gerard of Amber
'''Father:''' Prince Gerard of Amber
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Mother:    Janelle Hollings
  
'''Mother:'''    Janelle Hollings
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Description: Cari is 5’ 9’, she is muscular but lithe, she has pale skin, blue eyes and very dark brown hair which she typically keeps cut short.  She has a scar on her left calf from a compound break from a motorcycle accident.
  
'''Description:'''  Cari is 5’ 9’, she is muscular but lithe, she has pale skin, blue eyes and very dark brown hair which she typically keeps cut short.  She has a scar on her left calf from a compound break from a motorcycle accident.
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Hobbies:  Parkour, motorcycles, roller derby plays on the LA Derby dolls, blogger on exploits, pool
 
 
'''Hobbies:''' Parkour, motorcycles, roller derby plays on the LA Derby dolls, blogger on exploits, pool
 
  
 
==Ranks==
 
==Ranks==
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==Points{117}==
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==Points==
  
'''''Total: 117=110 Stats+1 Powers{60}+6 Skills+0{85} Items +0/0 allies/Enemies+30 Stuff'''''
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''Total-401=245 + Sig Piece(16)+(140 Powers)''
  
 
*110 in Stats  
 
*110 in Stats  
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*0 in Allies (8/8)
 
*0 in Allies (8/8)
 
*0 Stuff
 
*0 Stuff
===''Advancement''===
 
*3 (Added to Psyche) Ride to Amber-Gerard, Vander, Carissa.  Diego Raks.  Jeweled Road. 
 
*2 (added to Psyche) An Evening at Thin Whip's Place.  Jurt.  Custus & his CHAD crew.
 
*1 (Spent on Cantrips) Cantrips With Nala
 
 
Saved Pips
 
*10 Ten year Outline Completed. Randal and Racing.
 
*1 Met Harla
 
*2019 advancement
 
**10 pips  :storage
 
*2020 Advancement
 
**10 pips :storage
 
*2021 Anniversary Advancement.
 
**10 Pips- Advancement: in Storage
 
**3 Pips to Endurance:added
 
  
 
=='''Statistics'''==
 
=='''Statistics'''==
 
*Psyche: 5
 
*Psyche: 5
*Strength: 51
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*Strength: 10
*Endurance: 13
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*Endurance: 51
 
*Warfare: 44
 
*Warfare: 44
 
(GM-See Note below on changes in stats)
 
  
 
=='''Powers'''==
 
=='''Powers'''==
 
*(50) Pattern of Amber (50 granted)
 
*(50) Pattern of Amber (50 granted)
*1    Cantrips (12 for Amber Psyche and 1 for Psyche 5 standard, taken as a 1 pip power doubles to 26 Cantrips able to be memorized)
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*1    Cantrips
 
*(10) Limited Shapeshift
 
*(10) Limited Shapeshift
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=='''Skills'''==
 
=='''Skills'''==
*3-Parkour- Free-running and similar acrobatics and gymnastics
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*3-Parkour
 
*1 Roller-derby Acrobatic Specialty
 
*1 Roller-derby Acrobatic Specialty
 
*1 Motorcycle.  (Also applicable to a lesser degree to Bike Riding)
 
*1 Motorcycle.  (Also applicable to a lesser degree to Bike Riding)
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=='''Allies & Enemies'''==
 
=='''Allies & Enemies'''==
===Allies-8===
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  Allies-8
 
*4 Gerard
 
*4 Gerard
 
*1 Nala
 
*1 Nala
 
*1 Arloxedra
 
*1 Arloxedra
*1 Unknown Ally
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*1   x
*1 Unknown Ally
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*1   x
  
===Enemies-8===
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Enemies-8
*4 Main Enemy-Gonna be someone really nasty. Probably hard to kill.
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*4 Main Enemy
*2 Serious Enemy-Reasonably non-violent but determined enemy.
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*2 Serious Enemy
*1 Enemy-Maybe needs some slapping around but not killing.
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*1 Enemy
*1 Enemy-Someone in Amber who takes a serious dislike.
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*1 Enemy
  
 
=='''Companions'''==
 
=='''Companions'''==
*'''Nala Mior Tral'''[[https://wiki.rpg.net/index.php/Court_of_Amber#Nala_Moir_Tral]] :Rebman Noblewoman. Sorceress & Wizard.  Diplomat
 
*'''Otter''' called '''Vidra'''
 
*'''[[Agda Alak Sar]]'''[[https://wiki.rpg.net/index.php/Elites#Alak_Sar-_Active]] :Elite on Current Assignment. ("Agda" Is a title for "Knight" used Tosa) Assigned.
 
  
[[File:Nala1.jpg|250 px]] [[File:Alak Sar.jpg|250 px]]  [[File:Otter.jpg]]
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*Nala Mior Tral :Rebman Noblewoman. Sorceress & Wizard.  Diplomat
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*(    Pet        ) Undiscovered yet.
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*Agda Alak Sar :Elite on Current Assignment. (Agda I a title for Knight used Tosa) Assigned.
 +
 
  
 
=='''Items'''==
 
=='''Items'''==
*(21) Navy Blade (Gift from Gerard. Admiral's Blade.  Created by Oberon)
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(21) Navy Blade (Gift from Gerard. Admiral's Blade.  Created by Oberon)
*(64) Gerard's Blue Harley
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(64) Gerard's Blue Harley
==='''Gerard's Blue Harley'''===
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*'''2 Chaos Vitality'''
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'''Gerard's Blue Harley'''
*'''16 Extraordinary Movement'''.  Holds its riders to it.  May carry 4 humans. Creates a protective shpere against speed effects to the riders
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'''2 Chaos Vitality'''
*'''2 Amber Stamina'''  
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'''16 Extraordinary Movement'''.  Holds its riders to it.  May carry 4 humans. Creates a protective shpere against speed effects to the riders
*'''8 Armor Ruggedly Invulnerable'''. Its riders seem to share a general invulnerability to the elements, general fire effect, wind dame, elements of a material nature being cast at it including rocks and bullets while the vehicle is in motion.
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'''2 Amber Stamina'''  
*'''2 Speak & Sing'''. Not quite sentient, more emphatic, it has intelligence enough to adapt to conditions, protect itself and its riders, even if they are inexperienced, and to behave in the manned an experienced rider would choose.  Anticipates choices.  For its principle companion(Gerard or Carissa) it seems to exude a sense of comfortable companionship and willingness.  It may have a sense of protection for them.  It has an unspoken, sub-sentience that make accept upgrading.  
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'''8 Armor Ruggedly Invulnerable'''. Its riders seem to share a general invulnerability to the elements, general fire effect, wind dame, elements of a material nature being cast at it including rocks and bullets while the vehicle is in motion.
*'''4 Extraordinary Psyche Sens.'''   
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'''2 Speak & Sing'''. Not quite sentient, more emphatic, it has intelligence enough to adapt to conditions, protect itself and its riders, even if they are inexperienced, and to behave in the manned an experienced rider would choose.  Anticipates choices.  For its principle companion(Gerard or Carissa) it seems to exude a sense of comfortable companionship and willingness.  It may have a sense of protection for them.  It has an unspoken, sub-sentience that make accept upgrading.  
*'''4 Seek in Shadow''' Will seek its rider if separated
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'''4 Extraordinary Psyche Sens.'''   
*'''4 Mold Reality''' Makes its road smoother when needed
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'''4 Seek in Shadow''' Will seek its rider if separated
*'''8 Item Extraordinary Regeneration. transfer 5'''-Any rider is treated with Extraordinary Regeneration 4 while in contact to the vehicle
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'''4 Mold Reality''' Makes its road smoother when needed
*'''8 Extraordinary Shape shift'''. It tends to shift to whatever shape a vehicle of its type would be considered stylishly exciting. In realms without such appeal it reverts to its blue early Harley appearance.  The tendency to chose a “Stylish” appearance seems to exude a degree of vanity about its own appearance.  Its rider may suggest shapes and design and it will nearly always comply, but may revet to its own choice of appearance.
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'''8 Item Extraordinary Regeneration. transfer 5'''-Any rider is treated with Extraordinary Regeneration 4 while in contact to the vehicle
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'''8 Extraordinary Shape shift'''. It tends to shift to whatever shape a vehicle of its type would be considered stylishly exciting. In realms without such appeal it reverts to its blue early Harly appearance.  The tendency to chose a “Stylish” appearance seems to exude a degree of vanity about its own appearance.  Its rider may suggest shapes and design and it will nearly always comply, but may revet to its own choice of appearance.
 
Empowered.  
 
Empowered.  
 
   
 
   
 
*The source of the power is to be discovered but it seems to function nearly anywhere, even in Amber.
 
*The source of the power is to be discovered but it seems to function nearly anywhere, even in Amber.
There is a sense when riding it that it is a happy and willing tool.  Its almost a sense of faithfulness. There is a sense it has been other things then a motorcycle..  As if it knows what its like to be a bulldozer, or a airplane, or a pizza oven.  Brief and infrequent flashes of a mechanical awareness pass to its primary companions (Gerard and Carissa-It will respond favorably to any of Gerard's children)
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There is a sense when riding it that it is a happy and willing tool.  Its almost a sense of faithfulness. There is a sense it has been other things then a motorcycle..  As if it knows what its like to be a bulldozer, or a airplane, or a pizza oven.  Brief and infrequent flashes of a mechanical awareness pass to its primary companions (Gerard and Carissa-It will respond favorably to any of Gerard's children)  
  
==='''Navy Blade'''===
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'''Navy Blade'''
 
Tot-21
 
Tot-21
 
Mithril Blade (The Navy Blade)(Oberon)
 
Mithril Blade (The Navy Blade)(Oberon)
 
A thin, straight, familiar longsword used by admirals on duty.
 
A thin, straight, familiar longsword used by admirals on duty.
*7} Double Speed 2 - Speed 4-Transfer 5
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7} Double Speed 2 - Speed 4-Transfer 5
*7} Combat Reflexes 2-Transfer 5
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7} Combat Reflexes 2-Transfer 5
*4} Deadly Damage
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4} Deadly Damage
*1} Mold Stuff-Find in Shadow
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1} Mold Stuff-Find in Shadow
*1} Alt Form-Bowie knife
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1} Alt Form-Bowie knife
*1} Rack Spell-Return to hand
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1} Rack Spell-Return to hand
 
 
=='''x'''==
 
 
 
=='''Miscellanea'''==
 
*Attended Fantalin-? year Course
 
 
 
 
 
 
 
Notes
 
I took 6 pips out of warfare to cover skills.  We had not discussed the skill stuff but it made sense she would have allocated them for things she was expert in as she grew up.  I view warfare as a largely intellectual stat, rather then strength or endurance. The way I look at skills is that while an Amberite can certainly become proficient at any skill they like by traveling in shadow and finding a place to learn it, by allocating a pips they become experts.
 
 
 
Consider some of the extraordinary Parkour stuff you've seen as someone with 1 or 2 pips in Parkour.  3 Pips is someone able to do a step above or some of the most amazing things.  4 pips is almost supernatural without using magic.  Having the 3 pips in Parkour gives her a first class ability and when combined with 1 pip in roller-derby allows her to do those kinds of tricks on wheels. 
 
 
 
1 pip in motorcycle makes her a world class stunt woman with motorcycles, possible including her parkour moves on them.  It lends itself to acrobatic bike riding too, like some of the crazy downhill bike races
 
 
 
1 pip in pool gives her great eye-hand coordination and skill in understanding how things work on a surface. Balance, force, the geometries.  Being skilled primarily at pool it lends itself to the eye-hand skills like thrown carnival games, maybe trick throwing like throwing a ball off a wall and landing it on a bowl.  Or throwing knives and rocks with skill.
 
 
 
We had not had a chance to discus a lot of this stuff but I do have another suggestion for Endurance and Strength.  As a child of Gerard she would have a tendency to be extremely strong , but growing up that would have expressed itself as her trying greater and greater feats of strength and extensive training.  Endurance and Strength might have developed along the way together. I suggest dropping Strength 10 pips to add 10 to Endurance. 41 STR & 20 Endurance would make them more compatible and still put her far beyond the usual Amberite level foes she is likely to encounter.  I'd suggest it but its your call.
 
 
 
Your stats are very high for a new PC since you didn't put a lot of pips in items or creatures or shadows.  If you would like to reconsider that it might be reasonable to dock str or str & warfare to create a pool of points for future use in creating a shadow for items in need.  A total of 10 pips set aside, 5 of which could fill out the max of 5 pips of Good Stuff if you like.  Again though that's your call too.  Letting things develop as they go will work as well.
 
 
 
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9 years
 
 
 
Year one & Two.
 
Two years right away traveling in shadow, a few weeks/months here and there, seeing what various shadows look like. Various life styles and technological areas.
 
 
 
During that time it would be a lot of rock climbing, free climbing. Different methods and equipment.
 
Mostly this time is traveling, learning how to shadow walk. Getting to know Alec and Nala.
 
 
 
Having read Corwin's Chronicles; spending a few weeks sifting sand and gathering a huge collection of uncut diamonds.
 
 
 
During year one or two it would be encouraged by random to spend a year at the University of Fantalin, Thelusia, taking the Royal Rights course.
 
 
 
Year Three
 
Finding a shadow with easy access to flying. Fixed wing. Bi-wing. Basic mechanics. Possibly some school work.
 
 
 
Nala and Alec become fluent in languages
 
 
 
Year Four
 
 
 
Traveling the Jeweled Road.
 
Walking the road and stopping at various places. Learning what's where. Visiting Mandalay. Spending time in the Dramaturge. Practicing gliding and sport flight
 
 
 
Year five
 
 
 
The Dramaturge is a place of many things and worth a full year.
 
Concerts. Events. Look into Dash Tours.
 
 
 
Year six & seven.
 
 
 
Using the Diners of Amber article and the King random Trumps
 
Visiting places for a week or two at least. Staying in the ones you like.
 
We can discuss or run Convos in any of the realms you want to pop in to.
 
 
 
At Neal's Diner a contact hooks you three up with flight training. WWII era prop fighters. Korean war Jets. Non-combat flying. Its a common sport: Flying vintage aircraft.
 
 
 
Year 8
 
Vulsar Base. Star Fleet Shuttle Training. With Vander and Vance trying to talk you three into joining Star Fleet. (Still an option)
 
 
 
Year 9.
 
Traveling in shuttle around the Vulsar galaxy and local shadows that are connected to Vulsar by strong shadow trails.
 
 
 
**At the end of all this:**
 
Skills for all Three
 
2 Pips Craft Pilot:Shuttle, Fixed Wing, Bi plane
 
1 pip Musical Instrument
 
1 Pip Climbing and Mountaineering
 
+1 Pip Parkour (Up to and including 3 pips for Carissa and Nala) 1 Pip for Alec
 
+1 pip Skill
 
+1 Pip Skill
 
More possibly depending on how convos work out. "
 
 
 
Add “Knowledge” on your running sheet under Miscellany . These are used thus; “Did I hear of anything about this during my time in the Dramaturge?” “..the Jeweled Road
 
 
 
"Time at Dramaturge"
 
"Time on the Jeweled Road"
 
 
 
Available Convos;
 
 
 
Convo on the Royal Rights course at Fantalin.
 
A violent encounter in the first 2 years-low danger
 
Convo on “Acquisition of gems at various place and in various ways”
 
Convos in the Dramatuge and trips using Dash Tours.
 
A few places from the King Random Deck. Depending on the places you visit. Thats what the deck is for.
 
Vance and Vander talking Star Fleet-Its their thing.
 
A pair of violent encounters on the Jeweled Road. (Campaign building ones)
 
 
 
Just so you know. Somewhere in here will be a really brutal encounter. No idea yet where.
 
 
 
Researches into Brand's life experiences which might include trips to Mandalay, Fane of Zilla, and Regor. After year 9, into Avalon.
 
  
Convos visiting a few of the Squiggles;Trasidly, Alamond. Pocai, Atlantis
 
--------------------------------------------
 
  
These are just ideas and outlines of possibilities I am eager to explore at your leisure.
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==Miscellanea==
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*Attended Nasty Place
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*Attended Fantalin-5 year Course
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*Venue Master-Dramaturge

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