Difference between revisions of "Running Sheet Silvana"

From RPGnet
Jump to: navigation, search
(Powers {})
(Powers {})
Line 36: Line 36:
 
* 5 Arden Stone:  May take some Convos to get but go ahead and allocate for it. Martin may be in those Convos with Titania.
 
* 5 Arden Stone:  May take some Convos to get but go ahead and allocate for it. Martin may be in those Convos with Titania.
 
* 15 Sorcery
 
* 15 Sorcery
 +
 +
==='''''Silvana Fey Powers'''''===
 +
I suggest starting her off with 26 pips worth of powers taught to her by her mother and other Dryads.  The pips for this are paid for by them.  Those are in normal text.  The powers in italics are ones she can acquire either now or in the future and would represent her personal interests and would be developed through other fey then Yavanna and her court.
 
*(26)[[Fey Powers]] Grown with.   
 
*(26)[[Fey Powers]] Grown with.   
These are the powers i suggest Silvana might know at the start. What she would have been raised doing as a royal Dryad. She gets them unpaid but can add more according to the lists at [[Fey Powers]]
+
   
'''General Fey Abilities'''
+
'''General Fey Abilities''' For the most part, with some exceptions, all Fey races have these abilities.
 
*Sense other Fey
 
*Sense other Fey
 
*Sense Fey influences
 
*Sense Fey influences
 
*Find Water
 
*Find Water
*[[Cantrip]]s: Fey, being close to nature with magical connections, will have a few Cantrips.  
+
*[[Cantrip]]s: Fey, being close to nature with magical connections, will have a few Cantrips. ''Depending on her psyche she might have a lot of cantrips. Cantrips are common in my game.  People with no other magical skills easily pick them up. ''
 
*Detect Poisons
 
*Detect Poisons
'''Minors''' 1 pip each to add
+
'''Minors''' 1 pip each to add
 
*Immunity to Sleep magic. This is a general immunity and high power effect can put Fey to sleep.  
 
*Immunity to Sleep magic. This is a general immunity and high power effect can put Fey to sleep.  
 
*Pass without trace. This is knowing how to move in and environment in a way to not disturb the ground and foliage on it. A skilled tracker might till follow them.  
 
*Pass without trace. This is knowing how to move in and environment in a way to not disturb the ground and foliage on it. A skilled tracker might till follow them.  

Revision as of 08:46, 14 November 2022

Silvana

Silvana1.jpg

Father:Martin

Mother:Yavanna, Arden Dryad Queen

Children: None

Description:

Hobbies:

Ranks

  • Dryad Princess


Points{125}

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

Statistics {}

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

I generally suggest not buying down stats. As a dryad her psych might be higher and her strength good. Her Warfare might be low as she has not had to deal with much warfare.

Powers {}

  • (50) Amber Pattern Imprint
    • the basic pattern imprint is given as a boon of the crown generally. In Silvana's case she may not start with it but will eventually gain it
  • (10) Limited Shapechange. When Oberon repaired the pattern he opened all Amberites up to the ability to change minor things like facial features, fingerprints, pigmentation.
  • 5 Arden Stone: May take some Convos to get but go ahead and allocate for it. Martin may be in those Convos with Titania.
  • 15 Sorcery

Silvana Fey Powers

I suggest starting her off with 26 pips worth of powers taught to her by her mother and other Dryads. The pips for this are paid for by them. Those are in normal text. The powers in italics are ones she can acquire either now or in the future and would represent her personal interests and would be developed through other fey then Yavanna and her court.

General Fey Abilities For the most part, with some exceptions, all Fey races have these abilities.

  • Sense other Fey
  • Sense Fey influences
  • Find Water
  • Cantrips: Fey, being close to nature with magical connections, will have a few Cantrips. Depending on her psyche she might have a lot of cantrips. Cantrips are common in my game. People with no other magical skills easily pick them up.
  • Detect Poisons

Minors 1 pip each to add.

  • Immunity to Sleep magic. This is a general immunity and high power effect can put Fey to sleep.
  • Pass without trace. This is knowing how to move in and environment in a way to not disturb the ground and foliage on it. A skilled tracker might till follow them.
  • Identify plant. This represents the vat amount of plant lore taught Fey. If they were on a world where they had no experience they might identify plants in comparison to plants they know.
  • Sense weather: This is the hairs on the back of the neck feeling when crtain types of weather may occur. Rises in humidity, oncoming storms.
  • Faerie Fire:
  • Swim as fast as running on land.
  • Blend with plants-Trees. Oak easiest.
  • Shapeshift to alt form: Among the more powerful 1 pip powers this manifests as a fey having an alternate form as part of their nature. It may include one elemental form but in that case it is a racial things.
  • Resistance to charm magic
  • Climb with ease: This is a calm understanding of natural surfaces. While it can be used on structures it is far more oriented toward trees and rocks.
  • ''Minor Illusion: This manifests as making a image that would normally be in the nature setting of the Fey. It is less effective in artificial areas.
  • Leap and land: fall distance depending on Strength
  • Recall terrain
  • Lock Door-Unlock door

Advanced Fey Powers 2 pips each to add

  • Rest with nature (recover endurance twice as fast)
  • Spider Climb
  • Speak to Animals-Conversational at the intelligence of the animal.
  • speak with Plants-This is not a conversational Speaking but a sensing of things according to the plant's level of perception.
  • Life Bond: Fey is bound to some other life Form or place-Oak Tree in Arden
  • Call animal
  • Breath water
  • Insect plague
  • Invisibility
  • Seal Portal-Unseal Portal
  • Shapeshift to N/N forms
  • Animal bond:Bonds to one animal

Master Fey Powers 4 pips each to add.

  • Cause Plant Growth (based on Psyche)
  • Commune with nature.
  • Create Magic Circle: Creates a magic Circle, sometimes of mushrooms, that protect the caster from certain types of creatures. Someone inside can not be charmed or possessed. Rings last an hour to indefinitely, based on the caster's psyche.
  • Fly
  • Animal bond:Bonds to one type of aimal.
  • Control weather (based on psyche) This is a local effect that essentially creates the weather, not something that causes weather over a vast amount of space.
  • Shapeshift-Costs 20 pips for full shapechange
  • Shapeshift to Wind, Water, Earth, or Fire.(Separate from other Shape Shrift powers)

Skills {}

Take a look at the skills page here Jeweled Amber Skill Points. I suggest about 5 pips in Skills to start.

Allies & Enemies {0/0 = 0}

Allies and enemies balance out. My thought is that as a person gains a friend there is often someone equally unhappy about it. So feel free to put around 6 pips of various amounts as allies. I'll fill out the enemies and it gives me a place to start setting up the PC's arc.

Allies

various

Enemies

various

Companions

Random is a careful monarch. He assigns an Elites to every member of his family he can. Some become boon companions of the royal. Some are used as door openers and drink servers. Some are dismissed. From a GM pov the Elite is there to help the PC develop a sense of the universe and the game as someone i can channel information through.

Items {}

  • Signature piece. Each PC will start with some distinctive item. It will be a gift from a relative, an item they grew up with, something specific from their home realm. Imagine it as something that might be in a royal's trump;Corwin's grayswandir,

Shadows{}

Not having traveled out of Arden she might not start with a personal shadow. Allocate the points at the start and then find and develop the shadow later, in game play, if you want a personal shadow.

Stuff{}

Miscellany

Character history. Notes. Quirks.