Simone-Tiny Amber

From RPGnet
Revision as of 19:21, 22 November 2020 by Simone (talk | contribs) (Powers {37})
Jump to: navigation, search

Simone

Simone.jpg

Father: Lord Brazzle Chanicut of Chaos

Mother: HRH Princess Fiona of Amber

Siblings: Brother Marke, Sister Emma

Children: None

Description: Recently reaching her full height at 5 foot 11; Simone has red hair, green eyes, and is starting to become willowy rather than gaunt. Eating to match her metabolism and putting in hard work on her farmstead rather than following the norms of a mundane ladies boarding school has improved her. She is graceful when she isn't being observed but is still awkward at times in company. She hasn't yet adjusted to her rapid increase in height or changes over the last year.

Hobbies: Horseback Riding, Fencing, Chess, Sailing, Shooting Clays, Archery, Dance, Drawing/Painting, Piano and Clarinet

History: Raised by Fiona until she was 5 on an Earth Shadow, was brought to Amber for two years and then sent at seven to version of the Madiera boarding school, Great Falls, Virginia, on an Earth Shadow (1.5:1 time ratio) during the 1930s-1940s. While at Madeira she was being groomed for Olympic fencing, studied languages, history, diplomacy, dance, deportment, art, and math/science. Fiona brought her back to Amber at age 14 (character start) to learn more about her heritage, train, and be part of Random's program of encouraging family to bring their children to Amber.

Simone spends a brief time at Castle Amber, but leaves following a falling out with her mother and disowning her after finding out from Arlo about Fiona's role in the Patternfall War during an impromptu fencing lesson in Castle Amber Library with Darcy and Arlo. Dame Margot intervenes and heals Simone's foot when she runs away the first time, offering her comfort and supplies, and sending her off to cool down and take a few days away to think things through.

Simone runs into Gerard while she is trying to visit the Lighthouse at Cabra which leads to what is at first a pleasant seafaring adventure. Simone becomes involved in shipboard combat and is later sent back to Amber when the military situation unexpectedly escalates. Simone takes being sent home hard, and is shaken by her first combat kills. Encountering Arlo and her cousins in Amber library seems to make her feel unexpectedly worse due to their boisterous efforts to cheer her up.

Retiring to her rooms in Amber for the night, Simone is woken by a visit to her mother...the last person she wanted to see just then. She had not had time to think things through as the trip was supposed to allow and now had the combat experience to come to terms with. The discussion becomes heated and Fiona uses her powers to freeze Simone in place so she can't leave. This turns Simone even more against her mother and she leaves Amber as soon as she is free to move, disowning her mother and stealing two horses from the Amber stables on her way out. At the end of the argument, Fiona tells Simone who her father is and gives Simone his trump. Simone throws it aside, but later goes back and retrieves it.

Simone spends some time in City Amber as she lacks Pattern and can't get far. She earns a small living drawing sketches for people in the park. Random intervenes and gifts her a ring which allows her shadow travel in the hope that allowing her some freedom might avoid driving Simone away or turning her feelings against the family permanently.

Points {95}

Total: 95 = 37 Stats + 37 Powers{c} + 0 Companions + 17 Items + 1 (5/4) allies/Enemies + 1 Stuff + 2 Storage

Statistics {37}

  • Psyche: 15
  • Strength: 2
  • Endurance:5
  • Warfare: 15

Stuff {1}

  • 1 GS

Powers {37}

*(10) Limited Shapechange

*(10) Limited Trump

*(15) Full Sorcery

*(1) Low order Magery

Memorized Spells

  • Lvl 1: Match, Light, Sleep, Charm Animal, Detect, Protection
  • Lvl 2: Wind, Detect, Magic Missile, Levitate
  • Lvl 3: Dispell Magic, Protection Normal Missile, Illusion
  • Lvl 4: Healing, Telepathy
  • Lvl 5: Teleport, Telekinesis
  • Lvl 6: Passenger Teleportation

*(1) Cantrips

This permits appx. 12 minor spells/cantrips:

  • Light
  • Mending
  • Cleaning
  • Message
  • Weathertell
  • Mold Earth
  • Prestidigitation
  • Resistance
  • Thaumaturgy
  • Sacred Flame
  • Druid Craft
  • Eldritch Blast

Advancement

  • 2 pips-Fencing in the library and unpleasant truths.:Str & endurance
  • 6 Pips of naval battles and family battles:1 pip satchel call to hand, 1 pip the Roan Horse, 1 pip the Black, 2 pips endurance, 1 pip strength
  • 7 Pips study with Arlo and Lucia in sorcery
  • 1 pip Low Order Magery
  • 2 pip storage

Allies & Enemies {4/4 = 0}

Allies-5

  • 1 Arloxedra
  • 1 Marke
  • 1 Lord Trisdar
  • 2 Dame Margot (Simone put a point in...)

Enemies-4

  • 1
  • 1
  • 1
  • 1

Companions {37}

Caleb - Roan Horse {4}


THAT'S MY HORSE- SORREL.jpg

  • 2 Double Speed
  • 1 Double Stamina
  • 1 able to speak-Responses to Preferred owner.

Noble - Black {4}

603649-bigthumbnail.jpg

  • 2 Double Speed
  • 1 Double Stamina
  • 1 Able to speak-Responses to Preferred owner.

Bedwyr and Tiernan - Irish Wolfhounds {14}


Irish-wolfhound-620-403-shutterstock-128174327-1.jpg

  • 2 Chaos Vitality.2
  • 2 Double Speed 2
  • 2 Amber Stamina 2
  • 2 Combat Reflexes 2
  • 1 Vs Weapons 1
  • 2 Double Damage 2
  • 1 Able to Speak 1
  • 2 Sensitivity to dangers 2


Kira and Iona - Cats {15}


Mainecoon of ig 81897006 118203266355720 1610196586135730123 n-e1578685230120.jpg

  • 2 Chaos vitality
  • 2 Double Speed
  • 2 Amber Stamina
  • 1 Combat training
  • 1 Vrs Weapon
  • 1 Extra hard Damage
  • 1 Speak & Sing
  • 1 Sensitivity
  • 2 Rapid healing
  • 1 alt form-Cat is the basic form. Each has a different Alt-Form.
  • 1 ability blink 30'

Argentum - Cat

MaineCoonSilverTabby.jpg

Argentum was found in a box on Simone's return after a trip to Amber, Kashfa and elsewhere for furnishings and supplies, having hitched a ride...

Ponies

Simone has 4 local ponies that do the hard work on the steading and frolic in the fields when they aren't needed for a task: Snow, Cole, Cinnamon (Cin for short), and Molly.

Ca4868302dae535c07f5bbbe268a0661.pngUntitled-design-2020-06-09T104109.pngShetland-pony-2728202 640.png

Home

Country House in the Orkney Islands Shadow Earth:

Orkney2.jpgSimonehouse1.jpg1b9a5242.jpgOrkney3.jpg

Originally an abandoned farmsteading with dilapidated buildings and a fresh water stream running through it; Simone has gradually turned the tumbledown house into a cozy humble cottage, brewery, and workshop with a stable. She has put in a working garden and a small plot of bere barley for bread and beer brewing.

Simone comes to Orkney

At first, the people of the island didn't know quite what to make of the news that the old farmstead had been sold to someone 'from awa'. There was speculation that perhaps one of the family's descendants had bought the place, but no one took it seriously as the broken buildings and cliff side were known to be haunted and no one had been able to make a go of the place since. Besides, strangers came often enough to the islands, but they rarely were the sort to stay.

When the scrawny, red headed, young woman came stepping off the ferry wearing a determined look as she lead two fine horses and shouldered a set of back packs bigger than she was, it caused even more comment. She didn't have the look of any of the local families, and some feared she might be one of the Travelers...who were generally unwelcome. That fear didn't last long, as the first time she spoke it was in an American accent. Seeing her close up, she was not a woman at all, little more than a girl really, polite and well spoken to all, with the careful diction and carriage of one of the gentry. There was an air to her that the islanders recognized, a bit bewildered, lost, perhaps even a little frightened; this they'd seen before in the southerners displaced by the war, and in the eyes of the men stationed on Scapa Flow.

The mystery seemed to deepen by the time she had passed beyond the cluster of houses that made up the main town on the island. The way she handled the horses was worthy of the gypsies, and they were fine animals not suited for farm work. The modest clothes and humble packs she carried were practical and at odds with the quality of her mounts. There was muttering among those who stepped out of their doors to watch her pass by, and some concern that she meant to pass the night at the ruined farmstead alone where no one could recall if a single building still had a roof worthy of the name.

The women spoke to their men, the men spoke among themselves; the islanders were insular by nature but decent folk. None thought she should stay, but none had the will to sleep that night knowing she'd been left to pass the night without a roof. One of the men bundled up an old sailcloth and put a hod of wood on a pony cart, the women put together a basket with some bread and cheese and an old stack of blankets to send with them; and two men of the town went up the cliff path after the girl with hand lights.

When they arrived, they found the girl had settled her horses in the remains of the stable under the only stable portion of its roof. She'd rigged a small canvas over them to keep off the mist and wind and a couple collapsible buckets of water stood near them on the floor. A portion of the floor had been cleared of weeds and debris, and she had made a stone fire ring in the center where the roof was open to the sky...a small fire was burning cleanly on a stingy pile of old broken wood she'd salvaged. A small pot stood on a tripod over the flame, with a good smelling stew starting to bubble. Her small remaining tarp formed a small area by the other wall where she'd set her packs and planned to sleep.

The girl and her horses watched them approach, curious, her hair lit by the fire she was bundled up in a thick Aran sweater. She stood and welcomed them when they got close. Her hand had been scrubbed clean and smelled of scented soap when she offered to shake their hands, thanking them for their gifts. For one so young, she had done an admirable job with her camp but still seemed heartlessly out of place. The men bustled about, added wood to the fire, and spread the extra tarp to provide more shelter. When they had finished, the girl surprised them by offering them some of the stew. Embarrassed, she offered them her extra spoons and shared out from the same dish as her own. Equally embarrassed, the men found themselves accepting, eating stew with this girl in the middle of a ruined hovel where she treated them as though they were guests at a palace. Not much was said, it was not the island way, and the girl didn't try to fill the silence with chatter. When she saw them on their way back, she muttered something to the cart pony and it nickered back. When she asked the men to take word that she would hire local folk to help her rebuilding, they agreed gladly despite their misgivings.

The local folk showed up in the morning to see how she had passed the night, expecting her to have decided to go back to wherever she was from. Instead, they found she had been up early, the horses were in the field, and she had begun to reset the stones in the stable walls by hand and had cleared the debris of years. She was fair with those that worked to help her, and worked along side them, taking their advice. The townspeople found they approved of her quiet ways even if they weren't sure she should be there alone. They couldn't fault her hard work and the house repairs seemed to go very quickly.

When she came back to the ferry with her horses asking discrete questions about the ghostly lady that walked the cliff, the town thought she'd given up at last, no fault to her. But she surprised them with word that she was going to collect some furnishings now that the house was more livable...and some advice on her ghost. She returned a fortnight later on the regular ferry with a small string of local ponies and carts of household things. This excited interest and the town all made excuses to come look at the ponies and see what the girl had brought. Most of the items were ordinary enough, but a shrewd eye could see that the large rug rolled on top of one of the carts wasn't exactly ordinary and there were a few items of quality among the carts...and a number of crates that weren't marked at all. The girl seemed oblivious to their nosiness and accepted when a few of the men offered to walk up with her to help her unload some of the larger items. There was universal approval and some relief over the fine choice of hardy ponies, and even more over the sacks of Bere seed and farm implements that were on one of the carts.

Emboldened, the town got its first answers about the girl and her past from one of the men helping her unload the carts. It seemed the girl had been sent to America to boarding school during the war. Her family had contacted her to bring her back, but she would only say 'my home, what I thought was my home, was not...it was not as I had left it and things had changed because of the War". An uncle had settled a small pension on her and offered her the horses to take with her.

When the priest she'd summoned went up to the holding and then back down again, there was more room for gossip about the girl and the ghost; but she showed no signs of leaving despite the priest's inability to banish the spirit. Finally the girl showed up among the women to ask to learn to knit, to the surprise of all. Tight lipped as she might be, the women found her pleasant to be with and learned she'd been asking after the ghost's relatives trying to put the spirit at rest. Eventually, the spirit seemed to appear less often as the house changed more and more from what it had been in her time.

Stories diverged from that point and it was a topic of much speculation among the islanders about a family that would let one so young go off on her own, when clearly they had the money to keep her. It made no sense to the islanders, some of whom swore it must have been because her parents had died, or that there was some family shame to make her seem so determined to be alone. But she continued to live quietly, the farm house quickly became a comfortable and homey place to visit, and she never failed to offer hospitality to those who walked across her fields to pass her door. She treated her livestock well and they were uncanny with her. She started a garden and broke turf on a Bere field. She was a hard worker and the islanders respected that despite her mannered ways. When she sailed the Currach into the harbor from the main island, and then round to her beach...the village turned out around the vantage points to see her handle the craft. It added to the puzzlement of many, but none could speak against it much as it was not usual for women to go to sea to fish.

2c366812df7df818670d41a505a8641f.png79fd709ac283732e6d93870eaacd1571.jpg1fec1e034ce6ded26a188e349e5a9dc6.pngE40001d0399283d722b20ff8e5d6aeb7.jpgBe1f91c7951da3b281d78f41e5500871.png

Simone is slowly expanding it into a respectable country home that is no longer the ruin it once was, with: parlor, large living room, a music room, small library, 4 bedrooms, a large kitchen, and a glass conservatory with a glass orangerie. She has also acquired a Range Rover, to the vast amusement of the islanders and the disgust of her horses. She uses this for her off island excursions to the mainland.

Ferguson460JOH-683x1024.jpg162a455eb906d66ed2821dd5a6a3fc83.pngImprovedHouse.jpg

She has spent considerable time working on the exterior gardens assisted by advice from Ents in Marke's realm. The outbuildings now include a keeper's cottage, expanded stables, a garage, a brewery/workshop, and a glass roofed winter garden. The house overlooks the sea, with views of the cliffs and is being surrounded by a growing garden. There are working gardens for food and growing bere for brewing beer. Simone has also put in a dock/stone jetty to moor her currach/sailboat.

The newest project is a traditional windmill to provide power for lighting, heat, and pumping fresh water for the livestock. This will give Simone some plausible deniability for some of her magical cheating where the hard work is concerned and where she'd been saving on fuel. It makes the greenhouse projects more successful.

1b9a0594.jpgE5c2c2665f2d9a107180353eb49095cadf462a68.jpg

She keeps bees and collects honeycomb, farms the beaches for spoots and clams, harvests watercress and Angelica, fishes from the shore and boat, and farms bere barley for bread and beer.

Simone has recently hired out a renovated keepers cottage to a couple, Cael and Maeve, to help look after the steading during her absences and help with projects.

Items {17}

Swept-hilt Rapier({9} Random)

    • 4 Deadly damage.
    • 2 Combat reflexes
    • 2 N/N forms. Rapier/Eating- fighting knife, cooking knife, Swiss army knife deluxe. room for 8 more
    • 1 Ability- Call to Hand

Unicorn Signet Ring {}

  • Allows Walking in Shadow
  • 6 Spell Frame
  • Allows Trump Use

Deck of Trumps

Satchel {2}

  • 1 Bag of holding, no one can access it except Simone and Random 2x2 square
  • 1 Ability- Call to Hand

Bag of holding generates a small amount of local currency when it is in a shadow for two days.

Spell Books {}

  • 20 spells of High Order sorcery penned by Aries Colbriese, the Dean of Magical studes at Fantalin, Acquired in Lord Trisdar's shop in Diaga, bought by Castle Amber Library and signed out to her indefinitely by Arlo
  • First Circle Magery-Low Order Magic, Acquired in Diaga, bought by Castle Amber Library and signed out to her indefinitely by Arlo
  • Theory of Spell Creation, Acquired in Diaga, bought by Castle Amber Library and signed out to her indefinitely by Arlo
  • Scroll: Castle Protection(7th)
  • Scroll: Environmental Control(9th)
  • Scroll: Permanent Passwall (8th)
  • Scroll: Hold being(7th)

Personal Library

  • Amber Diner's Guide
  • Gaelic
  • Knitting
  • Mrs Beaton's Cookbook
  • Dog Training
  • Collection of Romance Novels
  • Collection of Gardening Books
  • Collection of Range Rover Repair References
  • Collection of Brewing Books
  • Bee Keeping Books
  • Collection of Ellery Queen Novels
  • Collection of Architecture, Design, and Building Books
  • Collection of Science and Math References
  • Popular Science Magazine
  • Collection of Veterinary Science Books
  • Collection of Medical References
  • Collection of Sailing Books
  • Collection of Fencing Books
  • Collection of Chess Books

Travel Gear/Survival Supplies {6}

Each Kit is a 12 piece set that consists of 12 pieces each able to assume all twelve forms. Kits vary.

  • 12 piece cook kit. (6)
  • 1 Ability-Temperature control. -100 degrees to 500 degrees.
  • 2 N/N Forms
  • x3 Horde Multiplier
    • Iron Kit 1-Silver: 6" x 1/2" iron bar, Round Griddle & Dip Hot Pot,Wok, Anvil, Pot Catcher, 8q pot & Lid,skilet, grill skillet, Rectangular flat grill / Ribbed Grill, corn pan
    • Iron Kit 2-6" x 1/2 Purple iron bar, Very large 10 gallon Pot, 3-tripod legs, hanging chain & hook( Can extend to the needed length)-needs 4 pieces , bottom pot triangle. Wire Grill. Top Joint, Ring bar & hook
    • Iron Kit 3-Red: Stationary hibachi-Uses 5 pieces, 3 gallon pot & lid. poker fork. 5 various sized pole. trivet.
    • Iron Kit 4-green: 4 different sized tea pots. two sizes of legged trivets, 2 iron mugs, two iron cups.
    • Iron Kit 5-blue: Saws, pulleys, come-along, Chisels-Various, splitting wedges. Shaving plane.

Ironkit1.jpgIronkit3.jpgIronkit2.jpgIron Kit 4.jpg

Extensive high adventure camping equipment.

Image11.jpg

Vehicles

  • Currach/Small Sailboat Currach.jpeg
  • Green Range Rover Range rover.jpg

Assorted personal items

  • Large uncut sapphire from the Amber collection 613z9kqjCLL. AC UY500 .jpg
  • Druid Made Rabbit Fur Slippers (gift from Druid girl)
  • Hat Collection
  • Victrola and Jazz Recordings

    7943083 l.jpg
  • Chess Set Il 794xN.1541238648 8l2b.jpg
  • Piano
  • Clarinet
  • Art Supplies
  • Campaign Desk
  • Knitting Supplies
  • Collection of Dior Styles from the 50's

    Abd83e0c3db88dff3a00cf5cdcefe4b2.pngIl 794xN.png
  • Collection of Chanel Styles from the 50's

    Chanel1954.pngG1b47p-l-610x610-dress-1950s-decoration-beauty-sweet-chanel-weddingdress-bridalgown-whitedress.png7ccda3c9dcb2d86819afa8c84d0f4e6a.png

  • Collection of Scottish Country Clothes

    Everyday:

    Musto-ladies-washable-Gtx-T 720x.webp87ca2695791db03a4aa481eb3726ab1f.jpgAlanpaine-berwick-olive 720x.webpPANTALON-FEMME-PERDRIX 720x.webpPercussion-ladies-normandie 360x.webpDublin-Bourne-Leather-fur 360x.webpDunlop-C462933-Purofort-Pro 360x.webp

    Company is Coming:

    Surrey-tweed-country-blazer 360x.webpTweed-long-skirt 360x.webpAlan-Paine-Surrey-Ladies-Sh 3004ab2d-9b45-4562-b3a7-9001aaa4087f 720x.webpKensington Womens-Tweed-blazer 1024x1024.gifPaine-Surrey-Knee-Length-Sk 720x.webpJack-murphy-tweed-harriet 360x.webpAlbany-Lambswool-Tweed-Wais 360x.webpAlbany-Ladies-Tweed-Breeks 360x.webp


    Stylish:

    StylishScottish.jpg

  • Collection of Tolkien Suitable Clothes
  • Riding Attire
  • Woodworking Equipment
  • Fishing Equipment
  • Garden Tools
  • Kitchen Equipment
  • Brewing Gear
  • Hunting Rifle
  • Shotgun
  • Common Tools