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Name: Princess Callista, Seraph's Thrice Beating Heart
Caste: Zenith
Anima: Heart with 3 set of wings
Supernal Ability: Presence

Abilities
Primary Charisma 5 Manipulation 3 Appearance 4

Secondary Perception 4 Intelligence 2 Wits 3

Tertiary Strength 1 Dexterity 3 Stamina 3

Abilities
Caste
Integrity (Pragmatic) 4
Performance (Speeches) 3
Presence (Commanding) 5
Resistance 2
War 1

Favored
Bureaucracy 1
Linguistics 3
Medicine 3
Lore [History] 3
Socialize (Inspiring) 3

Other
Archery 1
Dodge 1
Ride 1
Occult 2

Merits
Ally (Persica) 3
Language (Old Realm) 1
Influence (City) 2
Demesne (Sacred Orchard) 2
Artifact (Mother's pendant) 2
Hearthstone (Stone of Innocent’s Protection) 2

Charms
Bureaucracy:
Deft Official’s Way

Cost: 5m; Mins: Bureaucracy 1, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Lawgiver becomes preternaturally adept at navigating
through bureaucracies. She can naturally sense who
to talk to in order to produce results, who expects or is
amenable to bribes, which functionaries are actually useful
or friendly and which are officious tyrants abusing their
meager sliver of power. The Solar may add her Bureaucracy
score to the read intentions actions of any Ability
so long as it helps her in producing a desired bureaucratic
result


Integrity:
Stubborn Boar Defense

Cost: —; Mins: Integrity 2, Essence 1
Type: Permanent
Keywords: Bridge
Duration: Permanent
Prerequisite Charms: None or any 3 Bureaucracy, Presence,
or War Charms
The Lawgiver’s resolve cannot be easily broken. Once the
Solar has resisted a persuade action, she gains +2 to her
Resolve if the issue is raised again. The Solar’s Lunar mate
is always capable of insinuating herself into the Solar’s
graces and may ignore this Charm’s effect.


Linguistics:
Subtle Speech Method

Cost: 3m; Mins: Linguistics 3, Essence 1
Type: Simple
Keywords: Mute
Duration: One idea conveyed
Prerequisite Charms: None
The Solar speaks in a roundabout fashion, stressing particular
words, inflections and allusions to convey ideas
and concepts that may have nothing to do with what she
is saying. Only the intended recipients can understand
the true meaning of the Solar’s words; everyone else just
hears what the Solar says on the surface. Thus an Exalt
using this Charm could appear to discuss the weather
while laying out the details of an assassination plot. This
Charm does not confer the ability to communicate across
language barriers.


Lore
Essence-Lending Method

Cost: 3m; Mins: Lore 1, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Lawgiver fortifies her allies with actions as surely as
with words. Upon touching a target and paying three
motes, the Solar may transfer up to (Essence * 3) motes
from her mote pool to her target’s. In addition, once per
scene she may roll Wits + Lore, generating a number of
motes equal to her successes and awarding them to her
target. If the target cannot accept all the motes transferred
by Essence-Lending Method he has until his next action
to spend them before they dissipate.


Medicine:
Wound-Mending Care Technique

Cost: 5m, 1wp; Mins: Medicine 3, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
Through mastery of Essence flows and a keen understanding
of the body, the Solar can repair even the most
ruinous damage at an incredible pace. The Solar spends
fifteen minutes to an hour doctoring the patient, depending
on the severity of the wounds. She still requires the
normal medicines, bandages, and any tools that might
be needed for more complex operations, but her results
are nonetheless miraculous. Roll (Intelligence + Medicine)
with double 9s at the end of the treatment. This is
the number of bashing or lethal health levels that will be
restored if the patient remains in bed for the rest of the
day. In addition, if the Solar’s treatment would raise her
patient two or more wound levels, she gains a point of
Willpower.

Wound-Cleansing Meditation

Cost: 10m; Mins: Medicine 3, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Wound-Mending Care Technique
The Solar’s advanced medical techniques allow her to
draw the poison from unnatural wounds. With this Charm,
the Solar spends an hour cleaning and wrapping wounds,
disinfecting and draining injuries and preparing the patient
for more complex internal treatment. At the end of the
treatment, convert the patient’s aggravated damage to
lethal damage. This allows the Solar to treat damaged
tissue and to attempt to reattach severed limbs with
Wound-Mending Care Technique. This Charm does not
allow the regrowth of lost tissue.


Performance:
Masterful Performance Exercise

Cost: 2m; Mins: Performance 3, Essence 1
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
The Solar’s talent is not free or instinctual, but rather
the hard-won excellence that comes from a lifetime of
practice. This Charm supplements a Performance-based
action, granting one automatic success and rerolling
1s until 1s fail to appear. This Charm also makes the Exalt’s
1s unavailable to magic that might interfere with her
performance.


Presence:
Listener-Swaying Argument

Cost: 3m; Mins: Presence 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Solar’s passionate appeals can soften even the stoniest
of hearts. This Charm supplements an instill or persuade
action, granting the Solar one automatic success and additionally
granting one non-Charm bonus die for every two
points the target’s Resolve is boosted by any means. The
Solar cannot gain more than three bonus dice in this fashion.

Harmonious Presence Meditation

Cost: 5m or 7m; Mins: Presence 2, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Lawgiver embodies virility, magnetism and grace,
empowering her forces of persuasion. For five motes, this
Charm grants three bonus dice to all forms of social influence
from all Abilities except Stealth. In addition, the cost
of all social influence Charms are reduced by one mote,
to a minimum of one. The seven mote version of this Charm
extends the duration to indefinite.

Majestic Radiant Presence

Cost: 6m; Mins: Presence 4, Essence 2
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Harmonious Presence Meditation
Her incandescent spirit magnifies the Lawgiver with
aspects of glory and terror. While this Charm is active,
characters must pay a point of temporary Willpower to
speak against her or attack her. Her enemies need only
pay this price once per scene. In addition, all threaten
actions against her suffer a penalty equal to her Essence.

Underling-Promoting Touch

Cost: 7m, 1wp; Mins: Presence 5, Essence 2
Type:Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Majestic Radiant Presence
With a touch, the Exalt raises a servant to the role of a
champion. By using this Charm and touching a person
who serves or follows her, the Lawgiver temporarily makes
her subject the beneficiary of respect and admiration
usually reserved for the Solar. Characters who have ties
of loyalty, respect or admiration to the Solar now also feel
the same way toward her charge. Additionally, the character
also inherits any social station or role it is within the
Solar’s right to grant, and all characters who are subject
to that station instantly recognize

Worshipful Lackey Acquisition

Cost: —; Mins: Presence 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Underling-Promoting Touch
As the sun rises in prominence, shadows grow long upon
the earth. Whenever the Solar achieves a goal through
lecture, prophecy, oration, or other forms of performance,
those who conspire against her are twisted against themselves.
Enemies who witness her success must roll (Wits
+ Integrity) with a penalty of the Solar’s Essence, against
a difficulty of the Solar’s strongest Social Attribute. Those
who fail become enthralled with the Solar’s wisdom and
greatness and are inclined to follow her and do as she
commands as if they had a Principle defining them as one
of her acolytes. The character does not stop hating the
Solar, but must grovel, cloy and defer to her for (Essence)
days. Occasionally when this effect ends, if the character
was treated well by the Solar, his negative Intimacies for
her are diminished or destroyed and he becomes one of
her true allies.


Resistance:
Durability of Oak Meditation

Cost: 3m; Mins: Resistance 2, Essence 1
Type: Reflexive
Keywords: Dual
Duration: One tick
Prerequisite Charms: None
A child cannot cleave a tree with a dull knife, nor can a
foe hope to strike down the Solar with his petty blade.
Against a withering or decisive attack, this Charm reduces
raw damage by two. Against a decisive attack it also grants
the Exalt four hardness. Note that the hardness bonus
cannot be applied during crash.


Socialize:
Motive-Discerning Technique

Cost: 3m; Mins: Socialize 3, Essence 1
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
This Charm supplements a read intentions action (p. 218),
applying the double 9s rule to the Solar’s roll. In addition,
the Exalt may substitute Wits for Perception when she
is reading the intentions of a person with whom she is
speaking.
A Socialize 4+ repurchase enhances this Charm’s performance.
When the Solar discerns the intentions of her
target, the player may speculate on the existence of one
of the target’s related Intimacies. If the player is correct, the Solar becomes aware of that Intimacy as per Cunning
Insight Technique.
A Socialize 5 repurchase enhances this Charm when it is
used to speculate about a target’s Intimacy; if the player’s
first speculation is incorrect, the player may inquire about
the existence of a second Intimacy.

Mastery of Small Manners

Cost: 5m; Mins: Socialize 3, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Solar attunes herself to the patterns of social interaction,
allowing Essence to guide her responses. While
this Charm is active, the Exalt adapts to the expectations
of a host culture, and is able to instinctively and reflexively
follow its customs, behaving appropriately for the
situation at hand. This Charm does not grant the Exalt
perfect understanding of a society, but covers greetings,
eating and gift customs, and flirtation mores. This Charm
eliminates all penalties incurred by unfamiliarity with
cultural expectations and group dynamics, and prevents
a character from committing any major faux pas. In addition,
those who hold positive Intimacies for the culture
the Solar has attuned herself to gain a temporary positive
Minor Tie of respect or admiration for the Solar, while
those who hold negative Intimacies for foreigners or outsiders
have that Intimacy temporarily lowered by one
level of intensity.



Willpower 8

Health Levels 7

Limit Break
Heart of Flint
The Solar is faced with the opportunity to advance his own
cause by harming an innocent or ignoring one’s suffering.

Intimacies
"Her" Kingdom - Defining (responsibility, dedication)
Persica - Major (respect)
May - Major (friendship)
I must do my duty - Minor (resigned)
Eida ()
Donova ()
Mercy (friendship, endearment)
Jaeda

Moderators: cyranax Callista (played anonymously) Eida (played anonymously) Kellian Roux (played anonymously)