Samira Wehbe, The Nightingale

Red Shadow Claws

Six Thousand Club
Samira Webhe
Zenith Caste Solar
Anima Effects:
• For one mote, the Zenith’s anima leaps from her hand to a corpse she’s touching, igniting it in Solar flame. This power incinerates the corpse and ensures the soul of the deceased will not return as a hungry ghost. In addition, the Zenith may perceive the strongest Intimacies of the deceased and may choose to accept them. When she is ready, she may pay one mote, touching a target of those Intimacies to pass on feelings of peace, love, and assurance, shedding them in the process. She may also transfer them to an object, allowing it to convey comfort or a sense of duty to the subject. Conversely, she may touch someone who caused the deceased to suffer, paying one mote and rolling ([A social Attribute] + Presence) with three automatic non-Charm successes against their Resolve to transfer pain suffered by the deceased back on the one who caused it. The Storyteller is free to dictate the length and weight of such attrition.
• For 10 motes, one Willpower, the Zenith channels her Essence into an aura of divine retribution, surging around an attack. This power supplements a successful decisive attack against a creature of darkness, preventing the Solar’s Initiative from returning to its base value after the attack. When the Zenith’s anima is at bonfire, reduce the cost of this power by five motes and ignore the Willpower. This power may only be used once per day, resetting when the sun is at its zenith.
• For seven motes, the Zenith may order a dematerialized spirit to manifest using a (Charisma + Presence) persuade action with (Essence) automatic successes. All spirits inherently recognize the Unconquered Sun’s authority in the priest-kings and are compelled as if by a Defining Intimacy, but may still have Defining Ties or Principles which counter this advantage. If successful, the Zenith’s very command draws the spirit into the material world, so that it does not need to pay the cost to materialize.

Age: 39
Supernal: Performance
Caste: Integrity, lore, Performance, Presence, Resistance
Favored: Brawl, Craft, Dodge, Occult, Survival

Attributes
Str: 2
Dex: 3
Sta: 3

Cha: 5
Man: 1
App: 5

Per: 3
Int: 3
Wits: 3

Abilities
Archery
Athletics:
Awareness: 2
*Brawl: 1
Bureaucracy
*Craft: (Tailoring) 3 (Dresses +1)
*Dodge: 5
*Integrity: 4
Investigation:
Larceny:
Linguistics:
*Lore: 3
*Martial Arts: (Silver-Voiced Nightingale Style) 4
Medicine
Melee
*Occult: 3
*Performance: 5 (Singing +1)
*Presence: 2 (Those who heard me perform +1)
*Resistance: 3
Ride
Sail
Socialize: 2
Stealth:
*Survival: 2 (Navigation +1)
Thrown
War

Merits
Direction Sense 1
Language (Old Realm) 1
Martial Artist 4
Manse 5 (Hearthstone of Gem of Day’s Light)
Artifact 2 (Hearthstone Bracers)
Hymns are Power 2 – With two dots in this merit, a sorcerer may substitute her Performance for her Occult when using shape sorcery actions.

Essence: 1
Personal: 13
Peripheral: 33
Committed: 1
Willpower: 5

Evasion DV: 4
Parry DV: 4
Resolve: 4
Guile: 1

Natural Soak: 3
Armored Soak: 0

Attacks
Weapon Damage Overwhelming Range Tags
Kiai +10 3 +4 (Short) Bashing/Thrown (Short)

Health Levels
-0 - [ ]
-1 - [ ][ ][ ]
-2 - [ ][ ][ ][ ]
-4 - [ ]
I - [ ][ ][ ]

Artifacts

Intimacies

Sorcerous Initiation

http://forum.theonyxpath.com/forum/...orm-sorcerous-initiations?p=726591#post726591

The Song of Creation
Among members of the Irai on the coast of the Sea of Dreams, it is widely held that Creation is a work wrought from song, and Silver-Voiced Nightingale Style is one proof of this. A sorcerer who is initiated into the Song of Creation knows the truth of this statement, for her soul sings in harmony with the greatest of all music. Emotion, song, and bonds intertwine tightly with one another for these sorcerer-singers, and the emotional ties they forge with those around them strengthens their ability to shape and research spells.
Initiation into the Song is a different journey for each sorcerer. Sometimes, a sorcerer-singer hears the sound of Creation simply by listening to everything that exists around her. Other times, something in Creation strikes the sorcerer as so beautiful that it must be expressed via song. Most frequently, however, a person hears the song of another soul first, reaching and hoping for something – this is the beginning of the discovery of the Song of Creation.

Shaping Rituals
Time spent with another in joy strengthens the soul, as all sorcerer-singers know. When a sorcerer-singer spends a scene with someone who shares a mutual positive intimacy with her, whether this takes the shape of an afternoon alone with a lover, a long discussion with an old friend, or visiting her parents and sharing old stories, she receives (Intimacy Level) sorcerous motes until week is out. Once spent, these motes do not reoccur until another scene is spent with a positive intimacy, unless they are used to cast her control spell, in which case they resurge after the scene ends.
 
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Charms

Craft
Brass Scales Falling

Cost: —; Mins: Craft 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Solar’s efforts fleet and flash before her eyes, bringing her closer to an ineffable truth. For each 10 on a Craft roll made without using the Craft Excellency, the Exalt earns a silver point, to a limit of (Essence *2) points. This Charm may be repurchased, increasing the cap to (Essence * 3).

Craftsman Needs No Tools
Cost: 6m; Mins: Craft 3, Essence 1
Type: Simple
Keywords: Mute
Duration: One task
Prerequisite Charms: None
A Solar who has mastered this Charm can work directly with her chosen material, shaping it with hands, breath, and voice. Without the need for tools or a workshop, the Exalt can start basic and major projects as soon as she has the proper ingredients, and can complete such works with blazing speed, often in just minutes or seconds. Using Craftsman Needs No Tools does allow for the Solar to gain craft point bonuses from her handiwork, and can be used equally well in both building and repair projects. Additionally, if the Solar uses tools to assist her work, the cost of the Charm is reduced by two motes. This Charm does not meaningfully speed the completion of superior or legendary projects.

Dodge
Drifting Leaf Elusion
Cost: 1m; Mins: Dodge 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Exalt slips away from an attack that would have struck her. When using this Charm, the Solar successfully evades an attack roll bearing successes equal to her Evasion. This Charm may be invoked after the attack roll is made.

Reed in the Wind
Cost: 2i per 1 Evasion; Mins: Dodge 3, Essence 1
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisite Charms: None
The Exalt draws upon her own momentum to bend and flow with opposing forces. For every two Initiative spent in response to an attack, the player may raise the Exalt’s Evasion by one. Reed in the Wind raises the cap on how much the Solar can enhance her Evasion by her Essence. At Dodge 5+, Essence 3+, a successful dodge with Reed in the Wind restores one mote. This bonus may only occur once per round.

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.

Lore
Harmonious Academic Methodology
Cost: —; Mins: Lore 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Solar’s mind covers a spectrum of mastered topics. With this Charm, add the Solar’s Essence in non-Charm automatic successes to any Lore roll that involves a Lore specialty. In addition, the player may add an additional Lore specialty to her list of Lore topics at the end of each story. The Storyteller may veto any particular topic, in which case the player is allowed to choose another specialty that’s more acceptable. Finally, at any point in which the Solar succeeds at a moderately or extremely difficult roll to introduce or challenge a fact (p. 237), the player may request to add a related topic to the Solar’s library of known topics. As with all other topics, this is allowable only at the Storyteller’s discretion.

Martial Arts
Voice of the Night Bird
Cost: —; Mins: Martial Arts 2, Essence 1
Type: Permanent
Keywords: Mastery
Duration: Permanent
Prerequisite Charms: None
The nightingale is no bird of prey, to swoop down with curved beak and cruel talons. Its greatest virtue is its song— and with that song, the students of Nightingale style give voice to their victory. This Charm allows the martial artist to make kiais, unleashing forceful waves of sound that strike her enemies like physical blows. A kiai has the traits of a mundane light weapon with the bashing and thrown (short) tags, save she rolls its attacks with Martial Arts (Silver-Voiced Nightingale style) rather than Thrown. The martial artist may flurry a kiai attack with Performance-based influence without the usual flurry penalties, as long as the content of the social influence is woven into the lyrics or emotional tenor of her song.
Mastery: The martial artist’s kiai has the traits of a light artifact weapon.

Inspiring Battle Hymn
Cost: 5m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Mastery
Duration: Instant
Prerequisite Charms: Voice of the Night Bird
As battle breaks out, the Nightingale raise her voice in a song that promises triumph, steeling the hearts of her allies so that they may fight more fiercely. Inspiring Battle Hymn rerolls all 1s on the Join Battle roll of the martial artist and all allies capable of hearing her. Characters who received this benefit add +1 Resolve against threats, supernatural fear, or similar forms of influence for the duration of the fight.
Mastery: If the martial artist wins Join Battle, she may gain a single point of temporary Willpower, or grant it to an ally who also won Join Battle. This can raise characters above their permanent Willpower.

Terrifying Battle Shriek
Cost: 4m; Mins: Martial Arts 3, Essence 1
Type: Simple
Keywords: Mastery
Duration: Instant
Prerequisite Charms: Voice of the Night Bird
The Nightingale’s voice rings out in a deafening overture or in mocking lyrics, promising a horrible death to her foes. The martial artist rolls (Charisma + Performance) to intimidate a single enemy. A successful influence roll strikes fear into the enemy’s heart, forcing him to take a movement action on his next turn to move away from the martial artist or hide from her, if possible. Very weak or cowardly opponents may surrender or retreat entirely.
Unlike other Simple Charms, Terrifying Battle Shriek may be placed in a flurry, and benefits from being used against enemies who have been hit with a kiai attack on the same turn. The target of this Charm is treated as having a Minor Tie of fear towards the martial artist if he has been hit with a kiai on the same turn, or a Major Tie if the kiai attack was decisive.
Mastery: An enemy who yields to the Nightingale’s influence and retreats or cowers from her loses Initiative equal to her (Charisma/2). She does not gain this Initiative.

Silver-Voiced Nightingale Form
Cost: 8m; Mins: Martial Arts 4, Essence 1
Type: Simple
Keywords: Form
Duration: One scene
Prerequisite Charms: Inspiring Battle Hymn, Terrifying Battle Shriek
Standing straight and pitching her voice to reach all listeners, the Nightingale begins a song that rings out with exquisite clarity, a melody in perfect synchronization with her every movement. This perfect harmony of music and motion adds +1 to her Evasion, while the circular breathing used to maintain her song in the midst of battle adds her Performance to the raw damage of her withering kiai attacks. Finally, whenever an enemy pays Willpower to resist a Performance-based influence roll made by the Nightingale, she gains three points of Initiative.
Special activation rules: Whenever the Nightingale successfully overcomes a non-trivial enemy’s Resolve with Performance-based influence relevant to an ongoing fight, she may reflexively activate Silver-Voiced Nightingale Form. She gains Initiative from any characters who pay Willpower to resist the initial influence roll, as described above.

Hearing the Heart’s Song
Cost: 5m, 2i; Mins: Martial Arts 4, Essence 2
Type: Reflexive
Keywords: Mastery, Perilous, Decisive-only
Duration: Instant
Prerequisite Charms: Silver-Voiced Nightingale Form
Honing her senses, the Nightingale hears the music of her foe’s heart, catching a strain of melody that betrays his intent to attack. Hearing the Heart’s Song adds (the martial artist’s Performance/2, round up) to her Evasion against a decisive attack. If she successfully defends against the attack, she gleans insights into her enemy’s heart, making a reflexive read intentions action against his Guile and adding her (boosted) Evasion in non-Charm bonus dice.
Mastery: Successfully reading an enemy’s intentions with this Charm allows the martial artist to steal one point of Initiative from him for each extra success on her roll.

Occult
Terrestrial Circle Sorcery
Cost: —; Mins: Occult 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Solar steps through the First Circle and is forever transformed. Upon learning this Charm, the Exalt gains the ability to learn and cast spells from the Terrestrial Circle of sorcery. In addition, the Solar learns one shaping ritual (p. 466) and one Terrestrial spell for free. The spell selected becomes the sorcerer’s “control spell,” and may feature in the anima iconography and be referenced in the mechanics of certain Charms.

Spells
Commanding Presence of Fire
Cost: 10 sm, 1 wp
Keywords: None
Duration: Special
From the fiery valor within her, the sorcerer creates above herself a huge projection in her own image, dozens of feet tall and wreathed in flame, high enough to be seen for seven miles. Speaking through the image, the sorcerer’s voice is amplified so all who see her, even in the clamor of a storm or a battlefield, can hear her. The projection lasts one minute at minimum, and up to one scene. For every additional minute the sorcerer wishes the projection to last, her player must succeed at a reflexive Stamina roll. Failure ends the spell.
Any social attacks made through the commanding presence of fire gain a non-charm dice bonus equal to the higher of (Sorcerer’s Essence or 3).
A sorcerer who knows Commanding Presence of Fire as her control spell can keep up the spell for hours without fatigue – she doesn’t need to roll Stamina at all.
Distortion (Goal Number: 10): Distorting a Commanding Presence of Fire cause sorcerer voice to falter and take on strange, squeaky tones and decreases his imposing figure by half. Remove occult bonus added by this spell to social attacks and decrease range of spell visibility by half.

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.

Respect-Commanding Attitude
Cost: 5m; Mins: Performance 2, Essence 1
Type: Supplemental
Keywords: None
Duration: One Performance action
Prerequisite Charms: None
The return of the Solars is a miracle never before seen. The universe inclines to hear their voices once again. When this Charm supplements a Performance action of any length, characters are inclined to stop and listen. This does not guarantee that the Lawgiver is persuasive in her arguments, but it does guarantee that her audience listens respectfully to her entire performance. Characters may pay one Willpower to leave the performance, but if they wish to interrupt or attack the Lawgiver, they must pay two Willpower, and may only approach her by blending into her demonstration, capping the actions of each affected character by their individual (Charisma + Performance) ratings until one of them is able to successfully stop her act. This Charm does not function after combat has started, but if activated beforehand, it remains active after Join Battle has been rolled, up until the Solar is forced to stop her performance.

Perfect Harmony Technique
Cost: 1m; Mins: Performance 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Masterful Performance Exercise
The Solar can shape her voice, or the voice of her instrument, into a perfect harmony of sound. This Charm supplements musical performances, granting them double 9s.

Heart-Compelling Method
Cost: 5m, 1wp; Mins: Performance 4, Essence 2
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Perfect Harmony Technique
The Lawgiver’s music pulls at the soul of her target, impelling him to act on his deepest desires. This Charm creates a inspire action in which the Solar performs a song with instrument, voice, or both. Her song must continue for at least one minute before it affects anyone—roll ([Charisma or Manipulation] + Performance) against the target’s Resolve. If her song is meant to convey sadness, it will automatically target an Intimacy in her target that reflects sorrow or regret, and may even revive a long-forgotten hurt to do so. The Solar’s player may define the character’s intent with the song, but on a success, the Storyteller gets to determine the exact Intimacy that is targeted and what behavior will manifest. As the Solar continues to play her most sorrowful tune, a prince might endlessly mourn his dead husband. With an aria that inspires hope, she might cause the prince to open his husband’s private gardens to the city’s children, in honor of an old wish.

Stillness-Drawing Meditation
Cost: —; Mins: Performance 4, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Masterful Performance Exercise
The Solar draws power from the spirit of her audience. Whenever she successfully influences a large group with a Performance-based action, she regains (Essence) motes.

Presence
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.

Resistance
Ox-Body Technique
Cost: —; Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
The bodies of the Exalted are much more durable than those of mere mortals. To help simulate this, an Exalt may buy extra health levels with this Charm. The purchasing choices are based on the character’s Stamina rating:

At Stamina 1 and 2: One -1 and one -2 health level.
3 and 4: One -1 and two -2 health levels.
5: One -0, one -1, and one -2 health level.
The Solar may purchase Ox-Body Technique (Resistance) times. If she increases her Stamina after purchasing Ox-Body Technique, her health levels automatically change to reflect the new rating.

Survival
Friendship with Animals Approach
Cost: 3m; Mins: Survival 2, Essence 1
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None
Through the use of this Charm, the Exalt can deal with nearly any wild animal. Herbivores and smaller omnivores will not break and run when the Solar approaches, and will even become somewhat docile, allowing the Exalt to pet or handle them. Predators are less susceptible to this Charm, and most will simply let the Solar pass unmolested through their territory. This Charm does not work on sentient animals or familiars, animals that are trained to attack, or animals that are maddened by pain, hunger, or disease.
 
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BP - 15/15

Merits - 5 BP
Performance 3 to 5 - 2 BP
Martial Arts 3 to 4 - 1 BP
Dodge 2 to 5 - 3 BP
Integrity 3 to 4 - 1 BP
Stamina 2 to 3 - 3 BP

XP - 50/50

Brass Scales Falling - 8 XP
Craftsman Needs No Tools - 8 XP
Reed in the Wind - 8 XP
Stillness-Drawing Meditation - 8 XP
Hearing the Heart's Song - 8 XP
Awareness 1 to 2 - 2 XP
Socialize 0 to 2 - 5 XP
Lore 2 to 3 - 3 XP
 
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