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CALLIOPE LORDES
xxxxxxxxxxxxxxxxxâââââââââââââââââââââââââââââ Calliope Lordes
N A M E | Calliope Lordes
T Y P E | Solar Exalted, Dawn Caste
N A T U R E | Visionary
B A N N E R | Hypnotic silhouette of a dragon against iridescent white & gold radiating light.
( + 4BP to PHYSICAL )
S T R E N G T H
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D E X T E R I T Y
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S T A M I N A
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C H A R I S M A
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M A N I P U L A T I O N
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A P P E A R A N C E
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P E R C E P T I O N
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I N T E L L I G E N C E
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W I T
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- ARCHERY; BATTLEFIELD âââââ (â)
- MARTIAL ARTS; MULTIPLE âââ (â)
- MELEE; SWORD âââââââââââââ (â)
- WAR; STRATEGY ââââââââââââ (â)
- PRESENCE; COMMAND ââââââââ (â)
- ARCHERY âââââââââââââ (4)
- ATHLETICS âââââââââââ (0)
- AWARENESS âââââââââââ (0)
- DODGE âââââââââââââââ (1)
- INTEGRITY âââââââââââ (1)
- MARTIAL ARTS ââââââââ (5)
- MELEE âââââââââââââââ (5)
- RESISTANCE ââââââââââ (1)
- THROWN ââââââââââââââ (3)
- WAR âââââââââââââââââ (5)
L I F E |
- CRAFT âââââââââââââââ (0)
- LARCENY âââââââââââââ (0)
- LINGUISTICS âââââââââ (1)
- PERFORMANCE âââââââââ (0)
- PRESENCE ââââââââââââ (5)
- RIDE ââââââââââââââââ (0)
- SAIL ââââââââââââââââ (0)
- SOCIALIZE âââââââââââ (0)
- STEALTH âââââââââââââ (0)
- SURVIVAL ââââââââââââ (0)
W I S D O M |
- BUREAUCRACY âââââââââ (0)
- INVESTIGATION âââââââ (0)
- LORE ââââââââââââââââ (1)
- MEDICINE ââââââââââââ (0)
- OCCULT ââââââââââââââ (0)
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Calliope is, at her center, a warrior. She looks at life like a land meant to be conquered. Every turn is an opportunity for greatness. She has a visionary eye, with the gift of looking at the bigger picture.
Calliope comes across cold, reserved, an unresponsive. This is because she knows nothing else. She does not understand the intricacies of social interaction. While appearances are valued in her culture, socializing is seen as unimportant and superficial. Connections should happen physically, not mentally. One who ventures into anotherâs personal matters is considered rude and prying. Polite conversation is frowned upon, and thought of as superficial. Someone who has anything interesting to say should say itâ not wish to be asked. This becomes an incredibly blunt person. Calliope will articulate her observations of your behavior detailing exactly what she dislikes, usually in a hurtful way.
This does not mean that she is opposed to diplomacy. Calliope is a great public speaker, and carries herself with dignity. Under professional circumstances, she is eloquent and respectfulâ an excellent ambassador, but in all other aspects of life, she is viciously honest.
M O T I V A T I O N S |
- AVENGE HER LONG LOST LOVE ââââââ (â)
- BRING HONOR TO KINGDOM âââââââââ (â)
- PROVE FIT TO INHERIT THROWN ââââ (â)
- COMMENCE WAR/BATTLE IN GENERAL â (â)
V I R T U E S |
- COMPASSION âââââââââââââââââââââ (1)
- TEMPERENCE âââââââââââââââââââââ (2)
- CONVICTION âââââââââââââââââââââ (3)
- VALOR ââââââââââââââââââââââââââ (3)
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Calliope reaches her limit break when her drive and motivation becomes useless: when she is in between the ultimate rock and a hard place. This translated into a full blown sensory overload. Her conviction and valor fail her, her skillful attacks are weakened, and she appears to go deaf and blind. Out of fear, she continues to fight the dark, entranced in a fit of despair. She ends up doing more bad than good, like a fire cracker, she can end up hurting those on her side.
A M B A S S A D O R |
Because of her stately mein, Calliope appears trustworthy and in control. Even as socially impaired as she is, she can talk the skin off a cat when in correspondence with another kingdom.
S C O P E |
Calliope can see the greater picture, and the purpose behind each individual. This makes her excellent at leading and delegating.
C R U E L |
Calliope doesnât appear to have any compassion whatsoever. She disregards the feelings of others even if, as a consequence, it begins to tear the team apart.
C H A R I S M A |
Calliope takes no stalk in personal relationships. She doesnât make small talk, she doesnât care. Her only focus is winning.
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Calliope's family descended from wyld mutants of the rose complexion. While she is of nobility, the Lordes family took pride in dining, fraternizing, and dancing with their village. Calliope was the youngest of five older brothers. Her parents kept conceiving until, at last, they had a girl, since it is the women in the family that inherit the throne. This did not come without its consequences. Calliope's older brothers frequently tormented her, fought her, and challenged her, but ultimately, it improved her as a warrior. Even as a child, she never had personal friends. While general unity is encouraged among villagers, friendship is an concept that does not exist.
Blood, sweat, and tears paid off when Calliope was promote to general at the age of 16. This was only slightly younger than the average general at 18, but it was clear that Calliope was ready. She was an excellent leader and communicator on the battle field. She began wracking up her wins. For each win she adorned her back in a new tattoo, the shade of blood, representing her latest success.
At the age of 18 she was promoted to general. She had formed a connection with a boy her age named Ellyon. They trained and fought side by side. One particular battle they shared together appeared seemingly harmless and simple. Mindless fiends galloped towards the village. At the front of the infantry were Calliope and Ellyon. The frigid air was thick with the vapor of the blood of their enemies, but it came to light that the seemingly mindless fiends were only a bait and switch for a back ambush. Calliope's soldiers were caught of guard and so was she. Countless men were slaughtered in mere minutes.
Calliope recalls noting that the snow had started melting from the hot blood that carpeted the Gladom Clearing. Her mind shut down and Calliope began reacting rather than thinking. Suddenly she was at the center of the battle, nothing but a soldier, countering the attacks that laid claim to so many of her soldiers lives. She realized this was no cause for celebration. She had lead her men into a bloodbath, but it came to a head when Ellyon was caught and beheaded instantaneously.
It was if her foes could feel their connection. They took advantage and claimed his life for their own. Calliope Exalted on the spot. Her cry of anguish roared across the fields of snow. All fight came to a stand still, it was as if the whole world had stopped on its axis to heed her cry. A blinding white light flooded the battle, and in the wake of her newly earned power, somehow, she had vanquished every foe in moments, and fatally wounded some of her own men.
Never had Calliope ever felt such an overwhelming bout of emotion. When she came to, she had realize what she had done. She was alone, in a crater of her own making, surrounded by the bodies of her men. She sobbed for an hour before she was found and taken back to the village. Never since has she had such a careless attitude about any battle, however small. She paid for it in full.
Today, Calliope works as Commander in Chief of the Gladom Armer Forces. She works with the brightest minds of the village, planning each attack, hoping to expand the Empire of Gladomain.
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xH E A L T H | âââââââââââ (8/8)
xP E R S O N A L | âââââââââ (7)
xW I L L P O W E R | ââââââââ (6/6)
xP E R I P H E R A L | ââââââââ (16)
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Cost: 3m or 5m; Mins: Archery 4, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Archery Excellency
The Solarâs heart knows the arrowâs path. She spends three motes and fires a single flawless shot, regardless of distance, visibility, weather and other prevailing conditions. This Charm nullifies all penalties, except wound and multiple action penalties, applying to a single Archery-based attack. If the Solar has Essence 3 or higher, she can spend two additional motes and this Charm will increase the Range of her weapon to her maximum visibility range.
Cost: 1m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Any Melee Excellency
The Solar warrior is as swift as the first rays of dawn. This Charm adds one to the Rate and one to the Accuracy of his weapon until his next action.
Cost: 2m per attack; Mins: Melee 3, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: One Weapon, Two Blows
The maneuver named Peony Blossom Attack burns significant Essence to unleash a powerful flurry of blows. The Lawgiver moves as smoothly and rapidly as ice on hot metal. This Charm is a magical flurry of two or more Melee- based attacks. Each attack costs two motes, including the first, and the Exalt can buy up to (her permanent Essence + 1) attacks. This Charm lets the Solar make these attacks regardless of the weaponâs Rate, without multiple action penalties, and with a DV penalty equal to only the highest penalty for any one attack.
Cost: 1m; Mins: Melee 2, Essence 2; Type: Reflexive (Step 2)
Keywords: Obvious
Duration: Instant Thunderclap Rush Attack Knockout Blow
Prerequisite Charms: None
The Solarâs weapons know their master. The Solar holds out her hand and calls to the Essence of one of her weapons. If the desired weapon is within (Essence x 10) yards, and a flight path exists between the weapon and her hand, this Charm draws the weapon into her grasp. She must own the weapon she calls. This Charm can be used to draw and ready a sheathed weapon reflexively.
Cost: 4m, 1wp; Mins: War 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, War
Duration: Until next action
Prerequisite Charms: Any War Excellency
The glory of the Solar Exalted steadies those who follow them. The Exalt can target up to her Essence in military units or (Essence x 100) scattered individuals with this Charm. The Exalt chooses the targets insofar as she cares to specify; otherwise, this Charm affects the closest non-enemy targets. Individual targets must be able to see or hear the Exalt. Targeted units must be able to see or hear some sort of Solar-sent signal. This Charm causes targets to succeed automatically on all Valor rolls. If used in the instant one or more targets fail a Valor roll, this Charm allows the targets that failed to reroll, but the reroll does not automatically succeed. This Charmâs effects last until the Exaltâs next combat or mass combat action.
Cost: 3m; Mins: War 4, Essence 2; Type: Reflexive
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Rout-Stemming Gesture
The Lawgiverâs forces know his will. The Solar calls out an order or message. It is still conveyed by his voice, his signal or by relays, but the message is effectively instantaneousâhis troops find themselves reacting almost as an extension of the Solarâs desires. This Charm conveys a message up to 12 words in length to one or more loyal units within (Essence x 100) yards and guarantees that the message is clearly understood. This Charm has special effects when used immediately before a roll to determine whether a targeted unit hesitates or can change order rapidly. If the Exalt gives an appropriate order, the roll succeeds automatically.
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Thrown Excellency
The Solarsâ opponents are often arrogant and attempt to predict how and when the Lawgivers will strike. Such is their folly that they cannot see the vengeance of the Unconquered Sun even when it comes upon them. This Charm conceals a Thrown-based attack. Characters watching the Solar need (the Solarâs Essence) successes on a reflexive (Wits + Awareness) roll to notice him making the attack. This success requirement decreases by one each additional time the Solar uses this Charm in a scene. For characters not watching the Solar, all evidence indicates that the attack comes from a direction and distance named by the Solar when making the attack. For example, a Solar attacking from behind might wound an enemy in the side or chest by having his missile curve at the last moment.
COMBOS
A combo is a specialized form of charm use that allow rapied fire activation of multiple charms at once. Using a combo allows the exalt to overcome the '1 charm per post rule' but only if they have invested the xp to learn that combo first. You may not have a combo at the start.
SORCERY
You may choose to exchange one of you charms to unlock the first level of sorcery, the terrestrial circle which will mark you as a sorcerer at the start of play. You will start off with only one spell that you have mastered, but may exchange more charms for more spells. For all other cases, spells are treated the same as charms xp coast wise, and are treated as 'occult' charms this purpose.
!!!!!BONUS POINTS!!!!!
You will have 10 Points to spend on any stats you wish. You may also choose to spend 4 BP to gain another charm/sorcery (or 3 if it is a favored ability/attribute). Also you may spend 3 points to start with a piece of magical gear.
PREFERRED FIGHTING STYLE
EQUIPMENT AND POSSESSIONS
Inspired in part by | SpiritDancer
Art by | Ross Tran