ARCHERY---------
ATHLETICS-------
AWARENESS------ (5)
DODGE-----------
INTEGRITY------- (5)
MARTIAL ARTS---
MELEE------------
RESISTANCE------
THROWN---------
WAR--------------
CRAFT-------------
LARCENY----------
LINGUISTICS------
PERFORMANCEâ- (1)
PRESENCE-------- (3)
RIDEâ------------ (1)
SAIL---------------
SOCIALIZE-------- (5)
STEALTH----------
SURVIVAL---------
BUREAUCRACY (5)
INVESTIGATION
LORE-----------
MEDICINE------
OCCULT-------- (3)
Unless impossible due to the size of a location, Mirror is with her Golem,Clove. They share a bond like no other. They are family, not by blood but by choice. Clove is very protective of her. Instead of walking from place to place, Mirror tends to ride on his shoulders.
Due to her upbringing, Mirror is a hardworking leader. Many would think that Mirror very innocent. However she is not naive. Mirror cares a lot about others and would do anything to help a person in need. Of course, there are so many of people desperate for a better way of life and Mirror is actively making changes to ensure that transformation occurs. Working for change means that she is very open to suggestions from others and while she may be defensive at first, she does listen to feedback and makes adjustments as needed.
Motivation(s)
- Free her country from the Rogues that over threw her family
- Lead an era of prosperity
- Transform her country into a Utopia where everyone has what they need
VIRTUES
COMPASSION (5)
TEMPERANCE (2)
CONVICTION (2)
VALOR (1)
LIMIT BREAK
When forced to disregard her compassion, Mirror enters a stat not unlike being comatose. Her face becomes expressionless and her eyes glaze over. She may even have tears rolling down her expressionless face. She won't respond to anyone who tries to speak with her. If she says anything at all, she will mutter a sentence or two in a cycle. In this state she is blind to everything around her.
MERITS
Kind
-There are no bounds to Mirror's care for others
Forgiving
-Everyone makes mistakes. Unless a deed is truly despicable, Mirror will be quick to forgive.
FLAWS
Recognizable
-Due to her social status, Mirror can't blend into a crowd even without her Golem
Dependent
-Mirror hates being without Clove and can have a short fuse when he's not around.
Suspicious
-It takes time to earn Mirror's trust. And once mistakes are made, even though Mirror forgives, trust must be earned once again.
PHYSICAL APPEARANCE
Mirror has heterochromia. Her right eye is turquoise and her left eye is violet. She has long onyx colored hair and pins various things into her bangs which brush her eyebrows. Her skin is a pale porcelain.
BACKGROUND
Mirror's family is a long line of royals in a northern Kingdom known as Vertarria. Two children were born before Mirror. Rune was the first born and a male. The second born was Amethyst, a female. Both were born with their left eye being turquoise and their right eye being violet. The third born's eyes were the same colors but on the opposite sides. Thus, she was named Mirror.
After Mirrors birth, unrest grew within the kingdom. The unrest was largely caused by a renegade group. Heading the renegade group was a small family of those with dragon blood. A father, his son and his son's wife. A splintered off group from the Immaculate Order found the family and wanted them to rule the country. Those with dragon's blood were seen as superior to the fragment of the Immaculate Order. More aggressive than the immaculate order, they began providing the family with weapons and people. Before long they had a small renegade group. At first it was small enough to ignore. It wasn't seen as a threat until it grew much larger.
It was decided that the older siblings were to be sent away for the safety of the kingdom and the youngest would stay to serve as security for the throne. When it was safe, the others would be able to return. That time never came and thus Mirror never knew of her siblings.
Growing up as royalty had both benefits and drawbacks. Mirror had more than anything she ever needed or wanted... So long as it was of material value. Not many people were considered worthy to be company for a royal so Mirror knew very few people aside from her parents and servants. Her life was lonely. To add to that her parents were too busy for her and she was raised by a governess. Even though Mirror loved her parents, she missed them. And longing for their attention, she developed a method to gain that attention... By running away.
From a very young age Mirror began finding ways to escape the castle. In her very first misadventure she was caught by the wrong people in the forest. The dragon blood renegades who wanted to take over the throne were the culprits. Mirror was far too young to understand what they were after. Luckily a goodhearted Golem was sleeping nearby and awoke to hearing the near kidnapping of the young princess. He saved her from the rebels and wandered the forest with her, protecting her. As a golem, he wasn't sure what a creature like Mirror would need but he did his best to provide for her. Eventually scouts from the castle guard found them. Unable to separate Mirror and the golem, they brought both back to the castle. Along the way, Mirror named the golem Clove. The two were always together from that point on. Luckily, most places in the castle were large enough for Clove to fit. But it's not easy to slip through a castle with a giant rock. Nonetheless somehow Mirror would find ways for the both of them to escape together.
Through these journeys the young princess was illuminated about Vertarria. Her kingdom suffered from an epidemic of homelessness and poverty. It wasn't that Vertarria itself was a poor kingdom. Quite the contrary. If the country was so wealthy why did so many starve and live homeless? Determination filled Mirror from that day forward. She had to fix this. The people of her country couldn't suffer as she lived a lavish life above them.
To Mirror's dismay her parents weren't at all concerned about the problem she saw. They knew but were too concerned with other problems. Renegades kept attacking the castle and made it impossible for them to think about much other than diplomacy and safety. However, they did allow Mirror to focus on solving the poverty problem. In her research she found the treasurer was stealing much of the money from the kingdom. In no time at all, that position was taken from him and given to someone more trustworthy.
With the new treasurer, Mirror was able to raise most citizens out of poverty. This is when she became exalted. It was unheard of for a 16 year old princess to not only care for her subjects but to solve most of the problems they had. She made her family beloved by almost everyone in the Kingdom and the citizens knew that they could rely on her. The country changed forever. From all feeling hopeless and expendable to knowing they are valued and have a future of prosperity coming.
Unfortunately being a Solar only escalated the problems with the renegades and the splintered off Immaculate Order. In fact, being exalted caught the attention of the real Immaculate Order. They supplied the dragon blood renegades with even more deadly weapons as well as more people. Not only were these rebels more angry but they were growing more formidable over the course of a few years. Eventually they grew powerful enough to take control of the palace... Mirror only escaped because of Clover and her abilities as a Solar. Her parents were killed.
Renegades had forced many back into poverty and made Vertarria even less stable. Citizens didn't approve of the new rulers. They helped her escape the kingdom. She was their hope. As long as she lived they knew she will return to restore the kingdom to the glory she had given it.
After Mirror's escape the rebels handed Vertarria to the Immaculate Order.
Being an exalted only fueled the fire to save the kingdom even more for Mirror. Passion is stronger than before and grows ever stronger. She had to save Vertarria. Her people needed her. The journey to find a way to restore her kingdom began. No matter what it took, Mirror was going to return it to its former glory in order to save everyone. The search for the solution had begun.
MAGIC, GEAR AND TALENTS
Essence score: 3
Health: 5/5
Willpower pool: 7/7
Essence motes
Essence pools: Personal(10) Peripheral(22)
CHARMS
All exalted start off with 7 charms, based of their abilities
Charm: Insightful Buyer Technique
Cost: 1m
Bureaucracy 3
Essence 1
Duration: Instant
Prerequisite Charms: None
Smoothly managing the economy is vital to the management of a state. This Charm supplements a social or dramatic action to buy, sell or trade something wisely. This Charm provides information on market values. To the extent that the Exalt understands what the target item, shipment, import or export isâand to the extent that he understands the relevant marketsâthis Charm gives the Solar a perfect knowledge of its value in those markets. This information is sometimes worth the Charmâs cost in itself, but the main effect of this Charm and this information is to reduce external penalties applying to the mercantile action by an amount equal to the Solarâs Essence. Whether the Solar is trying to buy a good sword for himself, outfit his army in exceptional steel, trade off yeddim for silk before plague kills the beasts or sell off the produce of his nationâs labor, he can overcome penalties from scarcity, volatile markets and trade barriers.
Charm: Speed The Wheels
Bureaucracy 3
Essence 2
Cost: 3m
Duration: Indefinite
The Lawgivers bring order and destroy corruption. The Solar speeds the process of a bureaucracy. Normally, an organization must first take a Begin Project dramatic actionâranging from minutes to months in its duration, depending on the organizationâs structureâbefore it can start actual work on a project.
The Solar communicates his desire for speedy resolution to the organization, and his player rolls ([Intelligence or Charisma] + Bureaucracy), adding the Solarâs Essence in automatic successes. The difficulty of this roll is 1. If the person responsible for this project deliberately engages in delays, subtract an external penalty of ([that personâs Intelligence + Bureaucracy] Ă· 2) from the successes on the Bureaucracy roll. The Solar is aware of such delaying tactics, however.
If the Solar succeeds, this Charm divides the time needed to begin the project by (the Solarâs Essence + 1), with a maximum possible time of one season. For example, for an Essence 5 Solar, if it would normally take six months to authorize naval repairs or obtain an audience with the local king, this Charm reduces that time to a single month. If it normally takes a century to obtain necessary paperwork from a Fair Folk freehold, the Solar resolves the matter in a single season.
Charm: Surprise Anticipation Method
Cost: 1m
Awareness 5
Essence 2
Duration: Instant
In this degenerate time, the Lawgivers depend on a preternatural sense for danger. This Charm guarantees success on any valid Awareness roll to notice immediate mortal danger. This Charm works whether in or out of battle, awake or asleep. If the Exalt has a chance to notice a surprise attack during a prolonged struggle, a dart blown at him in the jungle, an invisible opponent or a cleverly concealed pit, he does so.
If the Exaltâs player must make such a roll and has a chance of failing it, and if the Solar can invoke this Charm, this Charm invokes itself automatically. At that time, if the player has a Combo containing this Charm, he may declare the use of that Combo instead of just the Surprise Anticipation Method Charm.
Surprise Anticipation Method does not invoke itself if the character has already used his Charm for the action, if the character does not have any motes of Essence, if the character is Inactive and cannot become active, if the character is already certain to succeed on the Awareness roll or if the character cannot normally attempt an Awareness roll.
Charm: Inescapable Eye Of The Sun
Cost: 1m
Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Combo-OK, Touch
Duration: Indefinite
Prerequisite Charms: Any Awareness Excellency
The vigilance of the Lawgivers is as inescapable as day and night. By touching a solid obstruction such as a door or wall no more than (Essence) yards thick, the Solar is able to perceive any events occurring on the other side as though he were present.
Breaking contact with the surface through which one is spying ends the Charm.
Charm: Keen (Sense) Technique
Cost: 1m
Awareness 3
Essence 2
Duration: One scene
Essence enhances the Solarâs senses. Keen (Sense) Technique is actually three Charms, one that heightens sight, one that heightens hearing and touch and one that heightens smell and taste. This Charm gives two bonus successes on Awareness actions that use the relevant senses. It also allows the character to clearly perceive sensory impressions that are normally too faint for human senses to validly observe at all. Some feats appropriate for users of this Charm follow.
Sight. The character can make out the detail on a commanderâs epaulet at 500 yards distance, at night. He can see the individual threads of a shirt, and with a legendary success, he can make out the motion of the mites that live on othersâ eyebrows.
Hearing and Touch. The character can gauge the quality of fabric with a touch. He reduces the external penalty to target unseen characters to -1 and the internal penalty from blindness to -2. He can hear conversations normally through thick stone walls. With a legendary success, he can read by touch.
Smell and Taste. The character can recognize others and hints of their recent activities by smell. He can track by scent, gaining one bonus success when tracking someone who has a scent. The character can identify spices and poisons by taste. With a legendary success, he can detect but not identify a few drops of tasteless poison in a wineâas itsÂ
Charm: Terrestrial Circle Sorcery
Cost: â
Occult 3
Essence 3
Duration: Instant
Prerequisite Charms: None
The Exalted shape the Essence of the world. This Charm lets the character hone her will to the razor-sharp edge necessary to perform magic of the so-called First Circleâa power infinitely greater than mortal thaumaturgy. This magic can affect up to a few hundred individuals at a time, and its spells take only a few moments to cast. This Charm allows the character to take Terrestrial Circle Sorcery actions (see p. 252).
Charm: Mastery Of Small Manners
Cost: 1m
Socialize 2
Essence 1
Duration: Until next action
The Solar attunes herself to the patterns of human interaction. This Charm makes her responses to social situations so natural and appropriate that in social combat she treats all enemy groups as one point of Magnitude smaller than they are (to a minimum of 0.) It also increases her effective Appearance by one dot. When in doubt, other characters will be more apt to do small favors and provide hospitality than not. Finally, this Charm ensures that the character understands the basic motivations of everyone present in the scene, as if her player had rolled three successes on a mundane Investigation roll to estimate each personâs motives.
COMBOS
N/A
SORCERY
Commanding The Beasts
Cost:Â 4 motes
Target:Â Nearby animals
This spell can be used to stop rampaging beasts, to cause animals to join in combat or to tame and befriend unfriendly creatures. The sorcerer gathers Essence about her and then speaks a command word. Her Essence changes to a bright primary color and then rushes out toward nearby animals, wrapping around their bodies and dissolving into their flesh. The casterâs Essence suffuses and takes control of the Essence of the creatures, making their will subservient to the sorcererâs own.
The casting sorcerer may choose a number of animals within 20 yards (approximate hearing distance) equal to her permanent Essence x 2. The targets experience the effects of the spell for one scene, unless the spell is countered. Commanding the Beasts may be countered by Emerald Countermagic or an equivalent spell, by the use of beast-calming Charms or by another use of Commanding the Beasts. In the case where another casting is used, it simply negates the effects of the first spell.
The caster may target only creatures of animal intelligence (those with an Intelligence Attribute of 1). If she targets Wyld-shaped creatures, creatures of magical origins, automata, plants, undead, elementals or possessed beasts, the spell has no effect, and the Essence dissipates harmlessly.
The player of a sorcerer who commands beasts adds three dice to any Survival or Presence roll used to deal with these creatures. If she does not attempt to tame the creatures by the time the spell ends, they revert to their pre-spell state.
If beings other than the sorcerer try to interact with animals under the effects of this spell, their players must make a successful Charisma + Ride or Charisma + Survival roll, with a difficulty equal to the casterâs permanent Essence. Charms or sorcery will have their normal effect on afflicted creatures.
PREFERRED FIGHTING STYLE
-Maintain Distance and Stick with Clover-
Mirror doesn't have a lot of strength or speed. She honestly doesn't have any fighting skills to speak of at all. She instead rides on Clover's shoulder and he swats at their opponents.
EQUIPMENT AND POSSESSIONS
A durable and fancy set of clothes complete with pearl and flower hair clips
A survival bag bottle of water and food in it
Artifact: Clover the Golem.