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| Nature: Visionary | - | - | Demeanor: Romantic |
| Character Type: Mage | - | - | Concept: Voodoo-Priestess |
| Player Name: Shalassa | - | - | Affiliation: Disparate |
| Essence: Primordial | - | - | Sect: Bata'a |
| Physical | Social | Mental | |||
|---|---|---|---|---|---|
| Strength | 2 | Charisma | 3 | Perception | 3 |
| Dexterity | 2 | Manipulation | 2 | Intelligence | 4 |
| Stamina | 2 | Appearance | 3 | Wits | 3 |
| Talents | Skills | Knowledges | |||
|---|---|---|---|---|---|
| Alertness | 2 | Animal Ken | 1 | Academics | 1 |
| Athletics | 1 | Crafts | 2 | Computers | 0 |
| Awareness | 3 | Drive | 0 | Cosmology | 2 |
| Brawl | 0 | Etiquette | 2 | Finance | 1 |
| Empathy | 1 | Firearms | 0 | Investigation | 0 |
| Expression | 2 | Melee | 1 | Law | 0 |
| Intimidation | 2 | Performance | 0 | Medicine | 2 |
| Leadership | 0 | Stealth | 0 | Occult | 0 |
| Streetwise | 0 | Survival | 0 | Politics | 0 |
| Subterfuge | 0 | Technology | 0 | Science | 2 |
| Uncommon Talents | Uncommon Skills | Uncommon Knowledges | |||
| Intuition | 0 | Divination | 0 | Esoterica | 2 |
| Meditation | 0 | Enigmas | 0 | ||
| Pharmacopoeia | 3 | ||||
| Belief Systems | 4 | ||||
| Rites | 0 |
| Lores | Ratings |
|---|---|
| Awakened | 1 |
| Gallian | 0 |
| Undead | 0 |
| Spirits | 0 |
| Shapeshifters | 0 |
| Reborn | 0 |
| The Hunt | 0 |
Backgrounds:
Avatar 3
Node 2 - The greenhouse above/behind her shop.
Sanctum 1
Familiar 2 - A small Coral Snake with the name Ayida-Weddo, but always called Rainbow
Resources 2
Merits:
Poison Resistance (2)
Toxins may sicken you, but probably won’t kill you. Although magickal poisons may be the exception to this rule, your body shakes off the worst effects of natural and synthesized poisons. When attacked by such substances, add two dice to your character’s Stamina roll when resisting their effects; a successful roll reduces the intensity of powerful toxins, and eliminates the deadlier effects of lesser ones altogether. Sure, she might feel a little woozy and could get seriously ill, but even if you fail that roll your character probably won’t die.
Although it works against toxic bacteria, this Merit does not protect against diseases spread from viruses, genetic conditions, and so forth. For details, see Drugs, Poisons, and Disease in Mage 20, pp. 441-444 and 456. And because intoxicants are toxins too, this Merit helps you survive overdoses of booze or drugs – see Alcohol /Drug Tolerance, above.
Green Thumb (1)
Plants flourish from your touch. Although they don’t bloom and grow on contact (a wildly paranormal effect which was part of this Merit’s original form), they do attain a healthy boost when you work with them. Reduce the difficulty of all non-Arete rolls by -2, and reduce the difficulty of Arete rolls by
-1, when you work with plants, trees, and other forms of vegetation –algae, mold, fungus, seaweed, and the like. Story-wise, your aura pulsates with green vitality, plant matter grows fast and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common Merit among Verbena, Bata’a, and other primal mystics, this could also represent a strange acumen for vegetative biomass that certain technomancers enjoy.
Languages (1) - French
Flaws:
Blood Magic (5)
Your Arts demand blood… specifically, your own blood. And while many practices employ small amounts of ritual cutting or bloodletting, this degree of sacrifice demands an injurious amount of vital fluid each time you cast a spell. With this Flaw (mislabeled as a Merit in the sourcebook Sorcerer, Revised Edition), you must suffer one unsoakable health level in bashing damage whenever you employ an Effect. Story-wise, you cut yourself, slash designs in your skin, or otherwise hurt yourself enough to shed the required amount of blood. This sort of thing can, of course, add up quickly if you’re throwing lots of magick around without giving yourself a chance to heal, as bashing damage soon leads to lethal damage (see Types of Injury in Mage 20, p. 406). Meanwhile, your bloodletting looks pretty gross and obvious (often vulgarly
so), and tends to make a mess as well. Your companions might appreciate the results of your magick, but may well object to the methods you employ… especially since blood magick has a rather unsavory rep among all but the most primal of practices.
Distinguishing Characteristic (2)
Due to the way her magick works, Karaya has scars all over the arms.
Willpower: 5 / 5
Quintessence: 3 / 3
@@Rotes@@
| Sphere | Ratings |
|---|---|
| Correspondence | 2 |
| Entropy | 2 |
| Forces | 0 |
| Life (Affinity) | 1 |
| Matter | 0 |
| Mind | 0 |
| Prime | 0 |
| Spirit | 1 |
| Time | 0 |
Focus:
0
Paradigm:
All power comes from gods
Practice:
Voudoun, Witchcraft
Instruments:
blessings & curses, blood & fluids, brews & concoctions, dances & movement, drugs & poisons, eye contact, herbs & plants, prayers & invocations, weapons
Physical Description:
Karaya is a dark, almost of ebony skinned woman appearing to be in her 20s. She has full, sensual lips and dark brown eyes. Her hair goes beyond her chest and is of black colour. She rarely wears makeup and the little bits she uses only compliment her otherwise perfect skin.
Overall she is a fairly beautiful young woman. The only downside to this appearance are her arms which are covered in scars of varying length, depth and age. How she came to this she doesn't tell but anybody knowing her true self knows where they are from.
Personality:
Her character can be descripted as outgoing, friendly and she has faint hints of a hopeless romantic. She likes to laugh, is slightly idealistic and a little dreamer of her own, and some would even call her altruistic. Karaya is polite and emphatic but can be quite the opposite if forced to.
Backstory:
Karaya was born 1997 in the French Quarters of New Orleans as the youngest of three siblings, by five and seven years, respectively. Ever since she was little she helped out her parents in their local voudoun-shop by doing some simple errands. Apart from that she had a normal childhood like everyone else.
After finishing school she joined her brothers by taking over the shop when their parents retired. Being naturally gifted with a resistance to poisons and toxins of various kind she volunteered to take care of the garden and concoctions. While she helped the other two in the store directly and still ran errands her main duty lied with the plants and the alchemy.
One one evening her life changed entirely. She did her usual prayers to the Loa, asking for help with her crafts and for punishment for those who don't play by the rules. Then all of a sudden, he appeared. He was looking at her with a smile on his grim face and Awakened her. It was her dormant Avatar giving her the natural poison resistance and the ability to let every plant bloom vividly and the reason why her potions succeeded where her brother's failed.
Being a Mage now she wanted to explore all of its aspects, including the Umbra. For that she always depicted herself sailing towards it. And for that she would need a ship and money. With a heavy heart she decided to leave her family business to start one on her own. She found a closed shop fitting her needs in Starke so she decided to move over to it.
Freebies:
Freebie points: (15+3)
4 # Arete+1
4 # Backgrounds: Node+1, Resources+1, Familiar+1, Avatar +1
10 # Abilities: Awareness+2, Pharmacopoeia+1, Occult+1, Melee+1
Notes:
Specialities: Intelligence (Creative)
Specialities: Crafts (Alchemy), Academics (Folklore), Science (Biology), Belief Systems (Voodoo)
Player: Shalassa
Karaya is a dark, almost of ebony skinned woman appearing to be in her 20s. She has full, sensual lips and dark brown eyes. Her hair goes beyond her chest and is of black colour. She rarely wears makeup and the little bits she uses only compliment her otherwise perfect skin. Overall she is a fairly beautiful young woman. The only downside to this appearance are her arms which are covered in scars of varying length, depth and age. How she came to this she doesn't tell but anybody knowing her true self knows where they are from.
Her character can be descripted as outgoing, friendly and she has faint hints of a hopeless romantic. She likes to laugh, is slightly idealistic and a little dreamer of her own, and some would even call her altruistic. Karaya is polite and emphatic but can be quite the opposite if forced to.
Obvious Details:
Less Than Obvious Details:
Banality Score:
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| Total | Current | Monthly Cap 1) |
|---|---|---|
| 0/30 |
| Date | XP | XP Type | Scene | Notes |
|---|
| Monthly Discount Cap: 2) | 0/15 | ||||
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