Okay then, Marie.
There's quite a few issues with your sheet.
First of all, I'd appreciate it if you could write down your BP expenditures somewhere.
Are you sure you don't want to spend BPs to raise some of your abilities over 3? If you don't have enough, you could take some Flaws. Sure, Flaws can be bothersome but that's the point. The BP you get from them is still worth it.
As for your specialties: your Dodge specialty should be listed as either "Slippery Terrain" or "Uncertain Terrain". And "At Long Range" doesn't make much sense with archery weapons, since 99% of the time you're going to be at long range and that's not the point of specialties. Yes, I know the core book suggests that but I suspect the specialties suggested by the core are the result of bad editing. I'm pretty sure a lot of them were copy-pasted from 1st ed. Anyway, "Specific Diseases" isn't actually a valid Medicine specialty, you're suppose to actually pick a disease to specialize in. Also, your "Infections" specialty should be separated from the diseases one.
And backgrounds: Connections (Merchants) is too vague. You're supposed to specify the group of merchants your connections are in. You could have Connections with the Guild, or with Nexus merchants, or another group you can think of. Also, what's her Reputation? How did she earn it? Who are the people represented by her three dots in Family? I understand you want to have a group of loyal combat physicians with you, but I'd also suggest dropping your Retainers to 3 or 4 to free up some bonus points, and because with Retainers 4 you'd still have a mass combat unit of Magnitude 2 same as if you had Retainers 5. And you should specify what the Retainers are. That is, are they all combat physicians, or does she also have a secretary? A cook?
Are you sure you don't want to take the Artifact background? They're far more useful than mundane weapons and armor and as a Dragon-blood one dot in the background gives you twice as many artifacts. Are you sure you don't want to take the Breeding background either? The extra motes are quite useful, and if your character is supposed to be more than a member of a mortal offshoot household of Gens Karal, it'd be required by your backstory anyway.
As for charms, are you sure you want to take Air Protection Form and Earth Protection Form and
Fire Protection Form? If you want protection from environmental hazards, wearing any kind of Jade armor automatically removes two levels of damage from any environmental hazard.
Finally, I also need you to post your backstory in full, to see if it works with the game.
Well, I would be okay if description of the charm is changed to be less 'solar taming leash' approach. Also instead x5 lunar's essence amount WP needed to be burned it should be Appearance+essence to get rid of addiction (even then it means a epic elder lunar who has Appearance 10 and Essence 10 would force 20pts willpower spending and that's major deal). Note that lunar excelency use is allowed with this charm (so lunar with appearance 3 could get appearance 6 and with essence 4 = 10 willpower spending). Of course this makes lunar dependable on both stamina and appearance for this charm to work properly but the effect is quite strong and potent still.
Alright, so how about something like this?
Silver Nectar Release
Minimums: Stamina 5, Essence 4
Keywords: Combo-OK, Poison
Prerequisite Charms: Scorpion and Toad Assumption
At times, Lunars are forced to take more subtle approaches to protecting their Solar mates or their stewardship. A crafty Lunar might have to seduce an enemy, bringing them under their thrall and then neutralizing them or turning them into an asset. As such, Lunars developed this charm to make all who would dare threaten those under their protection kneel between their legs.
Subtly manipulating the Essence running through her body, the Lunar transforms her sexual fluids to an ambrosial and redolent nectar that is worthy of the gods and as addictive as it is rapturous. Letting a target taste her sacrosanct fluids, the Lunar instills a craving in her target that only she can sate.
For the Lunar to spend the motes to activate Silver Nectar Release, her target must be in a position to taste her sexual fluids as they are released from her body. Any being whose Essence is lower than the Lunar, is instantly addicted to the fluids. Beings whose Essence are equal to or higher than the Lunar's must roll (Stamina + Resistance) against a difficulty equal to the Lunar's Essence. On a success, the target suffers no ill effects. If the roll fails, the target submits to addiction.
Once addicted to the taste of Lunar's sexual fluids, the target will start to suffer withdrawal if he is denied it. Every day that he goes without tasting the Lunar's sexual fluids the target suffers a cumulative -1 penalty on all actions (the penalty caps at -5). The target can resist the effects of withdrawal for one scene by paying a point of Willpower.
The target kicks the addiction once he has spent a total of ([Lunar's Appearance+Essence] x 5) points of Willpower to resist the effects of withdrawal. Applying a Lunar Appearance excellency at the time this charm is used does affect the required Willpower points to kick the addiction.