Name: Valerie "The Valkyrie" Kyleson
Anima: A massive pair of wings folded into the shape of a heart.
Motivation: Make the world a safe place for everyone who wants to live in peace
Respita - Home
Oppression - Hatred
Weapons - Necessary tools of protection
The Heartwings - Respect and appreciation
Peace - A long sought but seemingly near-impossible dream
Other Solar Exalts - Hope and respect
Friendship - Adoration
Lies - Disgust
|Strength 3|| ||Charisma 4 || ||Perception 3|
|Dexterity 5|| ||Manipulation 2|| ||Intelligence 3|
|Stamina 2|| ||Appearance 4|| ||Wits 3|
Athletics 1 - Awareness 5 (Initiative +3) - Bureaucracy 1 - Dodge 5 (Zero Mobility Penalty +3) - Firearms 5
(Shellcasters +3) - Integrity 3
- Investigation 2
- Lore 1 - Martial Arts 3
(Kicks +3) - Melee 1
- Occult 1
- Performance 1 - Presence 4
- Resistance 3
- Socialize 3 - Thrown 1
- War 5
Compassion 3 - Conviction 2 - Temperance 2 - Valor 5 - Essence 3 - Willpower 8
Cache Egg 2 - One cubic yard
Cult 2 - People who actually believe she's some sort of angel or valkyrie, many of whom pray to the rising sun at dawn
Heavy Machine Gun, Heavy Pistol, Tactical Vest, Bluetooth Earpiece
Dex 4 Firearms 4 Accuracy +2 = Ranged Combat 5
Damage 7L - Ranged Damage 3
Exceptional Tactical Vest - +4B/+4L - Mob -0 - Fatigue 0 - Armor 2 (3 against solid projectiles)
Drill 5 - Endurance 8 - Might 0 - Morale 4
Motivation: Make the world a safe place for everyone who wants to live in peace.
Intimacies: Oppression - Hatred, Valerie Kyleson - Respect tinged with friendship, Respita - Home Base
Structure: Although Valerie is technically the head of the group, there are four lieutenants that split the group into scale units of twenty-five. If need be, each scale unit can be divided into fang units of five each, with four sergeants along with the lieutenant each working as fang unit leader.
The Heartwings do not wear uniforms (they'd be way too hot on the island) but the tactical vests they wear have gold-painted depictions of the Heartwing anima symbol on the back.
Influence 3 - A growing reputation as Valkyrie, a powerful warrior who accepts the surrender of her opponents
Orichalcum Chain Shirt 1
Orichalcum God-Kicking Boots 1
Orichalcum Grand Shellcaster (with laser sight) 3
Orichalcum Hearthstone Bracers 2
Orichalcum Wings of the Raptor 4 (No cape - the wings manifest of gold-white Essence)
Resources 5 - A combination of her inheritance and the island's revenue
Cost: 3m; Mins: Firearms 2, Essence 2;
Keywords: Combo-OK, Mirror (Bloodthirsty Killing Style)
Prerequisite Charms: None
The Solar gunslinger’s eye is infallible as it gauges the distance and sets its mark. Heaven’s Eye Marksmanship adds 150 yards to the Range of the supplemented attack.
As a peerless marksman, the Solar also adds an additional 50 yards for each die added to the attack from Aiming, and adds all Aim dice to raw damage as well as the attack roll.
Cost: 3m; Mins: Firearms 4, Essence 2;
Keywords: Combo-OK, Mirror (Devouring Time Technique)
Prerequisite Charms: Heaven’s Eye Marksmanship
Essence and martial perfection come together in an instant of unsurpassed speed as the Solar fires too fast for his enemies to defend. His hand is a blur, drawing and firing faster than a heartbeat. Such is the speed of the Solar’s gunslinging that any DV applied against the supplemented attack is halved. If necessary, he can reflexively ready a Firearms weapon before making the attack.
With Essence 4+, the Solar’s reflexes heighten in response to the thrill of danger. As long as he is within the engagement range of his target, he can pay an additional two motes to make the attack undodgeable.
Cost: 7m, 1wp; Mins: Firearms 5, Essence 3;
Type: Extra Action
Keywords: Combo-OK, Mirror (Minutes to Midnight Attitude), Obvious
Prerequisite Charms: Lightspeed Trigger Technique
Gathering Essence and honing his will, the Solar seizes a single perfect moment, unleashing countless bullets with superhuman speed and graceful elegance. Steel Sunbeam Radiance creates a magical flurry of up to (Dexterity + 1) Firearms attacks at the Solar’s full dice pool, ignoring Rate. It has a total DV penalty and Speed equal to the highest of any individual attack. If the Solar took an Aim action before using this Charm, then any dice it accrued are added to each attack in the flurry.
Cost: — (1m); Mins: Firearms 2, Essence 2;
Keywords: Mirror (Instant Murder Instinct)
Prerequisite Charms: None
Once each action, the Solar can reflexively reload a readied Firearms weapon at no cost, trusting his lightning reflexes and well-honed muscle memory. With a stunt, he can reflexively reload even without a free hand. Should he ever run out of ammunition, he can pay one mote to make an attack without using ammo, shaping his Essence into a golden shell engraved with his caste mark. Created rounds dissipate back into Essence once the attack has been made.
With Essence 3+, a Solar can pay one mote and a point of Willpower to create all ammunition needed for a single flurry, with no additional mote cost.
Cost: 1m; Mins: Firearms 3, Essence 2;
Type: Simple (Speed 3)
Keywords: Combo-OK, Merged, Mirror (Glinting Steel Shadows)
Prerequisite Charms: Lightning Hands Reload
The Lawgiver’s weapons are as their glory—sometimes unseen, but always present. This Charm is identical to Summoning the Loyal Bow (see Exalted, p. 189), except that it is compatible only with Firearms weapons. The Solar can also use it to banish ammunition to Elsewhere; such activations cost zero motes.
Merged: Summoning the Loyal Bow (Archery), Summoning the Loyal Steel (Melee).
Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Reflexive
Keywords: Combo-OK, Enhanced
Duration: One action
Prerequisite Charms: None
The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. This Charm enhances an unarmed Martial Arts attack, improving its Accuracy by one and its Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks without a stunt until his next action.
Enhancement: This Charm adds the magical material benefits of orichalcum to the Solar’s natural attacks while Solar Hero Form is active.
Cost: 1m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Martial-ready
Prerequisite Charms: Fists of Iron Technique
This Charm drops a supplemented attack’s Speed to 3.
Martial-ready: Archery, Melee, Thrown.
Cost: 1m; Mins: Martial Arts 3, Compassion 2, Essence 1;
Type: Reflexive (Step 2)
Prerequisite Charms: None
The arguments of Compassion lend themselves to the defense of others’ arguments, and sifus encourage such acts. This practice can often win friends. Sometimes, it makes enemies.
This Charm allows the martial artist to redirect an attack aimed at someone else to himself. For all purposes, including determining onslaught penalty, the attack becomes an attack on the Exalt. The character defends against the redirected attack as normal.
To help someone, the attack’s original target must be within the martial artist’s melee range, though he may take his normal Move action for the tick to reach someone.
Cost: 5m or 5m, 1wp; Mins: War 4, Essence 2; Type: Reflexive
Prerequisite Charms: None
This Charm costs five motes when used in combat or social combat, or five motes, one Willpower when used in mass combat. It renders allies fearless within a range of (Essence x 20) yards, not (Essence x 5).
At Essence 3+, in addition to the listed effects, whenever the Solar or an ally under the effects of Heroism-Encouraging Presence channels Valor to enhance an action, they add successes rather than dice to the action at a rate of one success for every die that would have been added. If the action succeeds, the character is automatically refunded the Willpower spent to channel Valor.
Cost: 10m, 2wp; Mins: War 4, Essence 3; Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training
Duration: One week
Prerequisite Charms: Heroism-Encouraging Presence
Under the banner of the Solar Exalted, even bandits and peasants become deadly warriors. This Charm involves training a military unit. This Charm requires five or more hours of effort in any given week to bear fruit. This Charm increases the Drill of a unit by one for each week of training, to a maximum of Drill 5. In each week of training, the trainer picks one trait to train: Valor, Strength, Dexterity, Stamina, Archery, Dodge, Martial Arts or Melee. This Charm increases that trait for each member of the unit by one dot, to a maximum of 4. The Solar can train with the unit or as a solo unit, increasing her own traits. She cannot increase others’ traits past her own.
Cost: —; Mins: War 5, Essence 3; Type: Permanent
Keywords: Mirror (Essence Engorgement Technique), Native, Obvious
Prerequisite Charms: None
The Solar draws strength from the harmonious governance of Creation. The greater the social structure he commands, the more Essence he may wield. This Charm allows the Solar to recover motes by tending to the affairs of a kingdom, organization or social or military unit he leads. Each hour spent inspiring the people or performing administrative tasks allows the Solar to recover motes equal to the unit’s Magnitude.
In addition, each purchase of this Charm increases the character’s Peripheral Essence pool by 10 motes. This Essence cannot be committed to an artifact. The character cannot recover this Essence normally—he can refill this pool only through the technique above and with Essence-recovery Charms. The player may purchase this Charm a total number of times equal to the Exalt’s Essence.
Cost: 3m; Mins: Presence 4, Essence 2; Type: Supplemental
Keywords: Combo-Basic, Social
Prerequisite Charms: Any Presence Excellency
The glamour of the Lawgivers inspires others to dream of glorious things. This makes the Solars the ultimate salesmen and recruiters. Irresistible Salesman Spirit enhances a Presence-based roll to exert mental influence and make a favorable bargain or encourage a specific action. This Charm doubles the Solar’s successes on the roll before comparing them to the target’s MDV.
Cost: 2m; Mins: Resistance 2, Essence 1; Type: Reflexive (Step 7)
Keywords: Combo-OK, Dawn
A boy cannot cut down an oak tree with a kitchen knife. No more can a mere mortal slay the Solar Exalted with petty blows of mundane steel. The Solar adds (Essence + Resistance) to his bashing and lethal soak against a single attack.
Cost: —; Mins: Resistance 3, Essence 2; Type: Permanent
Prerequisite Charms: None
Undertaking a grueling regimen of endurance training, the Solar folds Essence into his body until his skin becomes hard enough to turn aside blades. The Lawgiver’s natural lethal and bashing soak calculations become (Stamina + 3). This Charm may be purchased up to a total of (Resistance) times; each purchase after the first adds 3 to the character’s natural lethal and bashing soak.
With Essence 4+, the Solar also gains natural lethal and bashing hardness equal to the number of times he has purchased this Charm.
Cost: - (1wp); Mins: Resistance 2, Essence 2; Type: Permanent
Keywords: Dawn, Native
Prerequisite Charms: None
Sealed for fifteen centuries in a cage of jade, the Lawgiver reborn has known death and darkness. Never again shall she yield. The player of a character with this Charm may pay one Willpower to roll (Valor) dice, healing a number of health levels equal to the successes on the roll.
Moreover, the resilience of the Solar Exalted is only equaled by their courage; a Lawgiver using this Charm reverses even the most grievous of wounds, canceling them out by denying their existence through force of will. Characters who wish to substitute another Virtue for the purposes of this Charm may do so if dramatically appropriate. This Charm may not be used to heal damage from self-inflicted wounds, including damage incurred as part of the activation cost of a Charm. A character may not use Soul Fire Resurgence more than once per action. This Charm's Virtue roll may not be enhanced by other Charms or magic; Virtues enhanced by Epic Zeal of (Virtue) are never applicable for this Charm's effects.
Cost: 3m; Mins: Investigation 2, Essence 1; Type: Reflexive (Step 1)
Duration: One scene
Prerequisite Charms: Any Investigation Excellency
The Lawgivers are the guardians of truth. This Charm allows the character to recognize as lies all deliberate lies presented to her. The character can also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another Charm contests these effects (see p. 179), add the character’s Essence in automatic successes to the (Perception + Investigation) roll to oppose the other Charm.
Cost: 4m; Mins: Awareness 4, Essence 2; Type: Reflexive
Duration: One scene
Prerequisite Charms: Any Awareness Excellency
The Solar's supernal senses expand and his mind speeds up to process a thousand myriad details in a split second. Opponents attempting to strike a Lawgiver using this Charm appear to be moving in slow motion. All of the character's attacks are enhanced as though he had just spent three ticks accumulating dice with an Aim action (as a result, the character may not normally benefit from a true Aim action while this Charm is active), and his DVs are raised by 1 against all physical attacks of which he is aware. None of these bonuses count as dice added by a Charm.
With Essence 3+, each tick the lawgiver spends Aiming while Panoptic Fusion Discipline is active converts one die provided by this Charm into an automatic success; his opponents seem to slow even more, until their anticipated actions are outlined in golden contrails before the eyes of the Lawgiver.
Magazines of ordinary, rubber and Armor-Piercing bullets for her Grand Shellcaster (all kept in Elsewhere)
Bluetooth headset linked to smartphone (in waterproof case)
Lots of spare guns and ammo (kept in the cache egg, along with the old journals and such)
Good Luck Charm
Lots of gold (kept at the island)
Sleep Grenades (with 3 currently being kept in Elsewhere, 10 at the hotel, and a bunch in the cache egg)
Ballistic Shield (Stats of Tower Shield, kept in Elsewhere)
Respita is a Pacific island of about 150 square miles several hundred miles west and slightly south of Panama. The original hotel was made in 1802 as a place to get completely away from the worries of the world for a while. The center of the island is marked with a massive volcano, and though the occasional tour runs for people to climb through and see the flowing rivers of magma, it has been judged scientifically to never erupt again. Mango trees dot the landscape, but little vegetation otherwise exists.
The Wavecrest Deluxe Hotel stands at the southwest corner of the island just near the beach, a massive tower to give a tremendous view of both the sunrise and sunset to the higher floors. With the exception of the such necessities as the airport and docks, and a few roads, however, little has been added in order to maintain the pristine beauty of the tropical island.
A large beach area takes up most of the western side of the island, with the northernmost areas marked off as clothing-optional. Visiting families usually stick to the eastern beach, a smaller section but with calmer waves.
To the southeast is a single-runway airport and docks where supplies come in.
((Avorae will be using this island as well, so he can add stuff if he wants.))
Valerie was born into the prestige of a family that owns a hotel on the tropical island of Respita. Although she never had much talent for business, the affluence allowed her a chance to develop socially, accumulating friends and living the good life. She's well-educated and would have finished college if not for the sudden interruption of her holiday vacation.
At the time, she thought that the group was some sort of elite group of pirates, bringing automatic weapons to target the wealthy with robbery and kidnapping in a sudden strike. They say that the first truly traumatic experience of your life can change you forever, and all the pacifistic teachings that Valerie had grown up with no longer made any sense when she saw people either surrender or get shot down.
On the few occasions when she's told the story, she couldn't help but explain how much it just felt like a dream, as if she was watching a movie or playing a video game. Certainly, if she had to be the self that she'd always known, she couldn't possibly have dived for the sidearm dropped by one of the island's few security guards. Time slowed down to let her dodge bullets and focus her return fire, weapons practically seemed to reload themselves, her body felt light as a feather for jumping and even running across a patio umbrella, and so much more that she couldn't even really take it in.
She'd never been able to surf with any significant degree of talent before, but the first time she tried after her Exaltation, it was even easier than walking had ever been before. In some ways, it's like having someone always next to you, helping you to do everything you've never been able to do before. In others, it's like unlocking a door to let you do everything you've always wanted to do, be everything you always knew you could be but never knew how.
The transformation horrified her parents and many of her friends. She knew that they wanted her to leave, but were too frightened of her to ever actually say anything. Even so, she sees the looks, and she could gladly walk away were it not for the knowledge of what might happen were they ever left undefended. She doesn't want anyone to be afraid of her, but she can't help but be who she is.
Everything changed even more when her dreams led her to the memories of an egg deep in another dimension, which was called back to her with no more difficulty than a long-forgotten childhood memory. Aside from books and journals written in a language which she somehow understood, various items of a strong golden metal were waiting for her. Of the many amazing devices, her favorite can't help but be the strange necklace that allows her to fly.
The wings as much as everything else soon got her the nickname of Valkyrie, a title she hated and has only slowly accepted as people have shown it to mean respect instead of fear. People have come to her asking to be trained, and she's done everything she can, but she watches to make sure that they don't abuse their power.
Her power has been pretty consolidated, everyone seems pretty safe, and she has herself a small army to help out whenever it's needed. However, her Wings of the Raptor is starting to malfunction. She's been doing what she can to try to fix it up and keep it going, but she really needs someone talented in the strange kind of magitech that it's made of. Now she just has to get in touch with more people like her.
Grand Shellcaster: Speed 6 - Accuracy 16 - Damage 12L/3 - Rate 4 - Range 200 - Ammo 100 - Tags 2, O, St
God-Kicking Boots: Speed 5 - Accuracy 14 - Damage 11B/2 - PDV 6 - Rate 3 - Tags M, O
Dodge DV: 8 (11) Mental DV: 7
Soak: Bashing 10 - Lethal 12 - Aggravated 7 - Hardness 3
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|Personal Essence: || 17/17 |
|Peripheral Essence: || 17/17 41 total|
|Immanent Solar Glory: || 10/10 |
|Anima: || 0 |
Willpower: O O O O O O O O
Compassion: [ ] [ ] [ ]
Valor: [ ] [ ] [ ] [ ] [ ]
Limit: Compassionate Martyrdom - The character witnesses innocents suffering through no fault of their own.
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XP Spent: 667