Character Sheet

  • Name: Kara Lynn Dean
  • Divine Patron: Athena (Chosen)

Paths:

  • Origin: Just a normal American girl—A lifelong resident of New York, Kara spent most of her life a fairly normal girl with typical American values and a normal plan for her life. She knew about the Divine, was a good Christian and one of Athena’s devout, but she never expected that Legends would be told of her. (Academics, Athletics, Pilot.)
    • Group—Kara’s immediate circle of Friends & Aquintances from her old life.
      • Bridgett “Brit” Dean—your little sister, 15, who is suddenly your responsibility.
    • Contacts—a Favorite Teacher, back in College, who helps you out and cheerleads for you.
    • Access—Your families Manhatten apartment, both family cars, and other assets, including full control over the families financial assets (which you now have to manage).
    • Obligation—ONTOP of being a hero, you also have to manage all the responsibilities of adulthood and otherwise tend to your life.
  • Role: One of the Bird’s of Minerva—When Athena first came into her families life, everything changed quite literally overnight. What had been an upper-middle class salon and political action discussion group was suddenly a full-on Mystery Cult, with her parents ushered into the upper reaches thereof while she was made into a Scion and put in charge of the Cult’s outward face and given various tasks to perform for the Goddess. Plus, like, taxes and management stuff! AND, she's in college too! (Culture, Leadership, Integrity.)
    • Group—Cult, “The Bird’s of Minerva,” Outer Circle.
      • Dorothea Abbot—experienced and connected, worked with your mother, but fled with the others when Athena showed up.
      • Farela Hammond—a fearless, but neophyte, member of the Cult that stayed behind when things went crazy.
      • Sometimes, they're birds!
    • Contact—Your Mother, with whom you have… sporadic… access at best.
    • Access—Society facilities and assets, more or less, which you manage.
    • Obligation—You are also in charge of the Cult as a whole, in addition to EVERYTHING ELSE that you have to do.
  • Pantheon: It’s not so bad, being a Scion,—You get the impression that something is coming, something bad, something that drew Athena here and which she is using you and your family to help safeguard the city against. So, for now, you do your duty… gather a band… but soon, you are going to want answers from your Goddess. (Athletics, Empathy, Persuasion.)
    • Group—nothing, yet, I had some thoughts about the NYPD and that's still possible but this is feeling like it'll shape up into something different.
    • Contact—There's a few choices here: Kiya, Darlene Grant, Clayton Stroph, or... well, lots of people! XD
    • Access—I don’t think this really gives you anything, yet, but… eventually.. maybe access to more of your Mother's personal resources.
    • Obligation—You don’t know yet, just defend the city, but you have a feeling that Athena has quite a lot in store for you and are trying your best to prepare yourself.

Deeds & Titles

short-term deed
...get some help for all this stuff.. (Harmony)
Attend Class (Endurance)
long-term deed
Get the Bird's of Minerva back on even footing. (Duty)
band-deed
Find out who is behind the Fetches and what their plan is... (Justice)

Keywords: Maker, Shield, Guide, Tireless, Unseen
Titles: Shield of New York


Attributes & Skills

MentalPhysicalSocial
Intellect3Might3Presence5
Cunning3Dexterity4Manipulation2
Resolve2Stamina3Composure5
Academics 3 (Liberal Political Theory), Athletics 5 (Gymnastics), Culture 1, Empathy 5, Integrity 3 (Level-Headed), Leadership 1, Occult 1, Persuasion 5, Pilot 2, Technology 4 (Engineer). Subterfuge 1
Close Combat 0, Firearms 0, Medicine 0, Science 0, .

Callings (& Knacks)

  • Creator 1
    • Innate Toolkit (Heroic): You can always work your craft, regardless of rather or not you have appropriate tools available, able to use your bare hands for any such task without penalty or any particular risk of injury.
  • Guardian 3
    • A Purpose (Heroic): Dedicate yourself to an ideal of your choosing (fight for love and justice, defend the weak, save the World from invasion). When you take action to defend this ideal, gain +1 Enhancement to all applicable rolls and to any Stunts you may have gained from Knacks.
    • A Talisman (Heroic): Bless an object (usually belonging to someone you wish to protect, but not required) and make a Knack Skill roll. If any successes are achieved, it then grants the bearer 2 Enhancement to rolls made to defend or protect against a particular person, thing, or situation as defined at the time of blessing. If you are making a talisman for your charge, this happens automatically without needing to roll.
    • A Warning (Heroic): Spend Momentum to double the successes on any roll to detect Ambushes or discern rather a person means harm. No cost if you are protecting your charge.
    • They Cannot Be Touched (Immortal): Spend a Momentum and designate one person; that person is immune to all sources of damage until the end of the session. This knack can only be used on targets that are in need of protection that are either lower-tier or to which you have a Bond.
  • Hunter 2
    • Always There (Immortal): Anyone of a lower Tier cannot escape you. You always find them and can always track them down no matter how far they go.

Purviews (& Boons - 3)

  • Metamorphosis: You are naturally skilled at magics of transformation...
    • Innate Power: When you conceal your nature by any means, trivial characters automatically fail to see through your deception. Ignore any Complications from changing height, race, sex, or even species when you disguise yourself or present yourself as someone else.
    • Transfigure Cost: Spend 1 Legend Duration: Instant Subject: One character Clash: Cunning + Legend vs. Resolve + Legend Range: Short Action: Simple
      • You transform another character into an animal or a similar animate form, as long as it does not completely prevent a character from acting (like being turned into stone) or effectively kill them (like being turned into a fish on dry land). Using this Boon on trivial characters is free, and they can be turned into trees, statuary, or other forms that incapacitate them.
      • Transformed characters retain their normal traits, but face Complications if they attempt a task their form is unsuited to: using a computer keyboard as a chimpanzee faces a +1 Complication, while firing a machine gun as a dog incurs a +4 Complication. The advantages of the character’s new form, such as a dog’s sense of smell, can provide Enhancement 1-3 on actions they apply to.
      • At the end of this Boon, Scions and other characters with Legend 1+ instantly revert to their true form. Mortals gain the Transformed Condition, which they must be resolved through magic before they return to normal. Trivial targets can be transformed permanently.
  • Epic Dexterity: impossible speed, agility, and precision…
    • Innate Power: So long as you continue to move towards a destination, you walk, run, or leap with effortless grace. Any surfaces solid or liquid hold your weight as if you weighed no more than a feather, and you may effortlessly scale or descend vertical surfaces without a need for a handhold.
  • Beasts: divine authority over beasts; includes symbolism...
    • Innate Power: Non-Legendary Animals will never attack or harm you, unless compelled by magic.
    • Animal Aspect (imbue 1 legend, one scene): You can emulate one of the iconic traits of an animal,—this can be used for Mobility (additional movement options; ignore terrain/obstacles as appropriate), Senses (Enhancement 3 on sense-based rolls), or some other Miscellaneous trait (Enhancement 2, or ignore up to 3-points of Complications, as best fits the trait being mimic’d).
  • Moon: moonlight, and it’s reveltory/distorting properties, along with mutability/change...
    • Innate Power: You can radiate an aura of moonlight that cuts through darkness out to long rage as a reflexive action. Only you and those you designate can perceive this light; others gain no benefit. You may pay 1 Legend to attempt to reveal the true form of any shapeshifters or other transformed characters within the moonlight—roll Cunning + Legend, against the Manipulation + Legend of a character that wishes to conceal the truth.
    • Phase Cloak (imbue 1 legend, one scene): You vanish into ephemeral darkness, becoming completely invisible. You have Enhancement 3 to avoid being seen. This applies against electronic surveillance and even magical scrying based on sight.

Motifs: The most high may grant their favor to those who beseech them.

Birthrights

Nyctimene, Clockwork Owl of Minerva ●●●●

An ancient Greek Princess, recast in forged brass and long in the service of Athena, Nyctimene is Kara’s constant companion and guide—offering wisdom and guidance in the name of the Goddess for she too has once borne the heavy mantle of Athena’s Chosen. The Owl-Princess doesn’t know just what brings Athena to New York, or what purpose Kara is to serve, but she knows that this young defender of the city called the World’s Capital must be ready for her task.

  • Asset Skills: Academics, Culture
  • Guide Stunt (2 successes): The Storyguide provides you with one insight or historical fact about the current situation that you didn’t already know, even if you have no way of gleaning it yourself.
  • Purview: Beasts
  • Calling: Sage
Silver Bow of Artemis ●●●

This is a bow! Woooo!

  • Enhancement: +1 when hunting under moonlight
  • Tags: Arcing, Lethal, Piercing, Ranged, Two-Handed
  • Purview: Moon
  • Motif: all things progress through a natural cycle
  • Flaw: Once per Arc, Artemis requires a favor for the use of her bow. This is the Paying Tribute condition, pg. 235 of Scion: Hero,—this requirement is waived for young (29 and under) unmarried women who remain untouched by any man. Men attempting to use the Silver Bow of Artemis are held to a much harsher standard and must immediately resolve the condition before the Bow will work for them at all.

Fatebound people:

  • Dorinya - Fae from Undertree, brother of the Huntsman, famous swordsman
  • Pack of Cu Sith?

Kara Extra Stuff

Spent XP: cunning (10), subterfuge (5), occult (5) empathy (5) persuasion (5) Birthright (cult-sometimes they're birds) (5) presence 5 (10) empathy 5 (10) persuasion 5 (10)

Worksheet; https://docs.google.com/spreadsheets/d/11eLlCvm-icRHOsf6N9kLVZk4G3NjAYE6txeSE3P--4M/edit#gid=167927250

Attribute: 10
Birthright: 5
Skill: 5
Knack: 10
Specialty: 3
Change a character’s Favored Approach: 15

https://wiki.stryck.com/TheNewCollossus/NotableNotables