Carlita Delgato

The life of every party

Description:

Physical Epic Social Epic Mental Epic
Strength 2 1 Charisma 10 5 Perception 5 0
Dexterity 6 1 Manipulation 3 0 Intelligence 5 1
Stamina 2 1 Appearance 4 1 Wits 10 4

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Willpower 5 Legend Rating 10

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Virtues Harmony 3 Loyalty 2 Duty 2 Intellect 2

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Ablities
Academics 3 Craft 0 Melee 0
Animal Ken 0 Empathy 5 Occult 3
Art 0 Fortitude 0 Politics 3
Athletics 0 Integrity 3 Presence 5
Awareness 5 Investigations 0 Science 0
Brawl 0 Larceny 3 Stealth 0
Command 3 Marksmanship 3 Survival 0
Control 0 Medicine 0 Thrown 0

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Birthrights

VIP Lounge Sanctum 3
Mortals 2
Maenads 5
Amazons 5

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Knacks

  • Inspirational Figure
    • Restores a spent willpower to each person in a crowd of mortals and/or scions.
  • Social Chameleon
    • Aside from language and clothes, the scion always looks like he fits into any group of people.
  • Rabbit Reflexes
    • When surprise attacked, the Scion gets double defenses against that attack instead of no defense.
  • Pied Piper
    • Mortals tend to flock around the scion. By spending a point of willpower and legend, mortals who see the Scion feel compelled to be around them until the next sunrise. This can be resisted by successfully rolling Willpower+Integrity+Legend against the Scion’s Legend. They can only do this once per hour.
  • Preach On
    • All mortals and scions hearing preacher have Willpower refilled, and even Titanspawn can gain a bonus(one willpower).
  • Perfect Imposter
    • The scion can always anticipate the expected responses when impersonating someone, even from the target’s closest associates.
  • Divine Figurehead
    • Now scions and other creatures of Legend flock around the user of this knack if they spend a willpower and legend. Scions must roll Willpower+Integrity+Legend against Epic Charisma+Legend in order to resist.
  • Girls Just Wanna Have Fun!
    • Parties offended by the scion view slights as minor after a point of Legend is spent. If it is on a character of equal Legend, a Charisma+Presence+Legend must be won against the opponent’s Willpower+Integrity+Legend.
  • Opening Salvo
    • Target loses a Willpower point if the player can come up with a jibe on-the-spot and spend a Legend.
  • Holy Bound
    • Jump distances for the Scion are doubled.
  • Perfect Partner
    • The Scion coordinates perfectly with others and can join any attack without a coordination check.
  • Inner Furnace
    • Any organic matter can be consumed as food, even if poisonous.
  • Center of Attention
    • Attention of crowd, and those watching live, stays on scion, usually following entrance into room. Spend a point (or more) of legend and have the crowd’s attention stay on you for a number of minutes equal to your epic appearance. Titanspawn and other Scions can resist this knack by spending a point of willpower per point of legend spent.
  • Language Mastery
    • Scion understands any spoken language immediately and learns to speak or write in that language very quickly.

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Perviews

  • Eye of the Storm
    • 1 Legend per scene, when the Scion finds herself caught up in a chaotic situation unrelated to her—whether she’s dodging a tornado’s debris or emerging from a bar to find a berserk mob rushing toward her to clash with a line of riot cops down the street—she can activate this Boon and become an island of calm in the tumult. She is miraculously untouched in the confusion, and she remains so for as long as she doesn’t actively involve herself. She still suffers normal environmental movement penalties, but environmental dangers such as falling rocks, stampeding beasts or thrashing rioters all fail to touch her.
  • Hornet’s Nest
    • Intelligence+Awareness, if the Boon’s activation roll succeeds, the Storyteller should determine and reveal in general terms what action the Scion can take to either cause the most chaos in the scene or defuse the potential chaos inherent in the situation. The revelation should be something simple like “opening the parrot cage,” “staying in the hallway,” “winking at the Scion of Sif” or “calling the Scion of Ptah’s cell phone.” The Storyteller should explain only which action will lead to which outcome, not how.
  • Paralyzing Confusion
    • Wits+Empathy, 1 Willpower, this Boon turns a person’s rational thoughts into seething, chaotic noise. On a successful activation roll, the victim freezes in place, suddenly unable to think, speak or act. He’s unaware of what goes on around him, and he has no memory of the moments before or after the use of this Boon. The effect lasts for a number of actions equal to the successes on the activation roll, and it erases the victim’s memory for an equal amount of time before the roll. If the victim has more dots of Legend than the user, the power doesn’t work. If the victim has an equal Legend rating, the activation roll is contested against the victim’s Willpower+Integrity+Legend).
  • Sabot
    • Intelligence+Craft, 1 Willpower, the Scion can break even the most complicated machine with just the power of her mind. She just stares at the machine in question and her player spends
      a Willpower and rolls Intelligence+Craft. If the roll succeeds, the character causes the machine to break down and cease functioning immediately. The number of successes the roll generated then lingers until the machine is repaired. In order to repair the object, a character must accumulate an equal number of successes on an extended Dexterity+Craft roll. A Scion can use this Boon on a given object only once at a time. That is, she cannot use Sabot on the same object a second time until it has been fully repaired from her fi rst application of the Boon. Also, this Boon works only on complex machines, not simple ones. (Sabot won’t make an inclined plane suddenly not work.) It doesn’t work on machines crafted by characters of higher Legend.
  • Recurring Distraction
    • Wits+Empathy, 1 Legend per point of penalty, the Scion sings a chorus from a silly song (any Ray Stevens tune will do) or makes some awful witticism (such as, “A good pun is its own reword.”) and uses this Boon to stick that random bit of inanity into the mind of every person who hears and understands her when she does it. Resisting the effect requires a Willpower+Integrity+Legend roll that nets more successes than the Scion’s player rolled. Those who cannot resist the effect suffer a distraction penalty to all rolls equal to the number of Legend points the Scion’s player spent to activate the effect (up to a maximum equal to that Scion’s Legend). This distraction lasts for 24 hours.
  • Crawling Chaos
    • Wits+Empathy, 1 Willpower+3 Legend, this Boon inflicts a nastier version of Paralyzing Confusion. Its effects last longer and are transmissible. The Scion activates it just as she activates Paralyzing Confusion, subject to the same restrictions based on relative Legend. The first person she targets suffers the effects for one hour per dot of Legend the Scion has. The seething riot of contradictory thoughts also erases the victim’s memory of events for the same amount of time before the Boon affected him. When the next hapless victim comes close enough to see and recognize the fi rst victim, she too suffers the effect as if the Scion had targeted her with it. The next person who comes along after that and sees either one of them is likewise subject to the effect. Anyone who can see an affected victim clearly enough to recognize that victim (regardless of whether the witness actually knows the victim personally) is subject to the effect. It doesn’t matter if the new victim is looking at a previous victim through binoculars, a sniper scope or on a live broadcast. Only characters with an equal or greater Legend than the Scion who used the Boon stand a chance to resist this mental paralysis, as they’re the only ones whose players actually get a roll to resist. The Scion who used the Boon remains immune to the transmission of her own effect. Resisting the effect once with a successful Willpower+Integrity+Legend roll is proof against it thereafter from every affected party until the duration lapses. Fortunately for everyone involved, the paralysis lasts only as long as it affects the initial victim. No matter how widespread the effect is, when the initial victim snaps out of it, everyone else does too.
  • Instant Riot
    • Charisma+Presence, 1 Willpower+5 Legend, the Scion stands before a crowd and shouts some incendiary catch phrase such as, “Remember Kent State!”, “Rangers lead the way!” or “See you all in Sto-Va-Kor!” (Whatever’s appropriate to the circumstances.) If the activation roll succeeds, a riot breaks out. Five people per success on the roll immediately lose all sense of decorum and civility and start wrecking the joint. They work together en masse, to cause property damage and to chase down and attack hapless victims who don’t go with the flow. (Such victims usually include people who flee the chaos rather than wholeheartedly joining the mob, as well as the riot cops who inevitably have to deal with the rioters’ shenanigans.) The riot carries on for a number of hours equal to the Scion’s Legend, unless the police manage to put a stop to it sooner. Anyone who participates in the madness retains full memory of every awful thing he or she did, and the shameful memory wipes out all of a rioter’s Willpower points for the week following the riot. Generally, only mortals will allow themselves to be swept along in the riot, but titanspawn and opportunistic Scions might decide to ride the wave too. (Doing so still wipes out their Willpower afterward.)
  • Insanity
    • Manipulation+Empathy, 5+ Legend, the God can touch his victims’ minds and overwhelm them with the essence of pure chaos. The God need only be able to see his victims in person as his player rolls Manipulation+Empathy and spends five Legend points. With the base activation, the God can affect a number of targets equal to his Legend. Each additional Legend point he spends adds another number of victims equal to his Legend. Each victim’s player resists with a Willpower+Integrity+Legend roll. (The Storyteller can roll once for a group of extras.) This power has no effect against a character with higher Legend than the one using it. If the roll succeeds and a victim is a mortal or a supernatural creature of Legend 1–4, that victim goes completely and permanently insane. He has no impulse control, no sense of right and wrong, and no understanding of the consequences of any action. If the victim is of Legend 5–8, he remains insane for only a number of days equal to the threshold successes on the activation roll. If the victim is of Legend 9 or better—but less than or equal to that of the God using the power—the insanity lasts only a number of hours equal to threshold successes. Should a victim survive his bout of insanity, he emerges into lucidity with no memory of what happened to him while his mind was away. For this power to work, the victim must have a rational thought process to disrupt. It does not work on mindless creatures or beings who are already insane.

Mystery Rank 5

Bio:

Carlita Delgato is the life of every mortal party. She is a typical woman of Spanish descent, but when she gets that sparkle in her eyes you know the room is just going to light up. People flock to her magnetic personality. Inspirational speeches and knowing just what to do in any situation are her specialties.

Carlita grew up in America while spending summers with her relatives in Spain. Carlita’s parents were well-off and generally provided quite well for their daughter. Carlita went to college for International Business, but found her true calling while vacationing in Las Vegas. She borrowed some money and began the El Dorado Casino and Lounge in Atlantic city. It had its ups and downs, but is now a popular vacation spot in Atlantic City.

El Dorado is always on the brink of bankruptcy due to Carlita’s poor judgement in charitable donations and investments, but it has never seemed to make it there and is often millions of dollars in the black before being driven back down after Carlita’s newest venture. While many charities extol the virtues and generosity of Carlita and El Dorado, people who oppose her often bring up the not-so-virtuous charities that have been rumored to be supplying arms to war-mongering rebels.

Carlita Delgato

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