Portrayed By: |
Nisha Kothari |
Status: |
Alive |
Age: |
19 |
Calling: |
Manipulation |
Pantheon: |
Devas |
Divine Parent: |
Shiva |
Significant Other(s): |
Maybe? Maybe not. |
Background
Sitara was raised by a mortal Hindu family in New York, but is the daughter of Parvati and Shiva, during one of Shiva's stays on Earth, pretending to be mortal. Knowing her husband's habit of sleeping around, Parvati made a trip to him, to remind him of what he had at home. She rebelled in her younger years, taking more of her father's personality than her mothers, and she got into enough trouble that her adopted parents sent her to live in India, with her 'father's' parents.
It was there that she was visited by Shiva one night when she snuck out to party when she was eighteen. He explained things, as he saw them, and gave her a bracelet with a single charm on it, her first relic. A year later, the day before she was scheduled to head back to New York, Parvati showed up. They talked as well, and when Parvati left, Sita had a shiva lingum stone, and a naga, to protect her and teach her.
Her mother's words helped temper her, a little, when she returned home, but she still took after her father in most things. And likely will for a while yet.
Personality
Sita is most definitely a mischievous person. She lives each day like it's her last, and isn't always heroic, since her fun comes above most everything. She's also a manipulator, and one who can go into a rage at the least provocation one day, and joke about the same thing the next.
Relationships
- Dhatri - You may be my cousin, but no badmouthing my dad! …That's my job. We are well matched in a fight though.
- Hopper - What a jerk. But I'll play nice…most of the time…since he's Richard's friend.
- Dion - A little frou-frou, but he seems okay.
- Richard Masri - Fun. Very fun. I'm going to keep him. I think dad might approve. And he's hell on fire escapes. And bird ladies.
- Rufus Scrivner - Dude. Learn to live a little. I'll be getting you a set of pliers for Christmas. For that stick. The one up your ass.
Events Thus Far
Character Sheet
Associated Powers: Chaos, Fire, Darkness, Mystery, Magic, War
Favored Attributes: Epic Stamina, Epic Dexterity, Epic Appearance
Favored Abilities: Athletics, Brawl, Command, Fortitude, Melee, Survival
Attributes, Epics, and Knacks |
Strength: 2 |
Charisma: 3 |
Perception: 2 |
Epic Strength: 0 |
Epic Charisma: 1 |
Epic Perception: 0 |
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Girls Just Wanna Have Fun |
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Dexterity: 5 |
Manipulation: 4 |
Intelligence: 2 |
Epic Dexterity: 1 |
Epic Manipulation: 1 |
Epic Intelligence: 0 |
Perfect Partner |
Takes One to Know One |
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Overt Order |
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Stamina: 2 |
Appearance: 4 |
Wits: 3 |
Epic Stamina: 1 |
Epic Appearance: 0 |
Epic Wits: 0 |
Self-Healing |
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Regeneration |
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Abilities |
Academics 0 |
Animal Ken 0 |
Art (Henna) 1 |
Athletics 3 |
Awareness 2 |
Brawl 1 |
Command 2 |
Control 0 |
Craft 0 |
Empathy 1 |
Fortitude 3 |
Integrity 0 |
Investigation 0 |
Larceny 3 |
Marksmanship 0 |
Medicine 0 |
Melee 4 |
Occult 2 |
Politics 0 |
Presence 4 |
Science 0 |
Stealth 3 |
Survival 2 |
Thrown 0 |
Relics |
Shiva's Charm 5 |
Parvati's Stone 3 |
|
Boons |
Night's Eyes (Darkness 1) |
Fire Immunity (Fire 1) |
Vigil Brand (Guardian 1) |
Unlidded Eye (Magic 1) |
Mystery 1 |
Kriya (Samsara 1) |
Virtues |
Endurance: 5 |
Harmony: 2 |
Intellect: 1 |
Order: 1 |
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|
Pools |
Legend 3 |
Legend Points 9 |
Willpower 7 |
Wounds 0 0 0 |
Dodge DV 6 |
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Health -0 -1 -1 -2 -2 -4 I D |
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Epic Attributes and Knacks
- Epic Charisma 1
- Girls Just Wanna Have Fun: This Knack, alternatively known as Boys Will Be Boys, is a character’s trusty Get Out of Jail Free card. When the character gets into trouble with some angry witness or authority figure—be it the police, a mortal parent, one’s long-suffering spouse, etc.—he need only shrug haplessly, grin foolishly or do likewise. (His player also spends a point of Legend.) At that, the offended party decides that whatever the character did wasn’t really that bad. The character gets a slap on the wrist, a stern warning or no punishment at all, depending on when he chooses to use it. This Knack doesn’t work on anyone with a higher Legend rating, though. Also, if the character wants to use it against someone with an equal Legend rating, his player must roll (Charisma + Presence + Legend) against a roll of the potential victim’s (Willpower + Integrity + Legend).
- Epic Dexterity 1
- Perfect Partner: The character with this Knack is extremely good at modifying her movements—be they gross or subtle— to coordinate perfectly with other people. This Knack comes in handy in the ballroom, the bedroom, even the thick of battle. The first two applications might not come up as often in play, but they shouldn’t be discounted out of hand. The dance performance of two characters with this Knack would put the best work of Fred Astair and Ginger Rogers to shame. The sexual prowess of a character with this Knack would be legendary all on its own. The third application of this Knack makes coordinating assaults (see Scion: Hero, p. 190) that much easier. Using it, a character can attach herself to any coordinated assault she sees fit, without the player of the person coordinating the assault having to include the character in the dice roll to do so. If the character with this Knack wants to coordinate her attack with only one other person, neither of them even has to make a roll to do so. As long as they act at the same time and attack the same target, they are coordinated by default.
- Epic Manipulation 1
- Takes One to Know One: Liars and tricksters know their own. If some matchstick man tries to run a scam, Scions with this Knack know exactly what sort of person they’re dealing with. Whenever the Scion hears a person knowingly tell a lie, the Scion is automatically aware of the deception. This Knack doesn’t reveal what the truth actually is. Nor does it work on text written by someone who knows it’s false or when someone speaks untrue words in a language the Scion does not understand.
- Overt Order: Sometimes, the direct method is more effective than the cleverest of intricate schemes. With this Knack, a Scion barks out a command that the target must obey. Doing so costs one Willpower, and the command must be one the Scion can give and the victim can perform in a single action. “Freeze!” is acceptable, as is, “Don’t shoot!” or, “Shoot him!” Ordering someone to go home and shoot his wife won’t work because doing so would take longer than a single action. A victim of this Knack can interpret the command loosely to make it not directly suicidal, but not if all he’s trying to do is keep out of trouble. For example, if a victim draws a gun and the Scion commands him to shoot himself, the victim can shoot himself in the hand or the foot rather than blowing his own brains out. Same thing goes if a Scion uses this Knack at a seedy pool hall to command a smarmy drug dealer to pick a fight with a burly ex-con at the next table. The dealer might reasonably believe that the ex-con could kill him, but he still can’t weasel out of the command. He doesn’t have to walk up and take a swing at the guy, but he still has to do something, such as singing out a racial slur or throwing a beer bottle at the guy’s girlfriend. The dealer can cheese it immediately, but he’s still got to pick the fight first.
- Epic Stamina 1
- Self-Healing: The Scion’s player spends a point of Legend to repair a single level of damage. That damage can be bashing or lethal, and the healing takes place in an instant without leaving a scar. (Aggravated damage is beyond the power of this Knack to heal.) Scions who are interested in building their reputation and spreading their legends quickly find this Knack to be one of the more effective tools of doing so, as bruises, lacerations and bullet holes vanish before astonished onlookers’ eyes.
- Regeneration: Prerequisite Knack: Self-Healing (Scion: Hero, p. 129) Regeneration repairs the severe damage that’s too serious for its prerequisite Knack to heal. For a point of Legend, the Scion can automatically heal a single level of aggravated damage. With this Knack, he can also perform such miraculous feats as regenerating a destroyed limb, extremity or eye. Doing so costs one Legend point per body part so restored.
Boons
- Darkness • - Night's Eyes:
Dice Pool: None
Cost: None
Darkness no longer inflicts visibility penalties on the character. He can see in pitch-blackness almost as well as he can see in bright sunlight, losing only the ability to perceive colors. (Objects he sees in darkness are black-on-black yet perfectly distinguishable in a way that’s conveniently impossible to describe to someone who doesn’t have this Boon.) The Scion cannot see through physical impediments, however.
Dice Pool: None
Cost: None
The Scion takes no damage from fire, he need never worry about suffering from smoke inhalation, and even the most intense heat is nothing more than a comforting warmth to him. This immunity remains in effect regardless of what substance is burning. It doesn’t, however, extend to his clothes or to any item except the Birthright through which he channels the Boon.
- Guardian • - Vigil Brand:
Dice Pool: Perception + Empathy (to check up)
Cost: 1 Legend (to brand)
The Scion touches a person, an object or the entrance to a location and lays a mystical brand there that marks that subject as being under her protection. (Doing so costs one Legend.) Thereafter, whenever that subject is in physical danger (as determined by the Storyteller), the Scion receives a reflexive intuition to that effect. Should her player then succeed on a (Perception + Empathy) roll, she gains a clearer understanding of the subject’s condition, location and current situation.
The Scion can also use this Boon to check up on a subject at any time, but only one subject at a time. A Scion cannot brand herself with this Boon, but she can brand as many other subjects as she pleases. A subject can be branded by more than one Scion at the same time. Each brand is unique to the Scion who made it.
Dice Pool: Perception + Occult
Cost: 1 Willpower
This spell allows its caster to see magic and supernatural powers that are normally invisible to mortal sight. It also faintly reveals the threads of Fate that entwine people, revealing strong or thick threads and allowing the caster to determine a Scion’s or other supernatural being’s Legend score.
Dice Pool: Intelligence + Mystery
To use this Purview, the Scion clears her head and looks at the World around her without analysis or expectation. Based on what she sees, the character makes heretofore-denied intuitive leaps of logic as objects in the World around her spark off subconscious connections. The player then rolls her character’s (Intelligence + Mystery), without adding bonus successes from Epic Intelligence. The player may then ask her Storyteller pointed, specific questions about various events that have occurred in game—one question per success on the roll. The Storyteller need not expound upon his answers (they can be quite terse and to the point, in fact), but he must answer them as honestly and directly as he can.
Using this Purview cannot reveal facts about things that will happen in the future, nor can a character use it to gain insight into events that don’t concern either her or the members of her heroic Band. The player can use this effect to gain knowledge only once per story. She can reroll a failed roll until she gets a success, but on a botch she gets no information and she cannot use Mystery again until the next story.
Dice Pool: Legend
Cost: None
Fate's influence rests entirely with action. In Fate's intricate web, each strand represents the connecting force between two individuals, the strand's thickness dependent on the strength of the interaction. Kriya represents this most primal aspect. The use of this Boon allows a Scion to manipulate one particular strand of Fate by briefly halting its creation. A Scion may use this power reflexively to reroll a failed action a number of times. Once they fail an action, the Scion may reflexively roll a dice pool equal to their Legend rating. For every two successes accrued, they may reroll that action again one more time (so four successes would allow two rerolls). Sacrificing a point of Legend to reroll an action cannot be used in conjunction with this Boon.
Birthrights
Di, Naga Companion
Creature: ••••
Guide: ••
Powers: Shapeshifting
Description: This is a naga of legend, with the stone in its forehead gone. It goes by the name Di, and is a female. It can change between several natural forms; a normal looking snake, a human, a half-human half-snake (of human size), and a human sized snake.
Shiva's Charm, The Offense
Relic: •••••
Purviews:Darkness, Fire, Magic
Powers:Can change size from charm size to full weapon size.
Description:As a bracelet this is silver with lots of little loops for charms, though it holds only a trident charm. As a full sized weapon it's silver in color, with three sharp tines.
Parvati's Stone, The Protection
Relic: •••
Purviews: Guardian, Mystery
Powers: Can summon Naga creature.
Description: This looks like a normal shiva lingum stone, a little more than an inch long and half an inch wide, so it fits well in the palm.
Naga Stats
Stats listed as X/X/X/X refer to the forms, in order, Snake, Human, Half-Human Half-Snake, and Big Damn Snake.
Attributes |
Strength 2/2/3/4 |
Charisma 1/3/2/1 |
Perception 3 |
Dexterity 5 |
Manipulation 1/3/3/3 |
Intelligence 2 |
Stamina 2/3/4/4 |
Appearance 1/4/2/1 |
Wits 3 |
Abilities |
Academics 0 |
Animal Ken 0 |
Art 0 |
Athletics 3 |
Awareness 2 |
Brawl 2 |
Command 0 |
Control 0 |
Craft 0 |
Empathy 0 |
Fortitude 2 |
Integrity 2 |
Investigation 2 |
Larceny 0 |
Marksmanship 0 |
Medicine 0 |
Melee 0 |
Occult 0 |
Politics 0 |
Presence 3 |
Science 0 |
Stealth 0 |
Survival 0 |
Thrown 0 |
Virtues |
Conviction 2 |
Courage 3 |
Duty 2 |
Loyalty 3 |
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Pools |
Legend 2 |
Legend Points 4 |
Willpower 7 |
Soak +2 (Scales) |
Dodge DV 5 |
Join Battle 5 |
Human/Half-Human Health -0 -1 -1 -2 -2 -4 I D |
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Snake Health -0 -1 -2 -2 -4 I D |
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Big Snake Health 0 0 -1 -1 -1 -2 -2 -4 I D |
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Attacks |
Bite Attack: Acc +1, Dam: +2L/+4L (Big Snake); Speed 5 |
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Clinch Attack: Acc +0; Dam +2B/+4B (Big Snake); Speed 5 |
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Combat
Initiative: 5
Soak: 3B/2L
Dodge DV: 6
Parry DV (Trident): 7
Attack (Trident): Accuracy +0, Damage +4L, Defense +2, Speed 4
Movement: 5 yards
Dash: 11 yards
Climb Speed: 3
Swim Speed: 3
Vertical Jump: 5 yards
Horizontal Jump: 10 yards