Charliana "Charlie" Parnassus
Character Info
Class: Witchhunter
Level: 3
Need 3 more completed missions to reach level 4 (6 recorded).
Completed Missions: 6
Commissary Reward: 1
Perks earned: 2
Perks spent: 0
Perks remaining: 2
Not available in this edition: 3 Cross-Class Abilities; Cross-Classing is an Aspirant rule (pg. 3).
Personality
Recent Missions
-
Too Many Hands
Jun 15, 2025 - success -
Operation Human Flamethrower
Jun 15, 2025 - success -
Manmade Moon Monsters
May 25, 2025 - success -
Scientific Curiosity
May 17, 2025 - success -
Saint and the Sinners
Apr 24, 2025 - success
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
Baseline Might
Lift your own bodyweight.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+ Sensory
Detect a subtle change in wind speed/direction.
Baseline Reflex
Climb a rope.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Conjure a dark mist that gradually fills the local area, making all within increasingly unnerved and mistrustful.
Essence Cost: Mid
Duration: Mid-High
Cooldown: Mid
Paired Action: Make an ominous statement or speech to a group of listeners.
- Mist does NOT appear to be sourced from the user, arriving instead like an unusually-sudden weather phenomenon. Disappears gradually when ability ends.
≫ Duration scales on the length of the user’s Paired Action.
≫ The mist itself will tend to be overlooked as an explicit threat unless the user intentionally directs others' attention to it. - Obstructs vision for all, but nonallies will find ALL of their senses increasingly dulled as they succumb to the mist’s mental effects.
- Essence Cost
- Mid
- Range
- Mid–High
- Duration
- Mid–High
- Cooldown
- Mid
Paired Action: Make an ominous speech to a group of listeners lasting up to a Low Duration.
- Duration, Range, and maximum Impact all scale on the length of the user’s Paired Action.
- This mist will not appear to be sourced from the user, arriving instead like a sudden weather phenomenon.
- Upon expiry, this mist and its associated fear and mistrust will dissipate at the same rate it arrived.
Redirect a hostile magic towards yourself while delivering an empowered strike against its source.
Essence Cost: Mid
Cooldown: Low
Paired Action: Shout a zealous proclamation while brandishing a weapon.
- Most effective on recently - cast magic – longstanding or deeply-entrenched magics will not budge.
- Empowered strike deals bonus magical damage and temporarily weakens target’s magical capabilities, both scaling on the power of the magic being redirected.
≫ This empowerment may also be used to strike and damage the magic itself as though it were physical, dispelling it entirely if the blow is substantial enough. This can only be done while the magic is being redirected–once it takes hold of the user, it cannot be struck in this way.
- Essence Cost
- Mid
- Cooldown
- Low
Paired Action: Shout a zealous proclamation while brandishing a weapon.
-
Empowered strike Impact scales Low–High on the potency of the magic this Ability is redirecting.
- This empowered strike may target the redirected magic itself as though it were a physical object, negating it outright if the strike is of substantial Impact.
- If the magic’s source is hit by the empowered strike, they are prevented outright from using that magic again.
- Innate supernatural capacities or notably longstanding or widespread spells cannot be affected by this Ability.
Sense traces of a specific type of magic or negative emotion.
Essence Cost: Low
Cooldown: Low
Paired Action: Deeply inhale and describe what you are sensing for to your Conduit.
- Conduit confirms whether any trace of the chosen magic/emotion is within a Low Range and, if so, how powerful its total presence seems to be.
≫ User should then be given the general direction of the strongest source of the chosen type within a Mid Range (if any). - Chosen typeofmagic should be succinct and clearly defined (“Fire Magic”, “Religious Magic”, “Rune Magic”), as should chosen emotions.
≫ User’s or Allies known magic/emotions will not be picked up by Omoriori unless they explicitly want it to. - If the user closely examines clear evidence of magic as part of their Paired Action, they may use Omoriori to identify its main type instead of its normal effects.
- Essence Cost
- Low
- Range
- Mid
- Cooldown
- Low
Paired Action: Specify what you are sensing for, then deeply inhale.
-
The chosen type of magic/emotion should be succinct and straightforward. (e.g. “Fire Magic”, “Religious Magic”, “Rune Magic”; “Hatred”, “Greed”, “Jealousy”.)
- Sources of the chosen magic/emotion already known to the user are exempted unless specified otherwise.
- Alternatively, closely examining clear evidence of an unknown magic while inhaling will identify that magic’s type (as above) instead of this Ability’s normal effects.
Ability Perks
LvL 2 Cloud of Suspicion: After Fog speech, become invisible for a short duration
LvL 3 :
Signature Gear
Very heavy coat with shoulder-to-ankle coverage. Provides good environmental and magical protection. Standing relatively still will gradually cause the user to blend into shadowy surroundings.
- Provides a Mid Ward against both weather and ambient magics.
- Lurking in shadowy surroundings will gradually render the owner harder to detect over a Low Duration, scaling Low–Mid on how slowly they are moving.
Tall hat with a wide rim, offering good mental protection. Nonenemies are more likely to conspire with the user if approached subtly and privately, and the user will instinctively know if their co-conspirator double-crosses them.
-
Predisposes any being approached subtly and privately towards conspiring with the owner.
- The owner will instinctively become aware if such a conspirator ever double-crosses them.
Covering worn over a single eye. When removed, that eye gains greater acuity and can see through some solid objects (depending on breadth and density) but incurs gradually-intensifying harm. Benefits scale on how long the eye was completely covered on mission.
-
When removed from an eye, that eye gains greater acuity and can see through up to a Low combined depth of chosen solid objects, both scaling on how long it had fully covered that eye before being removed.
- The eye incurs damage as it remains uncovered, becoming unusable after a Mid Duration.
Small crossbow, able to be worn on the wrist; includes a pouch of 10 quarrels. Relatively low power and range but very easy to reload. Invisible (including quarrels) until aimed at a target; regains invisibility after a Mid Cooldown.
- Quarrels
- Low
- Power
- Low
- Effective Range
- Low
- This crossbow is harder to detect until the moment it is aimed at a target (Mid Cooldown).
Additional Gear Deprecated
This field is deprecated. Use Common Items instead.
5 Throwing Knives
Reskinned Capotain - Hood & Cowl
Appearance
Height: 5'3" — short but compact, built for speed and agility rather than brute strength.
Face: Striking and unforgettable.
One ice-blue eye on the left, Cold and piercing.
One bright amber eye on the right, glowing with an unnatural, fierce intensity surrounded by deep scars that cut across her cheek and brow, covered with eye patch.
Scars cover her body from collarbone to legs - reminders of decades of beatings and lashings.
Rugged scarring on the left side of her face, especially over the damaged and repaired Amber eye — a permanent reminder of a brutal past.
Hair: Long, curly black hair, thick and slightly wild held back in a braid, enhancing the stark contrast with her pale skin. Her darkness a deep contrast and constant reminder she is separate from to her two golden half-sisters.
Skin Tone: Very pale, almost ghost-like
Background
Born the illegitimate daughter of a king, she was never recognized as royalty — only tolerated as a necessary secret. To protect the reputation of the crown, she was made the whipping girl for her older half-sister, the princess. Every mistake her sister made, every disobedience, every shame — she paid for it in blood.
By the time she was nine, a brutal beating cost her the sight in her left eye, leaving her face permanently scarred. The rest of her body bears the marks of years of cruelty — a map of pain and survival carved into pale flesh. Through it all, her pain tolerance grew into something unnatural, her spirit tempered like steel in fire.
In silence, she watched, learned, and waited.
At eighteen, pushed past the limits of endurance, she awakens a hidden power deep within herself — a force born from her suffering.
With her newfound strength, she escapes the life of chains and cruelty, leaving behind the broken court that tried to destroy her.
Now haunted by the kingdom that once hid her existence, she walks the world not as a princess or a servant — but as a survivor forged in pain, a ghost with scars for armor and fury for a crown.
Level Up — Charliana "Charlie" Parnassus
Current level 3. Promoting to level 4 requires 3 more completed missions (6 / 9 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.