The Basics

Name: Charity
Seeming: Wizened
Blessing: Spend 1 Glamour to gain 9-again rule on all Dexterity dice pools for the scene. Spend 1 Glamour to add Wyrd to the character's Dodge pool for the rest of the scene.
Curse: No 10-again rule for Presence rolls. -2 untrained penalty for Social skills.
Kith: Gameplayer
Blessing: Grandmaster’s Stratagem - By spending a Glamour point, she can win any purely mental-based game she plays (such as chess or checkers). She also gains a bonus three dice to any rolls made to gamble with games that involve a mixture of mental acuity and random chance (poker and sports betting, for instance, but not craps).
Court: Winter

Virtue: Temperance
Vice: Greed


Intelligence 3 Wits 2 Resolve 2
Strength 2 Dexterity 2 Stamina 2
Presence 3 Manipulation 2 Composure 3


Academics 1
Crafts 3 (Bartending)
Investigation 2
Occult 1

Brawl 2
Larceny 2 (Card palming)

Empathy 3 (Reading Faces)
Expression 2
Persuasion 2
Socialize 2
Subterfuge 2 (Poker Face)

Merits, Pledges and Contracts

Barfly 1
Mantle (Winter) 3
-1 to opponents rolls to notice the character, unless someone is specifically looking for the character; +1 die to all Subterfuge rolls.
Resources 2
Rigid Mask 2

Dream 1
Elements (Water) 1
Eternal Winter 2
Fleeting Spring 1


Wyrd: 1
Glamour: 10

Willpower: 5
Health: 7
Clarity: 7
Size: 5
Defense: 2
Initiative: 5
Speed: 9
Armor: 0


Charity Daniels was born in the City of Sin, and was always entranced by the shining lights that made up the most famous thoroughfare of Las Vegas. She knew well how the casinos worked at an early age, thanks to a father who was a member of the Nevada Gaming Commission. As she got older, she thought about following in her father's footsteps, but was instead drawn into a much different line of work indeed.

When she was twenty-two, Charity was working as a dealer in the Luxor when a big high-roller took a seat at her table. She turned on the charm, like always, but she could tell that something wasn't right about the guy. That ended up being truer than she thought; he cornered her just after she finished her shift, then whispered something in her ear. Everything went black, then Charity found herself in another casino, although one with a very different type of decor.

The high-roller, she found out later, was a servant of a member of the Gentry known as the Gambler who offered freedom to his servants after a time if they could find someone to replace them. Thus, Charity ended up working as a dealer, bar girl, or any other number of odd jobs in her Keeper's gambling den. The stakes there, though, were much higher than any place in Las Vegas; lives were often on the line with each deal of the cards, and she saw no few number of her fellow Lost be put on the table as currency.

After about seven years of this, Charity went to her Keeper with a proposition - she would play one game of poker with him, with her freedom as the prize for winning. He agreed, always loving a direct challenge from his servants. Charity won by the skin of her teeth (literally; long story there), and the Gambler was forced to honor the contract. Grinning, Charity made her way back to the Real.

Much to her surprise, only a week had passed in Vegas while she had been in Arcadia. She took a few days off to recuperate, then went right back to working the floors at the Luxor. About two weeks after she got back, she was approached by a member of the Winter Court who introduced her to the freehold in general and the Silent Arrow in particular. She joined the Court soon after, blending in among the flashy lights and larger figures in the City of Sin; what better place to hide than right in plain sight?


Those who come to Charity's table at the Luxor see a woman in her late twenties with dark tan skin, sun-bleached blond hair and sparkling blue eyes. She often chats with her patrons, keeping an eye on their hands as she wiles them with her natural charm. When not on the job, she's usually in jeans and nice blouses, but always comfortable shoes; working both in Vegas and Arcadia taught her well that bad shoes do a number on your feet.

Behind the Mask, Charity's skin changes from a dark tan to a patchwork of images common in a casino: red hearts and diamonds, black clubs and spades, roulette numbers, thorny poker chips, what have you. She's still quite loquacious, and is probably the most talkative Winter Courtier that most Lost meet. However, none will dismiss her ability to gain information from others that they themselves don't realize they're giving; years of people-watching in the casinos makes Charity an expert at reading people.

Back to The Project

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License