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"Old Man"

Name: "Old Man"- Kanje Shensu ("Star Seer")

Player: NPC

Caste: Favored of Jupiter

Nature: Scholar

Anima: Blazing Comet

Attributes: Strength 3, Dexterity 4, Stamina 4, Charisma 3, Manipulation 5, Appearance 3, Perception 4, Intelligence 5, Wits 4

Virtues: Compassion: 3, Conviction: 5, Temperance 4, Valor 3

Abilities: *Martial Arts (While Unarmed +3) 5, Melee (Goremauls +2) 4, Endurance 3, Performance 2, *Presence (Going His Way +2) 4, Resistance (Poison +2), Survival 3, *Crafts (Architect, Manses +2) 3, *Investigation 5, *Lore (Research +2, First Age +1) 6, *Medicine 3, *Occult (Astrology +1, Demonology +1, Scrying +1) 6, Athletics 3, *Awareness 2, Dodge (Other Exalted +3), Stealth 2, Bureaucracy (Negotiations +2) 4, *Linguistics (Native: Old Realm; Flametongue, High Realm, Low Realm, Seatongue, Riverspeak, Skytongue) (Old Realm +2) 6, Ride 3, *Socialize (Being Your Best Friend +1, Realm Politics +2) 5

Backgrounds: Allies 5, Artifact 3 ("Screaming Comet" Starmetal Goremaul, "Foresight's Vision" Starmetal Breastplate), Backing 5, Contacts 5, Followers 2, Influence 4, Library 4, Manse 3 (Gem of Grace), Resources 5

Charms: Old Man can add dice to his Martial Arts and Melee attacks as a supplemental action, as a simple action to Lore, Occult and Socialize rolls and as a reflexive action to Dodge. All of these are at the cost of one mote per die, but he can add no more than his Essence score of five. Old Man can reduce the difficulty of her Martial Arts attacks on a per-roll basis to as low as four, at a cost of two motes for each point by which he reduces the difficulty. He can reduce the difficulty of all his Martial Arts rolls during the scene by one for ten motes and one Willpower. He can reduce the difficulty on all Dodge rolls as a reflexive action at a cost of one mote for each point he reduces the difficulty. He can reduce the difficulty of Lore and Occult rolls as a simple action at a cost of one mote for each point he reduces the difficulty. For ten motes, two Willpower, and one Health Level, Old Man can gain a perfect Occult roll- an action where all his dice come up as successes. He has a combo with this and his Occult boosting charm. Old Man can triple his Ride successes at a cost of one mote. He can increase his bashing and lethal soak for one scene by his Essence score of five at a cost of five motes. Old Man has three Ox Body Technique Charms, Terrestrial and Celestial Circle Sorcery, as well as Prior Warning from the Storyteller's Guide.

Attack:12 with "Screaming Comet" Damage: 11L with "Screaming Comet"

Dodge Total: 8/10 against other Exalted Soak: 8B, 8L with "Foresight's Vision"

Willpower: 10 Health Levels: -0/-0/-0/-0/-1/-1/-2/-2/-4/Incap

Essence: 5

Personal Essence: 20 Peripheral Essence: 55 Committed Essence: 7

Other Notes: Old Man has been around since before the Empress. He never took part in the Usurpation, feeling that the Sidereals could have found another way to solve the problem of the chaos. Though he is advanced in age, Old Man still sees himself in the future for some years. He and many of his brothers and sisters in the Gold Faction are using Solar Exalted to advance their goals since they are no where near their First Age counterparts. Old Man refuses to send Solars on suicide missions, but will use their skills to the Gold Faction's advantage. If he thinks that a particular Solar could survive a dangerous mission, he will not hesitate to send him.

   Old Man's personal goals are to amass more of his own personal library, further the Gold's objectives (or at least his group of Golds) as well as investigate the problem of the Deathlords. He sees the Shadowlands as a threat more dangerous than any other and will commit numerous resources to ending it.

   Old Man almost always refuses to commit to battle. He sees no need for having blood on his own hands and will use the spell Travel Without Distance if things get to dangerous. He is a practical, logical man seeing survival as a more noble action than suicide. He knows he needs to be around for quite some time.

   As a mentor, Old Man has considerable resources to provide player characters. As a plothook, Old Man will trade services, knowledge or money to receive rare and valuable book from the First Age. As an enemy, he is truly a remarkable foe. Old Man has survived the Wyld Hunt, many centuries and the Bronze by eliminating his enemies quickly and efficiently. He has given away other Exalted to the Wyld Hunt, hired Spirits, and even other Exalted to get the job done right. He always hires three parties to achieve each kill, since you can never be to sure with some of his enemies.

   Old Man always wears loose diaphanous robes of either the Immaculate Order when he travels to avoid curiosity. He also has his Caste power of scrying and thought protection on at all times. Hidden underneath the robes is "Foresight"s Vision" and "Screaming Comet". He keeps his other artifact, his Scrying Ball in his best-hidden location, which has a permanent scrying protection on it. Old Man also has numerous boltholes and homes scattered throughout the world.

   In my campaign, Old Man was the mentor of Azeroth before his sad demise. He has now hired the party to retrieve some rare texts from the Perfect's home in Paragon in exchange for some knowledge. He currently resides in his bolthole in the Lap, watching the Realms influence there and the local Bronze Sidereals, who have no clue he is around.

A * denotes favored or Caste ability!




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