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[[Category:Exalted]]
 
[[Category:Widening_Gyre]]  
 
[[Category:Widening_Gyre]]  
 +
[[Category:PBP]]
 
[[Widening_Gyre:Main_Page|Widening Gyre - Main Page]]<br>
 
[[Widening_Gyre:Main_Page|Widening Gyre - Main Page]]<br>
  
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'''Nature:''' Conniver<br>
 
'''Nature:''' Conniver<br>
 
(Natures no longer appear in Exalted Second Edition, but Shan is old school, dating back to ’01, so there it is.)<br>
 
(Natures no longer appear in Exalted Second Edition, but Shan is old school, dating back to ’01, so there it is.)<br>
'''Intimacies:'''  
+
'''Intimacies:''' [[Cathak Yuusuka]]<br>
* [[Cathak Yuusuka]]
 
* The Realm
 
* Keeping his Secret (so sayeth the GM)
 
 
'''Appearance:'''<br>
 
'''Appearance:'''<br>
'''XP:''' 49 gained / 49 spent<br>
+
'''XP:''' 24 gained / 18 spent<br>
 
<br>[[Widening_Gyre:Current_Player_Stats#Ashadar_Shan|'''Current Stats''']]
 
<br>[[Widening_Gyre:Current_Player_Stats#Ashadar_Shan|'''Current Stats''']]
  
 
==Attributes==
 
==Attributes==
{| border="0" cellpadding="0" cellspacing="0"
+
Strength ●●       Charisma     ●●●●   Perception   ●●
|-
+
Dexterity ●●●●●   Manipulation ●●●●●   Intelligence ●●●●●
|width="60pt"|Strength
+
Stamina   ●●       Appearance   ●●     Wits         ●●
|width="60pt"|●●
 
|width="80pt"|Charisma
 
|width="60pt"|●●●●
 
|width="80pt"|Perception
 
|width="60pt"|●●
 
|-
 
|Dexterity
 
|●●●●●
 
|Manipulation
 
|●●●●●
 
|Intelligence
 
|●●●●●
 
|-
 
|Stamina
 
|●●
 
|Appearance
 
|●●
 
|Wits
 
|●●
 
|}<br>
 
  
 
'''PHYSICAL:'''  
 
'''PHYSICAL:'''  
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==Abilities==
 
==Abilities==
{| border="0" cellpadding="0" cellspacing="0"
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Archery         Integrity       Craft             Athletics '''''Bureaucracy''''' ●●●●●
|-
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'''''Martial Arts''''' ●●     '''''Performance''''' ●●●●● Investigation     Awareness     '''''Linguistics''''' ●●●
|width="80pt"|Archery
+
'''''Melee'''''       ●●●●● '''''Presence'''''   ●●●●● Lore         ●●● Dodge         '''''Ride'''''      
|width="50pt"|
+
Thrown             Resistance     Medicine           Larceny       '''''Sail'''''      
|width="90pt"|Integrity
+
War         ●●●    Survival           '''''Occult'''''       ●●● Stealth       '''''Socialize'''''   ●●
|width="50pt"|
 
|width="80pt"|Craft
 
|width="50pt"|
 
|width="80pt"|Athletics
 
|width="50pt"|
 
|width="90pt"|'''''Bureaucracy'''''
 
|width="50pt"|●●●●●
 
|-
 
|'''''Martial Arts'''''  
 
|●●
 
|'''''Performance'''''
 
|●●●●●
 
|Investigation
 
|
 
|Awareness
 
|
 
|'''''Linguistics'''''
 
|●●●●●
 
|-
 
|'''''Melee'''''
 
|●●●●●
 
|'''''Presence'''''
 
|●●●●●
 
|Lore
 
|●●●
 
|Dodge
 
|
 
|'''''Ride'''''
 
|
 
|-
 
|Thrown
 
|
 
|Resistance
 
|
 
|Medicine
 
|
 
|Larceny
 
|
 
|'''''Sail'''''
 
|
 
|-
 
|War
 
|●●●●●
 
|Survival
 
|
 
|'''''Occult'''''
 
|●●●
 
|Stealth
 
|
 
|'''''Socialize'''''
 
|●●
 
|}<br>
 
  
 
'''CASTE ABILITIES'''
 
'''CASTE ABILITIES'''
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* Performance 5 (could start a riot with a speech or entrance a horde of demons with a song)
 
* Performance 5 (could start a riot with a speech or entrance a horde of demons with a song)
 
* Presence 5 (capable of convincing a Wyld Hunt to kneel and worship the Unconquered Sun)
 
* Presence 5 (capable of convincing a Wyld Hunt to kneel and worship the Unconquered Sun)
** Specialty: "Persuasion" +1
 
 
* Occult 3 (able to successfully bargain with moderately powerful gods)
 
* Occult 3 (able to successfully bargain with moderately powerful gods)
  
 
'''OTHER ABILITIES'''
 
'''OTHER ABILITIES'''
* Archery 1 (can probably hit the bulls-eye on a stationary target)
+
* Archery 1  
* Athletics 1 (can keep his balance on treacherous ice)
+
* Athletics 1  
* Integrity 1 (can see through a well-made sales pitch)
+
* Integrity 1  
* Lore 3 (is familiar with specific details & customs of lands thousands of miles away)
+
* Lore 3  
* Resistance 1 (can keep his head after a night of hard drinking)
+
* Resistance 1  
* War 5 (can plan a strategy to lead his squad to victory despite being outnumbered and outflanked by an army of the Fair Folk.)
+
* War 3
** Specialty: "Maneuver Warfare" +3
 
  
 
==Willpower and Virtues==
 
==Willpower and Virtues==
'''Willpower: 10''' (paragon of determination and stability)<br>
+
'''Willpower: 7''' (extremely strong willed & determined)<br>
 
'''Virtues:'''
 
'''Virtues:'''
* Compassion: 2 "Your point being?"
+
* Compassion: 1 "Your point being?"
* Conviction: 5 "Some sacrifices are necessary."
+
* Conviction: 4 "Some sacrifices are necessary."
 
* Temperance: 2 "Let's keep this civil, shall we?"
 
* Temperance: 2 "Let's keep this civil, shall we?"
* Valor: 3 "''Though hell itself shall set its teeth against me''
+
* Valor: 3 "''Though hell itself shall set its teeth against me''"
<p>
 
'''Limit Break'''<br>
 
Deliberate Cruelty<br>
 
Limit Track: ●●●○○○○○○○<br>
 
 
'''Graces:'''
 
'''Graces:'''
 
* '''Sword Grace: 1'''  
 
* '''Sword Grace: 1'''  
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==Essence and Anima==
 
==Essence and Anima==
'''Essence: 3'''
+
'''Essence: 2'''
* Personal Essence: 19
+
* Personal Essence: 13
* Peripheral Essence: 41
+
* Peripheral Essence: 31
 
* Committed Essence: 0
 
* Committed Essence: 0
 
'''Anima Banner'''
 
'''Anima Banner'''
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==Charms==
 
==Charms==
'''GENERAL:'''
 
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:First_(Ability)_Excellency_(Solar) '''First Ability Excellency - Essence Overwhelming:'''] 1m per die; Reflexive; Instant.<br>May buy up to Attribute + Ability in dice that can be added to a (Ability) roll or rolled with successes applied directly to an unrolled value.
 
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Infinite_%28Ability%29_Mastery_%28Solar%29 '''Infinite (Ability) Mastery'''] 2+m, 1 WP; Simple; One Scene.<br>By committing motes, the Exalt may reduce the cost of the first three Excellencies, to a minimum of 0.  Each two motes committed reduces the cost of other excellencies by one mote.
 
 
 
'''ATHLETICS:'''
 
'''ATHLETICS:'''
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Graceful_Crane_Stance '''Graceful Crane Stance:'''] 3m; Reflexive; One Scene.<br>Automatically keep balance on any surface at least as strong and wide as a human hair. This surface is treated as a 3 ft wide ledge capable of supporting 1000 lbs. when determining what movement and Athletics actions can be taken and what penalties to them might apply.
+
* '''Graceful Crane Stance:''' 3m; Reflexive; One Scene.<br>Automatically succeed on any valid Athletics action to keep balance. Moreover, keep footing on any surface at least as strong and wide as a human hair. This surface is treated as a three-footwide ledge capable of supporting a thousand pounds of weight when determining what movement and Athletics actions can be taken and what penalties to them might apply.
<br>
 
 
'''LINGUISTICS:'''
 
'''LINGUISTICS:'''
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Sagacious_Reading_of_Intent '''Sagacious Reading of Intent:'''] 3m; Reflexive; Social; Instant.<br>Receive a one-sentence summary of what the person making a statement hopes to gain. Perfect Defense vs social attacks hostile to the Exalt or his Motivation.
+
* '''Sagacious Reading of Intent:''' 3m; Reflexive; Social; Instant.<br>This Charm identifies the motivation behind a given statement that the Exalt reads or hears—a one-sentence summary of what the person making that statement hopes to gain. If a social attacker’s purpose is fundamentally hostile to the Exalt or the Exalt’s Motivation, this Charm perfectly negates the attack.
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Discerning_Savant%27s_Eye '''Discerning Savant's Eye:'''] 6m 1 WP; Reflexive; One Scene.<br>Allows the Chosen to perceive the whole meanings of messages, no matter how obtuse, damaged or heavily encoded they may be.  Also the character is never surprised by social attacks while this Charm is in force.
 
<br>
 
 
'''MELEE:'''
 
'''MELEE:'''
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Dipping_Swallow_Defense '''Dipping Swallow Defense:'''] 2m; Reflexive; Instant.<br>In response to an attack, all penalties to PDV are ignored for that attack.  PDV is still 0 if inapplicable, but it takes no further penalties.
+
* '''First Melee Excellency - Essence Overwhelming:''' 1m per die; Reflexive; Instant.<br>May buy up to Melee + Ability in dice. These dice can be added to a Melee roll directly, or rolled and apply successes directly to an unrolled value such as a DV.
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Bulwark_Stance '''Bulwark Stance:'''] 5m; Reflexive; Until next action.<br>Ignore all penalties to PDV.  Inapplicability is not a PDV penalty.
+
* '''Dipping Swallow Defense:''' 2m; Reflexive; Instant.<br>In response to an attack, all penalties to PDV are ignored for that attack.  PDV is still 0 if inapplicable, but it takes no further penalties.
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Fivefold_Bulwark_Stance '''Fivefold Bulwark Stance:'''] 5m, 1WP; Simple; One Scene<br>Removes the onslaught penalty other characters’ attacks impose on the Exalt’s DV; also reduces the defense penalty imposed by each action the Exalt takes by one, to a minimum of zero.
+
* '''Bulwark Stance:''' 5m; Reflexive; Until next action.<br>Ignore all penalties to PDV.  Inapplicability is not a PDV penalty.
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Heavenly_Guardian_Defense '''Heavenly Guardian Defense:'''] 4m; Reflexive; Obvious; Instant.<br>Perfect defence.  Trumps Unblockable.  Mundane weapons break when used with this charm to parry 25L+ raw damage attacks.<br>''Conviction Flaw: This Charm does not function when the Solar's actions are contrary to his Motivation.''
+
* '''Heavenly Guardian Defense:''' 4m; Reflexive; Obvious; Instant.<br>Perfect defence.  Trumps Unblockable.  Mundane weapons break when used with this charm to parry 25L+ raw damage attacks.<br>''Conviction Flaw: This Charm does not function when the Solar's actions are contrary to his Motivation.''
<br>
 
 
'''OCCULT:'''
 
'''OCCULT:'''
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Spirit-Detecting_Glance '''Spirit-Detecting Glance:'''] 3m; Reflexive; One scene.<br>The Solar can see, hear, smell and feel - but not touch - dematerialized creatures.
+
* '''Spirit-Detecting Glance:''' 3m; Reflexive; One scene.<br>The Solar can see, hear, smell and feel - but not touch - dematerialized creatures.
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Spirit-Cutting_Attack '''Spirit-Cutting Attack:'''] 1m; Supplemental; Obvious; Instant.<br>May supplement other Abilities.  Supplemented attacks may effect dematerialized targets and deal aggravated damage to spirits.  Attacks against unseen targets suffer the normal -2 external penalty.
+
* '''Spirit-Cutting Attack:''' 1m; Supplemental; Instant.<br>This Charm is explicitly permitted to supplement actions using other Abilities.  Supplemented attacks may effect dematerialized targets and deal aggravated damage to spirits.  Attacks against unseen targets suffer the normal -2 external penalty.
<br>
 
 
'''PRESENCE:'''
 
'''PRESENCE:'''
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Hypnotic_Tongue_Technique '''Hypnotic Tongue Technique:'''] 10m, 1wp; Simple; Social, Stackable, Touch; Solar's Charisma in days.<br>Roll (Manipulation + Presence) vs target's MDV to bestow Compulsion to follow one order given. Target must spend 1w to resist order.  Effect is considered Unnatural Mental Influence.  Target is not aware of the Compulsion, nor the order need to be spelled out explicitly in words. Target may spend 4w (all at once) to recognize the influence or remember it later.
+
* '''First Presence Excellency - Essence Overwhelming:''' 1m per die; Reflexive; Instant.<br>May buy up to Presence + Ability in dice. These dice can be added to a Presence roll directly, or rolled and apply successes directly to an unrolled value such as a DV.
* [http://wiki.white-wolf.com/exalted/index.php?title=Charms:Irresistible_Salesman_Spirit '''Irresistible Salesman Spirit:'''] 3m;  Supplemental; Social; Instant.<br>Double successes on a Presence-based roll vs target’s MDV to exert mental influence and make a favorable bargain or encourage a specific action.
+
* '''Hypnotic Tongue Technique:''' 10m, 1wp; Simple; Social, Stackable, Touch; Solar's Charisma in days.<br>Solar rolls (Manipulation + Presence). If result exceeds target's Mental DV, target receives a Compulsion to follow one order given by the Solar. Target must spend one Willpower to resist order.  Effect is considered Unnatural Mental Influence.
 
+
* '''Irresistible Salesman Spirit:''' 3m;  Supplemental; Social; Instant.<br>Double the Solar’s successes on a Presence-based roll before comparing them to the target’s MDV in order to exert mental influence and make a favorable bargain or encourage a specific action.
==Combos==
 
===Heaven's Dragon Takes the Field:===
 
* First Melee Excellency - 1+ motes, Reflexive (Step 1 attacker, Step 2 defender)
 
* Dipping Swallow Defense - 2 motes, Reflexive (Step 2)
 
** Upgrade: May substitute Heavenly Guardian Defense - 4 motes, Reflexive (Step 2), Obvious
 
* Sagacious Reading of Intent - 3 motes, Reflexive (Step 2)
 
* Graceful Crane Stance - 3 motes, Reflexive
 
* Spirit-Detecting Glance - 3 motes, Reflexive (Step 1)
 
<br>
 
===First Argument of Kings:===
 
* Second Presence Excellency - 2+ motes, Reflexive (Step 1 attacker, Step 2 defender)
 
* Irresistible Salesman Spirit - 3 motes, Supplemental, Combo-basic
 
* Sagacious Reading of Intent - 3 motes, Reflexive (Step 2)
 
  
 
==Panoply==
 
==Panoply==
* ''Empyrean Judgment'' is already described above.  The sword dates back to Ashadar Caral, the outcaste merchant who founded House Ashadar.  Then as now, the South provided much of Ashadar's trade, and Caral, who was born in Kriss, commissioned it from a master carver in Chiaroscuro.  
+
* ''Empyrean Judgment'' is already described above.
 
* Shan's horse is a dapple gray Marukani stallion named '''Grey Rabbit'''.  He is a well-trained warhorse, accustomed to the din of battle.
 
* Shan's horse is a dapple gray Marukani stallion named '''Grey Rabbit'''.  He is a well-trained warhorse, accustomed to the din of battle.
 
* Shan's armor is a suit of lamellar made from the same Chiaroscuran glass that forms ''Empyrean Judgment''.
 
* Shan's armor is a suit of lamellar made from the same Chiaroscuran glass that forms ''Empyrean Judgment''.
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{| border="1" cellpadding="5" cellspacing="0"
 
{| border="1" cellpadding="5" cellspacing="0"
 
|-
 
|-
| '''Weapons'''
+
|  
 
| '''Speed'''
 
| '''Speed'''
 
| '''Accuracy'''
 
| '''Accuracy'''
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| STR ●
 
| STR ●
 
| align="center"|C, N, P
 
| align="center"|C, N, P
|}<br/>
 
 
{| border="1" cellpadding="5" cellspacing="0"
 
|-
 
| '''Armor'''
 
| '''Soak (L/B)'''
 
| align="center"|'''Mob'''
 
| align="center"|'''Fatigue'''
 
| align="center"|'''Cost'''
 
|-
 
| Chiaroscuran Glass Lamellar
 
| align="center"|8 / 10
 
| align="center"|-1
 
| align="center"|0
 
| ●●●●
 
 
|}
 
|}
The soak values do not include Shan's stamina.  The armor is a masterpiece of perfect quality, with a mobility and fatigue value each -1 normal, as well as two +1 bonuses applied to soak (each of which adds 1L/1B).
 
  
 
==Extras==
 
==Extras==
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Unusual Appearance (Flaw -2)<br>
 
Unusual Appearance (Flaw -2)<br>
 
* Due to his wyld barbarian heritage, Shan's skin is snow white, as is his hair.  His eyes are crimson in hue.  The coloring is obviously abnormal, and not a natural melanin deficiency.  (As contrasted to the southern Dune People, Shan's mother's tribe hailed from the far west; other tribes were colored like tropical fish.  Their people also display little to no body hair.)
 
* Due to his wyld barbarian heritage, Shan's skin is snow white, as is his hair.  His eyes are crimson in hue.  The coloring is obviously abnormal, and not a natural melanin deficiency.  (As contrasted to the southern Dune People, Shan's mother's tribe hailed from the far west; other tribes were colored like tropical fish.  Their people also display little to no body hair.)
Secrets (Flaw -5)<br>
+
Secrets (Flaw -2)<br>
 
* Shan is anathema.  A large chunk of his money and influences is tied up in the Realm.  He'll be hurting should his secret come to light, aside from the fact that he's currently encamped a few hundred yards away from a detachment of the Wyld Hunt.
 
* Shan is anathema.  A large chunk of his money and influences is tied up in the Realm.  He'll be hurting should his secret come to light, aside from the fact that he's currently encamped a few hundred yards away from a detachment of the Wyld Hunt.
  
 
===XP and Training===
 
===XP and Training===
* <u>'''XP Gained:''' 49</u>
+
* <u>'''XP Gained:''' 34</u>
 
** Prelude - The Shunned Village: 10
 
** Prelude - The Shunned Village: 10
 
** Episode 1 - Of Falcons & Falconers: 5
 
** Episode 1 - Of Falcons & Falconers: 5
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** Episode 3 - Convergence of the Twain: 5
 
** Episode 3 - Convergence of the Twain: 5
 
** Episode 4 - ''Quis Custodiet Ipsos Custodes''?: 9 (including +1 Stunt XP for Shan)
 
** Episode 4 - ''Quis Custodiet Ipsos Custodes''?: 9 (including +1 Stunt XP for Shan)
** Episode 5 - A Dream Given Form: 10 (including 5 for meeting the goal of freeing Jeradin & defeating Lahor)
 
** Episode 6 - The Journey South: 5
 
  
* <u>'''XP Spent:''' 49</u>
+
* <u>'''XP Spent:''' 18</u>
 
** Stamina 2: 4 XP
 
** Stamina 2: 4 XP
 
** Socialize 2: 1 XP
 
** Socialize 2: 1 XP
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** Martial Arts 2: 1 XP
 
** Martial Arts 2: 1 XP
 
** Hypnotic Tongue Technique: 8 XP
 
** Hypnotic Tongue Technique: 8 XP
** Essence 3: 16 XP
 
** Combo: ''Sunlit Dragon Takes the Field'': 7 XP
 
** Upgrade: HGD & Dipping Swallow Defense considered the same charm for charm/combo activation: 2 XP
 
** Combo: ''The First Argument of Kings'': 6 XP
 
  
 
* '''Debt XP:''' 0
 
* '''Debt XP:''' 0
* '''Unspent XP:''' 0
+
* '''Unspent XP:''' 16
 
* '''Currently training:'''
 
* '''Currently training:'''
  
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'''What would drive you to commit murder?'''
 
'''What would drive you to commit murder?'''
 
* While he would prefer to utilize more subtle methods, Shan is willing to do whatever it takes to gain control of Creation, and knows it will likely require many thousands of deaths.  He is entirely willing to undertake some of them personally.
 
* While he would prefer to utilize more subtle methods, Shan is willing to do whatever it takes to gain control of Creation, and knows it will likely require many thousands of deaths.  He is entirely willing to undertake some of them personally.
 
===Accounting===
 
Freebies: 18 [http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/27/ink-monkeys-vol-35-the-dawn-appendix.aspx (new Ink Monkeys rules)]
 
* Linguistics from 0 to 3: 3
 
* Melee from 1 to 5: 4
 
* Performance from 3 to 5: 2
 
* Presence from 3 to 5: 2
 
* Specialty: Presence - Persuasion +2: 1
 
* Bureaucracy from 3 to 5: 2
 
* Compassion from 1 to 2: 1
 
* Willpower from 5 to 10: 5
 
* Followers from 1 to 2: 1
 
* Resources from 3 to 5: 4
 
* Flaws: -7
 
* Four free specialties: War (Maneuver Warfare +3); Melee (Spear +1)
 
 
Modifications after Scyld has enacted modified Jon Chung "no XP Sinks" rules:
 
*-2 specialties (spear & persuasion)
 
*+1 conviction
 
 
*-1 Linguistics
 
*+1 conviction
 
 
*-First Melee Excellency
 
*-Second Presence Excellency
 
*- Combo (7 XP)
 
*- Combo (6 XP)
 
*- 2 points for Upgrade
 
*+10 XP from ???
 
*----
 
*25 XP
 
*+2 charms
 
 
*Linguistics 3: 3
 
*Linguistics 4: 5
 
*Linguistics 5: 7
 
*Infinite Melee Flow (free swap)
 
*Fivefold Bullwark Stance (free swap)
 
*Discerning Savant's Eye: 8
 
 
*Total: 23 XP
 
*2 banked XP
 

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