Advertisement
Guest User

The Broker

a guest
May 24th, 2017
1,206
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.05 KB | None | 0 0
  1. The Broker
  2. The Seller in the Shadows
  3.  
  4. Background: Though the identity of the Broker remains shrouded in mystery, it is a commonly held belief among thieves and scavengers that if you are in the right place at the right time someone will be willing to buy whatever you are trying to be rid of or help you make an otherwise unattainable purchase. The only drawback? The Broker has no loyalties except their own, which has proven fatal to bureaucrats and anathema alike who have found that the value of their life and the secrets they hold exceeds what they are trying to sell. Though they have been seen most frequently in Lookshy and Nexus, the Broker has been spotted in numerous places across Creation from Chiaroscuro to Gethamane to the ports of the Dreaming Sea, and the occasional cutpurse even claims that they have witnessed deals being made in secluded areas of the Imperial City. Some rumors have swirled as to the Broker’s identity — many customers cannot confirm
  5. even minor details surrounding the person that they dealt with either due to intentionally withholding information or a genuine lack of awareness. There is even talk in some circles that the Broker is not one person but several, all keeping their identities a secret to avoid the oppression of the Guild. Though their primary business is in fencing stolen goods, the Broker does not deal entirely in coin and is always open to accepting a barter if it would benefit them more directly. Information is as good a currency as jade, and they will just as easily give it up in exchange for a priceless object that cannot easily be assigned monetary value. In spite of all this, many thieves and scavenger lords still find it advantageous to deal with the Broker instead of another fence… that is, if they can track them down.
  6.  
  7. Image: Clad in leathers fit for a thief, one would never know the riches that the Broker hoards, and it is very much on purpose. The Broker is secretive and private, virtues that are exhibited even in the draped cloth that covers their face and the dark hood that casts a shadow over their features. With the hood removed one might notice dark, matted hair pulled back with a short length of rope.
  8.  
  9. Intimacies: Defining: “Everything has a price.”; Major: “What would you like to know?”, The Guild (Respect); Minor: Identity-Concealing
  10. Mask (Security)
  11.  
  12. Secrets: Though the Broker’s traveling routes and appearances seem to be random, they are planned well in advance and are usually marked by a strange symbol painted in gold ink with a hint as to the details of the Broker’s next visit. The symbols typically appear within one week of the Broker’s arrival, and include a series of numbers to indicate the date and time that a prospective buyer or seller can anticipate being able to make a transaction.
  13.  
  14. Equipment: Light leather armor and face coverings along with a cestus, khatar, and several knives readied for close combat. The Broker also typically carries several pouches of various currencies and may also have artifacts or other objects that they have just purchased or hope to sell to a prospective buyer.
  15.  
  16. Roleplaying Hints: The Broker serves their own purposes, which may change from day to day based on their needs and the current circumstances. They are not above breaking their own rules if it means coming out on top, though they will never betray their own identity.
  17. Attributes: Strength 1, Dexterity 3, Stamina 2;
  18. Charisma 3, Manipulation 4, Appearance 2;
  19. Perception 2, Intelligence 2, Wits 4;
  20. Essence: 1
  21. Willpower: 4
  22. Join Battle: 8
  23. Health Levels: -0/-1x2/-2x2/-4/Incap.
  24. Abilities: Athletics 1, Awareness 2, Bureaucracy 3, Brawl 2, Dodge 3, Integrity 3, Investigation 1, Larceny 2, Linguistics 3, Lore 3, Melee 2, Presence 3, Resistance 1, Socialize 3, Stealth 3;
  25. Merits: Contacts 5, Followers 1, Influence 2, Language (Riverspeak) 1, Language (Flametongue) 1, Language (Guild Cant) 1, Language (Skytongue) 1, Resources 4
  26. Specialties: Bureaucracy (The Guild), Larceny (Appraisal), Socialize (Criminal Underworld), Stealth (Disguise)
  27. Attack (Cestus): 9 dice – Bashing, Brawl, Smashing, Worn (damage 8)
  28. Attack (Khatar): 9 dice – Lethal, Brawl, Piercing (damage 8)
  29. Attack (Knife): 9 dice – Lethal, Melee, Thrown (Short) (damage 8)
  30. Combat: Soak 5 (Light Armor +3); Parry: 3 (Melee), 3 (Brawl); Evasion: 3; Rush 4 dice; Disengage: 6 dice
  31. Social: Resolve: 4; Guile: 5
  32.  
  33. The Broker’s Security
  34. A mysterious figure, the Broker is never seen without at least two guards nearby to help move purchases from place to place and assure the Broker’s safety. Typically there are at least several protectors nearby, though at least one will always remain hidden. The Broker’s guards vary from place to place and keep their identities concealed with masks.
  35.  
  36. Storyteller Note: The Broker’s Security entries use the Quick Characters rules from page 494 of the Exalted Third Edition core rulebook.
  37.  
  38. The Guard
  39. Always close at hand, The Broker’s guard is never too far from view and will often inspect potential clients before a transaction can be made. They wear attire similar to the Broker’s and cover their face so that their identity is not known.
  40. Essence: 1; Willpower: 3; Join Battle: 5 dice
  41. Health Levels: -0/-1x2/-2x2/-4/Incap.
  42. Actions: Senses: 4 dice; Stealth: 5 dice; Threaten: 4 dice; Tracking: 4 dice
  43. Appearance 2, Resolve 1, Guile 1
  44. COMBAT
  45. Attack (Cestus): 6 dice (Damage 11)
  46. Attack (Grapple): 4 dice (5 dice to control)
  47. Combat Movement: 4 dice
  48. Evasion 2, Parry 2
  49. Soak: 6 (Light Armor)
  50.  
  51. The Sentry
  52. Hidden in the shadows, the Sentry does not make their presence known while the Broker is working through a transaction. Instead they keep a watchful eye over the surrounding area and prepare to defend their employer against any surprise attacks.
  53. Essence: 1; Willpower: 4; Join Battle: 6 dice
  54. Health Levels: -0/-1x2/-2x2/-4/Incap.
  55. Actions: Senses: 5 dice; Stealth: 6 dice; Threaten: 5 dice;
  56. Appearance 3, Resolve 2, Guile 2
  57. COMBAT
  58. Attack (Short Sword): 6 dice (Damage 11, minimum 2)
  59. Attack (Khatar): 6 dice (Damage 11)
  60. Combat Movement: 4 dice
  61. Evasion 2, Parry 2
  62. Soak: 8 (Reinforced Light Armor)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement