Commoners: Difference between revisions

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* '''[[Specialties]]:''' As normal.
* '''[[Specialties]]:''' As normal.
* '''[[Virtues]]:''' As usual: distribute 5 points, none may be higher than 4 without bonus points.
* '''[[Virtues]]:''' As usual: distribute 5 points, none may be higher than 4 without bonus points.
* '''[[Backgrounds]]:''' 5 points.
* '''[[Willpower]]:''' As usual: add the total of two highest Virtues - may not start higher than 8 unless at least two virtues are 4 or higher.
* '''[[Willpower]]:''' As usual: add the total of two highest Virtues - may not start higher than 8 unless at least two virtues are 4 or higher.
* '''[[Essence]]:''' 1, not upgradeable with bonus points.
* '''[[Essence]]:''' 1, not upgradeable with bonus points.
Line 27: Line 28:
* '''[[Specialties]]:''' As normal.
* '''[[Specialties]]:''' As normal.
* '''[[Virtues]]:''' As usual: distribute 5 points, none may be higher than 4 without bonus points.
* '''[[Virtues]]:''' As usual: distribute 5 points, none may be higher than 4 without bonus points.
* '''[[Backgrounds]]:''' 5 points.
* '''[[Willpower]]:''' As usual: add the total of two highest Virtues - may not start higher than 8 unless at least two virtues are 4 or higher.
* '''[[Willpower]]:''' As usual: add the total of two highest Virtues - may not start higher than 8 unless at least two virtues are 4 or higher.
* '''[[Essence]]:''' 1, not upgradeable with bonus points.
* '''[[Essence]]:''' 1, not upgradeable with bonus points.

Revision as of 09:34, 5 January 2020

Page 81 of Core Rules.

Common Mortal

Sample Concepts:

  • Animal Tender - beekeeper, herdsman, kennel keeper, shepherd, stable boy
  • Beggar - blind, crippled, diseased, mentally ill - might be faked
  • Enterpreneur - barber, bathhouse keeper, boardinghouse keeper, brothel madam, fisherman, herbalist, hunter, lumberjack, scribe
  • Worker - farm worker, maid, spinner
  • Craftsman - baker, basketweaver, blacksmith, bonecarver, bootmaker, bowyer, brewer, butcher, candlemaker, carpenter, cooper, fletcher, furrier, leatherworker, mason, potter, ropemaker, shoemaker, soapmaker, stoneworker, tailor, tanner, taxidermist, thatcher, weaver, wheelwright, woodcarver
  • Outsider - actor, bandit, burglar, entertainer, smuggler, thief

Young mortals are more likely to be apprentice craftsmen rather than masters.

Heroic Mortal

  • Needs a heroic Motivation.
  • Attributes: 6/4/3
  • Abilities: No Caste Abilities; 25 dots to distribute.
    • One Favored Ability, complete with the discount. This must be equal to or greater than every other Ability the character possesses. (Exalted are not restricted like this.)
  • Specialties: As normal.
  • Virtues: As usual: distribute 5 points, none may be higher than 4 without bonus points.
  • Backgrounds: 5 points.
  • Willpower: As usual: add the total of two highest Virtues - may not start higher than 8 unless at least two virtues are 4 or higher.
  • Essence: 1, not upgradeable with bonus points.
  • Bonus Points: 21.

Notes

  • When rounding for static values such as DVs, mortals and heroic mortals round downward. This does not include dividing Stamina for the purposes of determining base lethal soak, as everyone rounds down for that.


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