Commoners: Difference between revisions

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* '''[[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.
* '''[[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 per errata: characters begin with Willpower rated at 5 and it can be increased at a cost of 1 bonus point per dot.
* '''[[Essence]]:''' 1, not upgradeable with bonus points.
* '''[[Essence]]:''' 1, not upgradeable with bonus points.
* '''[[Bonus Points]]:''' 21.
* '''[[Bonus Points]]:''' 21.
Line 29: Line 29:
* '''[[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.
* '''[[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 per errata: characters begin with Willpower rated at 5 and it can be increased at a cost of 1 bonus point per dot.
* '''[[Essence]]:''' 1, not upgradeable with bonus points.
* '''[[Essence]]:''' 1, not upgradeable with bonus points.
* '''[[Bonus Points]]:''' 21.
* '''[[Bonus Points]]:''' 21.

Revision as of 11:38, 6 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 per errata: characters begin with Willpower rated at 5 and it can be increased at a cost of 1 bonus point per dot.
  • Essence: 1, not upgradeable with bonus points.
  • Bonus Points: 21.

To transform a heroic mortal into an Exalt, add four dots to Attributes and two to Abilities and Backgrounds; mark down Caste Abilities, select four more Favored Abilities, choose 10 Charms, increase Essence to 2, choose a Virtue Flaw, and adjust the character's health levels accordingly.

Health Levels

Your character is highly likely to have just one -0 health level, two -1 health levels, two -2 health levels, one -4 health level and one Incapacitated health level. See Health Levels and Attacking for more information.

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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