Commoners: Difference between revisions

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==Derived Traits==
==Derived Traits==
[[Image:Mortal_health_levels.png|noframe|right]]
===Essence===
===Essence===
Mortals don't really have Essence pools, but calculate them nevertheless.
Mortals don't really have Essence pools, but calculate them nevertheless.
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===Health Levels===
===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 [[Creating a Character#Health Levels|Health Levels]] and [[Attacking#Step Ten: Roll Damage/Apply Results|Attacking]] for more information.
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 (image to the right). See [[Creating a Character#Health Levels|Health Levels]] and [[Attacking#Step Ten: Roll Damage/Apply Results|Attacking]] for more information.


==Notes==
==Notes==

Revision as of 20:23, 6 January 2020

Page 81 of Core Rules, expanded and errata'ed.

Mortal Characters

Common Mortal

Bonus Points Table

Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Caste Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste Ability)
Virtue 1 per dot (Willpower is independent of Virtues)
Willpower 1
Intimacies Characters may begin with up to (Willpower + Compassion) Intimacies without spending bonus points.*
Essence 7
Charms 4 (3 if in a Favored or Caste Ability)*

*Latest errata

  • Usually just a simple Motivation.
  • Attributes: 4/3/3
    • No Attribute can be raised higher than 5 even with bonus points.
  • Abilities: No Caste Abilities nor Favored Abilities; 18 dots to distribute.
    • Maximum initial Ability is 3 before spending bonus points.
  • Specialties: As per errata: you receive four specialties to distribute amongst your character's Abilities. Characters with a specialty in an Ability add a bonus die or dice to pertinent rolls. Unless specified otherwise, specialties cannot add more than three dice to a roll.
  • 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.

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
    • No Attribute can be raised higher than 5 even with bonus points.
  • Abilities: No Caste Abilities; 25 dots to distribute.
    • Maximum initial Ability is 3 before spending bonus points.
    • 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 per errata: you receive four specialties to distribute amongst your character's Abilities. Characters with a specialty in an Ability add a bonus die or dice to pertinent rolls. Unless specified otherwise, specialties cannot add more than three dice to a roll.
  • 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.

Derived Traits

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Essence

Mortals don't really have Essence pools, but calculate them nevertheless.

  • Calculate your Personal Essence: [Essence x 3] + Willpower.
  • Calculate Peripheral Essence: [Essence x 7] + Willpower + [the sum of Virtues].

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 (image to the right). 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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