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* '''[[Essence]]:''' 1, not upgradeable with bonus points. | * '''[[Essence]]:''' 1, not upgradeable with bonus points. | ||
* '''[[Bonus Points]]:''' 21. | * '''[[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. | |||
==Notes== | ==Notes== |
Revision as of 10:04, 5 January 2020
Page 81 of Core Rules.
Common Mortal
- Usually just a simple Motivation.
- Attributes: 4/3/3
- Abilities: No Caste Abilities nor Favored Abilities; 18 dots to distribute.
- 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.
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.
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.
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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