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Created page with "Page 81 of Core Rules. ==Common Mortal== * '''Attributes:''' 4/3/3 * '''Abilities:''' No Caste Abilities; 18 dots to distribute. * '''Specialties:''' As usual..." |
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==Common Mortal== | ==Common Mortal== | ||
* Usually just a simple Motivation. | |||
* '''[[Attributes]]:''' 4/3/3 | * '''[[Attributes]]:''' 4/3/3 | ||
* '''[[Abilities]]:''' No [[Caste Abilities]]; 18 dots to distribute. | * '''[[Abilities]]:''' No [[Caste Abilities]] nor [[Favored Ability|Favored Abilities]]; 18 dots to distribute. | ||
* '''[[Specialties]]:''' As usual. | * '''[[Specialties]]:''' As normal. | ||
* '''[[Willpower]]:''' As usual. | * '''[[Virtues]]:''' As usual: distribute 5 points, none may be higher than 4 without bonus 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. | * '''[[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== | ==Heroic Mortal== | ||
* Needs a heroic Motivation. | |||
* '''[[Attributes]]:''' 6/4/3 | * '''[[Attributes]]:''' 6/4/3 | ||
* '''[[Abilities]]:''' No [[Caste Abilities]]; 25 dots to distribute. | * '''[[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.) | ** 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 usual. | * '''[[Specialties]]:''' As normal. | ||
* '''[[Willpower]]:''' As usual. | * '''[[Virtues]]:''' As usual: distribute 5 points, none may be higher than 4 without bonus 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. | * '''[[Essence]]:''' 1, not upgradeable with bonus points. | ||
* '''[[Bonus Points]]:''' 21. | |||
Revision as of 16:38, 2 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.
- 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.
- 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.
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