Commoners: Difference between revisions
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* Usually just a simple Motivation. | * Usually just a simple Motivation. | ||
* '''[[Attributes]]:''' 4/3/3 | * '''[[Attributes]]:''' 4/3/3 | ||
** No Attribute can be raised higher than 5 even with bonus points. | |||
* '''[[Abilities]]:''' No [[Caste Abilities]] nor [[Favored Ability|Favored Abilities]]; 18 dots to distribute. | * '''[[Abilities]]:''' No [[Caste Abilities]] nor [[Favored Ability|Favored Abilities]]; 18 dots to distribute. | ||
* '''[[Specialties]]:''' As | ** Maximum initial Ability is 3 before spending bonus points. | ||
* '''[[Specialties]]:''' As per errata: receive four specialties for your 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. | * '''[[Virtues]]:''' As usual: distribute 5 points, none may be higher than 4 without bonus points. | ||
* '''[[Backgrounds]]:''' 5 points. | * '''[[Backgrounds]]:''' 5 points. | ||
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* Needs a heroic Motivation. | * Needs a heroic Motivation. | ||
* '''[[Attributes]]:''' 6/4/3 | * '''[[Attributes]]:''' 6/4/3 | ||
** No Attribute can be raised higher than 5 even with bonus points. | |||
* '''[[Abilities]]:''' No [[Caste Abilities]]; 25 dots to distribute. | * '''[[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.) | ** 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 | * '''[[Specialties]]:''' As per errata: receive four specialties for your 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. | * '''[[Virtues]]:''' As usual: distribute 5 points, none may be higher than 4 without bonus points. | ||
* '''[[Backgrounds]]:''' 5 points. | * '''[[Backgrounds]]:''' 5 points. |
Revision as of 14:23, 6 January 2020
Page 81 of Core Rules.
Common Mortal
- 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: receive four specialties for your 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: receive four specialties for your 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.
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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