Commoners

From exalted2e
Revision as of 16:38, 2 January 2020 by Np (talk | contribs)
Jump to navigation Jump to search

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.
  • 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.


THIS PAGE IS NOT FINISHED YET!