Commoners
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.
THIS PAGE IS NOT FINISHED YET! |