Difference between revisions of "Enchantress/HeroicMortals"

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=== Why the Change? ===  
 
=== Why the Change? ===  
While I consider heroic mortals to be exceptional I also see them as having a somewhat narrow focus or at least more so than the Exalted ability dots would normally allow. A character with Athletics 5 for example is not just an amazing acrobat but also a champion swimmer, climber, runner and weight lifter. For an Exalt that's to be expected but for most heroic mortals it's pretty silly.  
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While I consider heroic mortals to be exceptional I also see them as having a somewhat narrow focus or at least more so than the Exalted ability dots would normally allow. A character with Athletics 5 for example is not just an amazing acrobat but also a champion swimmer, climber, runner and weight lifter. For an Exalt that's to be expected, for a mortal- much less so.  
  
 
=== Abilities and the rule of 3 ===
 
=== Abilities and the rule of 3 ===
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=== Feats of Strength and Jumping Distances ===
 
=== Feats of Strength and Jumping Distances ===
 
Even exceptional mortals cannot lift twice their own body weight or leap buildings with a single bound- when determining what a mortal can lift or jump use (Strength + Athletics) and divide the result by 2.  
 
Even exceptional mortals cannot lift twice their own body weight or leap buildings with a single bound- when determining what a mortal can lift or jump use (Strength + Athletics) and divide the result by 2.  
 
=== Combos ===
 
I'm not sure if this even is a change, I don't recall it ever being stated that mortals couldn't learn combos it certainly wouldn't be the only place that God Blooded were restricted in an area that mortals weren't.
 
 
Mortals can learn and create charm combos with Terrestrial Martial Art charms, as usual paying the 1 willpower surcharge. 
 
  
 
=== Increasing Essence ===
 
=== Increasing Essence ===
I currently consider the cost of increasing permanent essence as (current essence x 12) and unlike Exalts and other natural essence users they cannot increase their essence immediately and always require a training time in months equal to their current essence.   
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I currently consider the cost of increasing permanent essence as (current essence x 12) and unlike Exalts and natural essence users they cannot increase their essence immediately and require a training time in months equal to their current essence.   
  
 
Mortal Essence remains capped at 3.
 
Mortal Essence remains capped at 3.

Revision as of 15:42, 27 July 2007

Why the Change?

While I consider heroic mortals to be exceptional I also see them as having a somewhat narrow focus or at least more so than the Exalted ability dots would normally allow. A character with Athletics 5 for example is not just an amazing acrobat but also a champion swimmer, climber, runner and weight lifter. For an Exalt that's to be expected, for a mortal- much less so.

Abilities and the rule of 3

For starting Mortal Characters all abilities are capped at 3 and cannot be raised with bonus points, Attributes are unaffected by this.

Specialties

At character generation Heroic Mortals may purchase all specialties at the rate of a favoured ability (2 for one bonus point).

Feats of Strength and Jumping Distances

Even exceptional mortals cannot lift twice their own body weight or leap buildings with a single bound- when determining what a mortal can lift or jump use (Strength + Athletics) and divide the result by 2.

Increasing Essence

I currently consider the cost of increasing permanent essence as (current essence x 12) and unlike Exalts and natural essence users they cannot increase their essence immediately and require a training time in months equal to their current essence.

Mortal Essence remains capped at 3.