Difference between revisions of "Enchantress/HeroicMortals"

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=== Why the Change? ===  
 
=== Why the Change? ===  
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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 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.  
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=== Combos ===
 
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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.
 
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Mortals can learn and create charm combos with Terrestrial Martial Art charms, as usual paying the 1 willpower surcharge. 
 
  
 
=== Increasing Essence ===
 
=== Increasing Essence ===
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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.