XerExaltedLite/Mortals
Mortals
In one way or another, this is what everyone is fighting for. Or over.
Heroic Mortals
Step One: Choose Name, Concept, and Nature.
Step Two: Assign 180 experience points to your /Attributes - or choose four scores at 3, and two at 2 (3/3/3/3/2/2). Scores begin at 0, but must normally be raised to a minimum of 1. See /Attributes
Step Three: Choose /Abilities (4/4/3/2/1/1/1/0/0/0), or divide 160 xp between them. Abilities begin at 0.
Step Four: Note /Backgrounds
- Choose Virtues (3/2/2/2) or assign 45 xp between them.
Step Five:
- Record permanent Essence (1) - 5 xp
- Willpower begins at 5 - 30 xp
- Health levels are (Essence + Brawn + Might) x 3 (unless Small or Large).
- Apply /Merits and /Flaws as desired.
Apply Experience Points - 30, plus those gained from Training, Knowledge or Experience. See /Advancement for costs. No Trait may be raised above 5 without Legendary (or 10 for Willpower). Essence may not be raised above 3, and requires /Merits to raise it at all.
- Young characters begin with less experience. By age:
- 13: 0 xp
- 14: 15 xp
- 16: 30 xp
Xp not allocated when designing a character is not lost, but added to the free experience spendable at the end.
Common Mortals (Minor Characters)
- Choose /Attributes (3/2/2/2/2/2), or assign 126 xp to attributes, with a minimum of 1. No score may be raised above 4.
- Choose /Skills - either choosing 4 skills at 4 dots, or assigning 40 xp to them. Commoners do not get Abilities. No score may be raised above 4.
- Choose Virtues. Either 3/2/2/2 or divide 45 xp. No score may be raised above 4.
- Health levels are (Essence + Brawn + Sturdy Skill) x 3 (unless Small or Large).
- Extras merely have 2 health levels.
- Record permanent Essence (1) and Willpower (2).
- Apply /Merits and /Flaws as appropriate. Some are not applicable to Commoners.
- Apply Experience Points : 28, plus those gained from the Experience, Knowledge, or Training Backgrounds. See /Advancement for costs. No Trait may be raised above four (or Willpower above 8). Essence may not be raised.
- Commoners may not purchase Abilities or Specialties.