FrivYeti/MortalCharms

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MORTAL ‘CHARMS’

The world of Exalted is one in which most mortals are set-pieces, cannon fodder that serve primarily to be squashed as necessity arises, or to support their Exalted lords. However, there are mortals who, through no Essence shard or magical heritage, manage to learn a few techniques that set them apart from other mortals. These mortal ‘Charms’ are nowhere near the might of the Exalted; they cannot be used as often, lack the same power scale, and are generally less amazing. However, they can allow a mortal to surprise their foes, and be truly heroic.
It is important to note that the following rules will increase the lethality of heroic mortals against supernatural sources; as such, they should be used sparingly, if at all. Personally, I like the idea of a mortal who can hold his own against minor demons and Fair Folk, but it’s not going to be everyone’s cup of tea – as an ST, make sure your players are okay with that slight shift in the cosmology.
It is also important to note how I’ve constructed these Charms, so that you can build more if you want. The following rules should apply to mortal Charms:
1) Mortal Charms do NOT add dice, unless they are applying a penalty at the same time.
2) Exalts can learn Mortal Charms, they’re just probably not going to want to.
3) Mortal Charms have an Ability requirement. A mortal may ONLY purchase Charms attached to abilities that they favour. An Exalt favours the Charm if they favour the Ability, and may purchase non-favoured Charms.
4) All Mortal Charms, unless otherwise specially noted, have a cost of 1 Willpower. A mortal with Essence Awareness or Essence Mastery may substitue 5 motes of Essence for this cost. Mortals need not have Essence Awareness to have these Charms.
5) Mortal Charms have highAbility requirements (4-5), and do not have prerequisite Charms. They are unique tricks.
6) Mortal Charms may not be comboed in any way with any other Charms, Mortal or otherwise.

COSTS: Mortals pay 8 freebies to purchase a Charm during character creation, or 16 experience to purchase a Charm during gameplay. Purchasing a Charm requires training time equal to the Ability requirement x2 in weeks; however, extensive time spent using or training the ability should count towards this time. Exalts, regardless of type, pay 6 freebies for a favoured Mortal Charm or 8 freebies for a non-favoured Mortal Charm. During play, Charms cost 12 or 16 experience, respectively.

For ease of use, I've subdivided the Charm sets:
FrivYeti/WarCharms
FrivYeti/LifeCharms
FrivYeti/WisdomCharms

Peanut Gallery

It is an interesting idea... there's only 1 drawback to it. The relatively HIGH attribute and ability requirement is going to put this out of reach for anyone but a godling, exalt or some such. As even elite heroic mortals (NPCs) typically only have 3 in their attributes and abilities. Bear in mind that most mortals will only have 1 or 2 dots in any given ability, 3 means you're really good at it. At 4, you're a master who've likely specialized in it or had some god/exalt push you there. At 5, you're a savant, a grand master of that field.

This is something you should think about when assigning minimums to your charms.
~ Haku

It puts it out of reach for even Elite Wyld Hunt troops, yes. But this isn't designed for them. it's designed for the Indiana Jones figure. Or the batman. Somone who is only barely within the constraints of mortality to begin with. Just like legendary attribute, for mortals. - Scrollreader

  • nods* As Scrollreader said, I did that on purpose; these Charms are designed for someone like Heirarch Arys Shen of the Guild, Shen Aru of the Cult of the Illuminated, or other truly exceptional mortals. I picked the 4 Attribute / Ability requirement to keep anyone who could conceivably be declared an extra from having access to these Charms; only a true savant in the field can break the rules of the game. :) - FrivYeti
In which case, just about no one is going to have these mortal charms, as those who can get at them would have something better... think about it, the attribute isn't the one they'd normally associate with said ability and they both have to be at 4? But fair enough ~ Haku
Hmm, not a bad point, really - I may drop the Attribute requirement, actually; it means more people could have the Charms, without opening it up too far... *edit* Done. FrivYeti

I like them, but without a cost per use, what keeps mortals with these charms from using them ALL the time?~DaveCrazy

Refer to Rule #4. All Mortal Charms have a cost of 1 Willpower, unless otherwise specifically noted. :) - FrivYeti