Mortals

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Destined to live and die in a handful of years, victims of illness and frailty, mortals are pawns in the games of the gods, but they cannot be entirely discounted. They are a part of Creation, which the Exalted are destined to rule and sworn to protect. Celestial Exalted are born of mortal blood, and ties of blood and affection can outweigh the destinies of the gods. Also, Exalts depend on mortal farmers and merchants for the wealth of their kingdoms. The bulk of their armies will be mortal born, and they depend on mortal spies and servants for information.

As a Charm Concept: A mortal is someone who cannot spend motes of Essence to achieve effects. This includes normal people, animals and Wyld mutants.

See Commoners for rules of how to make mortal and heroic mortal characters, and Nek Dæn for a campaign with mortal characters.

Farmers/Townsmen/Citizens/Slaves

The peasantry and slaves, the bakers and hunters—those who toil offer their services in exchange for protection and security. The common folk are the source of a kingdom’s wealth, whether it's farming the rice of the Eastern valleys or mining the fire gems of the South, and too much abuse will cause even these simple folk to rise up in rebellion or become sullen and passively resistant. While they are usually poorly educated, that does not mean the common people are unintelligent. A poacher knows the wild lands and safe paths in her territory, and the local healer knows of all the recent births and deaths in her village. Properly managed, the information and talents found among mortals is priceless.

Most folk dress according to their station, whether it's the rough rope sandals and cotton jackets of the Realm farming slaves or the mammoth ivory and fox furs of a Northern bond-bride. In cities, places of relative wealth and safety, ornamentation is more common: tattoos and gold, embroidered silks and fine leather. In the wilder lands, clothes are much more utilitarian—heavy leather, sturdy canvas and cotton—and weapons are never out of reach.

Attributes: Strength 2, Dexterity 2, Stamina 2; Charisma 2, Manipulation 2, Appearance 2; Perception 3, Intelligence 2, Wits 3
Virtues: Compassion 2, Conviction 1, Temperance 2, Valor 1
Abilities: Athletics 1, Awareness 1, Craft (Wood) 2, Dodge 1, Martial Arts 1, Melee 1, Presence 1, Socialize 1, Survival 2
Join Battle: 4
Attacks:
Punch: Speed 5, Accuracy 4, Damage 2B, Defense 5, Rate 3
Kick: Speed 5, Accuracy 3, Damage 5B, Defense 1, Rate 3
Clinch: Speed 6, Accuracy 3, Damage 2B, Defense –, Rate 1
Soak: 0L/2B
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 1
Willpower: 4
Essence: 1
Other Notes: This character is a noncombatant and almost always an extra.

Soldiers/Bandits/Pirates

The bulk of any Exalt's army is made up of simple soldiers: footmen, light cavalry and archers. Turned against law and land, soldiers become bandits and pirates, serving only their greed and base desires. Though mortal soldiers will never approach even the Dragon-Blooded in skill and ferocity, they will stand and fight with stubborn courage if their leaders have gained their loyalty and respect. Even bandits and pirates, in the face of god-given strength, can be moved to serve an Exalt and her purposes at least for a time. More than a few Exalts have drawn their mortal forces from the ranks of thieves, pirates and rogues.

Weapons are a soldier's wealth and life. Even the poorest bandit keeps his machete honed and clean and his armor in good repair. In these days of strife, when supplies are short, it is sometimes difficult to tell the worn and isolated (but still loyal) legion from a raiding party.

The satrapies within the Realm are allowed a certain number of personal troops, though since the Empress's disappearance, many rulers have ignored the lawful limits on their troops and have gathered up enough skilled soldiers to create their own armies. Personal troops within the lands controlled by the Realm must be clearly marked with their lord's mon (i.e., their crest). In the wilder lands at the edges of Creation, there is no such easy way to differentiate lawful armed troops from a band of criminals. The common folk are usually forbidden weapons, to prevent uprisings and rebellions.

In the shadows of the glittering legions of the Realm, beneath the wild courage of the Northern barbarian warriors, less even than the unskilled conscripted troops found in the South are the bandits: thieves, murderers, pirates and rapists. Found in this unwholesome company are also those whose only crime was to anger those in power: political exiles, insurgents, rebels and heretics. Criminals across Creation—if they are not summarily executed—are usually marked or branded so all who encounter them know their crime. Thieves run the risk of losing their wandering fingers, escaped slaves can lose a foot or toes, brigands who assault honest citizens are usually branded across their faces, and rapists are castrated. Immaculate courts brand the forehead of convicted heretics with the symbol of Anathema.

Green Troops/Common Outlaws

Attributes: Strength 2, Dexterity 2, Stamina 2; Charisma 2, Manipulation 2, Appearance 2 (1 for Outlaws); Perception 2, Intelligence 2, Wits 2 (3 for Outlaws)
Virtues: Compassion 2, Conviction 2, Temperance 2, Valor 2
Abilities: Athletics 1, Awareness 1, Craft (Water) 1, Dodge 2, Integrity 1 for Outlaws, Larceny 1 for Outlaws, Martial Arts 1, Melee 1, Resistance 1, Stealth 1 (2 for Outlaws), Socialize 2 (1 for Outlaws), Survival 1, War 2
Join Battle: 3 (4 for Outlaws)
Attacks:
Punch: Speed 5, Accuracy 4, Damage 2B, Defense 5, Rate 3
Kick: Speed 5, Accuracy 3, Damage 5B, Defense 1, Rate 2
Clinch: Speed 6, Accuracy 3, Damage 2B, Defense –, Rate 1
Knife: Speed 4, Accuracy 2, Damage 3L, Defense 0, Rate 3
Short Sword: Speed 5, Accuracy 1, Damage 4L, Defense 1, Rate 2
Spear: Speed 5, Accuracy 1, Damage 3L, Defense 1, Rate 2
Soak: 3L/6B (Buff jacket, 3L/4B, -1 mobility penalty)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 3/2
Willpower: 4
Essence: 1
Other Notes: These are the conscripts from Chiaroscuro, desperate resistance fighters in Thorns or newly outlawed criminals from the civilized East. They are often extras.

Regular Troops/Rebels

Attributes: Strength 3, Dexterity 2, Stamina 3; Charisma 2, Manipulation 2, Appearance 2; Perception 2, Intelligence 2, Wits 2
Virtues: Compassion 2, Conviction 3, Temperance 2, Valor 3
Abilities: Archery 2, Athletics 2, Awareness 2, Bureaucracy 1, Craft (Fire) 1, Dodge 1, Integrity 1, Linguistics 1, Larceny 1 for Rebels, Martial Arts 2, Medicine 1, Melee 3, Occult 1, Presence 1, Resistance 2, Socialize 1, Stealth 2, Survival 1, War 3
Join Battle: 4
Attacks:
Punch: Speed 5, Accuracy 4, Damage 3B, Defense 6, Rate 3
Kick: Speed 5, Accuracy 3, Damage 6B, Defense 2, Rate 2
Clinch: Speed 6, Accuracy 3, Damage 2B, Defense –, Rate 1
Knife: Speed 4, Accuracy 2, Damage 4L, Defense 0, Rate 3
Self Bow: Speed 6, Accuracy 4, Damage 7L*, Range 150, Rate 2
Uses frog crotch arrows. Doubles soak of armor.
Soak: 3L/6B (Buff jacket, 3L/4B, -1 mobility penalty, and target shield, +1 difficulty to hit, -1 mobility penalty)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 1/0
Willpower: 6
Essence: 1
Other Notes: The bulk of any army; equipped by their lords, they range from the swift-riding raiders of the South to the steady infantry of the Realm. They are often extras.

Elite Soldiers/Raiders

Attributes: Strength 3, Dexterity 3, Stamina 4; Charisma 2, Manipulation 2 (3 for Criminals), Appearance 2 (1 for Raiders); Perception 3, Intelligence 2, Wits 3
Virtues: Compassion 2, Conviction 3, Temperance 2, Valor 4
Abilities: Archery 2, Athletics 3, Awareness 3, Bureaucracy 2 (1 for Raiders), Craft (Fire) 2, Dodge 2, Integrity 2 (3 for Raiders), Investigation 2, Larceny 2 for Raiders,Linguistics 3, Lore 1, Martial Arts 3, Medicine 2, Melee 4, Occult 2, Presence 2, Resistance 3 (Disease +1), Ride 2, Socialize 2, Stealth 2 (3 for Raiders), Survival 3, Thrown 2, War 3
Join Battle: 6
Attacks:
Punch: Speed 5, Accuracy 7, Damage 3B, Defense 8, Rate 3
Kick: Speed 5, Accuracy 6, Damage 6B, Defense 4, Rate 2
Clinch: Speed 6, Accuracy 6, Damage 2B, Defense –, Rate 1
Knife: Speed 4, Accuracy 5, Damage 4L, Defense 3, Rate 3
Self Bow: Speed 6, Accuracy 5, Damage 7L*, Range 150, Rate 2
*Uses frog crotch arrows. Doubles soak of armor.
Soak: 6L/11B (Chain hauberk, 6L/7B, -3 mobility penalty)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 2/0
Willpower: 7
Essence: 1
Other Notes: These are the bandit kings, revolutionary leaders, special forces, commanders of mortal armies or barbarian warlords of Creation.

Mortal Hero

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Savants/Elders/Thaumaturges

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God-Bloods

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Beastmen

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Wolfmen

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Mortals Who Use Essence

A mortal who gains the ability to spend Essence may actually affect Creation with his will in a small way to his own benefit, even subconsciously. He's no spirit or Exalt, but he's no run of the mill human anymore either. Think of him as another type of Essence user, not an Exalt any more than a ghost or Dragon King is.

Effects like Flow Reversal Strike would not kill the Essence wielder outright. In this case, he'd take damage like an Exalt. For a Charm like Tears of the Blade the former mortal would suffer as a Terrestrial Exalt.

Items like Soulsteel Perfected Kata Bracers would not inflict their material-specific effect, but all other effects would be in force, so were I a minor Essence wielder, I'd still avoid picking fights with deathknights where possible. Soul-Cleaving Wound and Wicked Darts of Suffering, as examples, would work as written.