Mortals

Mortals are the lords of the Earth, and while their power might be naught before the Gods, Demigods, and greatest beings of legend they are the primary allies and obstacles of scions until their legend hits around 4.  Their ability to use Magnitude easily overcoming a scion’s low legend dice.  

The following template can be used for any adult mortal encountered by a Scion, from a gas station attendant to a bank teller to the lawyer who has come to bail the Scion out of jail after a bit of monster-slaying gone wrong.  Such mortals are almost never a serious threat to a Scion on a one-to-one basis, but even a Scion should be concerned about the proverbial torch-bearing mob.

Pedestrian

Physical: Strength 2, Dexterity 2, Stamina 2  

Social: Charisma 2, Manipulation 2, Appearance 2

Mental: Perception 2, Intelligence 2, Wits 2

Skills: Academics, Alertness 1, Animal Ken, Art (0-2 dots, varies based on career, interests), Athletics 1, Brawl, Defense, Diplomacy 1, Disguise, Drive 1, Empathy 1, Etiquette 1, Fortitude 1, Intimidation, Investigation 1, Larceny, Leadership, Marksmanship, Medicine, Melee, Occult, Politics, Seduction, Stealth, Streetwise 1, Subterfuge 1, Survival, Thrown, War 

(The aforementioned Abilities are fairly common among most adult mortals. Specific mortals often have significantly more Ability dots, and any competent

professional has at least three dots in any Abilities essential to her job.)

Legend: 1 Willpower: 5

HD: -2, -4, Inc

Join Battle: 3

Dodge DV: 1

Soak: 0B/0L/0A

 

Equipment:  Mortals usually don’t carry a weapon, though occasionally those in a dangerous locale may carry a sidearm or rural folk may have a scout rifle. 

Thug/Deputy/Beat Cop/Security/Cadet

  The generic thug is a mortal with above-average combat skills and a generally surly

disposition. You might encounter a thug working as a bouncer for a club, as an enforcer

for a gangster or simply as a street punk who picked the wrong girl to pull into an alley for a little fun.  Your character might have a little trouble with this guy, especially if circumstances prevent you from bringing your full power to bear.  The beat cop is the law-enforcement official a Scion is most likely to encounter. This template applies to redneck deputies who might pull your character over in a speed trap, to patrol cops who show up at the scene of her brawl against a monster that has inconveniently left no bodies behind but lots of property damage, or even to professionally trained security guards. Even a Scion occasionally has to worry about mall cops. Okay, not really… but it’s still a bad idea to wale on one of these guys if you can avoid it.

Physical: Strength 2, Dexterity 3, Stamina 2  

Social: Charisma 2, Manipulation 2, Appearance 2

Mental: Perception 2, Intelligence 2, Wits 2

Skills: Academics 1, Alertness 1, Animal Ken, Art (0-2 dots, varies based on career, interests), Athletics 2, Brawl 2, Defense 1, Diplomacy 1, Disguise, Drive 1, Empathy 1, Etiquette 1, Fortitude 1, Intimidation 1, Investigation 1, Larceny 1, Leadership 1, Marksmanship 2, Medicine, Melee 1, Occult, Politics, Seduction, Stealth, Streetwise 2, Subterfuge 1, Survival 1, Thrown, War 1

Equipment: (thugs are likely to use daggers while law enforcement carries nightsticks, both police and thugs use sidearms.)

Seasoned officers/grunt soldiers/hitmen

The same generic template applies to both seasoned police officers and military grunts.  An experienced town sheriff, a federal law-enforcement agent or a SWAT officer.  Likewise hitmen are no longer street criminals or inexperienced street toughs but cold and hard violent offenders.  The latter might include any character with significant military training but not yet at the “Rambo” level. These guys are potentially dangerous even to a Scion. They’re experienced with combat and they don’t freak out when confronted by weirdness.

Physical: Strength 3, Dexterity 3, Stamina 3  

Social: Charisma 2, Manipulation 2, Appearance 2

Mental: Perception 3, Intelligence 2, Wits 3

Skills: Academics 1, Alertness 2, Animal Ken 1, Art (0-2 dots, varies based on career, interests), Athletics 2, Brawl 2, Defense 1, Diplomacy 1, Disguise, Drive 2, Empathy 2, Etiquette 1, Fortitude 2, Intimidation 3, Investigation 1, Larceny 1, Leadership 2, Marksmanship 3, Medicine, Melee 3, Occult, Politics, Seduction, Stealth 2, Streetwise 2, Subterfuge 1, Survival 1, Thrown, War 2

Equipment: (thugs are likely to use daggers while law enforcement carries nightsticks, both police and thugs use sidearms.)

Mortals

Knights of Ragnarok Travis_the_White