Some Human subgroups tend to focus on Physical endeavors and favor athleticism.
Some "barbarian" or martial cultures might encourage the development of
the warrior arts from a very young age for example.
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The following Package Deal might be more appropriate for some Characters than the
more skill oriented standard Human Package above.
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This Package contains many "Choose X:" groupings and categories
of abilities. When selecting this Package Deal, simply make choices where indicated
to tailor the Package to your Character's concept.
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Cost
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Ability
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6
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Human Might*: Choose One:
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- Burly: +2 STR +1 CON +1 BODY
- Potent: +3 STR +1 DEX
- Tough: +3 CON
- Sturdy: +3 BODY
- Quick: +2 DEX
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6
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Human Talent: Choose Two:
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- Absolute Range Sense
- Ambidexterity (Off Hand at -2)
{or Off Hand at -1 if taken twice}
- Bump of Direction
- Good Memory (Eidetic Memory; Requires INT Roll (-1/2))
{or Eidetic Memory and +1 INT* if taken twice}
- Environmental Movement (3 points worth)
- Lightning Reflexes +2 for all Actions
- Lightsleep
- Resistance (3) (Resist Interrogation)
- Incorruptible (3) (Resist Bribery)
- Immovable (3) (Reist Persuasion)
- Unfriendly (3) (Resist Seduction)
- Hard Bargainer (3) (Resist Trading)
- Acrobatics
- Breakfall
- Climbing
- Fast Draw
- Riding
- Survival
- Tracking
- +1 PER All Senses
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4
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Human Athleticism: Choose Two:
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- +1 PER with 1 Sense Group
- +1" Running
- +2" Swimming
- +2" Leaping
- Trackless Stride
- +1 OCV w/ one Weapon
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5
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Basic Combat Skill: Choose One:
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1
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Basic Combat Skill: Choose 1 Point of Weapon Familiarity
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3
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Human Diversity: 3 points worth of Knowledge Skills, or Area Knowledges,
City Knowledges, or Cultural Knowledges
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*Not affected by NCM
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Value
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Disadvantages
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-20
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Normal Characteristic Maxima
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-5
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Distinctive Feature: Human (Concealable w/ Magic, Noticed, Not Distinctive in Some
Cultures)
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+0
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Total Cost of Package
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Barbarians Brutes are almost invariably from uncivilized lands and rely on unbridled
physical strength and intimidation to make their way in the world. Famed and feared
for their boundless potency Barbarians Brutes are frightening and dangerous opponents.
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Cost
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Ability
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55
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Savage Package Deal
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7
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Brutish: +7 STR
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10
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Intense: +10 PRE
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5
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Fearsome: +10 PRE; Offensive Use Only
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3
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Reknowned: 3 points worth of Reputation Perk
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80
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Total Ability Cost
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Value
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Disadvantages
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-5
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Social Limitation: Barbarian (Feared & Discriminated against in cities) (Frequently;
Minor; Not Limiting In Some Cultures)
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+75
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Total Cost of Package
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Cost
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Options
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10
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Devastating: Deadly Blow: +1d6 Killing, any circumstance, any weapon
(+1d6 HKA; OIF: Weapon of Opportunity (-1/2); Limited Circumstances (-1/2))
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10
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Uncanny Dodge: Defense Manuever IV
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-15
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Psychological Limitation: Might Makes Right (Common, Strong)
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-5
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Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
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-5
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Psychological Limitation: Barbarian Code (Uncommon, Moderate)
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-10
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Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate)
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-10
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Rivalry with other Brutes (More Powerful, Group, Professional, Unaware, Outdo)
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-5
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Distinctive Features: Barbarian (Concealable with Effort, Noticed, Not Distinctive
in some Cultures)
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Savages are warriors from more primitive and / or less civilized lands who rely
on sheer athleticism and moxy rather than fancy or well crafted armaments. Savages
tend to focus on survival and overall fitness.
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Savages can be somewhat similar to Light Foot but without concentrating overly much
on the mastery of a specific weapon (to a Savage everything is a weapon), and with
more concentration on raw athletic ability.
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Despite the connotation of the word "savage", Savages are not ravening
brutes by default; they are simply primal and unspoiled by more advanced modicums
of behavior. Many Savages follow a personal or cultural Code of behavior that, while
typically more practical and/or direct, is nevertheless as binding to them as a
well defined Code of Chivalry is to the most hide-bound and chivalrous of Knights.
This is a concept often referred to as "the Noble Savage".
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Cost
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Ability
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3
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Strong: +3 STR
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3
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Quick: +1 DEX
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10
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Nimble: +1 SPD
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6
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Durable: +3 CON
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6
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Resilient: +3 BODY
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16
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Choose One:
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- Combat Skill Levels: +2 All Combat
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- Combat Skill Levels: +2 DCV and
+2 OCV w/ Tight Group
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- Skill Levels: +1 Overall Level and
+2 OCV w/ Tight Group
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- Penalty Skill Levels: +4 vs. Range Modifier with All Attacks and
Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
Enhanced Perception: +2 PER with Normal Sight
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2
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AF: Light Armor Proficiency
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1
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AF: Shield Proficiency
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6
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WF: Common Melee, Common Missile, Uncommon Melee
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2
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Survival: Any 1 Environment
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55
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Total Ability Cost
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Value
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Disadvantages
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0
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None
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+55
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Total Cost of Package
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Cost
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Options
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12
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Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects
Base
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5
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Frightening Intensity: +10 PRE; Offensive Use Only (-1)
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5
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Fearless: +10 PRE; Defensive Use Only (-1)
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4
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Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
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10
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Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
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6
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Shifty: Combat Luck (3 PD/3 ED)
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4
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Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
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4
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Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Light Armor (-1/2)
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5
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Savage Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent
(+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self
Only (-1/2)
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10
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Savage Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post
Segment 12 Recovery In Combat (-2)
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-5
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Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
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-5
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Psychological Limitation: Savage Code (Define) (Uncommon, Moderate)
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-10
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Psychological Limitation: Dislikes Magic & Those Who Use It (Common, Moderate)
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-10
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Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
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-5
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Social Limitation: Savage (Feared & Discriminated against in cities) (Frequently;
Minor; Not Limiting In Some Cultures)
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