Humans within the confines of most Fantasy settings are usually more aggressive
and imperialistic, and thus have usually carved out large niches of land for themselves,
and seem prone to forming various nations of differing types of government. and
outlook.
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Humans are typically much more diverse than other non-Human Races, with people running
the gamut of physical and mental traits.
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Humans tend towards practical enterprise, and most have learned useful job skills
by adulthood either by apprenticeship, from fathers or older brothers, or the like.
Further, within the confines of the genre, humans tend to be adaptable to changing
events and times.
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The following Package Deal is required for all Humans, but contains many "Choose
Any 1 of:" 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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2
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Human Athleticism: Choose One:
- +1 PER with 1 Sense Group
- +1" Running
- +2" Swimming
- +2" Leaping
- 2 points worth of Weapon Familiarities
- +1 with Acrobatics (must buy base Skill)
- +1 with Breakfall (must buy base Skill)
- +1 with Climbing (must buy base Skill)
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3
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Human Talent: Choose One:
- Absolute Range Sense
- Absolute Time Sense
- Ambidexterity (Off Hand at -2)
- Bump of Direction
- Good Memory (Eidetic Memory; Requires INT Roll (-1/2))
- Environmental Movement (3 points worth)
- Lightning Reflexes +2 for all Actions
- Lightsleep
- Perfect Pitch
- Resistance (3) (Resist Interrogation)
- Drama Critic (3) (Resist Acting)
- Incorruptible (3) (Resist Bribery)
- Rulesmonger (3) (Resist Bureaucratics)
- Tight-Lipped (3) (Resist Conversation)
- Blase (3) (Resist Oratory)
- Immovable (3) (Reist Persuasion)
- Unfriendly (3) (Resist Seduction)
- Hard Bargainer (3) (Resist Trading)
- Some other Talent(s) or Perk(s) worth 3 points
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10
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Human Diversity & Work Ethic: Choose 10 points worth of Professional Skills,
Knowledge Skills, Area Knowledges, Cultural Knowledges, or background appropriate
Skills or Perks such as Languages, Streetwise, High Society, Riding, Wealth, Favors,
etc in any combination.
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10
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Human Adaptability: +1 Overall Level
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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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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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|
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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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Rapscallions
are those who are off the straight and narrow either in fact or in spirit.
Alert to opportunity, quick witted and cagey, Rapscallions have a solid core
of potential allowing them to adapt to whatever course fate presents them. |
They represent both the best and worst of Rogues, for they are naturally
talented but often choose to put that talent to primarily selfish ends |
Cost |
Ability |
6 |
Quick: +2
DEX |
2 |
Fleet: +1" Run |
3 |
Quick Witted:
+3 INT |
3 |
Glib: +3 PRE |
4 |
Determined: +2
EGO |
3 |
Alert: +1 All
PER |
1 |
Hard Bargainer:
+1 to Resist Bargaining |
1 |
Blas: +1 to
Resist Oratory |
1 |
Immovable: +1
to Resist Persuasion |
1 |
Tight-lipped:
+1 to Resist Conversation |
1 |
Resistance: +1
to Resist Interrogation/Questioning |
10 |
Puissant: +1
Overall Level |
3 |
Bribery |
3 |
Conversation |
3 |
Persuasion |
3 |
Streetwise |
2 |
Survival: Urban |
3 |
Trading |
1 |
WF: Short
Blades |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
1 |
Literacy w/ Native Language |
3 |
Well Connected |
var |
Contacts |
var |
Favors |
var |
Successful: Money |
var |
Street Credibility:
Reputation Perk |
var |
Established: Base(s) |
var |
Established: Followers |
2 |
Thieves' Cant: (Language;
basic conversation; literate) |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-5 |
Social Limitation: Prior
Conviction
(Got caught at some point in the past and has done some
time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Rogues (More Powerful, Group, Professional, Unaware, Outdo) |
Medium Foot typically fight, as the name would indicate, on foot. They generally
wear chain or other medium armors and wield heavier one-handed weapons in conjunction
with a shield. Medium Foot concentrate on a powerful mix of manueverability, quickness,
skill, technique and brute force.
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Medium Foot provide a potent middle ground between the various extremes of fighting,
and might possibly be the best all-around type of generalist fighter.
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Cost
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Ability
|
3
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Strong: +3 STR
|
3
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Quick: +1 DEX
|
10
|
Nimble: +1 SPD
|
2
|
Sturdy: +1 CON
|
2
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Durable: +1 BODY
|
2
|
AF: Medium Armor Proficiency
|
1
|
AF: Shield Proficiency
|
4
|
WF: Common Melee, Common Missile
|
2
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Penalty Skill Levels: +1 to Offset DCV and DEX Penalty of Medium Armor
|
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
|
2
|
PS: Warrior
|
3
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Tactics
|
3
|
Fast Draw
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
10
|
Follow-through Attack: Trigger on up to 60 Active Points of Killing Attack
(Trigger: when current opponent is killed in battle and there is another opponent
in HtH Range attack that opponent, +1/4); OIF (weapons of opportunity; -1/2); Costs
1 END to use; Note: takes a Half Phase Action to "Reset Trigger"
|
20
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Superior Follow Through Attack: Trigger on up to 60 Active Points of Killing
Attack (Trigger: when current opponent is killed in battle and there is another
opponent in HtH Range attack that opponent; Activating the Trigger requires
a Zero Phase Action, Trigger resets automatically, immediately after it activates,
Character does not control activation of personal Trigger; +1/2) for up to 60 Active
Points (30 Active Points); OIF (Weapon of Opportunity; -1/2); Costs 3 END to use;
Note: Trigger resets automatically after an opponent is slain; the character
has no choice about using the ability -- if there is an opponent in HtH range they
must attack them and further if there are multiple opponents the GM can decide which
is attacked based upon events in play.
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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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4
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Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima
of Bows (-1)
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10
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Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
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7.5
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Median Lethality: Deadly Blow: +1d6 Killing, any circumstance, any
medium weapon
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7.5
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Coup de Morte: Deadly Blow: +1d6 Killing, when opponent at 5 or less
BODY, any weapon
|
10
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Precision: Find Weakness 11-: One Attack (choose)
|
+10
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- More Precise: Increase Find Weakness to Tight Group
|
+20
|
- Incredibly Precise: Increase Find Weakness to All Attacks
|
+10
|
- Reliably Precise: Find Weakness to 13-
|
+40
|
- Always Precise: Find Weakness to 17-
|
6
|
Shifty: Combat Luck (3 PD/3 ED)
|
4
|
Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing
Armor (-1/2)
|
4
|
Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing
Medium Armor (-1/2)
|
5
|
Active Sheild Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield;
-1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4); Costs 1 END
per Phase
|
5
|
Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
|
-2
|
Bad Knees: -1" Run
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
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Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-10
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Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
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-5
|
Social Limitation: Grunt (Services command less money; thrown into the thick of
battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently;
Minor; Not Limiting In Some Cultures)
|
-10
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Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
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