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.
|
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.
|
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.
|
Cost
|
Ability
|
2
|
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)
|
3
|
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
|
10
|
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.
|
10
|
Human Adaptability: +1 Overall Level
|
Value
|
Disadvantages
|
-20
|
Normal Characteristic Maxima
|
-5
|
Distinctive Feature: Human (Concealable w/ Magic, Noticed, Not Distinctive in Some
Cultures)
|
+0
|
Total Cost of Package
|
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.
|
The following Package Deal might be more appropriate for some Characters than the
more skill oriented standard Human Package above.
|
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.
|
Cost
|
Ability
|
6
|
Human Might*: Choose One:
|
|
- Burly: +2 STR +1 CON +1 BODY
- Potent: +3 STR +1 DEX
- Tough: +3 CON
- Sturdy: +3 BODY
- Quick: +2 DEX
|
6
|
Human Talent: Choose Two:
|
|
- 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
|
4
|
Human Athleticism: Choose Two:
|
|
- +1 PER with 1 Sense Group
- +1" Running
- +2" Swimming
- +2" Leaping
- Trackless Stride
- +1 OCV w/ one Weapon
|
5
|
Basic Combat Skill: Choose One:
|
|
|
1
|
Basic Combat Skill: Choose 1 Point of Weapon Familiarity
|
3
|
Human Diversity: 3 points worth of Knowledge Skills, or Area Knowledges,
City Knowledges, or Cultural Knowledges
|
*Not affected by NCM
|
Value
|
Disadvantages
|
-20
|
Normal Characteristic Maxima
|
-5
|
Distinctive Feature: Human (Concealable w/ Magic, Noticed, Not Distinctive in Some
Cultures)
|
+0
|
Total Cost of Package
|
Servants of a Patron of light and purity,
the Purifier excels at burning Undead with
the searing light of their Patron's Divine
strength. This often involves proceeding
into the depths of dark tombs and horrific
pits of depravity, but the Purifier boldly
goes forth confident that their faith (and
perhaps a few dependable companions) will
see them through.
|
The Purifier is fun to play because they
are essentially a specialist at one thing,
and they excel at their specialty; being
good at one thing and not much else presents
interesting role-playing opportunities and
amusing situations during the course of
a game. |
NOTE: The Undead Turning from the
Sun Domain Package and the Undead Turning
Package add together, giving the Purifier
an impressive 100 PRE to Turn Undead. Turning
Undead via Presence Attacks is explained
in Fantasy HERO for HERO System 5th Edition,
on page 107. |
Cost |
Ability |
55 |
Meditative Package |
20 |
Sun Domain Package |
20 |
Good Domain Package |
13 |
Undead Turning
Package |
2 |
Unshakeable Litany: +5 Mental Defense; Requires
a Faith Roll (-1/2), Only Usable While In
Good Standing With Faith (can't be removed;
-1/4), Incantations (scripture;1/4) |
110 |
Total Cost of Abilities |
Value |
Disadvantages |
0 |
None |
+110 |
Total Cost of Package |
The Dominine Magic System is
detailed
here. |
This Package Deal is for Domini using
the Prepared Model |
The Meditative is a deep thinker, with a philosophical
outlook regarding their religion. They tend to look past dogma and focus on
honoring the spirit of their Patron's tenants rather than the letter. Of
course, first they must puzzle out the intent, and thus they spend quite a
bit of time in deep thought. Despite their tendency to ruminate, Meditatives
nevertheless are often called upon to take action by their church or
religion, or even directly by their Patron, and are
encountered in active pursuits from time to time. |
Meditatives can be fun to play, combining the scholarly
outlook of a sage with the religious devotion of a priest. |
Cost |
Ability |
37 |
Prepared VPP (30 Pool) |
3 |
Power Skill:
Faith (EGO) |
1 |
Literacy w/
Native Language |
4 |
Resolute: +2
EGO |
4 |
Thoughtful: +4
INT |
3 |
KS: Philosophy
(INT) |
3 |
Power Skill:
Meditation (EGO) |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
*19 |
Higher Spell Level Pool:
+15 Pool |
6 |
Unshakeable: +10 Mental
Defense; Requires a Faith Roll (-1/2), Only Usable While In Good Standing With Faith
(can't be removed; -1/4) |
5 |
Bright: +5 INT |
10 |
Resolute: +5
EGO |
20 |
Willfull: +10
EGO |
5 |
Battle Trained: AF: Medium
Armor, AF: Shield, Penalty Skill Levels: +1 to
Offset DEX and DCV Penalties of Armor |
2 |
WF: Priest Group (Mace,
Hammer, Morning Star) |
-5 |
Social Limitation: Religion
at Odds with Governement (Hassled by local
officials, gaurdsmen, patriots, etc) (Frequently; Minor;
Not Limiting In Some Cultures) |
-15 |
Psychological Limitation:
Easily distracted by new facts/information
(Common, Strong) |
-5 |
Social Limitation: Religion
at Odds with Governement (Hassled by local
officials, gaurdsmen, patriots, etc) (Frequently; Minor;
Not Limiting In Some Cultures) |