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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Archers are
warriors adept at the use of a Bow. |
Cost |
Ability |
55 |
Light Foot Package
Deal (Weapon
of Choice = Bow) |
10 |
More Precise:
Increase Find Weakness to Any Bow |
10 |
Reliably
Precise: Find Weakness to 13- |
8 |
Combat Archery (+5 OCV with Bows, Only to Prevent Hitting Non-Enemies When
Firing Into Melees (-2)) |
4 |
Penalty Skill Levels: +2 vs
Range Modifier with Any Bow |
2 |
Keen of Eye: Telescopic
Sight +2 with Normal Sight only to Offset Range Penalties |
5 |
Rapid Attack: Ranged |
4 |
Rapid Archery (+2 with
Rapid Fire for Any Bow) |
98 |
Total Cost of Abilities |
Value |
Disadvantages |
-5 |
Social Limitation: Archer
(Resented by many other warriors) (Frequently; Minor;
Not Limiting In Some Cultures) |
+93 |
Total Cost of Package |
As the name would indicate Light Foot typically fight on foot. They generally wear
lighter armor and wield lighter weapons.
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Light Foot concentrate on speed, manueverability, skill, and technique over brute
force and strength. Reflexes and adroitness are their bread and butter, and they
often make use of easily carried thrown weapons which they can hurl at an opponent.
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Adept skirmishers, Light Foot are much more dangerous than their lightly armored
fast moving nature would suggest, and what they lack in striking power they make
up for with accuracy and finesse.
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Cost
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Ability
|
6
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Quick: +2 DEX
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10
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Nimble: +1 SPD
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4
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Fleet: +2" Run
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10
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Precision: Find Weakness 11-: One Attack (choose)
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2
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AF: Light Armor Proficiency
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5
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WF: Common Melee, Common Missile, Slings
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10
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Choose One:
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- Combat Skill Levels: +1 All Combat and
+1 OCV with Weapon of Choice
- Combat Skill Levels: +1 HtH and
+1 DCV
- Combat Skill Levels: +1 Ranged and
+1 DCV
- Combat Skill Levels: +5 OCV with Weapon of Choice
- Skill Levels: +1 Overall Level
- Penalty Skill Levels: +4 vs. Range Modifier and
+2 OCV with Weapon of Choice
- Penalty Skill Levels: +2 vs. Range Modifier and
+2 OCV with a Tight Group of Attacks
- Penalty Skill Levels: +2 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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1
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FAM: Acrobatics
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3
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Breakfall
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3
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Fast Draw
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1
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Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
Value
|
Disadvantages
|
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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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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Light Lethality: Deadly Blow: +1d6 Killing, any circumstance, any light weapon
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+10
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More Precise: Increase Find Weakness to Tight Group
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+20
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Incredibly Precise: Increase Find Weakness to All Attacks
|
+10
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Reliably Precise: Increase Find Weakness to 13-
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+40
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Always Precise: Increase Find Weakness to 17-
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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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Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
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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: Warriors Code (Uncommon, Moderate)
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-10
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Psychological Limitation: Swashbuckler Mentality (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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