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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The Dominine Magic System is detailed
here.
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This Package Deal is for Domini using the Prepared Model
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The Devoted aren't usually the most cerebral of people; in some cases they hail
from the backwoods and can barely even read, but they don't need booksmarts to know
how they feel about their chosen Patron. The Devoted puts all of their energy and
vigor into forwarding the interests of their religion and spreading the word to
those who need to hear it. More erudite or cereberal Priests might look askance
at them, but nonetheless the Devoted's Patron often seems to favor them with Divine
protection.
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A Devoted can be fun to play for players that like holy-roller "biblos-thumping"
type characters, out to spread the word of their faith and take on any challenges
that arise in the process.
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Cost
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Ability
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18
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Prepared VPP (15 Pool)
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5
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Power Skill: Faith (EGO) +1
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1
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Literacy w/ Native Language
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10
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Divine Favor: Combat Luck 6 PD/6 ED; Only Usable While In Good Standing With Faith
(can't be removed; -1/4)
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3
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Unshakeable: Mental Defense +5; Only Usable While In Good Standing With Faith (can't
be removed; -1/4); Activation 15- (-1/4)
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3
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Unassailable: Power Defense +5; Only Usable While In Good Standing With Faith (can't
be removed; -1/4); Activation 15- (-1/4)
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10
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Divine Resistance: Magic Damage Reduction, Resistant, 25% (15 Active Points);
Only When Serving The God's Purposes (-1/2)
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1
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Reputation: Blessed by their Patron; within their religion, 11-
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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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*19
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Higher Spell Level Pool: +15 Pool
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6
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Unshakeable: +10 Mental Defense; Requires a Faith Roll (-1/2), Only Usable While
In Good Standing With Faith (can't be removed; -1/4)
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10
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Resolute: +5 EGO
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20
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Willfull: +10 EGO
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5
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Battle Trained: AF: Medium Armor, AF: Shield, Penalty Skill Levels: +1 to Offset
DEX and DCV Penalties of Armor
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2
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WF: Priest Group (Mace, Hammer, Morning Star)
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-5
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Social Limitation: Religion at Odds with Governement (Hassled by local officials,
gaurdsmen, patriots, etc) (Frequently; Minor; Not Limiting In Some Cultures)
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-10
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Rivalry with other Priests (More Powerful, Group, Professional, Unaware, Outdo)
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