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.
|
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
|
Cavaliers are typically members
of the upper classes, or associated with them at least, which train to fight
heavily armored from horse back. |
Further, this Package assumes
that the Character has some form of wealth, whether it be titled,
inherited, a wealthy parent, a stipend, or a sponsorship. If this is not
true, simply drop the Wealth perk. |
This Package Deal comes
complete with a Heavy Warhorse. This Heavy Warhorse is exceptional for its kind;
use the write-up in the HERO System Bestiary as a starting point and the
player may improve the Horse subject to the GM's veto up to the points
available. |
The Horse does not come with barding, tack, or saddle,
but a lenient GM may waive the tack and saddle at least. |
This package deal
represents an established Cavalier that has fulfilled his training
requirements and earned his own Coat of Arms; while some
Characters will be able to start play as Cavaliers if they have no other
abilities, many Characters will instead only have part of the Package and
must aspire to complete their ascension. |
Cost |
Ability |
55 |
Heavy Foot Package
Deal |
16 |
Mounted Fighting Skills
Package Deal |
12 |
Verbal Sparring Skills
Package Deal (upgrade FAM: KS: Heraldry to full skill, +2 points) |
2 |
KS: Knights of Renown |
1 |
WF: Lance |
2 |
Fringe Benefit: Coat of
Arms |
1 |
Literacy |
3 |
Wealth |
30 |
Heavy Warhorse (75 Base;
205 -55 Disadvantages = 150/5=30 Real Cost) |
122 |
Total Cost of Abilities |
Value |
Disadvantages |
-2 |
Seldom Afoot: -1" Run |
-10 |
Rivalry with
other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |
-15 |
Psychological Limitation:
Code of Chivalry (Common, Strong) |
+95 |
Total Cost of Package |
Heavy Foot typically fight, as the name would indicate, on foot. They generally
wear heavy armor and wield heavier two-handed weapons.
|
As you might imagine physical strength and stamina are necessary for this type of
fighting, and Heavy Foot train exhaustively when learning their trade to develop
the physical traits needed in their line of work. Most Heavy Foot start their training
in their mid teens, as their bodies are better able to adapt to the stress and develop
the necessary body mass to excel at this trade.
|
Cost
|
Ability
|
5
|
Strong: +5 STR
|
6
|
Sturdy: +3 CON
|
6
|
Durable: +3 BODY
|
4
|
Resilient: +2 REC
|
5
|
Great Stamina: +10 END
|
4
|
Willpower: +2 EGO
|
2
|
Choose One:
|
|
- Load Bearing: +6 STR; No Figured (-1/2), Only for Encumbrance Purposes (-1
1/2)
|
|
- Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-1), No
Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2)
|
|
- Weapon Strength: +4 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Choose One:
|
|
- Combat Skill Levels: +2 HtH
|
|
- Combat Skill Levels: +1 HtH and
+1 DCV
|
|
- Combat Skill Levels: +2 DCV
|
|
- Skill Levels: +1 Overall Level
|
|
|
2
|
AF: Heavy Armor Proficiency
|
1
|
AF: Shield Proficiency
|
2
|
WF: Common Melee
|
4
|
Penalty Skill Levels: +2 to Offset DCV and DEX Penalties of Heavy Armor
|
2
|
PS: Warrior
|
1
|
Warrior Elite: Right to Bear Arms or Equivalent For Culture
|
1
|
Expensive Equipment: Wealth 3; Only For Purposes Of Determining Starting Equipment
(-2)
|
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
|
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.
|
4
|
Weapon Strength: +8 STR, No Figured (-1/2), Only to Offset Strength Minima
(-1/2)
|
10
|
Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
|
7.5
|
Heavy Lethality: Deadly Blow: +1d6 Killing, any circumstance, any heavy weapon
=
|
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
Heavy Armor (-1/2)
|
6
|
Passive Blocking: +3 DCV; OIF: Weapon of Opportunity (-1/2), vs HtH Only
(-1)
|
-2
|
Bad Knees: -1" Run
|
-5
|
Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
|
-5
|
Psychological Limitation: Warriors Code (Uncommon, Moderate)
|
-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
|
Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
|