human
Menu
Archives Cast Classes Deities Submitting a character
Game Board History Home Links Non-Weapon Proficiencies
Maps Old Site Races Rules Weapon Proficiencies
         
 

Humans - The race who consider themselves "the norm". They aren't as bright as gnomes, as elegant as elves or as wise as dwarves and they breed faster than orkin. So they consider themselves the rightful rulers of these Isles. They are useful as they can fight, use magic and can be quite sneaky little bastards too. However, their arrogance can be their downfall as the last High King proved. Yes, they are perhaps the most terminally stupid of the races but always seem to bounce back. I guess that's because they are so short lived, they must try and experiance as much life as they can in so short of time. This also means it's upto the other races to sort out their messes and I only hope that doesn't mean we are doomed as well. I guess only time will tell, my dear readers, only time will tell. - Races of the Isles, Eldrick the bard

 

Humans

Humans are also more social and tolerant than most other races, accepting the company of elves, dwarves, and the like with noticeably less complaint.

Because of these abilities and tendencies, humans have become significant powers within the world and often rule empires that other races (because of their racial tendencies) would find difficult to manage.

Humans can advance without limit in all character classes. This is a standard human ability and costs no character points. Humans receive 10 character points. These can be spent on various weapon or nonweapon proficiencies or saved for use during the game. In addition, humans can spend the points to choose from the following abilities.

Attack bonus (5): +1 to attack with any weapon of the human’s choice.
Balance bonus (10): +1 bonus to the character’s Balance subability score. The character’s Balance score may be up to 5 points higher than his Aim subability score.
Experience bonus (10): +5% experience point bonus. This is cumulative if the human meets the class requirements to gain a 10% experience point bonus.
Health bonus (10): +1 bonus to the character’s Health subability score. The character’s Health score may be up to 5 points higher than his Fitness subability score.
Hit point bonus (10): One additional hit point whenever new hit points (for advancing to a new level) are rolled.
Secret doors (10): A human with a trace of elven blood may have the ability to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows the character a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, the character’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.
Tough hide (10): A few rare human characters have a natural Armor Class of 8. If the character wears armor that would improve his AC to better than 8, this ability has no effect. If the character wears armor that gives him an AC of 8 or worse, he may add a +1 bonus to his Armor Class.