Humans

Overview

You probably know what humans are already*. Clever, hard-working, capable of mastering any profession except journalism, humans comprise most of the population in The Consolidated Realm, filling in important roles in the government, guilds, militaries (both private and public), shops, and other places you'll want to visit.

Humans tend not to trust other races much, but have gotten much better about being tolerant since The Schism. They are generally considered the most adaptable and ambitious people among the common races, much to the surprise of Elves, who look down on everyone. They have widely varying tastes, morals and customs in the many different lands where they have settled and tend to build long-lasting kingdoms that survive throughout the ages.

An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s short, yet selectively accurate memory. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

 

*If not, please refer to your closest mirror for details unless, of course, you do not happen to be a human. If this is the case, congratulations on being the first non-human to play this game!

Stat Modifiers

Humans start the game with 3 free points to place in any stat below.

Strength 1
Dexterity 2
Constitution 2
Intellect 2
Charisma 1
Wisdom 2

Racial Features

Determined: Humans are a stubborn, resilient race. They gain +1 to all rolls when facing insurmountable odds in combat (see insurmountable odds). These points may stack with other abilities.

Strength in Numbers: Add +1 to all parry and block rolls for each adjacent player. These points may stack with other abilities.

Human Privilege: Humans gain +1 to charisma when attempting to bluff, deceive, bargain, bribe, or interrogate when they are in a city.

Weapon Restrictions: Humans may play any class and equip any weapon they are trained in, within reason, regardless of whether or not they do it correctly.

Some exclusions apply. See GM for details.