Humans

Humans are at once the most varied and most uniform of races. While there are differences of coloring, hair, and eye color across many worlds, most cultures have largely the same range of ability scores. Humans also tend very much towards having many languages and cultures on a single world, and are more prone than any other race (except, perhaps, for the legions of evil humanoids) to fight amongst themselves.

Of all the races, however, humans are the most vital. They tend to make leaps into space, with those few that make it across then allowing others to follow. Humans, rather than the longer-lived and supposedly wiser races, have made many of the innovations in magic and technology. In comparison to the traditionalist dwarves and elves, or the more contented gnomes and halflings, humans are always on the move, often dominating any world they inhabit.

Innate Abilities

Perhaps the greatest ability of humans is their ambition. Though not as long lived as other races, their drive and vitality means they absorb new experiences quickly and eagerly. This translates into a bonus of 5% to all experience earned, no matter what the class. While their drive often makes them suspect and strains relations with longer-lived races, they suffer no overt penalty, as the variety of humans has taught most to treat humans as individuals.

Since there are such a wide variety of human societies, they do not have an increased ability to learn any set of weapons or proficiencies. If you play a human character, ask your Dungeon Master if there are any skills that a character of your background could have learned easily.

Humans have very stable attributes, in general, but may, at character creation, subtract one point from any one score, and add it to another score. This may only be done once, and only at character creation.

Optional Abilities

Humans get 15 Character points to spend on abilities, or to use later.

Attack bonus (5): +1 to attack with any weapon of the human’s choice.

Detect secret doors (5): Because of a trace of elven blood, the character is quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows the character a Perception roll at one-half their full ability to notice it. If actively searching, they may make two such rolls for each attempt. Of course, doors that are especially well concealed may impose penalties on those searching.

Hit point bonus (10): One additional hit point whenever new hit points (for advancing to a new level) are rolled.

Infravision (5): The character has a trace of non-human blood, and thus has infravision to 30’, just like a dwarf’s.

Night vision (5): A trace of non-human blood gives the character the ability to see perfectly in moonlight or brighter light, though he or she suffers a –1 to save versus blinding due to bright light.

Saving Throw Bonus (5): The character may add a +1 to any one type of saving throw (poison, magic, etc.)

Stealth (10): When the character is alone (or with other characters with this ability) and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a –2 penalty, a –1 if he has to open a door. If with non-humans with this ability, the chance is modified to -–, or –1 if the character must open a door.

Tough hide (10): A few rare human characters have a natural Armor Class of 1. If the character wears armor that would improve his AC to better than 1, this ability has no effect. If the character wears armor that gives him an AC of 1 he may add a +1 bonus to his Armor Class.

Other Game Information

Humans are Medium sized creatures, capable of using Small or Medium weapons in one hand, or Large Weapons in two. They have a base movement score of 12, and a base defense of 10. Men average 60 +2d10 inches tall and 140 +6d10 pounds. Women average an inch or two shorter, and 40 pounds lighter. Humans may be of any alignment.

Most humans start their careers around 16 years of age. When they turn 45, they begin the decline into Middle Age, losing a point of Strength and Constitution, but gaining one of Wisdom and Intelligence. At 60, humans enter old age, losing two points of Strength and Dexterity, as well as another of Constitution, but gain one of Wisdom. A 90 year old human is venerable, with an additional –1 to Strength, Dexterity, and Constitution, but gaining another +1 to Wisdom and Intelligence.. Most will die before their 110th year, and few survive beyond 130.