Human
The natives of Ispar are resilient and adaptable.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 110
Starting Skills: A human starts with 1 rank in a single skill during character creation. They obtain this rank before spending experience points, and may not increase the skill above rank 2 during character creation. The specific skill is determined by their heritage group.
Aluvian: Melee
Gharu'ndim: Knowledge (Lore)
Milantean: Vigilance
Roulean: Knowledge (Society)
Sho: Discipline
Silveran: Resilience
Souia-Vey: Survival
Viamontian: Cool
Ability: Choose one of the following.
Brilliant!: Once per session, spend a Story Point as an incidental. Count the next check you make during that turn as having skill ranks equal to your Intellect.
Forceful Personality: Once per session, spend a Story Point as an incidental. During the next skill check you make during that turn, double the strain you inflict or heal (your choice before making the check).
Ready For Anything: Once per session as an out-of-turn incidental, move one Story Point from the GM's pool to the Players' pool.
Strike True: Once per session when you inflict a Critical Injury, you may spend one Story Point to roll two separate results and choose which result to apply.
Tough As Nails: Once per session, spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. Count the result rolled as '01'.
Gifted (Optional Rule): Some humans possess talents beyond the norm, though it often comes at a cost. Before spending experience points, you may apply the following changes.
Characteristics: Reduce a characteristic of your choice by 1, and increase a different characteristic of your choice by 1.
Starting Experience: Reduce your starting experience by 10.
Species Abilities
2 | 2 | 2 | 2 | 2 | 2 |
---|---|---|---|---|---|
Brawn |
Agility |
Intellect |
Cunning |
Willpower |
Presence |
Related Ethnicities