Human

The natives of Ispar are resilient and adaptable.

Species Abilities

2 2 2 2 2 2
Brawn
Agility
Intellect
Cunning
Willpower
Presence
  • 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.