Humans are the most wide spread beings on Earth, and possess the most land in relation to the other species.
Human Stat Line-Up:
Physique: 8
Dexterity: 8
Intellect: 8
Wisdom: 8
Charisma: 8
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Creature Type: Humanoid (Human)
Age Categories: 7-15 Years (Young), 16-34 Years (Adult), 35-50 Years (Old).
Maximum Age: 50 + (3d20 - 6d4, minimum of +0)
Standard Vision: Humans can only see 3 sq. in Darkness, and see normally in daylight.
Ability Bonus: Humans, unlike other species, are not modified by their ethnicity. They instead receive a +1 bonus they can put into two different sub-ability scores. These sub-ability scores cannot be the same one.
Skilled: Humans receive Trained Rank in a new skill of their choice at character creation.
Talented: Humans receive a single Talent of their choice free at character creation.
Base HP: 15
Size: Medium
Speed: 6 sq. + (1/2 of Agility + 1/2 of Reaction)
Native Language: Humans have a variety of languages they speak. See languages present within the early 1200s AD.
The following are alternate paths and heritages which are available to humans despite not having a "subspecies" available to them. Some GMs may wish to restrict certain choices to certain cultures or heritages, but by default they're available to humans of all cultures and walks of life. The species abilities they receive replace their normal species abilities.
Humans whose souls take physical forms outside of their body. These soul forms are almost always the form of an animal or similar animal-like creature.
Bond: Soulbound Humans receive a Bond which takes a physical form and follows them regularly. This Bond must be within 6 squares of its owner, and when separated and forcibly moved outside of this range the owner begins to take 1 damage per round.
The Bond has the same HP as its owner - when the owner dies the Soulbond dies. Bonds are unable to fight on their own due to their status as their owner's soul, being weakened upon taking any damage and thus lacking proper experience.
Soulbound Humans receive a +4 bonus to all Defenses so long as their Bond is adjacent to them or within their own square.
Merger: Soulbound humans can choose to merge with their Bond once per day, allowing them to tap into its full potential for (2d4 + Health) rounds. They double the bonus to their defenses they normally get from the Bound, and in addition to this receive Regeneration 5 for the duration.
Some humans are naturally attuned to magic, unbridled magical power resting within them.
Blood of the Leyline: Magic-Touched humans ignore all trait-based prerequisites from occupations of the Magician type. This doesn't ignore prerequisites such as ability scores or promotions requiring you take the previous occupations.
Potent Magic: Magic-Touched humans have an additional 10 MP, and upon being counted as a spellcaster they acquire an additional 2 MP per point of their Secondary Attribute.
Humans who have been born into nobility and raised around it from birth; "bluebloods" as they refer to themselves see themselves as pure in bloodline and morality alike.
Natural Nobility: Blueblooded Humans receive Mark of Nobility as a free trait (in addition to their other two), and receive a +5 bonus to Genealogy and Etiquette checks.
Begone Swine: Blueblooded Humans receive a +4 bonus to Social checks against humans without the Mark of Nobility trait. This bonus doubles if the Social check is being used to disparage or humiliate them.
Humans who have Fæ ancestors sometimes are born with this strange disorder, turning their skin and hair a shade of green and causing them to emit some of the traits of the Fæ.
Færie's Taint: The taint of Fæ runs through the blood of the Fæblight Humans. They receive a +2 bonus to two defenses of their choice (chosen at character creation) and a -2 to the remaining defense.
Natural Being: Fæblight Humans can, once per day, choose to draw the life essence from plants in a surrounding area. While in an area with plenty of vegetation and plant life the Fæblight Human sucks their lifeforce out and draws it into themselves, healing half of their total HP or 10 HP, whichever is higher.
Altered at a young age through alchemical rituals, these humans have uniquely enhanced strength.
Experimental Reagents: Mutagenic Humans are considered Trained in Brawling if they weren't already, and receive a +2 bonus to Brawling and Wrestling checks.
Mutagenic Strength: Mutagenic Humans deal 2 additional damage on weapon damage rolls, or 4 additional damage on two-handed weapon damage rolls.
Militaristic cultures are capable of producing Warborne humans, training them early in the art of combat and survival in order to prepare them for a life of bloodshed.
Diligent Training: Choose one weapon group, and the Warborne Humans receives a +2 bonus to attack and damage with that weapon group. If the human doesn't already have it, they are considered to have Trained Rank in that weapon group. This cannot be changed later.
Seen It All: Warborne Humans halve Resolve damage from non-magical sources.