This might seem to make humans easy to write about - but in fact I find it is the opposite. Humans in the real world have been every archetype, belonged to every culture, and accomplished everything that we have ever known. Unless you're a scientologist, but I figure that's a discussion for a sci-fi RPG.
|Four arms, four legs. Is that a Scientology Human?|
With many races, I have tried to create active capabilities. With Humans, many of the abilities are more passive - this is on purpose. Humans have the unique metagame feature of being the simplest to play, if that's what a player desires most.
Humans are adaptable, but corruptible. Still, the best of them have a soul of such strength that stories are sung about them for millennia.
Mortal Humans have a maximum Faith of 25. All other attributes have the standard maximum of 20.
(Humans receive both of these)
Once per day, you can reroll any roll. You must take the new result, for it is your destiny. A "roll" is defined as a complete set of dice involved in one resolution - i.e., you can't reroll 1 die on a 3d6 roll, you would need to reroll all three dice.
Open to Culture
Gain a bonus Culture feature (three, instead of the normal 2).
(Being raised in a Human culture allows selection of two of these abilities)
Gain a bonus specialty of your choice.
You are more comfortable and relaxed in cities, thus your natural healing is doubled when within civilization. This does not include ruins.
You hail from a environment that gets very cold – mountains, polar tundra, or glaciers, for instance. Gain Elements(Cold) Defense +5. You cannot also take Superheated.
Gain proficiency in all martial weapons.
Gain the Lockpicking and Trapfinding specialties.
You hail from a environment that gets very hot – equatorial deserts, volcanic slopes, or dry valleys, for instance. Gain Elements(Heat) Defense +5. You cannot also take Frigid.
There will be additional Human culture choices - like Nomadic - but this is enough to get a feeling on how Humans will play.