House Rules:

Human Race

Humans are the predominant race in the tablelands. Human player characters aren't limited in either the classes they can belong to or the levels they can attain. High-level humans can easily become the most powerful characters in a campaign, and all of the advanced beings (dragons and avangions) are human. Humans can't be multi class characters, but they can be dual-class (see the rules in Chapter Three of the P/ayer's Handbook).

An average human male stands between 6 and 6'h feet tall and weighs around 200 pounds. An average human female is somewhat smaller, between 51k and 6 feet in height and weighing around 140 pounds. Skin, eye, and hair color varies widely across the human spectrum, though most humans are tanned and weathered by the harsh elements.

Humans can be found at all levels of Athasian society. From the highest sorcerer-king to the lowest slave toiling in the obsidian mines of Urik, humans are everywhere. On average, they aren't as strong as some of the other prominent races, but what they lack in strength they more than make up for with cunning, persistence, and adaptability. Humans tend to be impulsive and driven toward great daring, especially when the lure of adventure permeates their souls.

Apart from a little incident known as the "Cleansing Wars", humans are generally tolerant of other races. They often serve as the intermediary or binding element when different races interact.

Suggested Experience Points

Humans thrive on training and instruction. Any human with the Rapid Learning benefit (see below) who manages to acquire a good trainer needs only 90% of the needed experience points to go up a level. Humans are also most influenced by their own culture. DMs may award the PC 1% of next level jump for excellent role-play of his/her native city-state culture.

Racial Benefits

Humans have 10 points to spend for custom characteristics. Unlike the characteristics of other races, the characteristics listed below are all anomalous. Most Human characters carry these ten points into the trait stage. Up to 10 points can be saved for spending in the traits and disadvantages stage of character creation. The points may be spent of the following characteristics:

5 Rapid Learning: Most humans benefit from teaching. Humans with this characteristic may advance to the next level with only 90% experience, if and only if they receive active training from a higher level character that knows the skills that the student is trying to learn.
10 Bonus Hit point: The human gains one addition hp per die.
10 Elf-like Ral vision. Diluted elven ancestry allows the character to see up to 60 yards in the full light of Ral. If this moon is not full, then the character will see less well.
5 Tough hide: AC 8, non-cumulative with other physical armor (except shields). This characteristic reduces Appearance subability 2 points.
10 Telepathic resistance: This character automatically gets the cannibalism and ejection disciplines, which operate automatically regardless of the psionicist’s will. The human must take the psionic potential and defense traits in order for these abilities to function properly, and cannot gain any other psionic powers. If. the character at some point becomes a psionicist, then these powers are lost, though they may be relearned in standard psionic fashion. Note that these abilities, like others, can be disabled by mindwipe or mind thrust.
10 Choose wild talent: any one talent described in the WotP can be chosen.

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