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== Humans == Easily the most common fantasy race, Humans are often the generalist race, not enjoying any inborn advantages but likewise free from any inherited biases. When they put their minds to it, they can out-do any of the other races in their fantasy milieu. The theory presented here is that there’s more than one human race. === Common Men === The most base and numerous of the Humans, the Common Men and Women are the closest to historical humans, with Body Traits in the range of d6 to d10. Most folk never trespass more than seven leagues (1 day's travel by foot) outside their home town; others are nomads who wander great distances on a regular basis on foot, since other transportation is expensive or even unavailable. Game Hosts should make more specialized versions of this type of Human for different locales in their fantasy world. In particular, the Conan series by Robert E. Howard has colorful descriptions of how geography and culture affect people. * Racial Gifts: None * Racial Flaws: None * Racial Skills: Craft (of choice); Choose one (Area Knowledge [home town] or Hiking); Choose one (Observation, Resolve, Sixth Sense, or Stealth); Tactics * Racial Weapons: None * Racial Habitat: Choose one (Forest, Mountains, or Plains) * Racial Sense Tests: none * Total Cost: 0 points. === Great Men === Some fantasy settings have a breed of Humans who are a cut above the rank and file, such as Chronopia’s Firstborn or Middle-Earth Role-Playing’s Dunedain. These folk are noted for their larger size (and Body Trait) and greater ability to withstand hardship. To that end, the Great Men and Women have the most general representation of hardiness, the Extra Hit Point. They are usually more Spartan in demeanor and behavior, more human than human as it were – used to getting their way and always interested in the bottom line. * Racial Gifts: Extra Hit Point (4 points) * Racial Flaws: None * Racial Skills: Craft (of choice); Hiking; Resolve, and Tactics * Racial Weapons: None * Racial Habitat: Choose one (Forest, Mountains, or Plains) * Racial Sense Tests: none * Total cost: 4 points === High Men === These people have magic in their blood. Perhaps they are descended from Elves, or maybe another great race such as the Vinya from Middle Earth Role-Playing. Unlike other Humans, they tend to be reclusive, often acting alone rather than in concert or in society. Their wits are often keen (Mind Trait of d8 or more), and it’s no surprise that, combined with their inborn inclinations and hermit nature, they often become accomplished wizards. * Racial Gifts: None * Racial Flaws: None * Racial Skills: Augury; Craft (of choice); Lore: Magic; Sixth Sense * Racial Weapons: None * Racial Habitat: Choose one (Forest, Mountains, or Plains) * Racial Sense Tests: none * Total cost: 0 points
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