Human Abilities
Humans get the following Abilities:
Scar Tissue
Humans have strong regenerative properties and can heal grievous flesh wounds quickly. The process is sloppy and leaves ugly scars but tends to grant them extra survivability in both the wilderness and beyond.
- When rolling Mettle to heal, humans gain 1 Health on a failure and one extra Health on a Success.
Just Another Animal
Humans are widely mistrusted by other races as greedy, short sighted, and uncivilized. As a result, friendly relations with other races are always strained as they look down on humanity's lack of restraint.
- When making any kind of Roll involving social interactions with other races, human characters lose a die.
- This does not apply to Intimidation.
Ferocity
Humans are fierce, savage creatures at heart in spite of their advancements and have a culture perpetuated by fear of reprisal.
- Humans gain a die on all rolls to intimidate or resist intimidation and fear.
Amorale
Humans are amorale creatures that feel no shame or pity when committing atrocities and skull duggery. Though some can adopt honorable attitudes, and even act with savage nobility, nothing holds them to these beliefs.
- Humans do not possess any Cultural Tenets and can only gain experience from Personal Tenets and Quest Tenets (see Step 3).
Greed
Humans know how to find goods and are almost foolishly driven to acquire material wealth.
- When trying to find items to purchase, gain a die.
Next, pick your subculture.