Humaniti

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Many consider Humaniti to be the cockroaches – or the equivalent alien insect – of the galaxy. They breed like rabbits, travel just about everywhere, pop up in the damnedest places, and while you might kill one here or there, as a group they are bleedin’ difficult as hell to get rid of.

That being said, Humaniti has its good points. Their terraforming and technology are great. They have created many habitable worlds out of the most inhospitable places. Their personalities vary however, and they are highly unpredictable. They frequently engage in activity that is highly dangerous and most certainly not in their own self-interest. Many engage in this destructive behavior for wealth or power. Then there are others who are logical, predictable, incisive, and focus on the well-being of the community as a whole. They are a strange lot, Humaniti.

They insist on hurling themselves out into the void of space on the flimsiest of reasons. Some enjoy a challenge. Others enjoy exploration and discovery. Philosophers and religious types use their beliefs as a rationale to venture to other worlds. Many enjoy conquest. There are as many reasons as there are members of Humaniti – and that is quite a number. Some estimate that the number is in the quadrillions if they were all enumerated.

Humaniti, seeking specialization and diversity, have modded themselves out, both cybernetically as well as genetically. And many others are ‘purists,’ those who deliberately choose to not enhance their abilities. Some of Humaniti’s cultures consider themselves superior for any of the above reasons.

When they first ventured forth from their homeworld, Humaniti tried to export their one world government, the Union, to the stars. Distance and lack of instant communication made this difficult. Still, the Union expanded to reach thousands of worlds at one point. Today, while that number has eroded somewhat, the Union is still the most powerful government in the galaxy. Disturb them at your peril; their reach extends far beyond their borders.

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There are many types of humans: heavyworlders, lightworlders, spacers, psions, merfolk, mutate, cyber, clone, pure, and many more.

Human Character Creation
All Human Adventurers start with the following:

Regular character creation rules apply:
Decide your Adventurer’s abilities – the abilities are Strong, Clever and Quick. There is a fourth ability, Psi, which is only available in games using the optional Psionics rules. Each Player has six Ability Points to be divided between their Adventurer’s Strong, Clever and Quick (and possibly Psi). Each ability must be given a score between 1 and 3.
Calculate your Health, Defence and Move – These are calculated based on your Adventurer’s abilities.
Decide your Adventurer’s background – this is the job that they do (or used to do). This will give your Adventurer some (usually 2) skills.
Give your Adventurer some more skills – your Adventurer is allowed more Skill Points, to bring their total Skill Points up to 6.
Give your Adventurer some stuff – give your Adventurer some starting money and equipment and let them buy some extras.
Give your Adventurer some finishing touches – including a name and 6 Stunt Points.

Pure character creation
• “Pure” humans are the most common. They are unmodified by their environment in any way. See the character creation rules above.

Heavyworlder character creation
• Strong +1. Strong is still capped at 3.
• They can never have more than 5 Hero Points at any one time. Additional points are automatically lost.

Lightworlder character creation
• Quick +1. Quick is still capped at 3.
• They can never have more than 5 Hero Points at any one time. Additional points are automatically lost.

Spacer character creation
• Add Zero-G 1 as an additional skill.
• They can never have more than 5 Hero Points at any one time. Additional points are automatically lost.

Psion character creation
• Place at least one Ability Point in Psi.
• If desired, choose a career from the Psionic Job Sets, rather than the regular job sets.
• Adventurer may choose from Psionic Skill List, if desired.
• They can never have more than 5 Hero Points at any one time. Additional points are automatically lost.

Merfolk character creation
• Merfolk may breath water and survive extreme conditions in that environment (such as low temperatures and high pressure in deep water).
• They can never have more than 5 Hero Points at any one time. Additional points are automatically lost.

Mutate character creation
Cyber character creation
• Mutates and Cybers begin with one mutation or cybernetic implant that provides one significant addition to the character. It might be an additional skill (for example, a cybernetic tool or an extra mutant organ); or it may be a +1 to an Ability (mutant strength, or a cybernetic arm); or even a new attack (a cyber with a built-in weapon, or a mutate with an extra limb or organ for an attack). Check with your GM to determine what may be available to you.
• They can never have more than 5 Hero Points at any one time. Additional points are automatically lost.

Clone character creation
• Typically the same as Pure characters, depending upon who the Adventurer is cloned from. Clones should stand a chance of being mistaken for the person they are cloned from at some point in game.
• They can never have more than 5 Hero Points at any one time. Additional points are automatically lost.

Other types of humans may be available. Ask your GM, or suggest an idea to him!

Humaniti

Chronicles of Orion's Arm jeffkmills