Human
Empowered Freak Human Magus Robot

Humans hardly need an introduction. Most superhero universes are based on our own, where humans compose the largest and most diverse race. They include bus drivers, executives, politicians, soldiers, ministers, firefighters, comic creators, and game designers.

Humans typically stand between 5' and 6 1/2' tall and weigh from 100 to 250 pounds, and men tend to be larger than women. Hair, eye, and skin color are diverse. Individual culture greatly affects dress and hair-styles, as much as personal preferences.

Unlike other races, humans don't typically have powers. However, the universe where your hero lives might include humans who've adapted to aquatic or subterranean life. Or maybe a few, through birth or training, have abilities beyond the scope of the normal.

When selecting this race, check with the GM to see what sort of human characters exist in the game world and what's appropriate for the title. You could be playing in a world where everyone else and their pet has powers. Or, human's could be ruled over by the empowered. There could be a subrace of humans that the world is just learning about.

Once you've considered your options, apply the following traits to your character and record them on your character sheet.


Human Traits

Your human character has the following innate abilities.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, averaging from 5 to 6 feet tall. Regardless, your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects.

Instead of a second language, a human may select a proficiency in a tool of your choice.



Human Subraces


Atlantian


Atlantians were once surface-dwellers who adapted to life under the sea. You may take the following traits, which replace the stock human’s Ability Score Increase trait.

Ability Score Increase. You increase your Constitution score by 1 and one other ability score of your choice by 1.

Amphibious. You can breathe both air and water, and have webbed fingers and toes. You have a swimming speed equal to your walking speed.

Vigorous Athlete. You have proficiency in the Strength (Athletics) skill. If you are already proficient in Athletics, you may double your proficiency bonus on Athletics checks.

Underdweller


Long ago a tribe of men wandered too deep into the underworld. Generation after generation, these underdwellers became more adapted to their new environment. You may take the following traits, which replace the stock human’s Ability Score Increase trait.

Ability Score Increase. You increase your Constitution score by 1 and one other ability score of your choice by 1.

Blindsight, 30 feet. An underdweller can use his senses of hearing and smell to detect his surroundings. However, he can't use his blindsight while Deafened or unable to smell.

No Bonus Language. You don't gain the bonus Language Proficiency that most humans do.

Variant


If your title uses the optional feat rules, your GM might allow these variant traits.

Ability Score Increase. You increase any two ability scores of your choice by 1.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice.

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