The Human

In a fantasy world, humans often aren’t alone. Elves may populate the great forests, Dwarves may carve their halls and mines into the heart of the earth, and Halflings may reside in the comfortable hill-houses of their bucolic shires. By contrast, some fantasy worlds depict an isolated human race pitted against ancient pre-human evils and the grim, savage wilderness of worlds at the dawn (or dusk) of human civilization itself. Some fantasy worlds, as a third example, accentuate the bizarre, with a wide variety of fantasy races available to the players—such worlds are filled with conflict and contradictions, always with a new wonder to be found beyond the next corner. The Referee determines what non-human races, if any, you can choose for your character.

Human Abilities

Character Advancement

Humans use the advancement table for their chosen class and do not have a separate racial level limit.

Saving Throw

Human characters use the saving throw target number and any saving throw bonuses granted by their chosen class. Humans do not receive a racial saving throw bonus.

Languages

Intelligence represents knowledge, reasoning, and the ability to solve puzzles or understand difficult concepts. A high Intelligence score gives a character an additional language for every point above 10.

Human Adventuring Rules

Movement

Base movement rate for all races is calculated on the table below in tens of feet per turn, allowing for two moves per turn.

Table 15: Movement Rate

Table 15: Movement Rate
Weight Carried (lb.)Elf/HumanDwarf/Halfling
0–75129
76–10096
101–15063
151–30033

Source PDF page 32.

Careful movement is used for exploring, checking for traps and hidden things. Running movement is used when you are trying to get somewhere fast or get away from something wicked. Normal movement is pretty much everything else.

Combat movement is used when characters are engaged in battle and time has transitioned to Rounds instead of Turns.

Table 16: Movement Rate Adjustments

Table 16: Movement Rate Adjustments
Movement TypeAdjustment
CarefulHalf of Movement Rate
NormalMovement Rate
RunningDouble Movement Rate
Combat1/3 Movement Rate

Source PDF page 32.

Outdoor Movement

Base movement rate is in miles per day, but can be doubled during a forced march. For outdoor combat round movement rates, take the base rate, divide by three and multiply by 10 yards. For example a base movement rate of 9 normally allows 9 miles of travel per day, 18 miles forced, and 30 yards of movement per combat round. The Referee should decrease the normal rate of movement for travel over difficult terrain, like swamps or mountains.

Table 35: Land Movement

Table 35: Land Movement
TransportMove RateHexes Per Day
Dwarf/Halfling93/2
Human/Elf122
Horse, draft122
Horse, riding244
Horse, war183
Mule122
Wagon61

Source PDF page 73.

Dungeon Doors

Dungeon doors are large, heavy and even unlocked are hard to open. Humans and Elves will open an unlocked door on a roll of 1-2 in 6, while Dwarves and Halflings have a base 1 in 6 chance. At the Referee’s option, characters will apply any strength bonus or penalty to this roll. It is assumed that most monsters can easily open doors, and that once opened, doors will shut on their own.

Listening at Doors

Humans have a 1 in 6 chance of hearing noise, non-humans hear noise on a roll of 1-2 in 6. Note that success indicates the player heard something, but they may not know what caused the sound.

Secret Doors

Secret doors can be detected by any player who is actively searching for one with a roll of 1-2 on a d6. Elves, however, find secret doors on a roll of 1-4 on a d6 when searching, or may sense with a 1-2 on a d6 chance that something is amiss by merely passing by a secret door. It takes one turn for each 10’x10’ area searched.