Humans, Variant (D20 Modern Race)
Note
These are meant to be used to represent divergent human bloodlines caused by space travel. d20 Future info.
Human, Worlder.
Worlders are the main stock of humanity. They are the unremarkable masses that make up 60% of the human race. They average around 5'10" and a medium skin colour that would appear tanned by todays standards. They are mongrels, all colour/nationalty distinctions erroded by millenia of interbreeding. Whilst some rise to positions of power, most never get recogntion.
They are treated like humans except for the following.
+2 bonus on saves against chemicals and poisons. The society they hail from is steeped in drugs and polutants.
Human, Spacer.
Spacers are a semi-offical distinction. True most spacers call themselves spacers but plenty of humans with worlder stats are also called spacers. These stats should only be applied to those who hail from familes who have spent centuries in minimal gravity. They look just like Worlders but tend to walk with a less stable gait, as they are not usually used to normal G conditions. They are at home mostly in about .1G, this being the level on most deep stations and everywhere except for the bridges and officer's quarters on ships.
They are treated like humans except for the following.
Abilites:+2 Dex, -2 Con
Low G adaption:You take only 1/2 the normal penalties for low G environments and do not suffer from space sickness. If you take the Zero-G training feat, you also gain a +1 bonus on attack rolls in low or Zero G environments. You may not take the Planetary adaption feat for Low or High G worlds.
Human, Blueblooder.
One thing remains constant. Money matters. The vast majority of Blue blooders stand out from a crowd by virtue of the fact that they seem to have an ethnicity. They can be Afro-Carabian, Asian or European but they stand apart from the mongrel mass of spacers and worlders. Universily fithy rich familes, the children are almost all given EYME (early youth mental enhancment) and an amazing education. They are however used to luxury and easy living. The humans of yesteryear who they resemble were not as tough as the gritty worlders and spacers of this cruel future.
Treat as human except:
Abilites:+2 int -2 Con. EYME and inherited frailty.
Pure:May not take any feat that implies a hereditary genetic adaption.
Family:+4 wealth bonus at level 1. Must chose Heir as their background.
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