// Ancestry · baseline
Human
Overview
Humans are the default of the Rifts setting — survivors of the Coming of the Rifts, citizens of the Federation States, wasteland wanderers, mercenaries, scholars, and mages. The overwhelming majority of the OCC-derived classes are taken by humans, and humanity's defining trait isn't a power but adaptability: humans turn up everywhere, learn anything, and endure conditions that should have wiped them out.
This is the baseline the rest of the roster is balanced against. Humanity's edge is breadth — extra training and feats — rather than a signature supernatural ability, which makes it the flexible default for any class.
At a glance
| Attribute boosts | Two free boosts |
| Hit Points | 8 |
| Size | Medium |
| Speed | 25 feet |
| Traits | Humanoid, Human (common) |
| Languages | Trade Tongue, plus one language per point of your Intelligence modifier (if positive) |
| Senses | Normal vision |
Heritages
Choose one at level 1.
- Versatile Human. You gain a 1st-level general feat (you must meet its prerequisites) — humanity's signature flexibility.
- Wastelander. Raised hard in the open wastes. +1 circumstance bonus to saves against environmental effects (heat, cold, radiation, contaminants) and to checks to Subsist in the wilderness, and you treat your level as one higher for how long you can endure without food, water, or shelter.
Ancestry feats
Level 1
- Adaptable Training. Become trained in a skill of your choice and gain a skill feat for it. Humans pick things up fast.
- Survivor's Resolve. Trigger: you critically fail a save against a fear or despair effect. Effect: treat it as a normal failure instead. You've been afraid before and kept moving.
- Natural Ambition. You gain a 1st-level feat from your class (meeting its prerequisites as normal).
Level 5
- Cooperative Spirit. When you Aid an ally, you grant a +2 circumstance bonus (or +3 on a critical success). Humans work best in crews.
- Hardened Survivor. Gain resistance to environmental damage (heat, cold, and the like) equal to half your level.
Level 9
- Unbreakable. Your Will save proficiency can't be lower than your best save proficiency, and when you roll a success on a Will save against a mental effect you get a critical success instead.
Level 13
- Quick Adaptation. After 10 minutes observing a foe or hazard, gain a +1 circumstance bonus to checks and defenses against it until you rest. Humans learn the rules of any fight.