Garth of Ondunin, an overman, pictured on the cover
Overman have a tendency for bold, decisive, and rather unplanned action. This extends not just to war but also politics and trade. They worship no gods but do not go out of their way to antagonize them or their followers.
•Overmen player characters must have minimum strength and constitution scores of 12 each
•May not be clerics, magic-users, or similar classes
•Deal 1 additional damage using melee and throw weapons
•Receive a +5 on saves against non-magical diseases that can infect humans
•Extra thumb increases both grip strength and manual dexterity (possible +5% to certain thief skills and other effects at referee's discretion)
•All chain and plate armor must be made to order (and usually at 30-50% markup)
•May receive a reaction adjustment of -1 to -3 in areas where the century-long human-overman wars still cause resentment (base 35% chance per human settlement)