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Mundane humans are those that have no special abilities or supernatural powers. Most are very aware of those that lurk the streets but there is a few that remain in denial. Humans are not able to obtain magic of any kind. It is not uncommon for them to be proficient with weapons and crafting. Humans do not have a racial group. They are just freely roaming.

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Halflings to fall under their chosen supernatural part. To learn more about them please visit the Halfling page.

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Players will be able to have a +1 to the attribute they choose to apply with during character creation. Be sure to add this to your profile for it to be usable. 

 

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Players are allowed to pick ONE of the follow magics at character creation. They are allowed to learn the other two from the magic guild only and cost 3 points each. These can not be player learned out side of the guild.

This does not affect Halflings

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Simple Wounds: The ability to heal simple wounds that are physical damage. These include things such as cuts, scrapes, bites and/or wounds from arrows etc., but not limited to these. This is a success roll using your Favor modifier.

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​Bone Casting: They collect assortments of bones, and after inscribing runes into them, can throw the bones like dice and read the cosmic answer to the question asked. Human bones are the most common used, but also the weakest, as humans have no inherent connection with magic, their bones are rather mundane. They use them because they're plentiful. The bones of lesser and greater magical beings allow for more detailed questions and accurate answers. The bones have a one time use. Once they are rolled, you will have to collect more. This is a success roll using the Favor modifier.

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Potion Making: The ability to create potions using items gathered through role-play. The ingredients do not matter so much as long as it is role-played out. Potions are a one time use unless it is stated that a larger amount was made for a specific reason, it just would not last upon days. They have shelf life of a week. Potions can not be the same as spells that already exist in Emerald Hurst. For example: You can not make a potion that Sanctuary already does. This is a success roll using your Favor modifier.

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[Racial Strengths]

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Adaptive: Humans are known to adapt to situations. They find themselves needing to survive and become proficient in one thing. You may pick the one thing you are proficient in.

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Emotional: Humans are emotional beings, they experience a wide range of emotions and have an understanding of the emotions.

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Intuitive: Humans know what one feels to be true even without conscious reasoning. They tend to go off their instincts sometimes even sensing danger. They don't know what or whom just can feel something isn't right, but it's not always strong enough to have them running.

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[Racial Weaknesses]

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Mortality: Humans can get hurt easily and even die.

 

Low Willpower:  They have the lack of control to restrain impulses or persuasion.

 

Gullible: Humans can be impressionable and unsuspecting, almost in an innocent way of the world.

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[Blood Effect]

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Drinking from a human would be very satisfying and fulfilling. It takes less to make you full.

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