Human

Updated to v0.6.2

"You came first, so everyone else is an improvement."

Humans have ruled the largest continents of the world for as long as any recorded history cares to tell. Their mental and social skills are above average, and having them both as well as the widest variety of skills guaranteed their march to the top!

Humans are the most populous and diverse race. They have a nasty tendency to break off into groups; whether that be nations, clubs, cliques, or camps; and will fight anyone from a different group. For any reason. Being in a different group is reason enough for a human.

The human’s other blight on the realm is half breeds. Most races are incompatible with each other, but humans miraculously seem to be able to have children with anything. The child of a human and anything else takes on the special characteristics of the other parent while still retaining the versatility that makes humans so powerful.

Humans have a difficult time keeping a grasp on magical energies. Magic almost seems to slip out of their fingertips. What they lack in magic they gain in stamina though: humans are known to be able to fight and hunt for extended periods of time thanks to their ability to sweat out waste heat, making them deadly adversaries even without weapons if you decide to turn tail and flee.

Plains Dweller

Plains dwellers live in a fairly exaggerated climate. During the winter it gets cold and snowy, while summers are hot and the sun beats down like a laser. Most plains dwellers are farmers and peasants, only traveling to cities on very special occasions. The exception to that is farmers who sell at nearby farmer's markets; but even then, it could be better to live on your own terms.

Oftentimes the land these people live on is owned by a local lord and protected by knights. In these regions of protected lands, monstrous characters are generally killed on sight.

Because of the protections, most plains dwellers have little to no specialties in any particular area. Well rounded people make the best farmers, they say.

Base Stats

♥ 5 Health

♦ 5 Mana

♠ 5 Energy

♥ 2 Strength

♥ 2 Agility

♥ 2 Vitality

♦ 2 Intellect

♦ 2 Wisdom

♦ 2 Coordination

♠ 2 Charisma

♠ 2 Talent

♠ 2 Awareness

Data

♥ 0 Armor

♦ 0 Resist

♠ 4 AP

Humans are comfortable only in normal temperatures, but can survive between cold and warm temperatures.

Traits

Jack of any Trade

You get 1 skill point as this character is generated. Don't write this trait down.

Sweat

Every combat turn, you lose 1 mana and gain one energy.

Special Moves

Kick

+5 blunt damage (Str). Range 1, 3 AP. Knocks target prone on crit.

City Dweller

Often but not overwhelmingly, city dwellers are prideful over plains dwellers. They live closer to society, have better access to the cutting edge of technology, and can go to the store in like, 10 minutes.

City dwellers, as they have simpler access to food, have more time to focus training their brains. In consequence they are weaker than their hard working counterparts, but they serve as better spell casters.

Base Stats

♥ 3 Health

♦ 7 Mana

♠ 6 Energy

♥ 1 Strength

♥ 1 Agility

♥ 1 Vitality

♦ 3 Intellect

♦ 2 Wisdom

♦ 2 Coordination

♠ 3 Charisma

♠ 3 Talent

♠ 2 Awareness

Data

♥ 0 Armor

♦ 0 Resist

♠ 4 AP

Humans are comfortable only in normal temperatures, but can survive between cold and warm temperatures.

Traits

Jack of any Trade

You get 1 skill point as this character is generated. Don't write this trait down.

Sweat

Every combat turn, you lose 1 mana and gain one energy.

Special Moves

Kick

+5 blunt damage (Str). Range 1, 3 AP. Knocks target prone on crit.

Desert Dweller


Base Stats

♥ 6 Health

♦ 3 Mana

🗲 5 Energy

♥ 3 Strength

♥ 3 Agility

♥ 3 Vitality

♦ 1 Intellect

♦ 1 Wisdom

♦ 2 Coordination

🗲 1 Charisma

🗲 2 Talent

🗲 2 Awareness

Data

♥ 1 Armor

♦ 0 Resist

🗲 4 AP

Humans are comfortable only in warm temperatures, but can survive between cold and warm temperatures.

Traits

Jack of any Trade

You get 1 skill point as this character is generated. Don't write this trait down.

Sweat

Every combat turn, you lose 1 mana and gain one energy.

Special Moves

Kick

+5 blunt damage (Str). Range 1, 3 AP. Knocks target prone on crit.