HUMAN
“Ancient tales of the origins of humanity suggest that most nations that exist today spawned from the clans of a great migration from beyond the horizons. I make the bold claim that humans are actually not native to this plane of existence, and in fact, are travelers from another disc: that we are all descendants from a great traveling host, whose true origins are lost in the sands of time and beyond the realms available to us.
Our bloodlines were once akin to the gods themselves, and weaken generation after generation as we lose the sublime tethers that once bound us to our home.
Should we find ourselves somehow able to return home, one wonders at the majesty we might once again attain, presuming that once great demesne still exists.”
~ Sageweaver Galvanis the Chronicler
Humans are by far the most versatile and flexible of all the breeds known to the land. They are natural chameleons and adapt to changing environments and cultures well.
Known for being highly adaptive to many environments, humans encompass a wide range of cultures, traits, and biomes. This tendency to take on the features of the locale they inhabit has not gone unnoticed to the well-traveled scholar, as humans from one area might look and act almost entirely differently from one another.
However, some aspects of humanity remain core to the breed, perhaps expressed to a greater or lesser extent, but generally present in each one that you might meet - whether in a hut at the edge of a volcano, deep in an alley at the center of a sprawling city, or alone in a canoe adrift at sea.
A chosen of the gods, these humans might have angelic or deific blood in their lineage, be the focus of an ancient prophecy, or are watched by one of the gods (for good or for ill). While others may earn the attention of otherworldly patrons in their lifetimes, very few are watched from birth. Most of those who are, claim at least some human descent.
Chosen are frequently adventurers, finding themselves drawn to risky situations, where their divine blood guides them as an innate luck or intuition. Drawn to promises of grand destinies, power, and fame, few Chosen opt for a quiet life of normalcy, and fewer still the life of the recluse or hermit.
That said, the futures of Chosen are always in question, as the candle that burns twice as bright burns half as long, and Chosen often seek to burn as bright as they can, with predictable, if impressive, results.
Tracing their blood back to ancient clans of sourcerers, witches, warlocks, and the like, the Arcane simply breathe magic as if it were second nature. The life of an Arcane takes an abrupt turn around the age of ten, as the once human child manifests their innate powers, often in spectacular fashion: tales of childhood homes erupting in flames, bullies having limbs broken by unseen forces, and lost children guided from dark forests by supernatural guidance are common among the Arcane.
One facet always seems to arise though: the Manifestation begins with some form of childhood trauma: a lost parent, a childhood fight, or the like. None know why this is, but it is eerily consistent, spanning time and locale.
The price, however, once paid, finds the newly minted Arcane easily able to manipulate magic: it comes naturally, and easily, though there are no guards or rails against exploration into darker paths - many a budding Arcane has found themselves deep in Dark Territory without an inkling of what lurks there.
Ill at Ease Outdoors (1): Humans naturally seek shelter, away from the weather and exposure. All short rests this character takes that are outdoors take one extra minute.
Ire of the Gods (1): While humans make up a bulk of any given deities’ worship, some human family lines have lost the favor of the Gods. Belonging to one of those family lines, this Character can’t cast Divine spells or Rituals. They may not choose the Chosen human sub-breed, nor take any Religion option other than the Undevoted. This challenge is mutually exclusive with Spellmute.
Plane Bound (1): It is unknown if humans are native to the current plane, but certainly some humans show an innate connection to it. The character may take the Landbonded Flaw from the Character Options Chapter as a Breed Challenge.
Spellmute (1): Long ago, an ancient curse befell a human king, dooming his people to lose grasp of the magics they wielded. This Character is a descendant of one of those people and can’t cast Arcane spells or rituals. They may not choose the Arcane Human sub-breed. This challenge is mutually exclusive with Ire of the Gods.
Easily Swayed (2): Whether lured by lust, greed, or other temptations, humans are prone to fall to the wiles of others. This Character has Vulnerability to Charm, Dominate, and Obey Effects. This is mutually exclusive with the Obedient Character flaw.
Blink of an Eye (2): Humans are relatively short-lived leaving them prone to some fundamental features of reality. This Character has Vulnerability to Entropy and Time Accents.
Lineage of Angels (1): Humans commonly find kinship and family with all sorts of creatures, and some show this in lasting lineages. This character has divine ancestors somewhere in the distant past: a divine heritage has expressed itself in this character. The character may take the Angelic Soul Flaw from the Character Options Chapter as a Breed Challenge.
Lineage of Demons (1): Whether by magical infusion, infernal contract, or flawed ritual, this character shows some demonic taint that they have been unable to shed. The character may take the Corrupted Soul Flaw from the Character Options Chapter as a Breed Challenge.
Dark Omen (1): The Gods are often jealous creatures and care not for the vagaries of the arcane. Some may even lash out at any attempt to sway the Chosen from the divine path. Increases Dark Territory of all Arcane rituals the character takes part in by one.
Craven (2): Some mortals are simply overwhelmed by the tribulations of life, and cannot withstand the pain and torments they bring. The character has Vulnerability to the Agony and Fear Accents.
Eldritch Aversion (2): Whenever you are affected by a Power with the Force accent you take “1 Damage by Mind” as an additional effect.
Haughty Purpose (2): The Chosen knows that they serve a higher calling and is devoted to the service of it. Often these Chosen are set in their ways and cannot be persuaded away from their system of belief no matter what evidence is presented to them. They treat any effects delivered by their religion’s Qualifier (“follower of [Devotion] or The Undevoted”) as Final. In addition, if a player with this challenge breaks one of their religious tenets, they take Final Piercing damage equal to their Maximum Life Point total.
Pacifist Spirit (3): Deep in the Chosen's very being is an urge to protect, nurture, and help. While outwardly capable of defending themselves, their spirit never wants to inflict harm even against an aggressor. Should the character cause another to die, by Power or Deathblow, they take Piercing 3 by Will Final.
Astride the Veil (3): The strand of the divine runs so strongly in this Chosen that it is apparent to those who might take advantage and oppose them. The character may take the Divine Vulnerability Flaw from the Character Options Chapter as a Breed Challenge.
Faith Bias (3): Good versus evil is a tale as old as time, however, often, it’s better described as light versus dark. When taking this challenge, choose Radiance or Darkness. The character has Vulnerability to their choice and also takes 1 by Spirit whenever they are affected by that accent. If the character has the Divine Vulnerability challenge, they will take “1 by Will” when affected by both the Radiance and Darkness accent, rather than just one.
Prophetic Terrors (3): The character may take the Nightmares Flaw from the Character Options Chapter as a Breed Challenge. In addition, the Nightmare always depicts the characters death by a specific event, a recurring prophecy that they must believe is their moment of death (Write this up and submit it to Plot).
Circumscribed Spirit (1): The great sourcerers of old often had the ill-will and mistrust of the gods, and it was likewise returned. Some families chose to sever themselves from the divine, providing a sort of hazardous protection. Increases Dark Territory of all Divine rituals the character takes part in by one.
Distortion of Form (2): The heritage of the Arcane is such that dependency on the material was seen as a weakness. Many Arcane feel this innately, as armor constricts the movement necessary to cast correctly, and thus make “modifications” to any such armor. Others are simply… stretched in dimensions that makes wearing armor uncomfortable and impracticable. All non-summoned armor has its maximum armor reduced by one, to a minimum of one.
Lineage of the Faerie (2): Sources of Arcane blood are often speculated upon, but must be myriad for all the features that can present themselves. However, it is clear that some lineages are connected to the Fae, as expressions of the Dreamwoven are impossible to miss. The character may take the Fae Blood Flaw from the Character Options Chapter as a Breed Challenge.
Lineage of the Void (4): The Arcane lineages are awash with tales of experimentation gone wrong, often with lasting results. Those that manage to have progeny are not exempt. This Character has the Torn Soul Flaw from the Character Options Chapter as a Breed Challenge.
Inborn Weakness (4): Contracts for power are often a double-edged sword and can track through many of one’s progeny. Or perhaps, simply, the Manifestation was unkind in its appearance. The character has -1 Maximum Spikes.
Cursed Form (5): Twisted and unhealthy forms are just a part of any Breed, but the Arcane seem especially prone to physical weakness. Perhaps the overdependence on magic in the past warped the lineage, or possibly simply cares not to take care of a flimsy mortal form - expecting to ascend beyond it. The character has -1 Maximum Life Point.
They Just Won’t Die (1): Humans are a hardy lot, and often find themselves pushing the boundaries of the reasonable with uncommon stalwartness. The Character gains the Will to Live Perk as a Breed Advantage from the Character Options Chapter.
Eavesdroppers (2): Humans pick up rudimentary knowledge of local languages very quickly, which often allows them to hear information that other races might otherwise think obscured. Humans with this advantage may take the Rumormonger Skill from the Skills Chapter as a Breed Advantage.
Hoarding (2): Humanity has a tendency to keep trinkets, baubles, and knickknacks and pass them down to their progeny. Sometimes these items are actually useful; the Character gains the Ancestral Relic Perk as a Breed Advantage from the Character Options Chapter.
Acquired Taste (4): Humans often spend their lives poisoning themselves with exceptionally toxic foods, drinks, and other unsavory substances proclaiming that it gives their food a “kick”. When this character finishes a Short Rest they may call “Grant Protect vs Poison to Self.”
Unparalleled Skill (6): Humans frequently find themselves drawn to embody excellence in one area: This one has chosen combat. The human with this advantage gains one additional Maximum Spike.
The Blood Price (10): Humans are no stranger to the power of blood, and in times of need, it can turn the tide. The Human may roleplay for a Quick 30 drawing their power from their blood and Sacrifice one Life Point to Refresh One Spike by Blood. The character may not Sacrifice their last Life Point.
Divine Touch (1): Calling upon one’s divine overseer is often considered the last resort, but for the Chosen, it’s a daily occurrence, and one with a surprisingly reliable result. The character may expend a number of Spikes and Focus for a Quick 100 to heal herself or another character within Touch range for one point per Spike once per Long Rest. The call for this effect is “Heal X by Radiance” where X is the number of Spikes spent.
Divine Inspiration (2): A Chosen might opt for a path outside of clerical duties, but that does not prevent them from channeling divine power, though it might be limited in scope. The Chosen may learn one divine cantrip from the Base Cleric Class without needing a spellbook. The Chosen may not take any classes that give Divine Sphere spellcasting.
Those That Came Before (2): Many of the Pantheon are gifted with preternatural foresight, and that ability can be bestowed upon the Chosen, though in limited form, as the mortal mind is simply incapable of the comprehending the vast expanse of omniscience. The Character may take the Insight Perk as a Breed Advantage from the Character Options Chapter.
Pactblade (2): Chosen are often the captains of divine forces, and their patron’s divine will extends to combat. By expending a Spike, the Chosen may add or replace the accent on a melee delivered blow with the accent “by Radiance” for one swing. This can be used in conjunction with other powers.
Guardian’s Gaze (4): The Chosen often attempt to seek out their divine heritage’s source, and sometimes that results in a closer relationship. The Character has the Patron Perk as a Breed Advantage from the Character Options Chapter.
Divine Sacrifice (5): Some Chosen herald from the more giving end of the pantheon, and extend boons beyond the commonplace. These boons often come with a cost, however, as the Chosen strains to direct the divine will of their patron. Character gains the Generous Soul Perk as a Breed Advantage from the Character Options Chapter.
Mageblood (2): Even if the Arcane chooses not to explore extended magical study, the Manifestation provides some magical power in of itself. The Arcane may learn one Arcane cantrip from the Basic Mage Class without needing a spellbook. The Arcane may not take any classes that give Arcane Sphere spellcasting.
Wall of Will (3): The Arcane are intimately familiar with magical constructions, and this knowledge is applicable to personal protection. The Character may take the Mystic Armorer Perk as a Breed Advantage from the Character Options Chapter.
Eldritch Weave (4): The Manifestation often gives insight into the nature of magic, such that Arcane are regularly tempted to experiment. When the Arcane is the Primary or Secondary ritualist in an Arcane Ritual, they may move Dark Territory one step up or down the Dark Territory Table. This can only be done once per Ritual, and the Arcane’s choice is not revealed to other ritualists or the target until the ritual is complete.
Magical Underpinnings (5): The Arcane’s unique perspective on magic allows subtle manipulations that are often out of reach of most other magical casters. The character may spend a Spike to alter the accent of any spell or cantrip cast with the Acid, Lightning, Flame, or Ice, or Force accent to the Arcane accent.
Aetheric Diversion (6): Being born of magic has its perks: diverting magic cast against them is second nature to the Arcane, and almost a reflex. The Character may take the Magical Resilience Perk as a Breed Advantage from the Character Options Chapter.