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Humans

These tidbits are extra abilities only for humans or halflings with dominant human genes! 

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The Trace

Most humans do not have the ability to sense arcane at all. However, with this tidbit, they will now be able to roll perception checks to detect a very strange and spicy tingle in the air around mages and other magical objects. This will not work on void-broken characters. This is an oddity for sure, it wears a tad on the character’s mind. 

Costs: 1 Willpower 

 

Second Wind

Through a sudden motivation burst, the human is able to do twice as many things in one round. This means they can do two actions, or four checks, or one action and two checks. This can only be done once a day.

Costs: 1 Charisma 

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Research Wiz

So long as you roll 1d100 and @ a officer (preferably Berry) that your normie has gone to the library/ had read/ or has researched specific studies that day, they can obtain a scooby snack piece of supernatural lore that will help them in the foreseeable future. This lore will allow your character to roll intellect checks in certain situations at an advantage.

Costs: 1 Stamina 

 

Natural Phenomena 

Once a day, when faced with an enemy or difficult situation, your humans can roll a 1d100 (preferably when facing a DMed creature or if your fellow cast member is okay with it). Depending on what number your character rolls, a freak event can happen either in your favour or not. This can include things falling on an enemy, or the enemy tripping up… to even things hindering your character instead! 

Costs: 1 Strength

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