Strengths: Protected by law, loved by Starry, human spirit, Danger Sense, Lucky Ducks.
Danger Sense: Humans have a faint danger sense. A creepy feeling, hairs on the back of the neck standing up, a fluttery sense in the stomach - all of these bits of intuition can mean the difference between life and death at times.
Lucky Ducks: Humans are also just...lucky on occasion. Once a day, this can be used to justify some outcome that would otherwise be unlikely (unlikely, but humanly possible). Like jumping out of a three-story building and landing without a scratch. Or falling off of a roof and landing safely in a trash bin containing trash bags full of packing peanuts.
Weaknesses: Susceptible to disease, limited lifespan, no ability to cast magic. Easier than most to enchant. Physically weaker than other races.
Humans. Many people dismiss them as being "less" or "plain". Non-magical by nature, humans nonetheless are very intriguing. They are essential to the survival of several other races. For instance, vampires need human blood in order to stay alive. Abyssals, Celestials, and Faemorii can all draw power from humans, in the form of Quintessence, Pneuma, and Lumina. Wraiths need human bodies in order to manifest in the mundane world. Humans are friends, companions, and servants (both willing and unwilling) to various supernatural races.
Human history generally centers around Earth's history. And while there are numerous Earth Realms, the known ones tend to be fairly similar, with similar histories and fates. A slow evolution from cave-dweller to agriculture, to cities and society, and from there...to incredible feats of technology. Many of the Earth Realms shared the fate of the disease known as D13, a disease which turned humans against one another, causing lunacy in some, and cannibalism in others. Other Earth Realms met different fates, but almost all of those fates were dark, and apocalyptic. It's almost like something in the universe has it out for humanity, and simply wants to destroy them.
This might be because a great many prophesies include humans. Those seen as the most insignificant are, in fact, somehow crucial to the survival of time and space itself. Because of this, Pyxis, known as Starry to most, created a ship to carry humans to the farthest reaches, and to find a place where they could survive apart from the continual calamities that keep destroying various iterations of Earth.
What is the ultimate fate of humanity? Why are they seemingly so different from all of the supernatural races? Can they really survive in such a harsh environment without all of the incredible powers of those around them? And how are they integral to the survival of so many other universes and races? It remains to be seen, but if nothing else, humans are often masters of their own destiny.
(Humans have 18 points to start at creation.)
MacGyver It (4) -- You have the ability to look at what's available in a situation and put together something to help you escape or deal with the 'situation' at hand, whatever situation that may be. You can only use this ability once per day, and will need to be somewhere that you can find a few supplies, but you can definitely MacGyver it.
I Saw It In A Movie (4) -- Sometimes humans have the most random knowledge, from movies, video games, books. With this, you can use your knowledge of the world at large to attempt something not on your skill list, even those things that require some sort of special education. Your level of skill will be considered Novice, and this ability may only be used once per scene.
Parkour (4) -- You've got some seriously sick parkour skills. As long as you are in the city, and outside, you have a good chance of getting away from whatever is pursuing you, even if they are seriously faster than you. Anything short of a vampire you can probably flee...assuming they don't catch hold of you or shoot you or have the ability to fly.
Bad Taste (2) -- For some reason, your blood just tastes awful to vampires. One bite and they pretty much never want to bite you again. This doesn't mean they CAN'T bite you, just that you're probably last on the list of Who Is For Dinner. You are the human equivalent of brussel sprouts.
Extra Tasty (4) -- You just taste awesome to vampires for some reason. You are chocolate cake, steak, and bacon-covered donuts all rolled up into one. While this does mean you're probably on the top of the dinner list, it also means that vampires have an extraordinarily vested interest in protecting you, and might possibly even fight over who gets to do so.
Super Lumina (4) -- You are so creative that your Lumina is twice as fulfilling to the Faemorii. Simply being in your presence for an hour can help to restore their Lumina. This gives the Faemorii a vested interest in protecting you and keeping you around.
Heightened Pneuma (4) -- You are especially devout in your beliefs, be they of virtue or vice. You produce extra pneuma, and will likely be protected by the relevant group of Celestials, possibly to the point of being accepted into their inner circle.
Wretch (4) -- Some Abyssal broke into your head at some point, and made more room by driving you uniquely insane. Because of this, you produce extra Quintesence for Abyssals.
Leg Day (2) - You never skipped leg day. Unlike the Olympic Athlete ability, the Leg Day ability is only about running, endurance running. You could run all day, it seems, and not get tired. You'd be a great jinrikisha driver, or courier.
Mother's Intuition (4) -- You just have a really good sense about people. Perhaps you were a mother, or caregiver of some sort in the past. But your intuition often clues you in if someone is lying or hiding something from you. It's not a definite thing, like some sort of lie detector, but you definitely get suspicions. Also, you can totally clean someone's face with a napkin and spit.
Jaded (2) -- You've seen an incredible amount of shit. Crazy shit. Supernatural shit. You've been in the thick of it. You've become jaded to the use of magic, and the existence of supernatural things. Seeing magic no longer freaks you out, and even some of the more scary aspects of the supernaturals do not provoke any sort of fear response in you. You've seen that before.
Inspiring Presence (4) -- You are one of those people that just has a lot of natural charisma and presence. Your energy is infectious. You have a much better chance of doing things such as -- de-escalating hostilities, inspiring a crowd or mob to do something, getting people to follow your lead, or convincing them of a certain idea. Strange Presence (2) -- You are one of those people who is just...creepy, strange, or a little scary. Something about you strikes people as WRONG, and because of that, everyone avoids you. But you can also use it to your advantage. People will be more likely to fear you, and fear can be a powerful thing.
Well Traveled (4) -- You've just been everywhere, it seems. You have a passing understanding of the etiquette, history, and culture of many countries, and seem to know just a little of almost every Earth language.
Walking Encyclopedia (4) -- You're one of those people who just knows random facts about mundane, often useless things. But once in a while, it comes in completely handy. Maybe you know that tree is poisonous even though you don't have Herbalism abilities. You're great at settling bar bets and probably spent a lot of time browsing wikipedia before Juniper.
Minor Fame (2) -- Before coming to Juniper, (or perhaps after) you had achieved minor fame. You might be recognized, and get a free dinner now and then.
Major Fame (6) -- Before coming to Juniper (or perhaps after) you were or became extremely famous. You were famous on a nation-wide or global scale and will almost certainly be recognized by a great many others. People will probably ask for your autograph, and you'd probably have some groupies. On the downside, everyone knows who you are.
I Know A Guy (4) -- You're just one of those people who seems to know everyone. You can lean on your contacts once a week for assistance in various situations. Anything from watching your house while you are away, to getting a lead on where to get something. This ability often requires a ticket be submitted to the STs to find out what your guy knows or can get you.
*Mage Kin (2) -- You are a human, who is related to mages, possibly part of a mage bloodline, and thus very knowledgeable about mages, covens, and magic in general. You get journeyman Occult or Magickana for free.
*Spirit Kin (Must be gained IC) -- You are a human who is related to an Ethereal or accepted into the family of an Ethereal. This might be human family of the Yokai/Kodai, humans adopted into former Sylvani camps, or a human favored by the Djinn. A ritual is done in the Spirit Realm by an Ethereal asking for favor upon a human, while the human lays out offerings in the mundane world. Once the spirits accept, the human can see or hear the into the Spirit Realm. Additionally, Spirits will watch over the human, and will get word to the Ethereal if the human is being attacked or appears to be in great pain -- though depending on distance, it can take a few minutes for this to occur. Because this is a dedication of a person to the spirits rather than direct control, it's a bit different than ghouling or enchanting. But, it also allows for more personal freedom of the human as they are not directly "controlled" by the Ethereal. Spirit kin age at 1/5th the rate for normal humans. (Former CV2 Spiritfolk were given protective rituals by the Yokai before going through the portal. They do not need a specific Ethereal to do the ritual for them, as they've been pre-dedicated to the Spirits. Since they don't have a specific Ethereal, they may retain their single mutation, but then do not get Spirit Sight. No new Spiritfolk will be allowed, only Spirit Kin.)
*Romani (2)-- You are Romani, related to the Shifters, and were possibly raised in a kumpania. You know Romani, and probably know quite a bit about Shifters as well. You get journeyman Hustle or Survival for free.
*Ghoul (Must be gained IC) -- You are beholden to a vampire, who has made you their ghoul. This is done through the use of Sangromancy, and both the ghoul's blood and the vampire's blood is needed. Then the ghoul and vampire must drink from the concoction made during the spell. Ghouling can be done without IC consent, but we prefer you do get OOC consent. Some races or factions may become upset if you ghoul their people. Once ghouled, the ghoul may choose to have one of the three following: enhanced speed, enhanced strength, or enhanced persuasion. They also heal faster than normal. (About 3x human healing speed.) The vampire gets the ability to sense what the ghoul is feeling, emotionally and physically, and can locate them with enough time put into searching. They also can give commands to the ghoul that are almost impossible for the ghoul to refuse to carry out, as they develop a high need to please the vampire. They can not attack their vampire domitor directly through physical means. The ghoul must be regularly fed some portion of the vampire's blood (monthly) in order to keep the ghoul, or the ghoul bond will break. A mark appears on the ghouled human's body which is only visible to other vampires (even the ghoul can not see it). This mark proclaims them the domain of the vampire, and misusing another's ghoul can result in a duel between the vampires.
*Enchanted (Must be gained IC) -- You have been enchanted by one of the Faemorii. Usually, they do this through special Lumina-infused touches over several encounters (three), or through Lumina-infused foods over three consecutive days. This enchantment must be renewed once every 28 days through another Lumina-infused touch. Like vampire ghouls, the enchanted feel a desire to please and obey the Faemorii in question, and can not attack them through physical means. The Enchanted's Lumina production increases, and the Faemorii has a sense of their whereabouts, emotions and pain level at all times. They also get a mark that appears as a patch of brightly glowing Lumina on their skin that only Faemorii can see. The Enchanted heals several times faster than normal (3x human healing speed), and also gets a Glamour ability to change their appearance, as well as the ability to cast one type of level 1 spell the Faemorii knows. So, this could be a healing spell, or a gravity spell to float, or a biokinesis spell to be able to hear better. They don't get the whole level 1 magic, just a single spell.
*Devoted (Must be gained IC) (Formerly Blessed/Damned) -- You are a Devoted of one of the Celestial races. This means you're likely faithful to the god of the Celestial, or at least fall in line with their ideology. You may be considered someone of note within their religion, such as a priest or a saint, or simply someone who is a believer. The Devoted have their Pneuma linked to a single Celestial through a ritual, though the ritual may differ from Celestial to Celestial. It can be anything from simply lighting a candle together, to praying together, to biting each other, and the bond-ritual must be consensual. Whatever the ritual is, it must be repeated monthly, or else the Devoted's Pneuma becomes un-linked. A Devoted's Pneuma can only be used by their Celestial, and no other, and that Pneuma is especially nutritious to them. The Celestial always knows where their Devoted is, and how they are feeling emotionally and physically. Additionally, the Devoted can pray to their Celestial, and their prayer will be heard anywhere in the world by the Celestial. Prayer must happen out of combat, and be the sole focus of what the Devoted is doing. The Devoted develops an awe of their Celestial, and will find it difficult to resist their commands and desires. But, unlike with ghouling and enchanting, the Devoted also always knows the state of their Celestial's emotions to some extent. Each Celestial can only have two Devoted, but that is because the powers of the Devoted are more significant than that of other types. They receive the ability to cast one level 1 magic known by their Celestial on top of increased healing.
(*It may be noted that of the ones that can be gained IC, you can be only one. Generally the one that is in place first is the one that stands, cancelling out magic that comes after it. You could, however, be Romani AND something else OR Mage Kin and something else.)
Strong constitution (2): When it comes to hotdog eating competitions, dealing with the common cold or being poisoned, your body is much more capable at taking hits. You have a strong stomach, and a strong immune system, and can more easily deal with these things than most.
Magic Item (2, 4, or 8) -- You start the game with a magic item of some sort. You'll need to detail your item in the "special requests" area of your application. Magic items need to be wall balanced, and generally should fall in line with things that would be made from the Casted Magics section.
General Augmentation (Cost of Augmentation) - You can start with items from the General Augmentation list because you have a Neural Relay implant. Humans can have up to three augmentations.
Thingamabob (Cost of Item) - You have a cool technological device of some sort, such as a drone companion or a hoverboard. See the Standard Items list for details.
Extras (Cost of Extra) - Humans may spend their 18 points on human-available Extras at creation, as long as the Extra is available to Humans, with the point value being the same as they are on the Extras sheet at: http://convergence.enjin.com/extras
Never Give Up (8) -- The human spirit is an incredible thing. It allows a person to keep going against all odds, against all sense, when they should, very rightly, just pass out. This Ability allows a human who is injured to keep going when others would likely have died. It's the Ability which allows a man with a shattered leg bone to crawl home, or for someone to keep fighting despite having been stabbed and in insane amounts of pain. You just keep on going, keep getting back up, because you can't give up.
Magic Resistance (8) -- You are moderately resistant to casted magic. Casted magic still works on you, but you take half the damage, or half the effect you normally would take. This also means that magical healing doesn't work as well on you. Note that this resistance does not extend to race or subrace abilities.
Natural Empathy (8) -- You do not have magical empathy, but you have natural empathy. Maybe you can just read people well. Or maybe you just pick up on these things through pheromones. Whatever it is, you seem to have a sense of how people are feeling -- not a certainty, but a definite sense. The downside is that sometimes other people's emotions seem to creep into you and make you start feeling the same way. Attractive pheromones (8) -- Your pheromones are, for some reason, especially attractive. You have less of a problem seducing others. There's something about you that makes people far more inclined to want to get into your pants. However, these really only work on those who would otherwise already be attracted to your gender or sex. (This power is far less effective on those who do not breathe.) High Pain Tolerance (8) -- For some reason, you can just tolerate pain far, far more than most people. Maybe there was some sort of brain or nerve damage as a kid. At any rate, while you can feel pain, it just really doesn't affect you quite as much. This can also be very bad...since you might injure yourself and not know it, or overdo it whilst injured without realizing it.
Olympic Level Athlete (8) -- You are simply in amazing physical condition. Perhaps you trained for athletic competitions. Maybe you were very into karate. You're the sort of person who runs miles every day, or doesn't ever miss a day at the gym. You're stronger and faster than most humans, and have a much better chance of holding your own against supernaturals in a fight. This is more than just hand-to-hand skill or knowledge of HOW to fight. You are literally stronger and faster than most humans.
Eidetic Memory (8) -- You just...remember everything. Everything you see once, you can remember. Even if you just glance at it. It's all copied into your brain for later recall. Some people call this "photographic memory".