Human
{Hyoo - muhn}
"A humans ingenuity and creativity is something to behold. They might be finite creatures but they do make the most of what little time they have on their mortal plane. That's why they're important, that's why we should treat them with respect."

— Salathiel to Zephon

Humans have a strong survival instinct, and a drive to achieve their personal goals. These two things are key things for them to utilize.
Some are good with investigation, some are good with researching or even drawing the horrors that they see for those who come after.
These things are the things that will allow them to overcome a lot of terrible situations.

Humans as a species seem to dislike Goblins, or more, they don't necessarily dislike them, but they do see them as more of a servantile species that are good for many jobs, just nothing 'too difficult'. There are some who don't really see a difference and will treat goblins and humans just the same, however a large majority of humans have bought in to many misconceptions often spread by the Gervasius Foundation.

Starting Age Range

Recommended Starting Ages:

Civilians: 18 - 40 years old

Hunters: 25 - 80 years old [including 5 years of hunting experience or just starting out]

Old Hunters: 80 - 300 years old [but no longer aging]

Types

Civilian & Convict

Civilians are your usual run of the mill humans who simply live each day as it comes, they know the Other exists but have never actually seen it or anything from it for themselves. Their humanity starts at full however, they lose their specialties for this and need to be introduced to the world of hunting within the first few sessions.

Convicts are the other type, they've heard the whispers of The Other. Some have even seen the other, but their humanity due to whatever they've done which has lead to blood on their hands has left them at 3 humanity points. However due to this and time behind bars they get +1 contact on top of what they start with and then Any two other skills at 50 and 40 respectively.

Hunter

Hunters themselves are humans who've dipped into dealing with the things from the Other. They also know how to deal with a vast variety of creatures and can live up to 500 years old once they've been in the Other. They start at 7 points of humanity and don't need to roll for it unless they want to get higher.

Old Hunters

If a hunter has spent time in and out of the Other then in some rarer cases they'll find that their body clock slowly starts to grind to a halt. Eventually if they spend more than twenty-four to fourty-eight hours within the Other (in one sitting) and haven't been possessed by anything? They may find that they no longer age at all and that old age will no longer kill them, this usually takes years to figure out. If you want to see if you start as an Old Hunter, then roll a d4, the results of 1 or 4 are positives for being an Old Hunter, or you can discuss with your DM on if they believe it works for your story!

Misconceptions

Humans are weak?

Humans are thought to be rather weak by comparison to other species in the many places of The Hunt. Being a human hunter often means that they might get a little bullied if they've teamed up with other species. However, they can easily prove any misconceptions about their 'being weak' to be incorrect, Humans are resourceful so they'll use either their intellect or physical traits to prove others wrong. On top of this there is also their immense willpower, humans truly show what they're made of when under pressure and when their willpower is tested.

They're greedy

Some species will be immediately wary of humans for the rumours and old stories in their own cultures that tell tales of humans as the bad guys. They come, they conquer, and then they take everything that isn't theirs by force. Unsurprisingly, these sorts of humans are few in the hunting community and are often 'rogue' hunters. Humans are able to be humble and not let their egos, pride or the temptation of greed get the better of them even if some species only have a bad ideal of humans.

Human souls are what demons are born from...

Some think that Demons come from human souls that have gone to Limbo or Hell and have been twisted by what's there. This is only half correct. Humans completely change and become demons themselves once they've done enough terrible things and have visited three demonic realms, whilst also being covered in demon blood several times.

Boring

Humans are not boring. They have a vast variety of skills, they start with a massive choice and could come from many walks of life. They are born as blank canvases whos experiences and short life spans build them in to who they are. They value their lives... Because they're so short...

Ideals & Beliefs

There is no one ideal of belief that humans have. Some might solely believe in a religions and others might not believe in anything at all until they see it for themselves. There is no 'correct' belief system for humans as they evolve over time and base their ideals and beliefs on what they've experienced and know as fact thus forming their own judgements. There will always be the sheep who follow the leader, however there are always those who branch out on their own, and these are the types who usually become hunters.

Unique Advantage - ★

Contact - MYSTERIOUS GUARDIAN

The Mysterious Guardian as it's been called seems to simply be a ghost, likely of a former ally, friend, family member or otherwise celestial being who has attached itself to the hunter in question. Think of it as a guardian who can only really physically materialise when the human hunter in question is in danger. In dire situations, the Mysterious Stranger will do one of two things when a human hunter truly needs help.

  1. Take an otherwise fatal blow for the human to save their life just once.
  2. Assist for a short time in combat when 1 or more allies are 'down' buying time for allies to help one another. This does however mean the human hunter has to keep fighting as the Mysterious Stranger will mimic whatever they're doing (for no cost), for two turns in combat.

Players must state they wish to use the Mysterious Strangers aid, and this can be used once per chapter.

Other Information

HUMAN HUNTERS FOLKLORE

There's a variety of folklore stories and myths surrounding hunters. Some of the stories are even shared between other hunters, some are merely legends of hunters gone bad while others are stories of tragedy or even of human hunters who went against all odds and came out on top thus saving their allies and protecting what they hold dear.

Notable Folk Lore:

  • The tragedy of Ethel Breckon
  • How Jacob tricked a demon
  • The woman who broke in to the Astral Sea
  • The story of Lyall Flehm
  • A tale of the Chaos Plains
  • A survivor of 'The Void'
  • The child who broke out of the Fae Lands
  • The sorrowful story of the dreamlands torment

HUNTERS GLYPHS

The Hunters Glyphs are a code that Human hunters use amongst one another to communicate. Each one has a distinct phrase or meaning and when paired together they mean something different.

Rules of the Hunters Glyphs
  1. Only teach it to trusted allies
  2. A trusted ally is YOUR responsibility.
  3. Anyone unknown to human hunters who knows the code will be hunted. They are a threat. Trusted allies are exempt but must know a human hunters 'true name' and speak it.
  4. Every human hunter who uses the Hunters Glyphs must have a 'true name'. This is a codename they give themselves and is something that can be shared between human hunters. Each one is UNIQUE to the hunter.

Stats Bonuses

Health: +10

Magic: +10

Luck: +30

Attributes

Physical

Civilian

Strength: ⦿○○○○○

Stamina: ○○○○○○

Dexterity: ⦿○○○○○

Hunter

Strength: ⦿○○○○○

Stamina: ⦿○○○○○

Dexterity: ○○○○○○

Old Hunter

Strength: ⦿○○○○○

Stamina: ○○○○○○

Dexterity: ○○○○○○

Mental

Civilian

Willpower: ⦿⦿○○○○

Intelligence: ○○○○○○

Education: ○○○○○○

Hunter

Willpower: ⦿⦿⦿○○○

Intelligence: ○○○○○○

Education: ○○○○○○

Old Hunter

Willpower: ⦿⦿⦿○○○

Intelligence: ○○○○○○

Education: ⦿○○○○○

Social

Civilian

Charisma: ⦿○○○○○

Instincts: ○○○○○○

Appearance: ⦿○○○○○

Hunter

Charisma: ○○○○○○

Instincts: ⦿○○○○○

Appearance: ○○○○○○

Old Hunter

Charisma: ○○○○○○

Instincts: ⦿○○○○○

Appearance: ○○○○○○

Advantages & Flaws

Social

Looks:
○○○○○○
○○○

Contacts:
⦿⦿○○○○★
○○○

Resources

Cash Flow:
○○○○○○
○○○

Safe House:
○○○○○○
○○○

Other

Reputation:
○○○○○○
○○○

Favours:
○○○○○○
○○○

Skills

[Any skill] +3

[Any skill] +3

[Any skill] +3

[Any skill] +3

[Any skill] +2

[Any skill] +2

[Any skill]: +2

[Any skill]: +2

Danger!

Danger Ahead!

Danger Gone

This area is no longer dangerous.

Safe House

Hunters Safe House this way.

Weapons Cache

Free to claim weapons cache is close.

Fae

Fae have been seen in this area.

Healing Cache

Food, drinks or medical supplies cache is nearby.

Rift

A Rift has been closed here.

Ripples

Ripples have been seen here. Be careful.

Time Warp

This area is in a time bubble. LEAVE A.S.A.P!

Void

Voidal creatures have been seen here.

Heaven / Fae / Dreams

A pathway to Heaven, Fae Lands or Dream Lands near here.

Hell / Chaos / Limbo

A pathway to Hell, Chaos Plane or The Shadowlands / Limbo is near here.

Peaceful Beasts

Peaceful Creatures in this area, do NOT ATTACK them.

Rogues

Rogue hunters operate in this area.

Watchers

This area is watched by Hunters.