After the war the Humans' fear of the Nobles grew. The Nobles took over what had once been humanity, using the Outcasts to do their dirty work, resulting in a strained tolerance between Humans and Outcasts. The Nobles are the main reason the Humans and their children do not leave their homes once the sun sets. The Humans are non magical, though that never seems to stop them from doing their best with the world the wars left behind. While many Humans struggle to live with what they're given, you're just as likely to run into one overburdened by nostalgia, who will tell you to no end how much they miss the days of old. Due to the wars and the damage the humans left behind their relationship with the Forestfolk is strained, and even more so with the Waterfolk. Both races view the damage left behind as the Humans' fault and blame them to different degrees, so be wary of them.
Due to the ever changing world around them the humans have had to learn to adapt or go the way of the past.
Physical Constitution [Passive]
In a world full of supernatural creatures their human bodies and systems are their greatest weakness.
[Pick 3 out of the 10 only ]
Crafting (Passive) - In an attempt to carve out a new place and redeem themselves in the eyes of the other races, Humans have become exceptional craftsmen. Many humans apprentice in a trade in their youth. Woodworking, stonecutting, blacksmithing, or textile work are the most common crafts. With a rigorous apprenticeship and a smidgen of talent, some Humans can make some of the best products that can be found.
Magical Knack (Active) - While Humans do not have innate magical talents, these humans are capable of pulling power from a magical relic. Some may find it more easy to do than others, either instinctively or through hours of study. (Must roll a 50 or higher to activate magical objects.)
Scouting (Active) - Humans with the scouting skill have spent a significant amount of time out in the wilderness. They have an innate sense of direction and have mapped out the area in their heads, so they rarely ever get lost and are quite good at hiding in the wild. They are also excellent trackers, and know precisely what signs to look for to determine if and how recently an area has been disturbed. They are familiar with the footprints of different creatures and have a relatively easy time following creatures that haven’t bothered to disguise their paths. (In order to track a creature the Human must roll a 50 or better to pick out a path and follow it for 50 feet, then they must roll again to determine whether they lose the path or continue to follow it.)
Herbalism (Active) - Some Humans have spent their lives studying plants and their effects, and have learned to make effective poultices, potions, and poisons.
Roll of 20 and below - Failure. This potion will have no effect.
Roll between 21-69 - Weak potion. This potion’s effect will be minimal and will only last a few hours. Healing potions will cure very little - mostly cuts, bruises, and scrapes. As a poison it will result in some minor discomfort that may serve as an adequate distraction in battle against those with a lower constitution.
Roll between 70-94 - Mild potion. Any potion that creates an effect will last for 24 hours. Effects examples: This potion will cure a moderate amount of damage. As a poison it would give someone the effects of food poisoning for 24 hours.
Roll of 95 or greater - Strong potion. The effects of this potion may last up to three days depending on the type of potion. Poisons will create a deathly sickness for three days, healing potions will mend most of the damage and do it in less time than mild potions unless the damage involves bone. (Bones take more time to mend, even with herbal assistance.)
Superior Aim (Active) - This skill is exactly what it sounds like - these humans have great aim. They have a better chance to strike their targets with their weapon of choice. (Your weapon will always strike if you roll a 45 or higher, but depending on your opponent’s roll it may not hit with full effect. You can only muster the focus to strike true 1 time a day.)
Nimbleness (Active) - Nimble humans find it easier to perform acrobatics, dodge physical blows and projectiles, and move quickly. With nimbleness you will succeed in a dodge if you roll at least 50.
Lockpicking (Passive) - Picking a lock isn’t something you can just do with a bobby pin and some luck. Those with this skill have practiced diligently with their lockpicking sets and can jimmy a lock expertly.
Tinkering (Passive) - Tinkers are masters of technology. Taking things apart and putting them back together comes naturally to a tinker. They understand how things work, and are great at fixing things that are broken. The scant remains of technology (particularly the security systems in the Town Hall) are repaired by the tinkers. Tinkers may also build small clockwork contraptions, clockwork maids, or even the amazing (and rare) clockwork animals that may be found in the realm.
Scholarship (Passive) - Scholars come in all shapes and sizes and have spent countless hours studying to learn more about the world around them. Scholars learn things more quickly, have an easy time finding the knowledge they seek, and know a great deal of history and lore.
Performance (Passive) - Anyone with the performance skill has an abundance of natural talent. Acting, storytelling, or singing are popular choices, although there are more uncommon types of performance such as juggling, sword swallowing, and fire breathing.
Full-blooded humans look a like humans in the real world do. Humans have a wide range of different skin colors; hair colors anywhere between black, blonde, brown, and red; eye colors such as green, blue, hazel, brown. Humans can generally grow at tall as 7 feet, although a 7 foot human is uncommon.