Human Species in Masters of Illuria | World Anvil

Human

Possessing an exceptional drive and a great capacity to endure, humans are one of the more numerous species across the Worldspace. As they are so numerous, with their diverse cultures and societies, they are often used as the ‘comparison’ when describing other species.
 
Scribes and Binders believe that humans, like all but one of the species, are not native to Illuria. The current theory is that humans emigrated to Illuria from their own homeworld from beyond the known Worldpsace several thousands of years ago before the First Age.
 
No records exist what world they came from, but it is suggested that they arrived through a set of portals. Whether these portals were created by humans or found by them remains to be uncovered.
 

Traits of the Bloodline

 
Humans are mammalian and bipedal with two arms and legs. They can vary greatly in height but are often a medium build species.
 
In general, humans skin color assumes a darker tone the closer to the equator they live. Hair color ranges from black, brown, blond, white or red. It turns white-gray in advanced age. Eye color varies as well from black or brown to hazel, green, blue or gray.
 
Theories abound on this topic, but this species has a knack for survival. An unusual hardiness that is hard to describe as toughness, but perhaps a general fitness or endurance.

Contents

 
 
Genetic Descendants
Scientific Name
homo sapiens
Lifespan
120 years
Average Height
5 ft 5 in to 6 foot
Average Weight
varies. 170 to 190 pounds on average. Females tend to weight a few pounds less.

Starting Attributes

 
Strength
0
Influence
0
Maneuver
0
Fortitude
0
Mind
0
Vitality
12

Diet and Food

 
Humans, like other near-human and humanoid species, are generally omnivores. Their particular taste of vegetables and plant matter vs meat varies by culture and region of origin for a particular humans.

Ancestry Traits

When playing a human, the character gains these following special traits.
 
Unusually Fit
Perhaps due to humans innate ability to survive in the most harshest of climates, you are more fit in general than other species. Any healing rolls done on you are done with +1 forward. Any rolls you make with regards to endurance or to resist fatigue are done with Advantage.
 
Tricks of the Trade
That same innate ability to adapt to your species surroundings plays in your favor. When you roll a 6- on any skill to craft, repair, or assemble an item, roll+Mind.
 
  • On a 6- : The skill attempt fails, the device breaks, etc. It’s a lost cause.
  • On a 7-9 : It’s not your best work but you still get it mostly together. Pick two options below.
  • On a 10+ : Just before you make a critical mistake that would have ended in failure, you stop. Starting again, you get it finished successfully.

  • Options
  • The device or item works! Almost. It will work for one use, then break down again. Any further attempt to repair, rebuild, etc is at a -1 forward.
  • It works but leaks power. Roll+Fortitude when using it. A failure means take -1 Vitality of burns.
  • There’s an unusual glow when its active and you hear voices in a strange language every time you use it. -1 forward on the next Mind roll.
  • A soft musical hum emits from the device when on. It’s never the same tune twice. A mysterious magical side effect or condition (Game Master discretion) manifests near you.


  • Cover image: by Dreamstime Stock Art

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