Humans

Evade 7, +1 to chosen Attribute, +2 any Skill

Apperance

Humans, as a race, make up almost half of all conscious beings. They can be found everywhere on the continent and are highly adaptive. Due to their simple anatomy, they lack elements that might make them better adapted to specific regions. They lack fur, which could be problematic in hotter climates like Beastly, and they don’t need nutrient-rich ground to survive like Virdis. Humans generally range from 4 to 6 feet (130 to 200 cm) tall and have a variety of skin and hair colors, with darker-skinned individuals born in hotter regions.

Humans are generally well-rounded, and because of that, they receive a +1 bonus to their chosen Attribute and an additional +2 to their chosen Skill.

Humans in the world

Like all living beings, humans require food, water, and rest. In the most inhospitable places, they find clever solutions to make their lives more comfortable. Through the use of magic and technology, they invent solutions to their problems. This often enables them to build cities in the most absurd places. The best example is the city of Dunstberg, which stands in the middle of the inhospitable Sea of Fog. They invented devices that allow them to glide on its surface, avoiding the dangers hidden in the mist. They established the hover train, which safely transports goods and people to and from the city. Wherever they settle, similar inventions follow. While some may dislike new technology, these inventions undeniably make life easier for everyone. With the abundance of inventions, many traveling merchants are of human race.

Most Humans live peacefully within cities, rarely venturing into the wild. Those who do travel usually fall into one of two groups: those forced by fate and those crazy enough to choose the life of an adventurer.

In Misteria, humans carry different names that reflect their regional origins and cultures:

Examples of human names

Morozia: Vladimir, Marosz, Aleksiej, Igor, Olga, Natasha, Alina, Katia.

Mebelands: Hanz, Zigfrid, Bruno, Karl, Ursula, Helga, Matilda, Renate.

Verdalia: Luis, Blaise, Claude, Jean, Sylvia, Margot, Charlotte, Marcelin.

Kambala: Imamu, Onáje, Abebe, Kibo, Zendaya, Nini, Adeoa, Dada.

Zatara: Gani, Alon, Davila, Kidlad, Bituin, Laarni, Mayumi, Divata.

Land of Nur: Ayan, Zain, Ali, Fahad, Nora, Amira, Fatima, Yara.

Burgos and Worgos: Jose, Manuel, Pedro, Antonio, Mara, Ramona, Azura, Francesca.

Astoria and Waternia: Finn, Gunnar, Brunjar, Frans, Ingrid, Saga, Dagmar, Astrit.

Impact of the mist

As the mist interacts with everything, it also changes Humans. Those who spend most of their lives immersed in the fog exhibit unique traits. Most commonly, their skin has a faint opalescent shimmer, and in extreme cases, especially among older individuals, it may even resemble something like sand beneath their skin. Their eyes also undergo changes, resembling opals, which allows them to see better through the fog.

Additional traits

While creating a new character player’s can choose to roll for one or more additional traits:

  1. Bad recovery – The player had an accident and hasn’t fully recovered, they lose 1 point in their highest primary Attribute (Body, Senses, Mind, Willpower).
  2. Small body – Short players lose 1 point in the Body Attribute, and everything must be tailor-made for them. If selected twice, players have a Body Attribute of 1 and are considered dwarves (below 4 feet or 120 cm).
  3. Powerful enemies – Some influential individuals have problems with a player, which can be included in their backstory.
  4. Nasty scar – Players with facial scars may look like criminals, which can have advantages and disadvantages.
  5. Mistborn – Players spent much time in the mist when young and they have skin that shimmers with small crystal flakes and/or opal-like eyes. They receive +5 to all Perception checks in the mist but suffer a -2 penalty to all Stealth actions if their skin is visible.
  6. Inheritance – Players roll a D10 and subtract 3. The resulting number, multiplied by 100, is the amount of hazels they receive. If the value is below 0, they inherited a debt and must pay from their starting money.
  7. Military training  – Players receive a +1 bonus to all Hit checks.
  8. Educated – Players with higher education receive a +2 bonus to one chosen Mind Skill or a chosen Scolarship Skill, subject to GM approval.
  9. Prodigy – Players born with a gift receive +1 to one secondary Attribute (Faith, Magic, Science).
  10. Influential family – Players belonging to well-known and respected families can use their contacts to their advantage.