Category:Humans

"Man is the only kind of varmint sets his own trap, baits it, then steps in it."' ~John Steinbeck, Sweet Thursday

CONTENTS

1. THE STORY

2. RANKS

3. PRESETS

4. CHOSEN STRENGTHS

5. WEAKNESSES

1. THE STORY

Humanity was screwed from the start. Everyone knew it, and everyone felt it.

Humans are power-hungry creatures, hell-bent on obtaining everything within their grasp economically and technologically. At the height of their civilization, there were few wars left to be fought. No, it was political battles, economical battles and lastly technological battles that were fought. Countries competed to see who is better while working in false unison. They shun the weak and propel the strong, yet strength is wealth.

Corruption in the ultimate search for true power left the land fruitless, causing the creatures of legend to rise. Suddenly, man was no longer top of the chain. Human bodies dependant on genetic advancements to compete with the other species that now inhabit the shell left of earth.

2. Ranks. - Ranks are used as a gauge to how great an effect it is to a strength of weakness. In terms of dice it adds +2 to each roll, per rank. Max rank of 5 Stackable ranks will be noted.

3. PRESET STRENGTHS ⃠ - Humans have no preset strengths 4. CHOSEN STRENGTHS You may pick up to **Five** choices out of the following strengths below. Please note that the abilities only affect you as listed below, anything outside of it uses the normal human strength. Each ● is a strength.

-GENETIC MODIFICATIONS (May only have 3)

● Reflex Augment (Rank 3) You are a little faster than the average human.

● Agility Augment (Rank 3) You are a contortionist with more sure-footedness than the average human.

● Muscle Augment (Rank 3) You have more muscle than the average human, allowing you a better advantage in hand-to-hand.

● Regenerative Augment (Rank 3) Doubles the normal cell recovery rate of a human, and possibly slows aging by half in both appearance and fitness level. (Regrowing lost or severed limbs is not possible)

-CYBERNETIC IMPLANTS (May not have any magic if one has cybernetics) Cybernetics come in Stages 1 and 2. Stage 1 cybernetics are all not required to have to be placed with strengths but they work as only prosthetics and is as strong and as weak as a normal body part replacement.

●Cyber arm/s: Stage 2 (Rank 3)

Encased in a thin steel plating and wired to the nervous system, the human can have beyond average strength and may withstand more physical damage with it. However since the steel itself is thin, repeated damage to the plating will expose the wirings and damage the arm. (May not withstand bullets) Legal upgrades include. (May pick 1) - Synthetic skin cover - Damage warning system - High speed finger system

●Cyber leg/s: Stage 2 (Rank 3)

Encased in a thin steel plating and wired to the nervous system, the human may jump higher, run faster and the legs can take substantially more damage. Since the steel is thin, repeated blows to it may break the chasis and bullets would rip through it as well. Legal upgrades include. (May pick 1) - Synthetic skin cover - Damage warning system ●Cybernetic eye/s: Stage 2 (Rank 3)

With brand new technological advances, the cybernetic eye implants enables the target to gain perfect vision again. It comes with a special data collection vision, giving the user a stored memory within the eye itself to everything it has seen. It comes tagged with a camera for the photo taking or a one minute video recording, which could then be uploaded into a computer through a mini SD which is stored inside behind the eye. All damage to the head may blur the system temporarily. But the eye itself will be damaged like all real eyes when hit directly. Legal upgrades include (May pick 1) - Night vision - Infra red vision - Anti - Trauma system (Eye remains working after repeated blows)

●Cybernetic Bone lacing Stage 2 (Rank 2)

- Technologically advanced bone lacing system,allows for a withstand of damage to the bones and allows slightly increased strength, shock absorbers and may come in tagged with many various upgrades. The user will still feel pain as their nerves and flesh are still around. Legal Upgrades include. -Nerve numbing chemical (The chemical released from the bones upon damage to numb out pain halving what is painful to the user.) -Adrenaline booster (Activated by the cracking of knuckles, the user gets an adrenaline boost that gives a slight boost to the senses)

-PARANORMAL ABILITIES All schools of magic come with a few spells.

●Path of the mind (Rank 2) - Empath You feels the target's current emotions as ones own to give an idea of what they are feeling as you will feel it too. -Visage You create a single illusion that seems real to the target, this illusion is not physically present and cannot make any contact to the target. -Mental wall You may shield yourself from simple mental strikes or magic that influences you, it can only be used when activated, and will tire the user drastically if kept on for more then an hour.

●Path of the soul (Rank 3) - Cure A minor healing ability to aid in healing flesh wounds to a lesser extent. It cannot reattach limbs or regrow lost limbs -Soothe the Soul A mental healing ability to soothe a traumatized person be it due to fear, pain, anything that causes an extreme negative mental effect.

●Path of the Spirit (Rank 3) -Vengeance A bolt of pure light magic fired upon a straight line that could hurt anyone in it's path. If the target is an unholy being, the pain would be doubled. -Cleansing A spell of spiritual cleansing done to a target or oneself, removing all long term ailments from oneself or a targe that has negative effects casted on them.

-Beacon A small ball of light is casted and can be used by the player to light up dark places, it is powerful enough to possibly damage or disperse shadow magics.

-GENERAL HUMAN ABILITIES

● Subtlety Training (Rank 3) You know how to sneak and blend with shadows.

● Martial Art Training (Rank 2) You are a black belt in martial arts.

● Armanents Training (Rank 3) You are well versed in ranged weaponry, increasing your ranged combat potential.

● Trade Professional (Rank 3) You are a master of your trade, pick one profession tradescraft to excel in.

● First Aid (Rank 2) You are really good at knowing how to treat wounds, be it legally or illegal, you know what to use, or how to improvise with what you have to treat a wounded person.

● Streetwise (Rank 5) You know the streets, you know the types of people that can help you and the types that you should stay away from.

●Iron Will (Rank 3) Your will is good, you may be able to withstand mental attacks, temptations or urges, intimidation and interrogation.

●Perceptive (Rank 2) You got great sight for things, Little details always catches your eyes, even people and their demeanour.

●Charismatic (Rank 3) You're one sweet talker, or at least convincing, you have the ability to suay others with your words.

5. WEAKNESSES You must write up at least *Five* other weaknesses and include the preset, totalling of five weaknesses.