Welcome to Nightworld

Humans

Unique Ability: The Human Spirit (New) Humans sometimes are able to do extraordinary things, things that deny explanation. They survive a wound that should have killed them, they stand bravely before a legion of Demons, or lift a car off a loved one. Occasionally when your character should be screwed over, something will happen that will save them.

Base abilities: Humans are varied and there are many abilities they have and use in daily life. These abilities are listed below in the spoilers. Note that these abilities are also available for the creation of Otherkin (supernatural) characters.

Human weaknesses: Humans are mortal, not as strong as their Otherkin counterparts, and they are currently treated as property of the state.



Base Abilities: Humans possess many varied abilities used in daily life. These abilities are also available for the creation of Otherkin characters.

Mortality, physically weaker than Otherkin, currently treated as property of the state.



Human Character Customization choices



This system is optional, but in place for those who want some direction in creating their characters.



Step One: Choose any of the traits on the human page. These will be in your starter build and a part of your character's specialization. You are limited to no more than 8 traits for your starter build. Choose them carefully. They will be the powers your character is most adept at and what comes most intuitively to them.



Low Humanity: You are evil and cannot have high humanity. Works as a requirement.
High Humanity: You are good and cannot have low humanity. Works as a requirement.
Exorcize Evil Spirits: Drive evil spirits out of a possessed person. Requires High Humanity.
Exorcize Non-Evil Spirits: Drive non-evil spirits out of a possessed person. Requires Low Humanity.
Summon Demon: Call a demon to yourself. Do not gain control. Requires Low Humanity.
Summon Angel: Call an angel to yourself. Do not gain control. Requires High Humanity.
Summon Fae: Call a Fae to yourself. They often communicate in riddles.
Summon Enigma: Call an Enigma to yourself. Do not gain control; outcome is unpredictable.
Poison Handling: Use and create one type of poison affecting humans and Otherkin without harm to yourself. Can be acquired multiple times.
Potion Creation: Create one type of potion for healing or protection against Otherkin per ability slot.
Protection vs. Good: Gain immunity to one ability used by angels. Can be acquired multiple times. Can combine with Protection vs. Evil.
Protection vs. Evil: Gain immunity to one ability used by demons or vampires. Can be acquired multiple times. Can combine with Protection vs. Good.
Protection vs. Nature: Gain immunity to abilities used by Shifters or Fae. Can be acquired multiple times.
Iron Will: Mind is resilient to domination and mental control.
True Faith: Use items of Faith or Anti-Faith as weapons. Requires High or Low Humanity respectively.
Hunter Mastery: Well trained against a specific species (Vampire, Shifter, Witch, Angel, Demon, or Fae).
Magnetism: Be enticing to Otherkin, drawing them for sex, feeding, or companionship.
True Sight: Determine if someone is Otherkin by looking at them.
Servant of the Otherkin: Choose one Otherkin race. That race cannot harm you as long as you serve them. Can be acquired multiple times.
Empathic: Read the emotions of other people.
Originator: Allow Otherkin to have Otherkin offspring. Without this, Otherkin can only have human children. Otherkin can identify Originators; humans cannot.














Bright Soul: Generates radiant spiritual energy that comforts Angels and burns minor demons on contact.


Anointed Bloodline: Descended from an ancient pact; blood is intoxicating to Vampires and empowering to Fae.


Saint's Vein: Bleeds glowing blood under stress; drinking it heals but risks sanctified backlash.


Echo Spirit: Your dreams overlap partially with the spirit world; mediums and ghosts seek you out.


Faith Resonance: Presence amplifies holy magic and wards, even when unbelieving.


Empathetic Heart: Other beings unconsciously feel emotions you’re experiencing; often used manipulatively by supernaturals.


Liminal Aura: Neither strongly living nor dead — you attract portals, hauntings, and fae curiosity.


True Mirror: Any supernatural that looks into your eyes sees its own moral reflection. Can cause love, pity, or rage.


Unmarked: Your essence cannot be tagged, sired, or traced by supernatural influence; a blank slate.


Blood Sympathetic: Your body adjusts subtly to whoever you’re bonded with — wounds or illness echo between you.


Shadow Touched: Slightly corrupted life force; Vampires find your blood bitter but addictive.


Hex Scarred: Witches’ experiments or curses left residue; magic near you misfires, sometimes protecting you.


Fear Born: Raised or traumatized amid monsters, your scent of fear attracts predators but also warns you of them.


Damned Blood: Your ancestry contains infernal residue; Demons respect you, Angels recoil.


Hollowed: A fragment of your soul is missing; psychic and dream powers fail against you, but so does empathy.


Grave Touched: You’ve died before and returned; undead feel kinship, and spirits whisper to follow again.


Uplifted Ash: Long exposure to divine or infernal power left you slightly radioactive to magic; spells near you distort.


Flesh of Promise: Supernaturals sense potential transformation — you could become one of them; constant temptation or protection surrounds you.


Beacon of Desire: Your life force burns brighter than others — natural lure for Vampires, Demons, and Fae. Also raises alliance or obsession risk.


Souless: Emits no spiritual presence whatsoever; even angels and demons struggle to notice you. Perfect for Hunters or spies.