rdHuman
Humans are a common breed who’ve inhabited Outerah since the beginning of time.  In fact, humans of Outerah might not be considered at the top of the food chain since every other race evolved from them.  This hasn’t stopped humans from achieving greatness and many of Outerah’s most prominent beings are human!  At the same time though, this has produced a human subrace whose mental degradation has been offset with great physical strength.  But these human variants are little more than frothing beasts who are one step above becoming feral.

The Power of Creation

It is said that Lord Marcarvious made humans to be his initial Vessel of Creation.  Humans are what created a vast majority of inhabitable planets and life within the universe.  However, their ambition became their downfall and they were tossed away once evolution and their creations made their usefulness expire. Though not as numerous as they were in previous millennial cycles, humans are prominent figures still influencing the worlds they inhabit.  Their population is low though, averaging out to about five percent across all words.

Humans who have stayed the course and remain free of Lord Marcarvious still maintain a dominant presence in Planet Vicrious and a small percentage acting as the sole superpower on Blackheart.  Unfortunately, the latter share this world with their much more abundant, destructive counterparts.  As a human, you are respected by historians and are looked at positively by dragons due to your race’s lengthy history and perseverance.

Those humans who were freed from Lord Marcarvious are called Adepts.  These humans were liberated by Lord Repter on what is now known as Katsu Day and as such, they have embraced his ideology and pay their respects to the skulled god.  They’ve adapted to their new way of life without falling into despair.

In Outerah, humans who have lost their way are known as Barg.  These creatures are humans which have gone delusional, forgetting their roots and succumbing to the voice in their heads.  Wallowing in despair, they are slaves to Lord Marcarvious’s will while being none the wiser to their fate.

Human

  • Initial Attibutes Sub Race

    [Adepts: STR:10, AGI:5, VIT:10, INT:15, WIS:15, CHA:10, SPT:15, LUK:15] [Barg: STR:15, AGI:20, VIT:15, INT:5, WIS:10, CHA:5, SPT:20, LUK:10]

  • Age Subrace

    Adept humans can live for up to a century due to their evolution. Adulthood for adepts starts on their 21st birthday and it's smooth sailing for quite a while! Though they are no longer a race of Lord Marcarvious, adepts still retain a bit of their former master's creation power and it manifests in a completely different, and unexpected, way! At the surface, adepts don't appear to age much, if at all, after they become adults and that's because they age at a very slow rate. Once they become 90 years old, however, this gift of youth fades away. They age rapidly at an alarming rate; 1 year passes as though 10 have gone by for an adept, meaning that they go from young to venerable in just a couple short years. Bargs only live usually until the age of 50 due to their bodies giving out on them, many don’t last past the age of 40 due to poor decision making; being a slave to their impulsive nature often results in early death. Due to their poor lifespan, many are seen to be adults by the age of 16 and tend to have as many children as possible.

  • Evolution

    Humans are the reason multiple races exist in Outerah. Adept humans were the start of the Adeple line while barg humans created Kitsoo, which in turn branched off into many additional monster races.

  • Size Medium

    Humans range from a tad under 5’ tall to a tad over 7’ tall’.  Your size is Medium. Medium units take up one cell and suffers no Movement penalties from size.

  • Racial Variations

    Humans have a wide range of eye and hair colors. They also have many shades of skin tones.

  • L.A.W.S Land, Water, Space

    Humans can traverse Land and breathes oxygen.  They can swim and hold their breath in both Water and Space for 30 seconds plus their Vitality modifier.

  • Languages Humish, Subrace, ???

    You can speak, read, and write Humish, and either Scaletech or Elvion. Adept humans have also retained their knowledge of Eternes, while barg humans have learned Monstalexicon.

  • Resting Normal

    Humans have no special sleep patterns.

  • Vision Normal

    Humans do not have any special vision.

  • Deity Bonds Repter, Marcarvious

    Barg human’s existence was brought forth by Lord Marcarvious, giving you access to the Warrior Class, Gadgeteer DLC and Mechanic DLC.  Adept humans were freed by Lord Repter, giving you access to the Druid Class, Alchemist DLC, and Chef DLC.

  • Elemental Boons None

    Humans do not gain an additional racial Boon.

  • Elemental Banes None

    Humans do not suffer from an additional racial Bane.

  • Elemental Laws Subrace

    Adepts are incompatible with the Destruction Element.  Barg are incompatible with the Creation Element. Your subrace depends on your elemental attunement.  If you rolled Creation, you are automatically an Adept; if you rolled Destruction, you are automatically a Barg. Otherwise, your subrace is yours to pick!  Unlike other races, a human’s subrace may change over time once the spark in their life is rekindled or if they hear the calling of Lord Marcarvious, where they unknowingly lose their free will, allowing an affinity to turn into Destruction or Creation over time.

Human Skills

Your Luck Points are used up in half increments, effectively doubling your points.

All Adept Mechanics can create a specialized firearm. Modeled after a small caliber handgun, this quirky contraption can fire an array of projectiles, hitting targets at longer range, and much more! At first-level your Omnigun is restricted to bullets only and as you level up, your increased expertise in engineering enables you to upgrade your personalized blaster in a variety of ways!

You may choose one of the following upgrades at Level 1, 5, 10, 15, 20, 25, and 30. One of the upgrades is available at Level 2!

  • You’ve learned to mold your Omnigun into a versatile firearm. In addition to loading your firearm the traditional way, you’ve outfitted it to be able to fire other projectiles. Choose from arrows, offensive small items (potion-sized and smaller), and small Improvised Weapons (rock, marbles, balls and anything smaller. You can now fire your choice projectile from your Omnigun! You can select this upgrade up to its maximum–three times–and by doing so, your diverse pool of ammunition means you will seldom, if ever, run out of ammo! 
  • Experienced & thrill-seeking adept mechanics can upgrade their Omnigun by enabling it to fire Cursed Rubies. After crafting this special ammo holster, you can rain death upon your enemies from afar! Enemies slain by the cursed ruby have a 60% chance to have their soul disintegrated upon being dealt a killing blow as opposed to the standard 10%. Cursed Rubies used in this manner do not gain the increased damage effect. The mechanic must be a minimum of Level 20 to be eligible for this upgrade. 
  • Many adept mechanics seek to improve the range of their respective Omniguns; after all, the greater distance between you and your enemy, the less of a chance they have to fight back. At second Level, you can opt to add Iron Sight Aiming to your Omnigun. This increases your firing range by 2 Cells!  At Level 10, you can build a small sight scope and replace your iron sight aiming; this scope grants you a total of +4 to your range. Finally at Level 20, your knowledge and expertise grant you the ability to replace the small sight scope with a night vision scope; it’s the same size as its predecessor, grants an additional +2 to Range and you gain the effects of Dark Vision while aiming through the scope! 
  • Adept Mechanics of intermediate level have the know-how to give their Omnigun’s ammo a solid one-two punch that hits their enemies in a different way. Starting at Level 10, you can choose between Slow, Poison, and Silence; your choice in status ailment can now be applied to all projectiles fired from your Omnigun! You can choose a second status ailment at Level 15 and the third one at Level 20! 
  • Adept Mechanics who seek to deal the most damage in one shot have engineered a special module for the Omnigun. This module imbues the firearm’s ammunition in a way that deals damage as normal, but each shot has the potential to render a foe unconscious. Starting at Level 15, you are eligible for the “Comatose Blast” upgrade; every single shot you fire now passively has a 1% chance to cause Coma! 
  • Sometimes the best approach is the simple one; you don’t have to worry about enemies if you’re dealing as much damage as possible. Adept mechanics who start their journey into the intermediate ranks can modify the barrel of the Omnigun in a way that increases its expulsion force. Starting at Level 10 you are eligible for this upgrade; all damage you inflict through your Omnigun gains a 10% bonus! 
  • As an adept mechanic, you’ve learned how to harness the power of the Elements of Outerah in a unique and, frankly, fun way! Intermediate adepts well on their way to the ranks of expert have learned how to properly attune to their Elemental Affinity. As such, starting at Level 15 you can imbue your Omnigun in a way that lets your ammo deal your elemental type in damage. You can switch to and from the standard damage and elemental damage freely!

As an adept you are used to making great things out of very little.  This grants you a 10% chance of gaining two items instead of one per item or gadget created.

You believe that since you have been wronged that you should be able to take anything that’s not bolted down to the ground, and sometimes even things bolted to the ground.  When you attack close range, roll a d10. If you roll a 10, you steal an item your enemy is holding; if you roll a 1, you steal 1d100 gold.

Your tendency to destroy has made you into a master pyromaniac… or arsonist.  Anything flammable you can get your hands on can be used as a fiery tool to help you when you need it most.   Items you’ve lit aflame will inflict an extra [1D6] extra damage and have a chance to burn; your held item’s property also changes to the fire element.  The extra damage increases an additional [1D6] every 5 Levels.  Burn damage deals [1D4] damage on every subsequent turn.