=====Regular Upgrades=====
Humans may choose 18 points from the following Abilities, or from human-available Extras. Humans may only have one Rare Ability on creation and 2 total. Extras do not count as Rare abilities unless specifically specified.
====Free Abilities====
**Danger Sense: **
Humans have a faint danger sense. A creepy feeling, hairs on the back of the neck standing up, a fluttery sense in the stomach - all of these bits of intuition can mean the difference between life and death at times.
**Lucky Ducks:**
Humans are also just...lucky on occasion. Once a day, this can be used to justify some outcome that would otherwise be unlikely (unlikely, but humanly possible). Like jumping out of a three-story building and landing without a scratch. Or falling off of a roof and landing safely in a trash bin containing trash bags full of packing peanuts.
====Rare Abilities====
**Never Give Up (8) : **
The human spirit is an incredible thing. It allows a person to keep going against all odds, against all sense, when they should, very rightly, just pass out. This Ability allows a human who is injured to keep going when others would likely have died. It's the Ability which allows a man with a shattered leg bone to crawl home, or for someone to keep fighting despite having been stabbed and in insane amounts of pain. You just keep on going, keep getting back up, because you can't give up.
**
Mageborn (10) : **
Can "tap in" to the magical knowledge of their ancestors/family line to discover past information/research or receive minor insight/visions. Mages have an ability to sense magic, though it is mild. They can tell if magic has been cast in an area or on an object, or if the level of magic in an area is rising or falling. Detecting the caster or type of magic is not always possible, however. ([[Mages|Choose your Mageborn Bloodline ---->]])
**Magic Resistance (8) : **
You are moderately resistant to casted magic. Casted magic still works on you, but only about half as well as it otherwise would. This also means that magical healing doesn't work as well on you. Note that this resistance does not extend to race or subrace abilities.
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Natural Empathy (6) : **
You do not have magical empathy, but you have natural empathy. Maybe you can just read people well. Or maybe you just pick up on these things through pheromones. Whatever it is, you seem to have a sense of how people are feeling -- not a certainty, but a definite sense. The downside is that sometimes other people's emotions seem to creep into you and make you start feeling the same way.
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Attractive pheromones (6) : **
Your pheromones are, for some reason, especially attractive. You have less of a problem seducing others. There's something about you that makes people far more inclined to want to get into your pants. However, these really only work on those who would otherwise already be attracted to your gender or sex. (This power is far less effective on those who do not breathe.)
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High Pain Tolerance (6) : **
For some reason, you can just tolerate pain far, far more than most people. Maybe there was some sort of brain or nerve damage as a kid. At any rate, while you can feel pain, it just really doesn't affect you quite as much. This can also be very bad...since you might injure yourself and not know it, or overdo it whilst injured without realizing it.
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Olympic Level Athlete (8) : **
You are simply in amazing physical condition. Perhaps you trained for athletic competitions. Maybe you were very into karate. You're the sort of person who runs miles every day, or doesn't ever miss a day at the gym. You're stronger and faster than most humans, and have a much better chance of holding your own against supernaturals in a fight. This is more than just hand-to-hand skill or knowledge of HOW to fight. You are literally stronger and faster than most humans.
**
Eidetic Memory (6) : **
You just...remember everything. Everything you see once, you can remember. Even if you just glance at it. It's all copied into your brain for later recall. Some people call this "photographic memory".
====Regular Abilities====
**MacGyver It (4) : **
You have the ability to look at what's available in a situation and put together something to help you escape or deal with the 'situation' at hand, whatever situation that may be. You can only use this ability once per day, and will need to be somewhere that you can find a few supplies, but you can definitely MacGyver it.
**I Saw It In A Movie (4) : **
Humans know best where their world is concerned, because it is a world they largely built. Sometimes they have the most random knowledge, from movies, video games, books. With this, you can, use you knowledge of the world at large to attempt something not on your skill list, even those things that require some sort of special education. Your level of skill will be considered Novice, and this ability may only be used once per scene.
**Parkour (4) : **
You've got some seriously sick parkour skills. As long as you are in the city, and outside, you have a good chance of getting away from whatever is pursuing you, even if they are seriously faster than you. Anything short of a vampire you can probably flee...assuming they don't catch hold of you or shoot you or have the ability to fly.
**Bad Taste (2) : **
For some reason, your blood just tastes awful to vampires. One bite and they pretty much never want to bite you again. This doesn't mean they CAN'T bite you, just that you're probably last on the list of Who Is For Dinner. You are the human equivalent of brussel sprouts.
**Extra Tasty (2) : **
You just taste awesome to vampires for some reason. You are chocolate cake, steak, and bacon-covered donuts all rolled up into one. While this does mean you're probably on the top of the dinner list, it also means that vampires have an extraordinarily vested interest in protecting you, and might possibly even fight over who gets to do so.
**Super Lumina (4) : **
You are so creative that your lumina is twice as fulfilling to the Fae. Simply being in your presence for an hour can help to restore their lumina. This gives the Fae a vested interest in protecting you and keeping you around.
**Heightened Pneuma (4) : **
You are especially dedicated to the virtues and faith of Ael. Or you are especially sinful and/or dedicated to the worship of Lucifer. You produce extra pneuma, and will likely be protected by the relevant group of Celestials, possibly to the point of being accepted into their inner circle.
**Leg Day (2) : **
You never skipped leg day. Unlike the Olympic Athlete ability, the Leg Day ability is only about running, endurance running. You could run all day, it seems, and not get tired. You'd be a great jinrikisha driver, or courier.
**Mother's Intuition (4) : **
You just have a really good sense about people. Perhaps you were a mother, or caregiver of some sort in the past. But your intuition often clues you in if someone is lying or hiding something from you. It's not a definite thing, like some sort of lie detector, but you definitely get suspicions. Also, you can totally clean someone's face with a napkin and spit.
**Jaded (4) : **
D13 went down, and since then, you've seen an incredible amount of shit. Crazy shit. Supernatural shit. You've been in the thick of it. You've become jaded to the use of magic, and the existence of supernatural things. Seeing magic no longer freaks you out, and even some of the more scary aspects of the supernaturals do not provoke any sort of fear response in you. You've seen that before.
**Inspiring Presence (4) : **
You are one of those people that just has a lot of natural charisma and presence. Your energy is infectious. You have a much better chance of doing things such as -- de-escalating hostilities, inspiring a crowd or mob to do something, getting people to follow your lead, or convincing them of a certain idea.
**Strange Presence (2) : **
You are one of those people who is just...creepy, strange, or a little scary. Something about you strikes people as WRONG, and because of that, everyone avoids you. But you can also use it to your advantage. People will be more likely to fear you, and fear can be a powerful thing.
**Well Traveled (4) : **
You've just been everywhere, it seems. You have a passing understanding of the etiquette, history, and culture of many countries, and seem to know just a little of almost every language.
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Walking Encyclopedia (4) : **
You're one of those people who just knows random facts about mundane, often useless things. But once in a while, it comes in completely handy. Maybe you know that tree is poisonous even though you don't have Herbalism abilities. You're great at settling bar bets and probably spent a lot of time browsing wikipedia before D13.
**
Minor Fame (2) : **
Before D13, you had achieved minor fame in the human world. You might be recognized, and get a free dinner now and then.
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Major Fame (4) : **
Before D13, you were extremely famous. You were famous on a nation-wide or global scale and will almost certainly be recognized by a great many others. People will probably ask for your autograph, and you'd probably have some groupies. On the downside, everyone knows who you are.
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I Know A Guy (2) : **
You're just one of those people who seems to know everyone. You can lean on your contacts once a week for assistance in various situations. Anything from watching your house while you are away, to getting a lead on where to get something. This ability often requires a ticket be submitted to the STs to find out what your guy knows or can get you.
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Mage Kin (2) : **
You are a human, who is related to mages, possibly part of a mage bloodline, and thus very knowledgeable about mages, covens, and magic in general. You would likely be accepted into the local Coven.
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Yokai Kin (2) : **
You had a Yokai in your family, a Yokai parent or sibling, or were simply raised by the Yokai but are human. Unlike Mage Kin, which are marked by bloodline, most Yokai kin are marked indelibly with a Calligramancy mark that "states" their relationship to the Yokai. You have Yokai lore, know about magics and yokai in general, and would likely be accepted into the local Han. The majority of Yokai Kin are also Spiritfolk, the information about can be found here.
**
Strong constitution (2):
When it comes to hotdog eating competitions, dealing with the common cold or being poisoned, your body is much more capable at taking hits. You have a strong stomach, and a strong immune system, and can more easily deal with these things than most.
**Magic Item (2, 4, or 8) : **
You start the game with a magic item of some sort. You'll need to detail your item in the "special requests" area of your application. Magic items need to be wall balanced, and generally should fall in line with things that would be made from the Casted Magics section.
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