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Human

“I will preserve human life at all costs. I will stand alone against behemoths before I let them touch my city....”
 

Table of Contents

 

Overview

Humans can inhabit just about any location in Ravnica, and have had contact with every species at one point or another. Some of the other races look upon humans as their staunchest of allies, other view them as the most vindicitve of enemies. They can reach reach ages of over 100 years. Humans tend to be fast learners and are more adaptive to change than any of the other races.   Many believe humans are the chosen race of the gods, a belief that is not without some merit as most of the gods look human in appearance. Humans have been on Ravnica since before recorded history. They are the most abudnant sapient race on the planet and are the only race that has members in large number in all the Guilds. However, interestingly none of the guild's paruns are human and human guildmasters are seldom though Jace, the living guildpact, is human. Humans are drawn to all colors of mana, though White tends to be the color that they graviate towards.
 

Menter of the Meek by Johannes Voss


 

Society and Culture

Humans have spread themselves out into a variety of cultures and societies. Any individual is capable of doing anything or being anyone, so it's difficult to guess what a human may be thinking at any point in time without knowing them. Across all the colors of mana, humans tend to gravitate towards White mana, as humans tend to appreciate order within the world.   Other species view humans as a mixed bag with many tending to greet them with a cautious trust. Humans can make great allies, and terrible enemies. They can be seen as incredibly loyal, and deviously dishonest. Humans have no natural enemies, but they have no natural friends either, it is up to the individual to find common ground with.   There is not a single god that humans do not worship. Though due human nature to gravitate towards White Mana, the gods who have representation in that color have more human worshipers. Iroas, God of Victory and Heliod, God of the Sun for example.

Lifespan
90-110 years.
Average Height
5-6 ft
Average Weight
150-250 lbs

Primary Mana Alignment

White

 

Stats

STR
3d6
CON
3d6
DEX
3d6
POW
3d6
CHA
3d6
SIZ
2d6+6
INT
2d6+6
  Hit Locations
1d20 Location
1-3 Right Leg
4-6 Left Leg
7-9 Abdomen
10-12 Chest
13-15 Right Arm
16-18 Left Arm
19-20 Head

 
 

Free Skills

Customs +40
Native Tongue: Common +40
Language: (Any) +40

Speed

Ground Movement 6 Meters (20 Feet)
 

Special Rules

Gifted Learners
Lucky
Endurance Runners
Adept Throwers

Human Traits

Free Skills

Customs +40, Native Tongue: Common +40, Language: (Any) +40  

Culture, Morality, & Passions

Choose one of the six Precincts or The Undercity for your culture.   Precinct One

Precinct One

This is the hub of the wealthy and powerful, where courtly games and espionage play out among visitors gawking at the impressive archiecture. The precinct is also known as the Guildpact Precinct.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Conceal, Deceit, Drive, Influence, Insight, Locale, Willpower  

Professional Skills

Choose 3
Art (Any), Commerce, Craft (Any), Courtsy, Language (Any), Forgery, Streetwise, Literacy  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Pride of (self, precinct, profession, or landmark)
• Despise (guild, race, profession, social class, or tourists)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Alchemist, Courtesan, Courtier, Entertainer, Guild Member (Any), Merchant, Mystic, Official, Physician, Priest, Scholar, Sorcerer, Thief, Warrior

 
  Precinct Two

Precinct Two

Many professionals live here in clean and orderly neighborhoods, in the shadow of New Prahv, while mob bosses coerce residents in order to enrich themselves and influence local politics.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Athletics, Brawn, Endurance, First Aid, Locale, Perception, and either Boating or Ride  

Professional Skills

Choose 3
Craft (Any), Healing, Lore (Any), Musicianship, Track, Literacy, Lockpicking  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Hatred of (guild)
• Respect (law, guild, power, or profession)
• Seek (peace, love, wealth, adventure, or power)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Alchemist, Courtesan, Entertainer, Guild Member (Azorius Senate, Boros Legion, or Orzhov Syndicate), Merchant, Mystic, Physician, Priest, Scholar, Sorcerer, Thief, Warrior

 
  Precinct Three

Precinct Three

In the Greenbelt, nature has encroached into the urban enviornment to varying degrees, and folk here provide bountiful sustenance and domesticated beasts for most of the district.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Athletics, Locale, Endurance, Evade, First Aid, Perception, and either Drive or Ride  

Professional Skills

Choose 3
Acrobatics, Art (Any), Craft (Any), Healing, Lore (Any), Survival, Track  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Protect (nature, animals, freedom, or community)
• Hate (destruction, guild, civilization, disorder, or disharmony)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Alchemist, Beast Handler, Farmer, Fisher, Herder, Guild Member (Gruul Clans or Selesnya Conclave), Merchant, Mystic, Physician, Priest, Scout, Shaman, Warrior

 
  Precinct Four

Precinct Four

Constantly in the a state of turmoil, the scarred streets of Precinct Four are a proving ground for soldiers and marauders alike. Visitors here had best be spoiling for a fight.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Athletics, Brawn, Endurance, Evade, Insight, Stealth, Unwarmed  

Professional Skills

Choose 3
Engineering, Craft (Blacksmithing), Healing, Lockpicking, Mechanisms, Streetwise, Survival  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Seek (destruction, peace, nature, freedom, progress)
• Hate (guild, civilization, order, or law)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Hunter, Guild Member (Boros Legion, Cult of Rakdos, Gruul Clans, or Izzet League), Miner, Mystic, Physician, Priest, Scout, Shaman, Sorcerer, Thief, Warrior

 
  Precinct Five

Precinct Five

Precinct Five is where the learned folk of the Tenth District gather to discuss theory or to put their knowledge to practical use in the precinct's many schools, libraries, and laboratories.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Customs, Dance, First Aid, Influence, Insight, Sing, Willpower  

Professional Skills

Choose 3
Beuraucracy, Culture (Any), Language (Any), Literacy, Lore (Any), Teach, Research  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Hate (guild)
• Seek (knowledge, peace, power, progress)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Alchemist, Courtesan, Entertainer, Guild Member (Azorius Senate, Izzet League, House Dimir, or Simic Combine), Merchant, Mystic, Official, Physician, Priest, Scholar, Shaman, Sorcerer, Thief

 
  Precinct Six

Precinct Six

In the hardscrabble neighborhoods of Precinct Six, the working folk eke out a living by toiling at warehouses, docks, and factories controlled by callous employers. When night comes, the residents hide indoors to avoid becoming prey to creatures that stalk the darkness.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Athletics, Boating, Drive, Evade, First Aid, Stealth, Swim  

Professional Skills

Choose 3
Commerce, Craft (Any), Gambling, Healing, Language (Any), Sleight, Seamanship  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Hate (guild, undead, monsters, night)
• Tolerate (crime, drugs, murder)
• Fear (Undercity, undead, monsters, night)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Beast Handler, Entertainer, Fisher, Hunter, Guild Member (Boros Legion, Cult of Rakdos, Golgari Swarm, Gruul Clan, or Orzhov Syndicate), Merchant, Mystic, Priest, Sailor, Shaman, Sorcerer, Thief, Warrior

 
  The Undercity

The Undercity

Deep below the Tenth District lies a vast, thriving community of folk who have no desire or choice to live under the sky. Here, the Dimir. Golgari, Rakdos, and Simic hold sway in the caverns, causeways, and bodies of water that grace the darkest depths. The most dangrous creatures and people live in this forgotten place.

Standard Skills

All characters begin with +40 to customs and Native Tongue
Deciet, Endurance, Evade, Insight, Locale, Perception, Stealth  

Professional Skills

Choose 3
Craft (Makeshift Weapons), Gambling, Healing, Lore (Undead or Undercity Monsters), Streetwise, Survival, Track  

Moral Philosophy

Any. From the chosen philosophy, select one or two Traits as desired.
 

Passions

Choose one or two Passions from the following
• Loyaty to (guild)
• Hate (guild, undead, specific monster, surface)
• Fear (undead, specific monster)
• Love (friend, family member, or romantic lover)
• Or add an an additional Trait to the chosen Moral Philosophy.  

Careers (Mythras)

Agent, Alchemist, Beast Handler, Farmer, Hunter, Guild Member (House Dimir or Golgari Swarm), Merchant, Miner, Mystic, Physician, Priest, Scout, Shaman, Sorcerer, Thief, Warrior

 
 
“When angels fall, humans must rise.”

Special Rules

 

Speed

Movement: 6 meters (16 feet)
 

Gifed Learners

There is a reason for humans being the dominate species on Ravnica. Humans are incredibly flexible and adaptable to nearly every situation thrown at them. They are gifted in learning new things, and as such recieve an extra Experience Roll beyond what is normally gained from CHA.  

Lucky

Luck has also been a factor that seems to favor the human race over all others. Humans recieve an extra Luck Point beyond what is normally obtained from POW.  

Endurance Runners

Throughout history, Humans have been exceptional at keeping a steady pace over long periods of time. Where most other races and creatures would collpase of exhaustion, humans can push themselves beyond what is normally capable of. Any Endurance roll involving running or walking is one grade easier.  

Adept Throwers

Like running, throwing has been a core part of humans as they evolved. A special bone in their wrist gives them an advantage over other races when it comes to throwing far and accurate. Any roll, or attack that involves throwing is rolled one grade easier.

Guild Affiliations

Humans have no trouble fitting into any of the 10 guilds. They are a common sight throughout all of them, and every guild is more than welcome to recruit a human into their service. As humans tend to gravitate towards White mana, however, the Azorius Senate and the Boros Legion seem to be the more popular choice among them.

History

Modern human have existed in Ravnica for hundreds of thousands of years. Having evolved from primates, they are the most prolific race on the planet. Throughout Ravnica's history, humans have dominated the land with their sprawling empires and long reach, and most of the guilds today had been started by and ruled by humans thousands of years ago. Today, there are no humans who maintain the title of Guildmaster, though the living Guildpact Jace is a human. Humans are plentiful in every guild, and many of the most powerful beings on the planet are human.

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