
Humans come in all shapes, sizes, colors, and cultures, and they have an innate ability to adapt to their environment. In a world filled with strange monsters and immortal creatures, humans continuously find ways to avoid extinction. This survival instinct, coupled with their ability to subtly take control of their surroundings, makes them one of the most unique races. Their capacity to use all available resources for their advantage is a testament to their resilience.
Humans also have the ability to adapt physically to supernatural influences. Whether through Vampire transformations, Lycanthrope infections, or other supernatural changes, their bodies adjust. However, not all humans possess magical abilities—some are born with innate powers, often linked to bloodlines of witches, voodooists, animators, hunters, and more.
While it is possible for a human to rise in status, such occurrences are rare. There is no moment in which a supernatural being would consider a human their equal, as humans occupy the lowest rung on the food chain in Vero.
This isn’t intended to micromanage or dictate how individuals tell their stories, but it’s meant to emphasize that if, by some rare circumstance, a human holds significant value to a supernatural character within a specific circle, this would not be reflected in the behavior of other supernaturals.
Obligatory human slavery has been recently abolished, and humans are only at risk of falling to slavery if they commit a crime warranting it. One of these crimes is vagrancy - humans are encouraged to get a job. Of course, a human may submit willingly to a supernatural. Humans may now walk free on the streets of Vero without the forced threat of slavery hanging over their head, and may even seek to become 'freaks' (fangbangers), seeking the bite of a vampire and even sexual encounters without fearing outright slavery. It's an interesting time now for humans on Vero.
Humans now have the right to request the vaccine against lycanthropy. The vaccine is available solely at the urgent care clinic, administered by medical professionals.
SLAVES
Slavery in Vero is extremely harsh. Slaves have no rights and are not considered people, regardless of their species. The situation is even worse for humans. The enslaved humans are kept in collars at all times to display their status, and many are branded with the mark of their owner or the slaver who sold them, indicating their pedigree, particularly for those bred for slavery. Their clothing is determined by the owner, ranging from minimal attire to simple, functional garments or rags, from completely naked to elaborate BDSM apparel, from rich fabrics to revealing togas, to fetish cosplay to lingerie.
Slaves can be used by anyone, punished, challenged for, captured, or killed without repercussions, as they are viewed as easily replaceable and hardly a supernatural would fight another over so little. Owners who have favorites may elevate them to a slightly higher status, such as a servant.
In Vero, supernaturals are strictly forbidden from interfering in disputes over slaves, as doing so could result in punishment from their own kind. This rule maintains the established order, ensuring that slaves remain under the control of their owners without challenge from others.
PROTECTION
Vero is designed so monsters can be monstrous in a world that made them "civilized" with the advent of laws and synthetic blood.
In some cases, a supernatural being may choose to hire a human to work for them. This is a step above slavery, as it offers the human more independence and the ability to make choices. However, it does not fully shield them from other supernaturals who may attempt to manipulate or coerce them into submission with their many powers or even purchasing it.
The only exception to this is the Human Servant of a vampire (read vampire page), which is an entirely different relationship and has nothing to do with indentured service or a job. The bond between a vampire and their human servant is unbreakable and absolute. This connection will be explained in further detail later. A vampire may have only one Human Servant who is preternaturally bound to them.
ACTIVISTS
Despite supernaturals having legal rights, human hate groups have formed in the past to push their agenda against them. These groups focus on dismantling the political structure that protects the preternatural community in an effort to halt their growth and power. While some members resort to violence, others take a more vindictive or passive approach. It's likely that individuals with such extreme views would have a unique experience if captured by slavers and brought to Vero, where supernaturals could teach them a thing or two. When playing this kind of role, it’s important to prepare for a lot of suffering and eventual loss, all while maintaining a good sportsmanship.
HUMANS WITH POWERS
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Novice
Choose up to two (2) psychic abilities:-
One (1) ability at Moderate proficiency
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One (1) ability weak and in need of development through roleplay
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Moderate
Choose three (3) psychic abilities:-
One (1) ability at Master proficiency
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One (1) ability at Moderate proficiency
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One (1) ability weak and in need of development through roleplay
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Expert
Choose three to five (3-5) psychic abilities:-
Three (3) abilities mastered through training and practice
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Two (2) abilities weak and in need of development through roleplay
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• Animator
Humans with the inborn ability to raise or control zombies, but not vampires. Typically, an animator engages in a ritual that involves drawing a circle and sacrificing an animal, usually a chicken or goat. However, in some cases, no ritual is required, and before animators learn to control their powers, they may inadvertently raise and summon zombies. Animator powers are significantly more effective at night. The longer a person has been dead, the more powerful an animator must be to raise the zombie, and the greater the sacrifice required to do so. No animator can raise a body until its soul has passed, which typically occurs within three days. Some animators believe that if someone were able to raise a body before its soul has departed, it would result in a true resurrection, bringing the person back to life. Some animators possess the ability to sense the dead. They can "feel" whether graves are full or empty and detect ghosts or lingering human souls. Additionally, some animators are also Vaudun priests. These animators are trained in the rituals of Vaudun and can use their abilities in more sophisticated ways, including the creation of magical talismans known as gris-gris.
• Biokinetic
A psychic power that allows the user to heal or harm others by manipulating the body's systems.
• Clairvoyant
A psychic ability that may enable the user to sense the history of a person or object by touching it, as well as feel any associated strong emotions or even physical sensations. Some clairvoyants can also see the aura of others and sense their power from a distance. They may experience visions of past, present, or future events, or perceive happenings in distant locations.
• Cryokinetic
Similar to Pyrokinetic, this power allows the user to manipulate and freeze molecules, turning them into ice.
• Cyberpath
The ability to sense the abilities of others through electronic media, such as computer videos.
• Elements Manipulator
A psychic power that allows the manipulation and control of basic elements present in the surroundings. However, unlike a Pyrokinetic, they cannot psychically produce the element.
• Empath
A psychic ability to feel the emotions of others in the vicinity or through touch.
• Nullifier
The ability to negate most psychic abilities within a limited radius.
• Pyrokinetic
The ability to create and control fire with the mind. A pyrokinetic's aura allows them to set themselves on fire without harm, as they are protected by a blue, pale flame. This aura can unintentionally extend to others within its range. When the user wishes it or loses control, the flames turn into ordinary yellow-orange fire, capable of harming the user.
• Psychic Vampire
The ability to feed on others' memories and emotions, often violently. This process can cause physical symptoms like nosebleeds, convulsions, and foaming at the mouth. When feeding on memories, the user experiences them and gains the victim's knowledge.
• Sorcerer
Individuals who gained their magic through demonic or darker powers. They bargained their souls for money, comfort, lust, or power. Often weakened by flaws, such as mental illness or moral corruption, these vulnerabilities can attract evil forces.
• Telekinetic
A psychic ability to move objects or manipulate the physical world with the mind.
• Telepath
The ability to communicate directly with other minds, bypassing verbal communication.
• Vaudun Priest
A practitioner of Voodoo magic.
• Witch/Wizard
Practitioners of traditional and modern magic, including Wicca, Egyptian magic, and more.
DISCLAIMER: The powers listed above are intentionally kept generic to allow for personal interpretation when roleplaying. However, please keep in mind the combat rules, which apply universally. Additionally, when a human with powers is transformed into a new species, all of their powers are lost.
HUMAN SERVANT OF A VAMPIRE
Human servants are the eyes, ears, hands, and voice of the master vampire they serve. Only a master vampire has the strength to create this bond with a human, and they can only have one human bound to them at a time. Only those who have proven themselves invaluable are made into servants, and it is considered a great honor for a human to be bestowed this title. The human's word and wishes are considered to be those of the vampire they serve. Often, master vampires create human servants to increase their power.
While the vampire gains power from the bond, the human servant also benefits. The sharing of the vampire’s strength with their chosen servant grants them more power, greater strength, and longer life. This makes the servant harder to hurt, enables them to heal more easily, and increases their resistance to many poisons. Additionally, the servant becomes immune to the vampire's voice, mind, and glance. Due to this, human servants must willingly serve the vampire they are bound to. Despite the substantial increase in strength, if the human servant doesn’t know how to use it, a skilled average human can still defeat them. Human servants age much more slowly, almost as slowly as vampires, when they bear full marks.
A human with powers who becomes a human servant to a vampire retains their abilities and may even share them with the vampire. It's important to note that a human servant does not necessarily have a romantic or intimate relationship with the vampire; some maintain completely separate lives despite their bond.
THE MARKS
To fully bind a human to a vampire, four marks are required. Once the fourth mark is given, the bond cannot be undone voluntarily. Until all four marks are given, another master vampire can mark the human. However, the human will be fully bound to the vampire who bestows the fourth mark first, and any prior marks will be dissolved or disrupted. While the bond is generally voluntary, the marks can be given against the human's will. A space of a week is needed between each mark.
First Mark
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The vampire shares their life-force with the human. This mark is subtle, with no visible signs, and may go unnoticed by the human. The human may feel as though they have "fallen" into the vampire's eyes. This mark does not necessarily require the vampire’s physical presence.
Second Mark
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The human sees two spots of flame, the shade of the vampire’s eyes, coming towards them until they overlap. For a moment, the human perceives the world in the shade of the flames, and anyone looking at their eyes will see them glow that color. This mark generally requires the vampire’s physical presence.
Third Mark
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The vampire ceremonially takes blood from the human and shares their memories with them, and vice versa. This mark is believed to require the vampire’s physical presence.
Fourth Mark
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The human drinks the vampire’s blood while the vampire recites a ritual phrase like, "Blood of my blood, flesh of my flesh, two minds with but one body, two souls wedded as one." This ritual is vital to fully bind the two, and it is believed to require the vampire’s physical presence.
RESULTS OF THE MARKS
Each mark not only increases the servant’s power and strength but also imparts various other abilities.
First Mark
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Grants the human greater healing abilities, higher pain tolerance, increased stamina, and durability. They become immune to almost all tricks of the vampire who gave the mark (including their voice, glance, and mind), and more resistant to other vampires' powers. The vampire may gain a link to the human through this mark.
Second Mark
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Immunity to more powerful vampire tricks, as well as further increased stamina. The vampire can draw energy from the servant through this mark, sustaining them even without feeding. The vampire can also enter the servant’s dreams to communicate. While the servant cannot be affected by the vampire’s voice or glance, the vampire can still trick them using their mind, though this requires skill.
Third Mark
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Establishes a more direct mental connection, allowing the vampire and servant to communicate when the servant is conscious. This mark also enables the sharing of thoughts, emotions, and memories. The servant’s healing ability is enhanced further, and they become immune to poisons. The vampire can taste the food their servant consumes, which is often a sensuous experience for both.
Fourth Mark
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The final mark fully binds the life-forces of the two. Injury or death of one will negatively affect the other. The two will be able to sense each other’s thoughts, emotions, and actions.
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Once the fourth mark is given, the human servant stops aging and remains human, retaining their abilities and physical form.
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A strong master vampire may survive the death of their human servant, though they will be greatly weakened. A human may survive the death of their master, but they will often go insane. The longer the bond lasts, the greater the likelihood of this outcome, especially if the human exceeds their natural lifespan.