Humans are NOT a closed species, and are tracked on the masterlist for ARPG purposes. Anyone can make one, and they are not bound by the ToS in a normal way.

Humans

the travellers of the stars


Summary

human-fb-a.pnghuman-fb-b.png

Basic

Fysa (Magic) alloy

Average Height 5 - 6 feet / 1.52m - 1.82m

Average Weight 120 - 150 lbs / 54kg -  68kg

Diet omnivorous

Life Span 75 - 85 years

About

Humans did not originate from the World of Orrison, but they have existed on Orrison for Ages.

They are known as survivalists, clinging to life when all odds are against them.

Design Rules

  • Hair/eyes can be any color.
  • Skin can have a tint of other colors.
    • Colored skin markings like natural stripes and splotches are fine!
  • Like real humans, height/weight/etc can fall largely outside of the 'average'.
  • traits reflect the physiology of neighbors:
    • traits based off of sentients such as chimia, rrex, immanu, etc
    • traits from both feral and domesticated fauna
  • changes can enhance abilities, such as improving eyesight and hearing.
  • changes cannot add extra limbs, such as wings. they expand on existing anatomy, like tails from tail bones.
  • changes can duplicate or remove small structures like eyes, fingers, toes, ears, etc but not large structures like full arms.
  • Fur/feathers/scales can cover 2/3 of the body
  • You may have 3 non-human traits total.
  • completely normal humans are still common too- humans with more natural anatomy tend to also be less magically inclined BUT this is not a hard-fast rule.

Variation

the range of physical traits

 

human-variation.png

Humans have the widest variety in all of Orrison, as their bodies are the most adaptable to changes.

For technicality, anyone who is still able to use 'alloy' magic (or no magic) is still considered a human, regardless of their appearance.

 

Physiology

physical traits

 

Fur, Feather, and Scales

In addition to skin, humans can have fur, feathers, or scales on their body.

Much of the time, it is present in small patches or tufts, and fur never completely covers a human's face (beards and slight scaling is fine). Fur is different from hair, which exists on the head and can run in a mane down the back-to-tail.

TOUGH SKIN
leathery skin is often darker in tint and tougher.

FEATHERS & FUR
fur appearing on the body is common in tufts or small areas.

SCALED SKIN
scaled or plated skin is common but normally doesn't cover much of the body.

Fur/Feather/Scale coverage should not exceed 2/3 of the entire body, but can be nearly anywhere except for covering the whole face!
The left examples are acceptable, but the example on the right is not.

 

Here is also an example of acceptable skin tones:

 

Trait Limitations

Humans can have three physical traits.

Although human traits are almost limitless, the amount of mutations a single human can have are limited. Humans that are far too mutated often don't survive. Traits include ears, horns, arms, hands, legs, feet, and tails. Things that do not count towards the trait limit are eye color, hair color, fangs or sharp teeth, fur/feathers/scales, and tiny claws. Each of these examples is an acceptable variation.

First: ears, tail (2) / Second: horns, feet (2) / Third: ears, legs, feet (3) / Fourth: arms, hands, tail (3)

 

Mutations which grow entirely new complex structures are not allowed-- this is essentially extra arms, extra legs, and bird/bat wings. Tails are okay as they are an extension of the existing spine. Bug wings being mostly just a simple membrane without bones/sinew/flesh that are non-useable for flight are also okay. The max size of these structures are the size of the back.

human-distribution-limbs.png

The legs and feet are seperate traits. Thus, traits that change the entire leg to a digitigrade leg are considered two traits as they are changing both the leg and the foot. This is the same for bird feet, hooves, etc.

Likewise, traits that change the proportion of the entire arm are considered two traits as they change both the arm and hand.

Here are some examples of humans that have too many traits.

  • LEFT: horns, legs, feet, tail (4 total)
  • MIDDLE: horns, arms, hands, feet (4 total)
  • RIGHT: horns, ears, chest spike, insect wings, feet, tail, quills (8 total)

 

Trait Types

Here are some examples of the types of traits humans can have! In general though, most traits are open to humans as long as they don't create new complex structures such as bird or bat wings. Feel free to ask about any features not listed here in case you're not sure!

Pointed ears, animal ears (real), animal ears (fantasy), fangs, tusks, multiple eyes, and gills are all valid options for head/neck traits. OK head traits that are not shown include antennae.

Hands can be normal or have small claws, and neither of these count against your trait limitation. Morphed physiology such as immanu hands and feet will count towards your trait count, and doubly so if they include the entire leg.

Tails are common, and you can use tails of any type! They can also be split tail or multi-tailed (each additional tail counts as a trait however).

Bug wings (like dragonflies, beetles, and moths) are also acceptable. The max size of these structures are the size of the back.

Fysa

the element of alloy


Alloy Magic

Alloy-ists conduct fysa through themselves to create something new. It includes the creation of charms, the art of which is called synthetics.

As walking conductors, humans seem not to be as negatively affected by many of the magical currents, both aria and fysa, that sweep the atmosphere of Orrison- though resilience would be the wrong term for it. Their bodies act as conduits rather than absorbing the magic-- thus, they've been classified as alloy elementals. People channel magic through their bodies and then are able to use that magic to create charm, or items with special effects.

Although people are more resistant to ill effects by strong magical currents, it is still possible for them to fall ill or die if exposed to either fysa or aria prolonged periods of time. It is also possible to be killed if they try to channel too much magical energy in the creation of a charm alone (having others helping them in this tasks masks it more plausible).

Creating charms is very much a practiced art. Though it seems that a majority of humans are able to perform it, the usefulness and effects of such an ability varies from person to person. Humans who consider themselves masters of magic are called "synthetics", or more traditionally, "witches".

Advanced magics are rarer than normal magics. Every character starts with one common ability within their category, and can unlock others through upgrades.

[ALLOY ABILITIES]