Mortal
mortal
Plain mortal townsfolk -- no trade kit yet. Pick a real Background with path <id> when ready.
Top stats: VIT, FOC, PRE
Origins · Background
Backgrounds under this family. Click a Path hub when one exists,
or type help human once you are in.
mortal
Plain mortal townsfolk -- no trade kit yet. Pick a real Background with path <id> when ready.
Top stats: VIT, FOC, PRE
detective
Truth as a weapon -- profile, weak points, casework.
Top stats: FOC, FIN, POW
reporter help reporter
Ink and nerve -- snap photos, interview locals, file stories.
Top stats: PRE, FOC, FIN
scientist
Mad science equalizer -- juryrig gadgets that should not work.
Top stats: FOC, POW, VIT
soldier
Trained violence -- brace, drills, last stands.
Top stats: POW, VIT, FIN
witch
Practiced spellcraft -- Hexcraft/Magic craft, not Hellcraft bargains.
Top stats: FOC, PRE, RES
medic
Trauma triage -- keep mortals in the fight without Grace.
Top stats: VIT, FOC, FIN
procurer
Stylish criminal -- case, lift, fence the occult black market.
Top stats: FIN, PRE, FOC
prophet help prophet
Prophet of the Lord -- read Word of God tablets; listen to Angel Radio as secondary sense. Not Azazel Special Children. Spirit kit.
Top stats: FOC, RES, PRE
hunter help hunter
Folklore hunter -- salt, iron, stake, and board hunts. Unlocks Hunter Arts.
Top stats: FIN, FOC, RES
occultist help occultist
Street-level ritualist -- wards, bindings, and deals with what answers. Unlocks Hellcraft.
Top stats: FOC, PRE, RES
men_of_letters help men_of_letters
Scholar Legacy -- bunker archives, Archivist Lore, warding prep, Human fighter kit. Not Hunter Arts.
Top stats: FOC, RES, PRE
shaman
Esoteric healer and diviner -- Animism, hoodoo spices, and animal-aspect rites. Not Hellcraft.
Top stats: RES, FOC, PRE
Same text as help human.
human -- mortal play (Spirit, Backgrounds, Mutation Pool) No fangs, no wings, no patron waiting in your blood. In Lebanon, staying human is either the bravest thing you can do or the last mistake you make. How you play 1. path <id> -- pick a Background (detective, hunter, witch, soldier, …). mortal is plain townsfolk with no trade kit; you can still upgrade to a real Background later. Every other Background locks in. 2. blend / unblend -- hide or show your trade on who (score and look stay truthful). 3. spirit -- check your Spirit meter (willpower -- help spirit pool). 4. commit -- dig in for a short combat edge (spends Spirit). 5. settle -- ease off so Spirit can refill. 6. Use your Background verbs -- help detective, help prophet, help witch, … 7. nervework -- refill Spirit faster in matching rooms (lab, chapel, …). 8. train / spar -- climb primaries and Mastery (Humans climb a little softer). You are a mortal in a supernatural world. Every Human is a mortal first -- a Background (Detective, Hunter, Witch, …) is mortal + trade, not a separate species. Your edge is will, craft, and kit -- not a Hunger guise or a Mantle repair loop. Spirit is willpower. If Spirit empties while you are Committed, you Collapse -- forced Steady, plus a short Focus/Power wound that fades. Novice Background verbs work in Steady; deeper Adept+ rites need Committed. focus is an old alias for commit / settle. Surviving a huge supernatural hit can graft a Mutation Pool change. See also: help commit | help spirit pool | help paths | help blend