Origins · Background

Human

Backgrounds under this family. Click a Path hub when one exists, or type help human once you are in.

Play in your browser All Origins

Backgrounds

Mortal

mortal

Plain mortal townsfolk -- no trade kit yet. Pick a real Background with path <id> when ready.

Top stats: VIT, FOC, PRE

Detective

detective

Truth as a weapon -- profile, weak points, casework.

Top stats: FOC, FIN, POW

Reporter

reporter help reporter

Ink and nerve -- snap photos, interview locals, file stories.

Top stats: PRE, FOC, FIN

Scientist

scientist

Mad science equalizer -- juryrig gadgets that should not work.

Top stats: FOC, POW, VIT

Soldier

soldier

Trained violence -- brace, drills, last stands.

Top stats: POW, VIT, FIN

Witch

witch

Practiced spellcraft -- Hexcraft/Magic craft, not Hellcraft bargains.

Top stats: FOC, PRE, RES

Medic

medic

Trauma triage -- keep mortals in the fight without Grace.

Top stats: VIT, FOC, FIN

Procurer

procurer

Stylish criminal -- case, lift, fence the occult black market.

Top stats: FIN, PRE, FOC

Prophet

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

hunter help hunter

Folklore hunter -- salt, iron, stake, and board hunts. Unlocks Hunter Arts.

Top stats: FIN, FOC, RES

Occultist

occultist help occultist

Street-level ritualist -- wards, bindings, and deals with what answers. Unlocks Hellcraft.

Top stats: FOC, PRE, RES

Men of Letters

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

shaman

Esoteric healer and diviner -- Animism, hoodoo spices, and animal-aspect rites. Not Hellcraft.

Top stats: RES, FOC, PRE

In-game hub

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