2E True-Blooded Human Lists

==2E True-Blooded Human Lists==
===Earth-Bound Human===
They are the most common species and have always existed since before the great calamity, hailing control over most existing civilizations. Descendants to the inventors of all technology and the dominant species on planet Earth.
Origin: EB Human
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Century Old Antibodies 	None 	When inflicted with a poison of any kind, the character can use a reaction to withstand the attack. This takes up 1 action point from their next turn. Once per IRP day. 	1
Amped Adrenaline 	1d4 	The user can increase the damage of their fists and feet during stamina exhaustion, replacing the base damage of physical attacks with 1d4. This takes up 2 action points. 	1
Heightened Senses 	1d4 	D20 Stat rolls to gain a bonus 1d4 roll for that turn. This takes up 3 action points for the stat action. 	1
Environmentalist 	1d4 	Utilize the environment to increase movement or strength attacks for 2 action points and a bonus 1d4 to damage. 	1
Human Mind Effectiveness	None 	As a bonus action once per three rounds, the user can reduce one of two options with a flip of a coin. If this lands on head, the user can ignore action points spent for one technique. If it lands on tails, the user can remove any deductions to the roll from a technique action.	1
Introspection 	None 	While inflicted with any major concentration distractions, the user can retain focus once per turn after failing a saving roll on losing concentration. 	2
Symbiotic 	+3 	When working with a companion or allied wild animal, the user can increase their roll with a bonus. Costs 2 action points. 	2
Rough Skin 	+1 	When healed by bandages as a reaction or action, the user gains an additional point to their recovery. Costs 1 action point as an action. 	2
Earthly Warden 	1d4 armor 	A natural blocking technique with an increase to the damage reduction for a point in NTR with a max cap of 3. Costs 2 action points as an action. 	3
Solid Diet 	+2 	Increase all points from a buff when consuming a meal using this action's bonus. Can only be used once per day. 	3
Iron & Steel 	+5 	While repairing metal-based equipment during turn-based encounters, the user can use this action as a bonus. Costs 2 action points. 	3
Lethal Best Friends 	+2 	Animal or android companions receive a bonus to their damage when the user handles them. This is always active when prepared. 	3
Instinctive Hit 	1d4 	When struck with a melee strike, the user can do a free reaction once per day and roll for a smackback with set damage. 	4
Fitness Regime 	+1 (+4 for bruiser) 	Once per IRP day, the user can increase their STR/NTR/MVT roll with a bonus as a bonus action. This lasts the whole IRP day. Bruiser archetypes gain a better bonus. 	4
Intellectual 	+1 (+4 for analyst) 	Once per IRP day, the user can increase their MED/CFT/INT roll with a bonus as a bonus action. This lasts the whole IRP day. Analyst archetypes gain a better bonus. 	4
Social Media 	+1 (+4 for diplomat/coop)	Once per IRP day, the user can increase their CON/CHA/PER roll with a bonus as a bonus action. This lasts the whole IRP day. Diplomat & Cooperative archetypes gain a better bonus. 	4
Human Instincts 	+4 	Improve all stat block rolls by +4 when at 2 HP remaining. 	5
Human Guarantee 	Nat 20 	Guaranteed critical success with a damage roll. Can only be used once per IRP day. 	5
===Black-Heart Human===
Existing around the orbit of Planet Earth, Black-Heart humans have adapted and evolved through the utilization of life juice in desperation to survive on low nutrients. They have since grown to be something more.
Origin: BH Human
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Century Old Antibodies	None 	When inflicted with a poison of any kind, the character can use a reaction to withstand the attack. This takes up 1 action point from their next turn. Once per IRP day.	1
Low-Gravity 	MVT +10 	In low-gravity environments, the character gains additional movement for three turns. This takes up 1 action point. Once per IRP day. 	1
Radiation Walker 	None 	Can resist radiative death environments. 	1
Anti-Vertigo 	None 	When inflicted with any form of vertigo or displacement the user resists it entirely; ignoring the saving roll on losing concentration. 	1
Introspection 	None 	While inflicted with any major concentration distractions, the user can retain focus once per turn after failing a saving roll on losing concentration. 	2
Juvenile Weight 	2 reduction 	In low-gravity or non-liquid floating states, all shooting PER and moving MVT debuffs are reduced for 1 action point during the turn. 	2
Grav's Caliber 	1d4 armor 	Resist forced-gravity damage with natural blocking armor but costs 1 action point if used as a reaction for the user's next turn. Costs 1 action point. 	2
Pendulum Strike 	1d4 	All throwing and melee attacks with forced-gravity receive an extra damage roll for 2 action points. 	3
Kinetic Repulse 	2d4 	Do two melee hits twice in low-gravity domains using equipment for 1 action point as long as STR or MVT bonuses are being used by the user. 	3
Floating Maneuver 	+10 	When explosives within low-gravity domains are set, the user has an increase in MVT dodging bonus within the domain from their traps. 	3
Space Acrobat 	None 	Spend all stacked GRV points to increase MVT-based melee damage in low-gravity domains, with a point added for each stack 1:1. Costs 2 action points. 	4
Sea of Stars 	None 	All swimming bonuses from any action or perk now apply to movement in low-gravity domains. 	4
Spacefarer 	+5 	CON rolls for retaining breath are increased with a bonus in low oxygen locations and situations. 	4
Human Instincts 	+4 	Improve all stat block rolls by +4 when at 2 HP remaining. 	5
Human Guarantee 	Nat 20 	Guaranteed critical success with a damage roll. Can only be used once per IRP day. 	5
===Stasis-Mind Human===
A rare breed of humans originating from an eldritch face hugger latching itself onto the originator. This has led to a subservient variation of humans with the abilities to tap into the minds of eldritch as well as utilize some of their strengths if consented.
Origin: SM Human
STAT REQUIREMENT: 	STR +1 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Century Old Antibodies	None 	When inflicted with a poison of any kind, the character can use a reaction to withstand the attack. This takes up 1 action point from their next turn. Once per IRP day. 	1
Mind Meld Radar 	None 	Detect the exact position of wild eldritch and SM humans within the vicinity of 5 yards. This takes up 1 action point from their turn. 	1
Global Chatroom 	None 	Can communicate mentally with eldritch within the vicinity of 5 yards. Stealth rolls against other eldritch using this is an immediate failure. 	1
Borrow Body 	??? +?? 	From one eldritch that consents, the user can add their STR or MVT to their own for the entire encounter. The user is also immune to the eldritch fear verb. 	1
Borrow Ability 	Depends 	From one eldritch that consents, the user can borrow a species action ability they have if the eldritch is a level below the user. If no level is specified, rely on the companion level requirement. This is a bonus action. This is always active when prepared. 	2
Pacify Eldritch 	+2 	Using INT or CHA, the user can also gain an additional bonus to pacify an enemy wild eldritch temporarily which lasts 2 turns and cannot be done again. Costs 2 action points. 	2
Symbiotic 	+3 	When working with a companion or allied wild animal, the user can increase their roll with a bonus. Costs 2 action points. 	2
Solid Diet 	+2 	Increase all points from a buff when consuming a meal using this action's bonus. Can only be used once per day. 	3
Eldritch Bone Saw 	1d6 damage 	If the user has undergone stasis and is an eldritch archetype, this can be used. Using formed flesh, shape a bone saw for one turn. Can be used to attack as a bonus action with melee rolls this turn. This applies the cut verb x2. Costs 1 action point. 	3
Bone Piercer 	1d8 damage 	If the user has undergone stasis and is an eldritch archetype, this can be used. Using formed flesh, shape a bone rod in a stabbing motion. Can grapple down a limb for their next turn. This applies the cut verb x2. Costs 2 action points. 	3
Armored Bite 	1d12 damage
-5 attack roll	Bite into a target once per IRP day with a powerful bite that ignores 1d4 or lower armor, dealing good damage. This has a decrease in its attack roll always. Costs 1 action point. 	3
Fitness Regime 	+1 (+4 for bruiser) 	Once per IRP day, the user can increase their STR/NTR/MVT roll with a bonus as a bonus action. This lasts the whole IRP day. Bruiser archetypes gain a better bonus. 	4
Intellectual 	+1 (+4 for analyst) 	Once per IRP day, the user can increase their MED/CFT/INT roll with a bonus as a bonus action. This lasts the whole IRP day. Analyst archetypes gain a better bonus. 	4
Social Media 	+1 (+4 for diplomat/coop)	Once per IRP day, the user can increase their CON/CHA/PER roll with a bonus as a bonus action. This lasts the whole IRP day. Diplomat & Cooperative archetypes gain a better bonus. 	4
Inner Animal 	+1 (+4 for eldritch) 	Once per IRP day, the user can increase any stat with 1 or fewer positive bonuses for a dice roll as a bonus action. Eldritch archetypes gain a better bonus. 	4
Human Instincts 	+4 	Improve all stat block rolls by +4 when at 2 HP remaining. 	5
Eldritch Shapeshift 	+6 damage 	Can shapeshift into any companion-type eldritch or bestiary full-fledged eldritch after consuming them once in their lifetime, having their species actions while in that form. The user can only be in one shapeshift form at a time. The user keeps their usual HP when they shapeshift. While in this form, the user can still utilize any species action prepared from their own sheet. All body-usage melee damage dealt in this form is increased with the bonus. Costs 3 action points to convert and revert.	5
===Banshee-Human===
An experimental attempt to make humans immune to extreme radiation and live in daring environments, focused on enhancing possible communication methods and resistances. Their skin turns a shade of pink.
Origin: Banshee
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Century Old Antibodies	None 	When inflicted with a poison of any kind, the character can use a reaction to withstand the attack. This takes up 1 action point from their next turn. Once per IRP day. 	1
Absorb Combustion 	1d12 rad damage 	After receiving radiation damage, the character can then channel it into an explosive radiation damage burst that covers 10 tiles around them. Costs 2 action points. 	1
Radiation Walker 	None 	Can resist radiative death environments. 	1
Limb Exchange 	None 	Can generate temporary limbs from their body or along those 1 ft away. Grappling rolls receive a bonus of +5. 6 limbs limit. Gains 1 additional attack action per limb. 	1
Vocal Eruption 	1d8 sonic damage 	Screaming allows the user to do sonic damage towards one direct target. If the target is struck, it receives the stun effect from the blunt verb. 	1
Sound Barrier 	1d4 sonic armor 	Reduce sonic damage by activating a temporary sound wave shield around the user and anyone 2 tiles nearby. Costs 1 action point. 	2
Radiation Mouth 	1d4 rad armor 	Reduce radiation damage from species actions only using a radiation-absorbing action. Costs 1 action point. 	2
Rough Skin 	+1 	When healed by bandages as a reaction or action, the user gains an additional point to their recovery. Costs 1 action point as an action. 	2
Earthly Warden 	1d4 	A natural blocking technique with an increase to the damage reduction for a point in NTR with a max cap of 3. Costs 2 action points as an action. 	3
Kinetic Compel 	1d8 armor 	Reduce any incoming damage with kinetic energy using a wall of sound around the user. Costs 2 action points and will take from their next turn if used as a reaction. 	3
Reshape Limb 	None 	Turn any summoned limb from their body into a unique shape for new actions: wing (2 limbs required to fly for two rounds), tail (1 limb required, can be used to grip onto things with a +10 grappling bonus). Costs 1 action point and has a cooldown of three rounds. 	3
Overload Defense 	None 	Temporarily negate all damage on the user from this action. Can only be used once per day and as a reaction. Costs 1 action point their next turn. 	4
Temporary Organ 	None 	Spend any additional limb and reshape it into an organ: eye (1 limb required for 1 eye, allowing a bonus PER action/repeat PER actions once), mouth and voice box (1 limb required for mouth, allowing to speak from it and alter the voice). 	4
Human Instincts 	+4 	Improve all stat block rolls by +4 when at 2 HP remaining. 	5
Hypersonic Calling 	2d12 sonic damage
8 self damage	While keeping concentration, the user can constantly keep screaming in one direction which covers 20 tiles. Anyone within the direction will receive -20 to PER hearing rolls for three rounds and increased damage. This lasts two rounds, ending on the user's next turn, and does 1d12 damage for each round to targets within the radius. Targets must roll CON DC 10 to escape the hypersonic. The user can only do this once per IRP day and cannot do any other actions for both turns this is active. Costs 3 action points.	5
=== Android-Brain Human ===
Originating from a powerful chip, a human with android-brain is capable of controlling a vast army of androids without fail. LOCKED TO PLOT.
Origin: AB Human
STAT REQUIREMENT: 	INT +1 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Century Old Antibodies	None 	When inflicted with a poison of any kind, the character can use a reaction to withstand the attack. This takes up 1 action point from their next turn. Once per IRP day. 	1
Droid Override 	None 	Ignore all firewalls of an Android and immediately override it upon touch or through a supercomputer with an expanded range. When an Android is in an override state, it cannot be hacked by anything. It also cannot utilize its program species actions as well as stats and becomes an android minion. If it is a player android resisting control, they can roll INT saving to escape every turn against the user's INT dice roll. The user is limited to one minion per level in base INT. Android minion base stats: INT +2 & PER +2. Android minions can only utilize one weapon each. Normal minion android HP is always 5.	1
Droid Armament 	+10 	All companion androids and minion androids receive a bonus to all their rolls when the user utilizes them. 	1
Speak-Easy Robot 	None 	Communicate through a droid like a radio. Applies to any controlled android. 	1
Virus Code 	None 	All Virus-named actions receive a bonus +2 to their INT rolls. This is always active when prepared. 	1
Virus Outbreak 	None 	Using any quick hack the user has access to as a device, they can spread it to any Android they override/overriden. Costs 1 action point. 	2
Virus Scan 	None 	Using a built-in interface through the user's mind, they can utilize the PER of three android minions controlled. Costs 1 action point. 	2
Virus Break 	1d12 	Cause a companion android to explode from extensive overheating. Applies guaranteed burn to targets within 5 tiles from the explosion. Costs 2 action points. 	2
Private Network 	None 	Creating a private network dedicated to the direct androids the user controls, pass along stats between to buff/de-buff different androids until the encounter ends. Only one stat transfer between androids per use of this action. Costs 1 action point. 	3
Virus Barrier 	1d4 armor 	Give all companion or minion androids 1d4 armor for the round (ending on the user's next turn). Costs 1 action point. 	3
Virus Plague 	1d4 rad damage 	Have a controlled companion or minion android deal radiation damage with a melee strike. This is a bonus action that can be applied when it is a controlled/minion android's turn. 	4
Intellectual 	+1 (+4 for analyst)	Once per IRP day, the user can increase their MED/CFT/INT roll with a bonus as a bonus action. This lasts the whole IRP day. Analyst archetypes gain a better bonus. 	4
Human Instincts 	+4 	Improve all stat block rolls by +4 when at 2 HP remaining. 	5
Mass Production 	+2 per INT 	The user can control a wide-spread of androids through a super computer but for direct utility without the device, the user can control two minions per INT point. This is always active when prepared. 	5
==2E Additional Human Mutations==
These are additional actions designed for some true-blooded humans and half-humans (excluding halflings). Specific actions only work for specific human or half-human variant lists. Mutations below can be considered and treated like equipment, as loot. This is a bonus list and does not count towards the 1 variant species list limit for true-blooded humans and half-humans (excluding halflings). The options however are treated like it is part of the species action list of the character and level 2+ are limited to two selections which include the human's original list.
===Mutations===
Humans are prone to alteration with their DNA and biology. Minor ones are found below. These can also be unique traits passed down from familial blood-line.
Origin: Human-Mutate
STAT REQUIREMENT: 	None 	 	 	Discovered
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT 	
True-Blooded & Black-Heart Human Variants Only 	True-Blooded & Black-Heart Human Variants Only 	True-Blooded & Black-Heart Human Variants Only 	True-Blooded & Black-Heart Human Variants Only 	True-Blooded & Black-Heart Human Variants Only
Black Plague Survivor 	None 	A strange mutation visible from uniquely shaped body-parts. The user is capable of resisting Black Marsh poison. 	1 	OHSS Sector 13 & Family Lineage
Marsh Splatter 	1d6 acid damage 	Generate Black Marsh poison from the user's skin and splatter it towards a target. Costs 2 action points. 	2 	OHSS Sector 13 & Family Lineage
Mudskipper 	1d4 armor 	Generate mud from the user's skin which quickly harden and shatters to a strike. This can be used as a reaction but spends an action point from next turn. Costs 1 action point. 	1 	City Water 99
Opium Opressed 	None 	Having been mutated by eldritch plant opium poppies, the user can generate temporary opium which calms a target as well as themselves; allowing target(s) to be immune to concentration loss for their next turn. 	1 	Turkey Fields
Peyote Cactus 	None 	Be immune to Eldritch Plant Peyote Cactus hallucinations. 	1 	South Texas Wastelands
Undercity's Curse 	+4 	Die the minute one leaves the undercity into the slightly radiative surface. This requires the undercity's blessing to be cured. Once cured, the user can utilize the mutation for enhanced dodging and resistance to the rot verb x2 or lower. This is always active when prepared. 	1 	Golden Kansas Lineage
Undercity's Blessing 	None 	With this action, the user will not die upon leaving the undercity. This is always active when prepared. The user also gains a bonus action they can use once per turn for a telegraphing action due to the enhanced reaction timing from the mutation. 	1 	Golden Kansas Lineage
Quill Skin 	5d4 damage
2 self damage 	Spray a load of quills from one's skin outward in a burst, dealing damage to targets 3 tiles close to the user. If this lands, all quill damage is reduced by 2 if the user has the soak verb. This damages the user when used. Costs 3 action points. 	2 	Asia or North America
Vulgar Skin 	+5 	While applied with the rot verb, the user gains an increase in all PER and CON rolls. This is always active when prepared. 	1 	Rot Lands
Crystal Walker 	1d8 armor 	Bluish-green crystals form along the user's skin, granting them armor and resistance to electric damage. The user however will receive burn verb multiplier increases by 1 when receiving the status. This is always active when prepared. 	2 	Skyfall, Washington
Cryostasis Returner 	None 	Mutated within a cryostasis pod, the user has bluish-tinted skin and immunity to the frostbite x2 verb or lower. They receive 1 additional point to damage from attacks that apply the burn verb. 	1 	Cryostasis Bunker
Cryoclasm 	2d2 damage 	The user's cryostasis mutation has become more potent they can cast a powerful burst of cold from their breath which applies frostbite x3 onto a target if hit successfully. This utilizes CON for combat rolls. Costs 2 action points. 	2 	Cryostasis Bunker
Cerebral Diviner 	None 	When a strange chip-like device is installed into the forehead of the user, they become an immediate acolyte to a cerebral diviner organization dedicated to control, direction, information, and manipulation. 	1 	Apostle's Culling
Half-Human Variants Only (Not Including Halflings)	Half-Human Variants Only (Not Including Halflings)	Half-Human Variants Only (Not Including Halflings) 	Half-Human Variants Only (Not Including Halflings)	Half-Human Variants Only (Not Including Halflings)
Coil Drum 	1d4 damage 	Ingesting a dangerous adrenaline serum has caused the user's coil blood to become dangerous hot. Casting blood onto targets cause them to receive burn verb x2. 	1 	Texas Regal City
Lineage 	Lineage 	Lineage 	Lineage 	Lineage
Acordia's Elusive Light 	None 	Born to the machinations of Acordia's original blood experiment, the user bleeds glowing yellow which many nicknamed ichor. Those with this blood have the ability to access Acordia's machinations technique list (a fourth specific technique list option) while also being unable to retain any other human mutations which makes the user ineligible to other human-mutate species actions. Converted Half-Faes can also have these abilities.	1 	Unknown
Cave-Dweller 	None 	This only works with a stasis-mind human from a certain bloodline consuming their first eldritch. The user can shapeshift into a temporary hulking form similar to the eldritch they killed for four rounds, allowing the user to utilize the Eldritch Shifter technique list (a fourth specific technique list option) while also being unable to utilize other lists and species abilities in this form. 	1 	Ooga Booga Lineage
The First Eldritch 	+6 	This only works with a stasis-mind or eldritch mutant who is directly taken by the first eldritch. The user can enhance all their species actions attack or counter rolls with this action's bonus always. This is always active when prepared. 	3 	Texas Eldritch Bunker
Trunk Child 	+3 	While born to a humanoid with the trunkard condition, the child retains the mutation but has proper sanity and is immune to the medusa verb x1 but not anything higher. The user has a bonus modifier to controlling eldritch plant companions. Any humanoid organic species can have this mutation. 	1 	Be a child of an infected trunkard.
Category:Dice System
Category:2E - Second Edition