Human Player's Guide
Humanity has done much with the world since they inherited it. Their innovations make the longer lived creatures of the world dizzy with both their abundance and rapid progress. One never knows what a single human is capable of, let alone when they are united.
Differences in Darkwood Nights
At this point in history the Inquisition hasn’t taken hold, the church is still growing but hasn’t become the monolith that dominates life throughout Europe in the 1300’s. In the rural places of Europe, such as Wollbach, Christianity and Paganism currently walk hand in hand, coming into conflict and coexisting in equal measure.
For more information you will want to read Dark Ages: Vampire and Liege Lord and Lacky. These can most often be found physically in second hand book stores or purchased online PDFs/Print on Demand through Drive Through RPG.
Why Play a Human?
Everything at Darkwood Nights starts with Humans. Every single other Faction needs Humans in order to function. For Mages they are mirrors, showing the horror of what they become as they dive into esoteric secrets for power at the expense of their souls. Vampires need them for food, power, and a reminder of what it is to be alive while Fae need their oaths with them simply to survive the world. Demons require their worship to keep from falling back to hell, despite how much they despise humanity while Garou need to strike a balance between civilization and the wilds. Their stories form the foundation for every other at Darkwood Nights, and Humans are at the forefront of Wollbach. This gives the Human player a lot of options. As stated above, no other Faction gets the level of choice around the type of game they want to play than a Human.
Humans have 1 additional Attribute; Merits. Even though this is their faction attribute, Merits are incredibly varied and allow deep customization of your character. Merits are Specialities, and as such each one has Prerequisites that must be met in order to learn. Merits do not require a teacher, and so if your character meets the Prerequisites for a Merit they may purchase it for 4XP. They unlock powers as well as unique mechanics available only to Humans. Merits are broken into the following general groups:
Abilities of a Human
Strength of Oaths grants the Human +1 Willpower Pool while they have an active Oath with a Fae. This additional Willpower Pool can take their total above 10, however it doesn't count as being on their sheet for the purposes of Merit Prerequisites.
Weaknesses of a Human
Humans have two weaknesses, The Delirium and The Curse.