Our sector is a diverse place, and the further you travel the more races you'll encounter. Below you will find a much more complete list of the usual suspects, though expect to run into many that are not covered.
Seraphim
Attributes: +1 Appearance
Racial Abilities: Does not age normally, Life Catalyzation, Cannot Get Void
Seraphim are the primal version of the Shayans. This angelic life-aspected race is one of the rarest in the sector, perhaps because they are often mistaken for Shayans or Inurans.
Seraphim are primal, meaning that while they have bred true and can have children they still retain the strengths and limitations of being an incomplete race. They gain an extra Catalyzation, but cannot ever gain their opposite.
Djinn
Attributes: +1 Agility
Racial Abilities: Does not age normally, Air Catalyzation, Cannot Get Earth
Djinn are air-aspected primals with lightning hair and a quicksilver nature. They are fairly rare in the sector, as most hail from the Sanctuary storm, where the legendary Blade of Virkonna lies hidden.
Djinn are primal, meaning that while they have bred true and can have children they still retain the strengths and limitations of being an incomplete race. They gain an extra Catalyzation, but cannot ever gain their opposite.
Ethereal
Attributes: +1 Charisma
Racial Abilities: Does not age normally, Dream Catalyzation, Cannot Get Spirit
Ethereals are a race ever in motion. Like the other primal races they are exceedingly strong in their aspect, and tend to be restless wanders. Ethereals range wildly in appearance, but tend toward brighter hues. Most love pink, purple, or blue hair.
Ethereals are primal, meaning that while they have bred true and can have children they still retain the strengths and limitations of being an incomplete race. They gain an extra Catalyzation, but cannot ever gain their opposite.
Ifrit
Attributes: +1 Strength
Racial Abilities: Does not age normally, Fire Catalyzation, Cannot Get Water
Ifrit are the most common primal race in the sector, and have long been used by the Shayans as shock troops and servants. Almost all Ifrit have been imprinted to resemble a beautiful Shayan female, but increasingly more variety is being seen.
Ifrit are primal, meaning that while they have bred true and can have children they still retain the strengths and limitations of being an incomplete race. They gain an extra Catalyzation, but cannot ever gain their opposite.
Demokin
Attributes: +1 Reason
Racial Abilities: Does not age normally, Void Catalyzation, Cannot Get Life
Demokin are one of two types of demonic primal. The kin are those who most closely resemble Xal himself. They bear wings, a tail, and horns, as well as the dark purplish-black skin of their race.
Demokin are primal, meaning that while they have bred true and can have children they still retain the strengths and limitations of being an incomplete race. They gain an extra Catalyzation, but cannot ever gain their opposite.
Healing Beer does not heal Demokin. While it does not cause damage, it still causes extreme pain. The same is true for Life-Healing Spells.
Instead Demokin can consume Magical Blood or Flesh to heal themselves.
Demokith
Attributes: +1 Strength
Racial Abilities: Does not age normally, Void Catalyzation, Cannot Get Life
Demokith are similar to demokin, but the kith are much stronger, and rely less on their intellect. Both embody aspects of their father Xal. The kith lack wings or a tail, but possess both horns and fangs.
Demokith are primal, meaning that while they have bred true and can have children they still retain the strengths and limitations of being an incomplete race. They gain an extra Catalyzation, but cannot ever gain their opposite.
Healing Beer does not heal Demokith. While it does not cause damage, it still causes extreme pain. The same is true for Life-Healing Spells.
Instead Demokith can consume Magical Blood or Flesh to heal themselves.
Shayatin
Attributes: +1 Fortitude
Racial Abilities: Does not age normally, Earth Catalyzation, Cannot Get Air
Shayatin are emerald-skinned rock people who could otherwise pass for human. The modern incarnations are the descendants of Anat, the daughter of Trakalon, and currently avoid discovery by using illusions or magic items to cloak their appearance. They travel alone or in small groups, and most tend to be short on trust and long on GTFO.
Shayatin are primal, meaning that while they have bred true and can have children they still retain the strengths and limitations of being an incomplete race. They gain an extra Catalyzation, but cannot ever gain their opposite.
Unliving
Attributes: +1 Will
Racial Abilities: Does not age normally, Spirit Catalyzation, Cannot Get Dream
The unliving are generally despised in our sector, which is understandable as they are animated corpses inhabited by a spirit that should have passed on into the Great Cycle. Unliving always have a spectral form, and that form is generally anchored to a physical body. If it is not then the unliving cannot effect the normal world, though they can kill the crap out of your face still.
Unliving don't need to eat or drink, but do need to consume magic regularly, or their tie to the spirit world will erode. If they "starve" the bond breaks, and their soul passes on into the Spirit Realm.
Unliving are primal, and cannot reproduce. They gain an extra Catalyzation, but cannot ever gain their opposite.
Healing Beer does not heal Unliving. While it does not cause damage, it still causes extreme pain. The same is true for Life-Healing Spells.
Instead Unliving can consume Ectoplasm to heal themselves.
Marid
Attributes: +1 Intuition
Racial Abilities: Does not age normally, Water Catalyzation, Cannot Get Fire
Marid are the water children of the god Hotep, and are quite common through the sector. They are occasionally confused with the Wyrm goddess Marid, but share no connection beyond the link to water.
Marid are primal, meaning that while they have bred true and can have children they still retain the strengths and limitations of being an incomplete race. They gain an extra Catalyzation, but cannot ever gain their opposite.
Synthetics
Attributes: +1 Any, +1 Any, +1 Any (cannot be the same, doesn't raise the racial maximum)
Racial Abilities: Does not age normally, doesn't eat or breathe, Can be repaired with engineering, No maximum fortitude, No maximum strength
Synthetics is a catch all term for any non-organic sentient race, and several were commonly encountered in our galaxy during the reign of the Dragonflights.
All synthetics are powered by nanites, the backbone of synthetic technology in our sector. Nanites are common, which means that finding resources to repair and maintain themselves is easy for synthetics.
Synthetics are always considered to have the bonuses of a harness, and have a number of base sockets equal to their fortitude. If they have a harness they gain the additional sockets.
While Synthetics cannot Catalyze in a traditional way they can acquire a Catalyzation module, which takes up a socket. Each module is constructed from two or more magical materials, and will hold the same power any other sentient would obtain, such as magic, or an attribute bonus.
If a Synthetic does not possess such a module, then they cannot Catalyze.
Synthetics take triple damage from Lightning.
It is impossible for Synthetics to use potions. Additionally, they can't be healed with regular Healing Spells. Instead, the Repair Spell of the Greater Path of Enchanting could be used.
They can be repaired by themselves or other characters too, by investing 2 hours of work. The Synthetic heals for HP equal to the successes of the engineering check.
Ratkin
Attributes: +1 Agility, +1 Intuition, +1 Dodge, -1 Brace
Racial Abilities: None
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