====== D’jinn ====== ^Attributes^^ | {{ :races:elektra_400x500.png?nolink&400 |}} ||| |Avg Life Span| 125 - 150 [Marks]| |Sexual Dimorphism| Yes| |Sexes| Cationic/Anionic| |Physiology| [[Game Mechanics:Definitions:Physiology:Astral Physiology|Astral]]| |Average Height| 90 - 120cm | |Average Weight| 0.5 - 2kg| |Home System/Planet| N/A| //D’jinn, also known as Wraiths, Genies, Stormers and Sparkies, are sapient beings composed entirely of structured energy. Where most federation peoples are systems of living energy contained within biological matter, the D’jinn exist without a flesh substrate. Their consciousness, memory, and identity are maintained through stable electromagnetic coherence rather than organs or cells. This makes them equally at home in the Meat Space and the Cyber Space, moving between the two as naturally as others breathe or sleep.//\\ \\ //In the Cyber Space, the D’jinn exist in their native state: distributed packets of self-aware code and energy flow, bound together by identity structures rather than physical form. In the Meat Space, however, they must condense. When manifesting physically, a D’jinn’s intense electromagnetic field attracts ambient particulates — dust, metallic fragments, conductive debris — drawing them into a loose, floating lattice. This lattice does not contain the D’jinn so much as provide a framework through which their energy can circulate safely, preventing uncontrolled discharge or dispersal. Their voltage is extreme, but their current remains deliberately constrained, allowing them to coexist with biological life without constant arcing or catastrophic loss of cohesion.//\\ \\ //The physical shape of a manifested D’jinn is a matter of preference rather than anatomy. Most adopt a broadly upright configuration with a defined core mass, upper limbs for manipulation, and a concentrated nexus where their cognition and communication routines are densest. This often resembles the upper body of other federation peoples, not due to shared biology, but social convenience. Legs are frequently omitted, as locomotion is achieved through controlled magnetic suspension rather than contact with terrain. Maintaining fine detail — musculature, hair-like structures, or facial specificity — requires sustained focus, that while possible, many D’jinn simply do not find it worthwhile.//\\ \\ //Their apparent coloration is a by-product of energy emission rather than pigmentation. Most glow within blue-white spectra, though variations occur depending on internal frequency stability and environmental conditions. Some emit toward violet or ultraviolet ranges, others toward warmer, reddish bands associated with thermal radiation. These emissions are not decorative; they are the visible bleed of a being composed primarily of radiation maintaining coherence in a matter-dense environment.//\\ \\ //D’jinn do not perceive the world through reflected light. They lack vision in the conventional sense. Instead, they map their surroundings by emitting and interpreting electromagnetic, thermal, and digital signals, constructing an internal model of space with remarkable fidelity. Walls, circuitry, heat signatures, astral flow and data traffic are all immediately legible to them. Non-electronic text, pigment-based markings, and purely optical illusions are effectively imperceptible to the D'jinn. Despite this, most non-D’jinn never realise they are interacting with a being that cannot see, as D’jinn perception often exceeds visual awareness in clarity and scope.//\\ \\ //Reproduction among D’jinn follows principles closer to physics than biology. Rather than a biological sex, all D’jinn exist in either cationic or anionic states, complementary charge expressions that can exchange energy under specific conditions to produce new, stable frequency patterns. These patterns may mature into distinct D’jinn entities. Others arise spontaneously in regions of immense energy density — stellar interiors, vast power grids, collapsing reactors — where random fluctuations achieve coherence and awareness. Such naturally emergent D’jinn awaken without lineage, history, or inherited memory, discovered and welcomed by existing communities. As a result, D’jinn culture places far greater emphasis on community than ancestry. Family, for them, is chosen rather than inherited. Identity is built through shared experience, collaboration, and mutual stabilisation in a universe that was never designed for beings made of living electricity.//\\ ==== Culture ==== //D’jinn culture is defined less by place and more by state. As beings capable of existing fully within both the Cyber Space and the Meat Space, they have never been bound to worlds, climates, or even physical infrastructure in the way most federation peoples are. Instead, D’jinn culture developed around continuity, stability, and shared experience — how to remain oneself in environments that are constantly changing, hostile, or transient. To a D’jinn, identity is not rooted in land or blood, but in coherence.//\\ \\ //Community is central to D’jinn society, though it does not resemble the familial structures common to biological peoples. Many D’jinn arise spontaneously, without progenitors, memory, or guidance, and would rapidly destabilise without intervention. As such, established D’jinn communities actively seek out newly formed or newly manifested D’jinn, teaching them how to regulate their energy, interact safely with matter, and construct a stable sense of self. This act — called anchoring in many D’jinn dialects — is considered both a duty and an honour. No D’jinn is truly alone unless they choose to be.//\\ \\ //Because their native environment is informational rather than physical, D’jinn culture places immense value on knowledge exchange, transparency, and consent. Information is not merely shared; it is experienced. Memories, sensations, and abstract concepts are often transmitted directly between D’jinn as structured data or controlled resonance patterns. This has led to a culture that is deeply collaborative but also highly respectful of boundaries. To take information without permission is considered a profound violation, akin to bodily harm among biological peoples.//\\ \\ //D’jinn tend to view time differently than most federation races. Existing as energy patterns allows them to operate at variable processing speeds, slowing themselves to interact comfortably with biological beings or accelerating their cognition to analyse vast systems in moments. This flexibility has shaped a culture that values patience outwardly and intensity inwardly. A D’jinn may appear relaxed or even idle for long periods, while internally pursuing complex thought, art, or calculation at extraordinary depth.//\\ \\ //Art and self-expression among the D’jinn are similarly non-traditional. Rather than static objects, D’jinn art often takes the form of dynamic signal sculptures, harmonic fields, evolving visualisations, or shared experiential constructs that exist only while being observed or participated in. Some D’jinn maintain persistent aesthetic forms in the Meat Space — carefully curated particulate lattices, symbolic energy emissions, or signature motion patterns — as a way of being recognisable to others. These are less about appearance and more about continuity of identity.//\\ \\ //Despite their abstract nature, D’jinn are not detached from the broader federation. They are deeply invested in shared systems — networks, transit, governance, and communication — because instability in these structures directly affects their way of life. This has made them natural participants in infrastructure design, data security, navigation, and cybernetic ethics. While they are often stereotyped as aloof or inscrutable, those who work closely with D’jinn quickly learn that they care deeply about fairness, access, and the long-term consequences of poorly designed systems. In short, D’jinn culture is one of intentional existence. When you are made of energy in a universe built for matter, survival is not about strength or numbers, but about cooperation, precision, and choosing — again and again — to remain whole.//\\ ==== Role in the Federation ==== //Long before their formal recognition, D’jinn were already woven through Federation history. Much like the Troll peoples, their presence predates their membership by many Epochs, the result of their practice of anchoring — manifesting within the Meat Space to stabilise themselves and others. Through this, D’jinn formed early, largely positive relationships with many emerging sapient cultures, especially Elven and Atlanean, often acting as intermediaries between material societies and the unseen systems that sustained them. By the time the Federation began to formalise its early institutions, D’jinn were already regarded by many as participants in all but name.//\\ \\ //Their contributions to Federation infrastructure cannot be overstated. D’jinn played a pivotal role in the development of large-scale power systems, long-range communication arrays, and the theoretical groundwork that would later make D’jump technology possible. Reality folding, resonance stabilisation, and signal coherence — concepts foundational to D’jump travel — were all fields in which D’jinn understanding far exceeded that of most material races. Though the Federation often credits singular breakthroughs to specific peoples, historians widely acknowledge that without D’jinn insight, interstellar civilisation as it exists today would have been delayed by many Epochs, if not rendered impossible.//\\ \\ //Formal contact came later, when the Gnomish peoples first breached the Cyber Space through early computational architectures. This moment allowed the Federation to finally encounter the D’jinn as a cohesive digital civilisation rather than scattered anchored individuals. With this, the D’jinn became the first truly digital nation to join the Federation. Even then, the transition felt ceremonial rather than revelatory—many council members openly remarked that the D’jinn had already been members in practice for generations.//\\ \\ //Not all encounters were amicable. During the early stages of interstellar patent law, many D’jinn innovations were appropriated and claimed by the Draeckocian Empire, legally protected under emerging corporate frameworks despite clear D’jinn objection. With little precedent for protecting non-material intellectual creation, the Federation Council found itself unable — or unwilling — to intervene. This moment marked a cultural turning point for the D’jinn, instilling a deep understanding of ownership, leverage, and the necessity of representation within material legal systems. From this lesson emerged a group that would later become known as Sourcery Solutions, an organisation formed to safeguard D’jinn interests in the Meat Space and formalise their participation in emerging economic structures. Though founded before the full advent of Capitalism, it was uniquely positioned to thrive once the era began, translating D’jinn innovation into protected, negotiated influence rather than freely given contribution.//\\ \\ //Their place on the High Council was ultimately secured with the construction of The Arc, the D’jinn D’jumpship. While capable of conventional D’jump travel, the Arc is distinguished by its use of Augmented D’jump traversal, routing portions of its journey through the Cyber Space itself before re-emerging at its destination. Though neither the largest nor the most ornate Homeship, it is widely regarded as the safest, most precise vessel ever constructed — a reflection of D’jinn priorities rather than spectacle. Today, the D’jinn stand as quiet pillars of the Federation: architects of its unseen systems, guardians of its data flows, and living proof that civilisation is not defined by flesh, stone, or steel, but by coherence, cooperation, and the willingness to remain connected across every possible Space.//\\ ===== Rules ===== Below you will find the unique rules and stats you will need to fill out your character sheet. ==== Stat Block ==== === Mundane Stats === ^ Attribute ^ Starter ^ Maximum ^ | [[:Stats:Brawn]] | 5 | 9 | | [[:Stats:Agility]] | 5 | 9 | | [[:Stats:Smarts]] | 5 | 9 | | [[:Stats:Wits]] | 5 | 9 | | [[:Stats:Panache]] | 5 | 9 | | [[:Stats:Intuition]] | 5 | 9 | === Perceptions === ^ **[[:Game_Mechanics:Perceptions#Visual]]** ^ **[[:Game_Mechanics:Perceptions#Electromagnetic (ECM)|Electromagnetic]]** ^ **[[:Game_Mechanics:Perceptions#Astral]]** ^ **[[:Game_Mechanics:Perceptions#Digital]]** ^ **[[:Game_Mechanics:Perceptions#Physical]]** ^ **[[:Game_Mechanics:Perceptions#Social]]** ^ | Oblivious | Acute | Average | Dull | Acute | Average | === Mystical Stats === ^ Attribute ^ Starter ^ Maximum ^ | [[:Stats:Grit]] | 5 | 9 | | [[:Stats:Hokum]] | 7 | 12 | | [[:Stats:Wyrd]] | 5 | 9 | **Miscellaneous Stats**\\ \\ Your [Entity Type] is: [Sapient]\\ Your [[:Game Mechanics:Definitions:Physiology]] is: [[:Game Mechanics:Definitions:Physiology:Astral Physiology|Astral]]\\ Your [[:Game_Mechanics:Definitions:Size]] is: **5**\\ ===== Unique Features ===== ==== Electromagnetic Form ==== //D’jinn possess an extreme Astral physiology, existing as structured energy rather than matter. As a being as digital as they are physical, they do not consume food or water, instead sustaining themselves on electricity, radiation, and ambient power flows, resources that are plentiful across most Federation infrastructure and, in some regions, naturally occurring. This grants them immunity to toxins, poisons, and many environmental hazards, but it comes with trade-offs: most conventional medicines are ineffective, biological augmentation is impossible, and cyberware has nothing to anchor to. Their lack of physical mass makes them more vulnerable to raw force, yet this is offset by self-stabilising energy fields that disperse damage and maintain coherence. Strange, impractical, and undeniably powerful, the D’jinn are living proof that survival does not require flesh, only a soul.//\\ \\ [[:Traits|Trait]].\\ \\ You can't install [[:Cyberware]] or gain [[:Game Mechanics:Definitions:Rank]] in the [Gene-Graft] [Mastery]. You do not need to breathe and therefore count as if [[:Game Mechanics:Definitions:Equipped]] with a [[Items:Apparel:Life Support Belt]] at all times. You immune to the [[Game Mechanics:Afflictions:Bleeding]], [[Game Mechanics:Afflictions:Nauseated]], [[Game Mechanics:Afflictions:Poisoned]] [[:Game Mechanics:Afflictions]]. However, aquatic environments are extremely lethal to you and cause you to suffer D4 instances of the [[Game Mechanics:Afflictions:Draining]] [[:Game Mechanics:Afflictions|Affliction]] every [Environmental Step] unless you have taken [[:Game Mechanics:Definitions:Appropriate]] measures to protect yourself. Rain or other such amount of water will usually not be a problem, but if it is heavy enough it can cause the environment to be considered aquatic. Has discussions to determine what feels [[:Game Mechanics:Definitions:Appropriate]].\\ \\ You do require sustenance, but not food or water. You must consume some kind of electrical current or radiation. You will be able to drain this amount of power in small doses that are otherwise minor and be able to sustain yourself for free. This should only an issue if you crash on a primitive world or are in some other [Situation] with little to no power. Then you will have to forage for natural radiation, such as sunlight. Sources of natural radiation like sunlight or heat are often quite weak sources of food for you, unless it is in amounts that would otherwise be harmful to Sapient life and therefore not enough to live off long term.\\ \\ In addition, you reduce your [[:Jobs|Job]] [[:Ratings:Health]] Bonus by 5, to a minimum of 0, and increase your maximum [[:Ratings:Barrier]] by 5.\\ \\ **Please Note**: If your [[:Ratings:Barrier]] is [Set] to an amount, increases or decreases are applied after. Therefore if your [[:Ratings:Barrier]] was [Set] to 5, then you would first [Set] it to 5 then increase it to 10.\\ \\ Furthermore, you can interface with electronic graphical user interfaces as if you had Average [Visual] [Perceptions]. This has no effect on mundane technology, such as signage or books. This allows you to enter [Cyberspace], as if you had a [Deep Spine Netnode] [[:Cyberware]] installed. Your [R.A.M.] is equal to your [[:Stats:Smarts]]. At [[:Jobs|Job]] ranks 3, 6 and 9, you increase your [R.A.M.] by an additional amount equal to your [[:Stats:Smarts]].\\ \\ **Example**: If your [[:Stats:Smarts]] is 5. At [[:Jobs|Job]] [[:Game Mechanics:Definitions:Rank]] 3 your [R.A.M.] would be 10, at [[:Jobs|Job]] [[:Game Mechanics:Definitions:Rank]] 6, it would be 15 and at [[:Jobs|Job]] [[:Game Mechanics:Definitions:Rank]] 9, it would be 20.\\ ==== Electro Magnetic Power ==== //D’jinn can release their internal energy as raw electromagnetic force, a disruptive pulse that interferes with machinery, energy fields, artificial minds, and complex systems alike. This discharge may be uncontrolled, a sudden, wild surge that ripples outward and scrambles everything nearby, friend and foe included, or carefully shaped into a focused burst that cripples a specific target with precision. Such releases are taxing; expending too much power risks destabilising the D’jinn’s own coherence, forcing them to recover before acting again. With age and experience, however, their control and intensity grow markedly. Where others build technology, D’jinn command it, not through tools or interfaces, but by speaking the same language of energy it was born from.//\\ \\ [[:Traits|Trait]].\\ \\ You gain the E.M. Blast and E.M. Shock Abilities:\\ |< - 25% 50% 25%>| ^**E.M. Blast**^^^ | [[:Game Mechanics:Actions:Action]] | | | |All [[:Game Mechanics:Definitions:Target|Targets]], including you, within 36 [[:Game Mechanics:Definitions:Unit|Units]] gain D4 instances of the [[:Game Mechanics:Afflictions:Disrupted]] [[:Game Mechanics:Afflictions|Affliction]].||| \\ |< - 25% 50% 25%>| ^**E.M. Shock**^^^ | [[:Game Mechanics:Actions:Action]] | | | |Perform a [[:Skills:Natural]] [[:Game Mechanics:Attack]] against a [[:Game Mechanics:Definitions:Perceived]], [[:Game Mechanics:Definitions:Adjacent]] [[:[:Game Mechanics:Definitions:Target|Target's]] [[:Ratings:Defence]]. If [[:Game Mechanics:Success And Failure:Success|Successful]], they gain D4 instances of the [[:Game Mechanics:Afflictions:Disrupted]] [[:Game Mechanics:Afflictions|Affliction]].||| \\ You may perform either of these [[:Game Mechanics:Definitions:Ability|Abilities]], but only one per [[:Game Mechanics:Encounter]].\\ \\ In addition, at [[:Jobs|Job]] [[:Game Mechanics:Definitions:Rank|Ranks]] 3, 5, 7 & 9, you [[:Game Mechanics:Upgrading Or Downgrading|Upgrade]] the [[:Game Mechanics:Definitions:Determination Die]].\\ \\ **Please Note**: A [[:Jobs|Job]] [[:Game Mechanics:Definitions:Rank]] refers to your [[Game Mechanics:Dice Pool:Total]] [[:Game Mechanics:Definitions:Rank]] in all of your [[:Jobs]] combined, not just the [[:Game Mechanics:Definitions:Rank|Ranks]] in a single [[:Jobs|Job]]. If you have 10 different [[:Game Mechanics:Definitions:Rank|Ranks]] in 10 different [[:Jobs]], you are [[:Jobs|Job]] [[:Game Mechanics:Definitions:Rank]] 10. ==== Levitation ==== //D’jinn are unbound by gravity in the way material beings are. They do not walk so much as float, suspended by controlled electromagnetic fields that hold them effortlessly aloft. While some learn to translate this into speed, many simply drift with deliberate intent, repositioning themselves without strain or momentum. This state of constant suspension grants them perfect freedom in environments where others falter — zero-gravity habitats, deep vacuum, or open space beyond a hull. Lacking any need to breathe, a D’jinn may traverse the void directly, untroubled by pressure or atmosphere. Where others must build vessels to survive the stars, the D’jinn simply float among them.//\\ \\ [[:Traits|Trait]].\\ \\ You gain the [Void] [Movement Type] instead of the [Terranean] [Movement Type].\\ \\ You reduce your [[:Ratings:Speed]] by 1, to a minimum of 1. ==== Changelog ==== Version 0.5c - June 2026 * Electromagnetic Form wording simplified. * Removed the additional healing restriction of Electromagnetic Form as they are covered by Astral Physiology. * Renamed the Floatation Ability to Levitation.