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| races:d_jinn [2026/01/23 15:06] – [Electromagnetic Form] ms_ash | races:d_jinn [2026/07/01 14:01] (current) – [Electro Magnetic Power] ms_wuntch |
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| <WRAP right 40%> | <WRAP right 40%> |
| ^Attributes^^ | ^Attributes^^ |
| | Image Here ||| | | {{ :races:elektra_400x500.png?nolink&400 |}} ||| |
| |Avg Life Span| 125 - 150 Years| | |Avg Life Span| 125 - 150 [Marks]| |
| |Sexual Dimorphism| Yes| | |Sexual Dimorphism| Yes| |
| |Sexes| Cationic/Anionic| | |Sexes| Cationic/Anionic| |
| |Physiology| [[:Game_Mechanics:Physiology#Astral_Physiology|Astral]]| | |Physiology| [[Game Mechanics:Definitions:Physiology:Astral Physiology|Astral]]| |
| |Average Height| 90 - 120cm | | |Average Height| 90 - 120cm | |
| |Average Weight| 0.5 - 2kg| | |Average Weight| 0.5 - 2kg| |
| </WRAP> | </WRAP> |
| <WRAP> | <WRAP> |
| //D’jinn, also known as Wraiths, Genies, Stormers and Sparkies, are sentient 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.//\\ | //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.//\\ |
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| //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.//\\ | //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.//\\ |
| //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.//\\ | //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 ==== | ==== 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 sentient 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.//\\ | //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.//\\ |
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| //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.//\\ | //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.//\\ |
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| Your [Entity Type] is: [Sentient]\\ | Your [Entity Type] is: [Sapient]\\ |
| Your [Physiology] is: [Astral]\\ | Your [[:Game Mechanics:Definitions:Physiology]] is: [[:Game Mechanics:Definitions:Physiology:Astral Physiology|Astral]]\\ |
| Your <wrap preview>[[:Game_Mechanics:Definitions:Size]]</wrap> is: **5**\\ | Your [[:Game_Mechanics:Definitions:Size]] is: **5**\\ |
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| **Please Note**: For information on ranking up [Stats] see: [[:Game_Mechanics:Spending Experience]]. | |
| </WRAP> | </WRAP> |
| </WRAP> | </WRAP> |
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| ==== Electromagnetic Form ==== | ==== Electromagnetic Form ==== |
| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | //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.//\\ |
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| You can't install [[:Cyberware]] or gain ranks in the [[:Masteries:Gene-Grafting]] <wrap preview>[[:Masteries|Mastery]]</wrap>. Anytime another [Character] wishes to perform the [Help Action] to remove the <wrap preview>[[:Game_Mechanics:Conditions:Downed]]</wrap> Condition, they will need access to some kind of electrical power source or way to restore [Health] to a [Character] with an [Astral] [Physiology]. You also do not need to breathe and therefore count as if [Equipped] with a [Rebreather] at all times. You immune to the [Bleeding], [Nauseous], [Poisoned] and [Suffocating] [Afflictions]. However, aquatic environments are extremely lethal to you and cause you to suffer D4 instances of the [Draining] [Affliciton] every [Environmental Step] unless you have taken [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 [Appropriate].\\ | [[:Traits|Trait]].\\ |
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| 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 Sentient life and therefore not enough to live off long term.\\ | 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]].\\ |
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| In addition, you reduce your <wrap preview>[[:Game_Mechanics:Definitions:Job]]</wrap> [[:Ratings:Health]] Bonus by 5, to a minimum of 0, and increase your maximum [[:Ratings:Barrier]] by 5.\\ | 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.\\ |
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| **Please Note**: If your [Barrier] is [Set] to an amount, increases or decreases are applied after. Therefore if your [Barrier] was [Set] to 5, then you would first [Set] it to 5 then increase it to 10.\\ | 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.\\ |
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| 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 <wrap preview>[[:Game_Mechanics:Definitions:RAM]]</wrap> is equal to your <wrap preview>[[:Stats:Smarts]]</wrap>. At [Job] ranks 3, 6 and 9, you increase your [RAM] by an additional amount equal to your [Smarts].\\ | **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.\\ |
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| **Example**: If your [Smarts] is 5. At [Job] rank 3 your [RAM] would be 10, at [Job] rank 6, it would be 15 and at [Job] rank 9, it would be 20.\\ | 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]].\\ |
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| | **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 ==== | ==== Electro Magnetic Power ==== |
| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | //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.//\\ |
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| | [[:Traits|Trait]].\\ |
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| You gain the E.M. Blast and E.M. Shock Abilities:\\ | You gain the E.M. Blast and E.M. Shock Abilities:\\ |
| ^E.M. Blast^ | <WRAP center 700px> |
| |Action| | |< - 25% 50% 25%>| |
| |All [Targets], including you, within 24 [Units] gain D4 instances of the <wrap preview>[[:Game_Mechanics:Conditions:Disrupted]]</wrap> [Affliction].|\\ | ^**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]].||| |
| | </WRAP> |
| \\ | \\ |
| ^E.M. Shock^ | <WRAP center 700px> |
| |Action| | |< - 25% 50% 25%>| |
| |Perform a [Natural] [Attack] against a [Perceived], [Adjacent] [Target's] [Defence]. If [Successful], they gain D4 instances of the <wrap preview>[[:Game_Mechanics:Conditions:Disrupted]]</wrap> [Affliction].|\\ | ^**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]].||| |
| | </WRAP> |
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| You may perform either of these [Abilities], but only one per [Encounter].\\ | You may perform either of these [[:Game Mechanics:Definitions:Ability|Abilities]], but only one per [[:Game Mechanics:Encounter]].\\ |
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| In addition, at [Job] ranks 3, 5, 7 & 9, you [Upgrade] the [Determination Die].\\ | 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]].\\ |
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| **Please Note**: A [Job] rank refers to your [Total] ranks in all of your [Jobs] combined, not just the ranks in a single [Job]. If you have 10 different ranks in 10 different [Jobs], you are [Job] rank 10. | **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. |
| ==== Floats ==== | ==== Levitation ==== |
| <wrap preview>[[:Traits|Trait]]</wrap>.\\ | //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.//\\ |
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| You gain the [[:Game_Mechanics:Movement_Types:Void]] [Movement Type] instead of the [Surface] [Movement Type].\\ | [[:Traits|Trait]].\\ |
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| | You gain the [Void] [Movement Type] instead of the [Terranean] [Movement Type].\\ |
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| You reduce your [[:Ratings:Speed]] by 1, to a minimum of 1. | You reduce your [[:Ratings:Speed]] by 1, to a minimum of 1. |
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| | ==== Changelog ==== |
| | <WRAP changelog center 800px> |
| | 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. |
| | </WRAP> |