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races:devlin [2026/06/29 13:22] – [Tough As Jerky] ms_ashraces:devlin [2026/06/29 14:42] (current) ms_ash
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 |Sexual Dimorphism|  Yes| |Sexual Dimorphism|  Yes|
 |Sexes|  Male/Female| |Sexes|  Male/Female|
-|Physiology|  Astral|+|Physiology|  [[Game Mechanics:Definitions:Physiology:Astral Physiology|Astral]]|
 |Average Height|  175 - 225cm| |Average Height|  175 - 225cm|
 |Average Weight|  60 - 80kgs| |Average Weight|  60 - 80kgs|
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 //The second xeno-type, rarer and most often originating from the barren northern regions of Hell 3, presents a longer, more flexible spinal structure. These Devlin often fold forward at rest, their upper bodies angled low as though prepared for quadrupedal movement. Long, blade-like extensions grow from the wrist joints, allowing them to brace their weight while concealing the hands beneath. Despite this posture, locomotion remains primarily bipedal, with balance and propulsion driven by the legs. All Devlin share digitigrade lower limbs terminating in dense, hoof-like pads that provide exceptional stability, even on unstable or uneven surfaces.//\\ //The second xeno-type, rarer and most often originating from the barren northern regions of Hell 3, presents a longer, more flexible spinal structure. These Devlin often fold forward at rest, their upper bodies angled low as though prepared for quadrupedal movement. Long, blade-like extensions grow from the wrist joints, allowing them to brace their weight while concealing the hands beneath. Despite this posture, locomotion remains primarily bipedal, with balance and propulsion driven by the legs. All Devlin share digitigrade lower limbs terminating in dense, hoof-like pads that provide exceptional stability, even on unstable or uneven surfaces.//\\
 \\ \\
-//Devlin possess no hair. Instead, their entire exterior is composed of tough, desiccated flesh with a cured, fibrous texture, darkened as though exposed to extreme heat for long periods. This tissue dries and sheds in fine particulate layers; when exposed to open, oxygenated atmospheres, these particles are prone to ignition. As a result, Devlin frequently display small, persistent flares of flame along the crown of the head, face, or forearms — areas analogous to where other Federation species grow hair. Their horns, which emerge prominently from the brow, vary widely in shape and curvature, from tight spirals to jagged, upward thrusts. These structures are formed from the same dense, dark material as their talons and hoof-pads, and continue to grow slowly throughout a Devlin’s existence.//\\+//Devlin possess no hair. Instead, their entire exterior is composed of tough, desiccated flesh with a cured, fibrous texture, darkened as though exposed to extreme heat for long periods. This tissue dries and sheds in fine particulate layers; when exposed to open, oxygenated atmospheres, these particles are prone to ignition. As a result, Devlin frequently display small, persistent flares of flame along the crown of the head, face, or forearmsareas analogous to where other Federation species grow hair. Their horns, which emerge prominently from the brow, vary widely in shape and curvature, from tight spirals to jagged, upward thrusts. These structures are formed from the same dense, dark material as their talons and hoof-pads, and continue to grow slowly throughout a Devlin’s existence.//\\
 \\ \\
-//Internally, the Devlin are profoundly alien. They possess few discrete organs, relying instead on distributed astral systems. Ingestion does not involve solid matter; Devlin draw sustenance through respiration, absorbing carbon-rich smoke and vaporized moisture via clusters of small, sponge-like pulmonary nodes. This lack of centralized organs makes them difficult to injure in conventional ways. Their eyes glow a uniform, luminous yellow, lacking pupils or visible focus, reflecting their extraordinary perceptual capacity. Devlin perceive not only mana, but subtler astral phenomena — currents of Luck, pressure gradients of probability, and in rare individuals, the outlines of Fate itself. Where others believe in fortune as abstraction, Devlin see it as structure, as real and measurable as gravity or light, and they have wielded it consciously for as long as their people have existed.//\\+//Internally, the Devlin are profoundly alien. They possess few discrete organs, relying instead on distributed astral systems. Ingestion does not involve solid matter; Devlin draw sustenance through respiration, absorbing carbon-rich smoke and vaporized moisture via clusters of small, sponge-like pulmonary nodes. This lack of centralized organs makes them difficult to injure in conventional ways. Their eyes glow a uniform, luminous yellow, lacking pupils or visible focus, reflecting their extraordinary perceptual capacity. Devlin perceive not only mana, but subtler astral phenomenacurrents of Luck, pressure gradients of probability, and in rare individuals, the outlines of Fate itself. Where others believe in fortune as abstraction, Devlin see it as structure, as real and measurable as gravity or light, and they have wielded it consciously for as long as their people have existed.//\\
 ==== Culture ==== ==== Culture ====
-//Devlin culture is shaped by urgency. With lifespans averaging only 50–60 Marks, they experience time as a narrowing corridor rather than an open horizon. This awareness predates their entry into the Federation and permeates every aspect of Devlin life. To outsiders, their behaviour is often labelled reckless or impulsive; Devlin themselves describe it more accurately as gambling. With luck visible to them as a tangible force and only a finite number of chances to matter, many Devlin choose to wager their lives on bold outcomes rather than careful longevity. Some pursue stabilityquiet work, family, routine — but most chase impact, placing themselves in dangerous, exhilarating roles such as death racing, extreme athletics, work as a spacer, or volatile corporate and Federation politics.//\\+//Devlin culture is shaped by urgency. With lifespans averaging only 50–60 Marks, they experience time as a narrowing corridor rather than an open horizon. This awareness predates their entry into the Federation and permeates every aspect of Devlin life. To outsiders, their behaviour is often labelled reckless or impulsive; Devlin themselves describe it more accurately as gambling. With luck visible to them as a tangible force and only a finite number of chances to matter, many Devlin choose to wager their lives on bold outcomes rather than careful longevity. Some pursue stability, such as quiet work, family, routinebut most chase impact, placing themselves in dangerous, exhilarating roles such as death racing, extreme athletics, work as a spacer, or volatile corporate and Federation politics.//\\
 \\ \\
-//Games of chance occupy a central, near-sacred role in Devlin society. Gambling is not merely entertainment, but ritualized engagement with the Lady of Luck herself, a vastly powerful Spirit from whom, many believe, luck itself flows. Vast temples dedicated to her are constructed wherever Devlin populations gather, functioning simultaneously as places of worship, social hubs, and sprawling casinos. These practices are protected under Federation cultural law and represent one of the few traditions Devlin carried intact from before their integration. On Hell 3, a world defined not by predators but by molten sulphur seas, toxic atmospheres, and barren expanses, survival was always uncertain. Chance was not a pastime — it was a constant companion. While some Devlin feel nostalgia for their homeworld, most regard it with bitterness or indifference, preferring never to return.//\\+//Games of chance occupy a central, near-sacred role in Devlin society. Gambling is not merely entertainment, but ritualized engagement with the Lady of Luck herself, a vastly powerful Spirit from whom, many believe, luck itself flows. Vast temples dedicated to her are constructed wherever Devlin populations gather, functioning simultaneously as places of worship, social hubs, and sprawling casinos. These practices are protected under Federation cultural law and represent one of the few traditions Devlin carried intact from before their integration. On Hell 3, a world defined not by predators but by molten sulphur seas, toxic atmospheres, and barren expanses, survival was always uncertain. Chance was not a pastimeit was a constant companion. While some Devlin feel nostalgia for their homeworld, most regard it with bitterness or indifference, preferring never to return.//\\
 \\ \\
 //Rather than building isolated enclaves or custom habitats, Devlin dispersed rapidly through existing Federation infrastructure. Unlike the gnomes, they saw little value in investing decades into constructing new homes when their lives were so brief. This pragmatism led to deep integration with Federation society, commerce, and culture. Devlin have few interests in preserving “old ways” for their own sake; traditions are kept only if they remain enjoyable, profitable, or meaningful. Everything else is happily discarded in favour of new experiences.//\\ //Rather than building isolated enclaves or custom habitats, Devlin dispersed rapidly through existing Federation infrastructure. Unlike the gnomes, they saw little value in investing decades into constructing new homes when their lives were so brief. This pragmatism led to deep integration with Federation society, commerce, and culture. Devlin have few interests in preserving “old ways” for their own sake; traditions are kept only if they remain enjoyable, profitable, or meaningful. Everything else is happily discarded in favour of new experiences.//\\
 \\ \\
-//Devlin are keenly aware that fragments of their early history echo through astral memory, bleeding into the mythologies of other races, as is true for all races. Among Humans in particular, events such as the War between Mikha’el and Lucifer or the Tower of Babel surfaced as distorted legends, shaped by Mageblind dreams and misunderstood astral impressions, forming great significance in early Human culture. Devlin find this endlessly amusing. Entire industries now exist producing exaggerated iconography — horns, infernal symbols, and theatrical regalia — for Human consumption. This shared entanglement with luck, myth, and misinterpretation has fostered a close cultural bond between Devlin and Humans. Both are relatively recent additions to the Federation, both gamble readily with both credits and fate, and both understand — each in their own way — that fortune favours those willing to take the shot.//\\+//Devlin are keenly aware that fragments of their early history echo through astral memory, bleeding into the mythologies of other races, as is true for all races. Among Humans in particular, events such as the War between Mikha’el and Lucifer or the Tower of Babel surfaced as distorted legends, shaped by Mageblind dreams and misunderstood astral impressions, forming great significance in early Human culture. Devlin find this endlessly amusing. Entire industries now exist producing exaggerated iconographyhorns, infernal symbols, and theatrical regaliafor Human consumption. This shared entanglement with luck, myth, and misinterpretation has fostered a close cultural bond between Devlin and Humans. Both are relatively recent additions to the Federation, both gamble readily with both credits and fate, and both understandeach in their own waythat fortune favours those willing to take the shot.//\\
 ==== Role in the Federation ==== ==== Role in the Federation ====
-//For most peoples of the Federation, pivotal moments are marked by wars, crises, or near-collapse. For the Devlin, change has almost always arrived through negotiation. Long before formal contact, they were already deal-makers and risk-takers, comfortable staking futures on conversation rather than conquest. As a result, early meetings with Federation envoys were unusually smooth, characterized by rapid agreements, flexible terms, and mutual curiosity rather than suspicion. Integration followed quickly. Within a short span of Ages, Devlin could be found throughout known space, bringing with them new sports, spectacles, entertainments — and, inevitably, new ways to wager on all of it.//\\+//For most peoples of the Federation, pivotal moments are marked by wars, crises, or near-collapse. For the Devlin, change has almost always arrived through negotiation. Long before formal contact, they were already deal-makers and risk-takers, comfortable staking futures on conversation rather than conquest. As a result, early meetings with Federation envoys were unusually smooth, characterized by rapid agreements, flexible terms, and mutual curiosity rather than suspicion. Integration followed quickly. Within a short span of Ages, Devlin could be found throughout known space, bringing with them new sports, spectacles, entertainments and, inevitably, new ways to wager on all of it.//\\
 \\ \\
-//The Devlin D'jumpship, Cirino, reflects these values more clearly than any manifesto. One of the more recent additions to the Federation’s fleet of Homeships, the Cirino functions as a trade hub, yes but also as a traveling carnival-casino, carrying performances, games, and experiences across the stars. Though it hosts goods from every region — especially Devlin creations — it is best known for offering passage in exchange not for currency alone, but for participation or goods, even before the introduction of the modern credit system. Visitors commonly trade goods, labour, skills, or stories for time aboard. For generations, children across the Federation dreamed of running away to the Cirino to begin a new life, a dream that still occasionally comes true as the ship continues to support and explore frontier regions.//\\+//The Devlin D'jumpship, Cirino, reflects these values more clearly than any manifesto. One of the more recent additions to the Federation’s fleet of Homeships, the Cirino functions as a trade hub, yes but also as a traveling carnival-casino, carrying performances, games, and experiences across the stars. Though it hosts goods from every regionespecially Devlin creationsit is best known for offering passage in exchange not for currency alone, but for participation or goods, even before the introduction of the modern credit system. Visitors commonly trade goods, labour, skills, or stories for time aboard. For generations, children across the Federation dreamed of running away to the Cirino to begin a new life, a dream that still occasionally comes true as the ship continues to support and explore frontier regions.//\\
 \\ \\
 //Politically, Devlin relations with other Federation members have remained broadly positive, even as the era of Capitalism reshaped interstellar society. They were among the strongest advocates for the system’s adoption, aligning closely with Humans and supporting their rise to the High Council. In parallel, Devlin interests moved quickly to formalize finance, founding Mammon Swarve Financial — one of the few major financial institutions to originate as a private enterprise rather than a state apparatus. While it began as a banking concern, Mammon Swarve soon expanded into insurance, speculation, and large-scale facilitation of competitive sports, particularly the deathraces favoured by Devlin culture.//\\ //Politically, Devlin relations with other Federation members have remained broadly positive, even as the era of Capitalism reshaped interstellar society. They were among the strongest advocates for the system’s adoption, aligning closely with Humans and supporting their rise to the High Council. In parallel, Devlin interests moved quickly to formalize finance, founding Mammon Swarve Financial — one of the few major financial institutions to originate as a private enterprise rather than a state apparatus. While it began as a banking concern, Mammon Swarve soon expanded into insurance, speculation, and large-scale facilitation of competitive sports, particularly the deathraces favoured by Devlin culture.//\\
 \\ \\
-//Only a few voices within the Federation view this influence with open hostility. The Draeckonian Empire, with its deep reverence for gold and accumulation, has long criticized the degree of control Mammon Swarve exerts over interstellar finance. Yet even there, ideology yields to convenience: many of the oldest Draeck families quietly maintain VIP accounts with the very institution they publicly condemn. In this, as in most things, the Devlin have proven their greatest strength is not force or longevity, but the ability to place themselves at the centre of the game — and make sure everyone else keeps playing.//\\+//Only a few voices within the Federation view this influence with open hostility. The Draeckonian Empire, with its deep reverence for gold and accumulation, has long criticized the degree of control Mammon Swarve exerts over interstellar finance. Yet even there, ideology yields to convenience: many of the oldest Draeck families quietly maintain VIP accounts with the very institution they publicly condemn. In this, as in most things, the Devlin have proven their greatest strength is not force or longevity, but the ability to place themselves at the centre of the gameand make sure everyone else keeps playing.//\\
 </WRAP> </WRAP>
 <WRAP clear/> <WRAP clear/>
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 Finally, you do not need to eat. You only must inhale carbon smoke, which is extremely easy to come across, as almost anything, when burned, releases carbon smoke. You do still require Water however, or more appropriately, Steam. This can be difficult to obtain in cold or dry climates, as [[:Game Mechanics:Definitions:Appropriate]], but by and large it is much easier for a Devlin to find the resources to survive in most biomes. Finally, you do not need to eat. You only must inhale carbon smoke, which is extremely easy to come across, as almost anything, when burned, releases carbon smoke. You do still require Water however, or more appropriately, Steam. This can be difficult to obtain in cold or dry climates, as [[:Game Mechanics:Definitions:Appropriate]], but by and large it is much easier for a Devlin to find the resources to survive in most biomes.
 ==== Burn Fast And Hot ==== ==== Burn Fast And Hot ====
-//Devlin lives are brief by Federation standards, with only a rare few reaching beyond 75 Marks, and this scarcity of time shapes everything they do. Many grow up with the quiet knowledge that there is little room for hesitation and even less for regret, driving them to push harder and aim higher than others would dare. They climb quickly through corporate hierarchies, throw themselves into extreme competition, take the most dangerous spacer contracts, and stake everything on chances others would refuse. Devlin culture accepts this as natural: some rise fast and blaze brightly, others fall just as quickly, and few linger in the middle. Fortune favours them often enough to make this lifestyle viable — at least for a while — but even Devlin know that luck, no matter how visible, is never infinite.//\\+//Devlin lives are brief by Federation standards, with only a rare few reaching beyond 75 Marks, and this scarcity of time shapes everything they do. Many grow up with the quiet knowledge that there is little room for hesitation and even less for regret, driving them to push harder and aim higher than others would dare. They climb quickly through corporate hierarchies, throw themselves into extreme competition, take the most dangerous spacer contracts, and stake everything on chances others would refuse. Devlin culture accepts this as natural: some rise fast and blaze brightly, others fall just as quickly, and few linger in the middle. Fortune favours them often enough to make this lifestyle viableat least for a whilebut even Devlin know that luck, no matter how visible, is never infinite.//\\
 \\ \\
-<wrap preview>[[:Traits|Trait]]</wrap>.\\+[[:Traits|Trait]].\\
 \\ \\
-You only require 4 [Exp] per rank to advance your [Job], instead of the usual 5 [Exp]. However, when you choose your [[:Jobs|Job's]] [Starting Package], you gain 1 less <wrap preview>[[:Game_Mechanics:Definitions:Resistance]]</wrap> and 1 less <wrap preview>[[:Game_Mechanics:Definitions:Proficiencies|Proficiency]]</wrap>.\\ +You only require 4 [[:Game Mechanics:Definitions:Experience|Exp]] per [[:Game Mechanics:Definitions:Rank]] to advance your [[:Jobs|Job]], instead of the usual 5 [[:Game Mechanics:Definitions:Experience|Exp]]. However, when you choose your [[:Jobs|Job's]] [Starting Package], you gain 1 less [[:Game Mechanics:Resistances|Resistance]] and 1 less [[:Game Mechanics:Proficiencies|Proficiency]].\\
-\\ +
-Should your [Job's] [Starting Package] not grant any <wrap preview>[[:Game Mechanics:Proficiencies]]</wrap>, like [[:Jobs:Chromer]], then You don't gain a [Bonus Proficiency] at [Jobrank 3.\\ +
-\\ +
-**Please Note**: You will still gain a [Bonus Proficiency] at other [Job] ranks, typically 5, 7 & 9, should your [Job] grant it.+
  
 +==== Changelog ====
 +<WRAP changelog center 800px>
 +Version 0.5c - June 2026
 +  * Speed Demon Ability removed
 +  * Void Demon Ability added. Void Demon grants free ranks in the Astrocraft Mastery
 +  * Burn Hot And Fast Ability wording simplified
 +</WRAP>