Solaris RPG
Race Name:
Astral
Height Range:
4'-8'
Available Personalities:
Any
Available Job Classes:
Any
Homeland:
Planet Solaris
Weight Range:
90-250 lbs.
Racial Stat Multipliers:
1.2 ACC; 1.3 VIT; 1.3 WIS

STA:
17
ACC:
19
AGI:
16
STR:
15
VIT:
19
WIS:
25
EQU:
14
When a Solarian and a Lunarian mate, the offspring is a being known as an Astral. These humanoids are fairly tall, with pale blue skin, large dark eyes, and variously colored hair. Astrals are unmatched masters of the forces of Solaris, wielding both energies and elements with equal aptitude.

In forming an Astral, genetics take a backseat to the high concentration of forces within the embryo. While a Lunarian relies on its elemental fusion to stay tethered to Solaris, the Solarian side allows an Astral to freely stay in the realm of Solaris. The Lunarian parent's attuned element plays no part in the development of an Astral, letting it be born a blank slate. They are born with the knowledge of the Lunarian's element-fusion capabilities, but few ever utilize it, instead merely choosing a favored element.

An Astral's growth cycle is much quicker than most humanoids, often walking within weeks, holding its own in a conversation by its first year, and surpassing its parents' intellects before it reaches its teens. An Astral's mental aptitude is incredible, causing it to easily grasp concepts that would confuse others.

Astrals do not have their own separate society. They instead integrate themselves into other species' governing bodies, often taking the role of a lead advisor or head researcher. It's not uncommon to find an Astral working together with an Elven lord or teaching Avians new healing abilities.

Most Astral are humble, realizing they are mentally superior to others but content with using that knowledge to benefit them. Some are aggressive; however, and feel a need to put lesser races in their place. These beings are greatly respected by others either way.

While Astrals are physically capable of reproduction, their high degree of intelligence combined with their greatly increased life span makes it difficult for one to find a suitable mate. Even the physical aspect of mating holds little interest for them. Second-generation Astrals are rare, but not unheard of.
Racial Ability 1:
Force Adept - Astrals gain a 0.05 bonus to both energy and elemental potency. (Passive Ability)
Racial Ability 2:
Mental Block - Astrals are immune to all mind control and mind influencing effects. (Passive Ability)
Racial Ability 3:
Decaying Force - Any time that a character is struck by an energy attack made by an astral, after the damage is mitigated, his energy damage reduction is reduced by 5% for the remainder of the battle. This effect stacks. Any time that a character is struck by an elemental attack made by an astral, after the damage is mitigated, his elemental damage reduction is reduced by 5% for the remainder of the battle. This effect stacks. (Passive Ability)
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