Sataanar

Picture of the Race

Summary of Race

The most misunderstood of all races, the Sataanar are considered demons by many of the races on the probe. They are believed to be in line with whatever demon-God the society knows. Thus most are attacked on site and shunned from all save the most savage or the most liberal of the societies. Cross-Roads, Propell and a handful of other cities allow Sataanars but no one on the probe trusts them save for an even smaller handful of beings. 

Due to the nature of others, the Sataanar keep to themselves and don’t gather together virtually ever. They fear being hunted down and destroyed and they fear being seen as true evil. 

The Sataanar can’t lie, can’t be dishonest in any way, and can’t tell half truths. They can keep information if asked something, but if asked when they answer they have to tell the truth. This trait is lost on others as they all simply believe that the Sataanar is lying right off the bat. 

The powers and abilities of the Sataanar would also be equated to a demon or angle, depending on the superstition, but all of their abilities seem to solidify their own myth.

Ranks Most Common

Paladin
Scribe
Prophet
Scout
Angel Knight

Racial Traits

Deconsecration: User has the ability to deconsecrate any land rather holy or unholy that they can touch. (Costs 80 Stam. per 1 acre) 

Curse Reversal : Remove one curse of virtually any level at the cost of life and stamina. (Costs 25 Stam. per use and 85 Life. These are unrecoverable until 2 long sleeps have been used.)

Demon’s Flight: Allows the user to move at the great speeds while in flight. Top speed is Mach 3. (Costs 60 Stam. per use and 10 Stam. per round to keep per Mach.)

Angel Barrier: Allows user to set a field of pure energy before them that will defend all forms of attack for up to 600 pts. of damage. Once set, the Barrier will not move until destroyed and takes up a space of one acre by one acre and is six feet thick. (Costs 200 Stam. and lasts until defeated. Will deal damage to itself of 10 pts. per round if not attacked.)

 

Racial Disadvantages

Total Truth
Continual Shame
Bleeding Heart
Fixation

Racial Advantages

Selmithar Strength
Demon-God Speed
Indestructible 1
Immunity Poison

Physical Description

Male:

Heights: 8’5″           Weight: 320lbs.

Skin Color: Gold, Silver, Black, Emerald, Ruby

Eye Color : Emerald, Ruby, Black, Prism

Hair Color : N/A

Physical Description

Female:

Heights: 7’5″           Weight: 260lbs.

Skin Color: Gold, Silver, Black, Emerald, Ruby

Eye Color : Emerald, Ruby, Black, Prism

Hair Color : N/A

Social Structure

None. Most of the time there are only three to five Sataanar on the Probe at any given time. This is due to the fact that no one even knows how they are born, or where they come from. (To Play a Sataanar as a player, the gamer must first gain 10,000 Training as a different type of character and then pay that in for a 1d6 roll of the dice. If they get a 5-6, then they can build this character. If they get a 1-2 then they lose the Training completely. If they get a 3-4, then they are returned 3,000 of the Training and get an extra Start Up Roll on their next character. Each subsequent try will add 2,000 Training the the roll up.)

Technology

None. They Sataanar simply won’t use technology. Though they do have weapons that seem science based at times, but it is nothing that they have created and the use of those weapons must be rudamintary.

Religion

It is known that the Sataanar have prayed to two deities, but neither of these have been identified among the pantheons of probe one. 

The first is a deity named Kaldeer, which no other races seems to know or pray to and of which doesn’t seem to work on ceremonies. Simply the daily prayer, not even a book for the followers to go by.

The second is a deity named Yothlier. This one has only been mentioned once and it didn’t seem to be in prayer but more in disgust. It is not known of whom this name belongs.

Base Persona

All Sataanar start the game as Unpriel (3). They can not change their persona alone and must have others help them to move their persona either up or down the scale. They will fight change if they see it as “bad”.

Interesting Racial Things

Sataanar love music of any sort, even the worst sounding music is lovely to them. They often will travel miles out of their way to enjoy a single song from anyone that will take the time to sing it. They can not, however, sing for themselves or make music of any sort due to something in their make up. If they try to sing, the sounds that come out are deafening to others and will actually pierce ear drums. Trying to play musical instruments will cause different color magics to weave their way through the air and each note will be a different part of a spell.

Sataanar are drawn to evil things and will not even understand what has brought them to a place that is evil. They only know that they have been brought there and that something needs to be done. They will not know what or why. (If a player is within 50 miles of something that would be considered “evil”, which will have to be something significant, then they will actually start to turn and go toward the evil without knowing it. They will fully believe that they are still moving in the correct direction, but will wind up with the evil. Also, anyone around them will be affected as well and will not know that they are going the wrong way until they have reached the evil.)

The Sataanar are the only beings in all existence that the Golems will not go after if they get near a protected item (See Golems).

Sataanar seem to have no mouth, but they actually have one that is in the same place as a humanoids. However, they don’t have lips like the ordinary humanoid and as such when their mouths are closed it looks like they don’t have one at all. When opened, they sport very shinny, very sharp teeth like that of a shark. These teeth can cut through rock if prompted.