On Star Wars: Age of Strife there are several playable races for players to choose from. They are divided into distinct categories below.
- Anointed People
Feared throughout the galaxy, this species has ruthlessly dominated other races they have come in contact with. Both of the major power factions (the Empire and the New Republic) are composed primarily of humans. The Empire has long been known to be biased against all non-humans. While the New Republic's treatment of non-humans has often been better, humans still occupy most positions of power.
This race is meant for those who are playing typical 'Human' characters, such as Corellian, Alderaanian, etc. This is not meant for characters who deviate from the standard with naturally occurring hair, eyes, or features of a different size, color, or shape. It is certainly not a race to be used for those who are vaguely humanoid in some form. Non-standard humanoid races are covered by 'Near Human'.
A list and description of different human races can be found here.
While humans are among the most plentiful of the intelligent species of the Known Galaxy, they have also proven remarkably prolific and adaptable. Human derived species – called Near Humans – are remarkably similar to baseline humans, but due to local environments have evolved unique adaptations to their surroundings.
The appearances of near-humans can vary wildly. Physical traits will be markedly different, and can provide hints about an individual's home planet. (For example, squat and muscular near-humans may come from a high-gravity environment; dark-skinned near-humans may come from a planet with higher than normal exposure to ultraviolet radiation, and so forth).
On the MUSH, Near Human is an unrestricted race, but players must still apply to the RPAdmin if their differences from Human standard involve the addition of something non-aesthetic to their character (like special powers or abilities), or if the differences are very drastic (tall or short beyond normal, odd numbers of regular appendages, additional appendages, etc). Creativity is encouraged, but it must be supported substantially. For those that want to employ a unique type of near-human, but don't want to run the rigors of creating from scratch, choose from any of the types below.
A list of the races is available here, though Arkanians (above) fall into this category.
Unfortunately there are a few races of SW:AoS that are restricted. This is done either due to gameplay balance issues or the rarity with which they may occur. In order to take one of these races a player should apply through staff first for permission to take it and pitch the concept before beginning any work on character generation. The list of restricted races is available here.
Zeltrons were a near-Human species, made physically distinctive by their skin and hair, which came in different shades of red ranging from almost white to pink to deep red. Most of them were considered highly attractive by Human, near-Human, and even humanoid standards.
Zeltrons were one of the few near-Human races who had differentiated from the baseline stock enough to be considered a new species of the Human genus, rather than simply a subspecies. They possessed three biological traits of note. The first was that all could produce pheromones, similar to the Falleen species, which further enhanced their attractiveness. The second was the ability to project emotions onto others, creating a type of control. The third trait was their empathic ability, allowing them to read and even feel the emotions of others; some Zeltrons were hired by the Exchange for this ability. Because of their empathic ability, "positive" emotions such as happiness and pleasure became very important to them, while negative ones such as anger, fear, or depression were shunned.
Another difference between Zeltrons and Humans was the presence of a second liver, which allowed Zeltron to enjoy a larger number of alcoholic beverages than other humanoids. Zeltrons were often stereotyped as lazy thrill-seekers, owing to their hedonistic pursuits. Indeed, their homeworld of Zeltros thrived as a luxury world and "party planet," as much for their own good as for others. If anyone wasn't having a good time on Zeltros, the Zeltrons would certainly know of it, and would do their best to correct it.
It was said that Zeltrons tended to look familiar to other people, even if they had never met them. Most Zeltrons were in excellent physical shape, and their incredible metabolisms allowed them to eat even the richest of foods.
Zeltron culture was highly influenced by sexuality and pursuit of pleasure in general. Most of their art and literature was devoted to the subject, producing some of the raciest pieces in the galaxy. They looked upon monogamy as a quaint, but impractical state. They were also very gifted with holograms, and were the creators of Hologram Fun World.
Zeltrons were known to dress in wildly colorful or revealing attire. It was common to see Zeltrons wearing shockingly bright shades of neon colors in wildly designed bikinis, or nearly skin tight clothing of other sorts with bizarre color designs, patterns, and symbols.
- Empathy: Zeltron feel other people’s emotions as if they were their own. Therefore, they receive a -1D penalty to ALL rolls when in the presence of anyone projecting strong negative emotions.
- Pheromones: Zeltron can project their emotions, and this gives them a +1D bonus to influencing others through the use of the bargain, command, con, or persuasion skills.
- Entertainers: Due to their talents as entertainers, Zeltron gain a +1D bonus to any skill rolls involving acting, playing musical instruments, singing, or other forms of entertainment.
- Initiative Bonus: Zeltron can react to people quickly due to their ability to sense emotion, and thus they gain a +1 pip bonus to initiative rolls.