The Broken Hourglass Weekly Update

Planewalker Games' official website has received its usual weekly update for The Broken Hourglass, this time revealing the bonuses and penalties associated with each of the game's races. The Illuminated:
Mysterious humanoids of unknown origin and purpose, who simply appeared one day and have integrated themselves remarkably well in Tolmiran society. They appear quite similar to humans, except for the bright, glowing skin.

Bonuses:

Judgment: Their admirers call them "thoughtful." Those who fear the Illuminated call them "plotters." Whatever the case, Illuminated are, if you can pardon the pun, naturally bright.
Mana: The Illuminated are naturally inclined to use and control magic.
Diplomacy: Despite their outward appearance and occasionally off-putting manner, when the time comes, most Illuminated know how to crank up the charm and win a grudging smile.
Haggling: As best as anyone can tell, one of the key mandates of the Illuminated is to set up deep trading roots with the human civilizations of Rhyth. Although sometimes unnerving socially, they are seen as trustworthy in matters of commerce.
Water Magic: Illuminated are strong in the magic of the mind, and receive a bonus to Water Magic. Note that unlike Feyborn this is not considered a "Mageborn" trait a few Illuminated prodigies are Mageborn in a different element, or even in Water Magic itself.

Penalties:

Pacifist (trait): Violence and killing are not part of the Illuminated makeup it comes less naturally to them than to the other races of Rhyth. Some have taken this tendency as further proof that the Illuminated are a truly manufactured race, and lack an inbred history of survival through conflict and conquest. All Illuminated carry the Pacifist trait, and as a result receive a penalty to all combat rolls involving melee or missile weapons.
Strength: Illuminated do not, as a rule, develop rippling muscles.
Stealth: The brightly glowing skin tends to inhibit successful sneaking.