HinterBlog

April 1, 2010

Creating Races in Iridium

Filed under: Games — Tags: , , — bilbo @ 2:57 pm

This is taken from an article on the site. I will be updating it for Iridium V2 but surprisingly it probably will not change much.

The following is for people who might wish to create their own races for any of our settings. The process is very simple and can be accomplished in about half an hour.

Racial Concept
The first step is to form a mental concept of the new race. For example, a new, inoffensive race is needed to populate a newly discovered planet in a Nebuleon (Sci-Fi) campaign. Knowledge of the planet (a temperate water and swamp world) and what is needed for the campaign (primitive natives that can help or hinder the player characters, depending on how the first meeting goes) should help develop a racial concept. With that goal in mind, the following concept for the new race, called the Rihdahn, can be created.

The Rihdahn are amphibious and live on the many riverbanks of their word. They use tools but are not very dexterous. They stand between 1.4 and 1.8 m and weigh about 50-60 kg. The have rubbery skin like a dolphin but have a large number of tentacles for their base and an upper body with three primary tentacle stalks that they use as hands. Their heads are compact and they have no neck and shoulders to speak of. Their face is a mash of six eyes placed around their head and a central mouth filled with teeth. The Rihdahn appearance can be misleading, allowing one to believe they are ferocious hunters when they actually prefer a form of fresh water vegetation.

The Rihdahn are willing servants and love the chance to travel. They were first discovered by a RFW survey team and have since worked well in water environments as scouts. Unfortunately, they have little aptitude with technology and have had little success in the greater sense of the Nebuleos.
Racial Modifiers

Racial modifiers should reflect the nature of the race to be defined. Minor modifiers of plus one or two should reflect natural aptitudes, such as an increased agility for multi-legged creatures. Larger modifiers of plus three or more should be restricted to truly super-natural attributes beyond the ability of humans to attain. On rare occasions, a guaranteed above 20 stat may be appropriate, such as the appearance of elves in our fantasy setting. It is not necessary to have stat pluses and minuses balance out, but any obvious stat advantages need to be compensated with a social or physical restriction (race is discriminated against, or lacks a corporeal body, etc).

The Rihdahn have the following adjustments:
Physical STR AGL DEX CON APP
-5 +4 -1 +2 -2
Mental WIS INT CHA
+2 -4 +0
Spiritual LUC PIE WIL
+0 +2 +2

Remember, not every attribute needs a modifier.

Racial Abilities
Racial abilities are innate things like natural armor, spell casting capabilities, or flight. Abilities like night sight and extraordinary sense of smell can be defined in terms of percentage beyond normal sense or their chance to use it. For instance, extraordinary sense of sell of 40% means the race has a 40% chance of smelling a scent not normally available to humans. A race with 40% night sight would be able to see 40% as well in the dark as they would in daylight. Alternatively, the GM could make the character check on percentiles making them roll under the 40%.

The Rihdahn have a thin layer of blubber that gives them a small amount of protective armor. This equates to 10 points in all areas. They are also amphibious and can hold their breath under water for 20 minutes.

Racial weaknesses should also be included here. The Rihdahn dehydrate quickly and do not handle heat well. This translates into a CON check for every day they are away from water. If they fail, they will collapse and be unable to even walk. They will need to be immersed in water for one hour for every day of dryness.
Racial Skills

Racial skills are those skills that a race shares coming from a similar culture. In other words, elves from the woods might use and make bows but elves from the desert would more likely be able to find water. The number of racial skills depends on the general likelihood that all in the race would be exposed to learning it. Alternatively, it can be an indicator of cultural diversity within the race.
The Rihdahn are excellent swimmers and trackers. They also know a great deal about plants.

They receive the following skills:

* Two Tracking Skills
* Three Swimming Skills
* One Herbology Skill

Conclusion
And that’s an example of creating a new race for Nebuleon. This example was more detailed than necessary. A faster creation method merely requires an outline of Racial Modifiers, Abilities and Skills.

Here is a printable version of the Rihdahn
. Have fun creating races!

4 Comments

  1. KEWL,

    I like the Rhidahn a lot, they look like they could be a lot of fun, nicely done there Bill:.)

    are you going to write them up in full and publish them?

    Comment by Alan Hume — April 2, 2010 @ 3:25 am

  2. Just something incredibly minor that has bothered me for years, now. Why do you call them “races”? These are entirely different species. It seems odd for a SF game – not that Neb is the only one that does this!

    -clash

    Comment by clash bowley — April 5, 2010 @ 7:14 pm

  3. Honestly, it was a conscious decision to distance neb from to science-y a feel. That said, I occasionally use species.

    Comment by bilbo — April 5, 2010 @ 10:29 pm

  4. I much prefer ‘Races’, much warmer you know, ‘species’ sounds really cold and harsh, awful, stick with ‘Races’:.)

    Anyhow, you going to expand on those swamp dwelling guys???

    enquiring minds need to know:.)

    Comment by alan hume — April 7, 2010 @ 6:40 am

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