How to Make Other Races and Creatures

Unless specified, every character is human. Each race and creature species is made up of a set of properties that changes it from human to what it is. The cost of the properties are given in character points (some properties do not have CP values; they are given here for the purposes of race creation only).

Racial properties cannot be affected by spells unless noted as such. The racial properties are:

Basic Structure--This is the body type of the creature, bipedal (two pairs of limbs performing different functions), quadrupedal (two pairs of limbs with the same function), multipedal (more than two pairs of limbs performing the same function), radial (any number of limbs arranged around a central point), or amorphous (no limbs, but a formless mass).

Biology--The type of creature: mammal, fish, insect, amphibian, reptile, fungus, amorphous, plant, or elemental. Each Biology present in a race after the first costs 1. Each elemental biology costs 1.

Average size--The average size is the longest dimension of the race (If the given default dimension is not the longest, use the longest instead), generally:

bipedal height
quadrupedal length
radial diameter
multipedal length
amorphous width

Average height for a human is 1.7 meters. Average size costs 1 point for every slot moved on the table below from 1.7. Cost values are below.

0.0-0.2
5
5.0-5.2
10
0.3-0.5
4
5.3-5.5
11
0.6-0.9
3
5.6-5.9
12
1.0-1.2
2
6.0-6.2
13
1.3-1.5
1
6.3-6.5
14
1.6-1.9
0
6.6-6.9
15
2.0-2.2
1
7.0-7.2
16
2.3-2.5
2
7.3-7.5
17
2.6-2.9
3
7.6-7.9
18
3.0-3.2
4
8.0-8.2
19
3.3-3.5
5
8.3-8.5
20
3.6-3.9
6
8.6-8.9
21
4.0-4.2
7
9.0-9.2
22
4.3-4.5
8
9.3-9.5
23
4.6-4.9
9
9.6-9.9
24

Average weight--The average weight of a human is 70 kg. For every .3 meters size is moved down, multiply this by .7; for every 1 meter up, multiply by 1.3. Every .1 change to these multipliers costs 1 point.

Maximum lifespan--The normal maximum longevity for a member of a race. For humans, this is 100 years. Lifespan costs are according to the following table:

0-50 -1
51-100 0
101-150 1
151-250 2
251-400 3
400-600 4
600-1000 5
1001-1500 6
1501-2000 7
2001-3000 8
3001-4000 9
4001-5000+ 10

Optionally, a race may be made immortal by paying twice the maximum cost. This does not include races that enter another state of life (other than death or undeath) or plane of existence near the end of their lifespan, such as elves.

Limbs--All basic structure types have a definitive amount of limbs which can be added to. The defaults are:

Bipedal: 1 head, 2 arms, 2 legs
Quadrupedal: 1 head, four legs, tail
Multipedal: 1 head, tail
Radial: 1 head
Amorphous: none

Each type of limb costs:

Head 2
Legs 1
Pair of fins/flippers 1
Pair of arms 2
Pair of wings 2
Tentacle 1
Tail 1
Opposable digit not on hands 1

Wings are a requirement for non-magical flight.

Locomotion--Innate forms of movement. Humans walk/run, and can swim and climb as skills. Many creatures do not have this default, however. Relative base rates for locomotion types are below.

Walk/run
--
swim
walk/3
climb
walk/5
fly
walk*3
burrow
walk/5
ooze
walk/3

Here, locomotion replaces walk/run as the default. The types are walk/run, swim, climb, burrow, fly, and ooze. Each extra mode costs 1 point, each default mode removed credits a point. The rate of movement for extra modes are bought from 0 (see below).

Movement--Each rate of movement has a default based on human. They are:

Walk/run
6
Swim
2
Climbing
1
Borrow
0
Fly
0
Ooze
0

Each +1 costs 1 points, each -1 credits 1.

Features--A descriptive list of a race's characteristics, such as build type, skin/hair/eye colors, amount of hair, distinctive smell, etc. Features cost nothing.

Total point cost for all items above should be as close to 0 as possible.

Adjusting Stats modifies the base value, the minimum/maximum, and affects the point cost table. If strength is at +2, the base is 17, minimum 3, maximum 32, and point cost changes to 17-21=1, 22-26=2, 27-31=3, 32+=4.

Strength, Agility, Aptitude, Health, and Appearance all have base values of 15. Use the point costs in the character creation chapter to determine costs.

Combat is abstract because it is figured. Every +1 costs 2 points, every -1 credits 2. Separately, MeAcc, PrAcc, and Evade can be adjusted; each row on the combat table +1 costs 1, each -1 credits 1.

Perception--The base values for Sight, Hearing, Smell, Taste, and Touch are 15. These values can be adjusted up 1 for 1 point; each -1 credits a point. Sensitivity can be adjusted for 1 point per 20% moved (up or down; see Sense) on the sense's intensity table. Some suggested senses, built as spell effects, are below. They would be included under Innate Abilities.

Skills used as senses only require 1 point of the skill; the roll is as normal perception, not a skill roll.

Total point cost for all Statistics above should be as close to 0 as possible.

WP--Adjustments to Word Points reflect the general ability of a race to control magic. Each +5 costs 2 points, each -5 credits 2.

HP--Changes in HP reflect the race's overall sturdiness and combat ability.  For Legend races, this should be low or none.  Monsters have no limit.  Each +30 HP costs 2.

AP--Changes to Warrior, Rogue, and Caster reflect the natural skill of a race for that archetype. Every +1 above the base maximum of 30 costs 3 points, every -1 credits 3. Total point cost for WP and AP should be as close to 0 as possible.

Personality--Each +1 or -1 to each trait costs 1. Total point cost for Personality should be as close to 0 as possible.

Innate Abilities--These are spell-like effects that a race can perform naturally. Each one must be constructed as a spell, and can have the limitation x per time, meaning how often during a unit of time a member of that race can perform the ability. These do not need to have a verb unless the ability entails some type of change; the effect can merely be described. The units of time for these purposes differ from those for spells. No Innate Ability can exceed three uses per unit of time.

each per day
3
each per week
2
each per month
1

Innate senses are constant and have no limitation unless the spell description of the sense does.

Natural attacks--Claws, bite, or any other attack that does not simulate a spell effect (and cause physical damage). Every .1 damage multiplier above Str/15 costs 2 points. Every .1 below credits 2.

Skills--Reflects an innate ability in a skill. Each point adjusts the roll according to the initial cost on the skills table. Each skill must be adjusted separately, and does not automatically give a character the skill, only an adjustment to the roll.

Total point cost for all items above should be as close to 0 as possible.

Disadvantages--A list of standard disads that affect an entire race. All members of the race have these in addition to their character disads.

Racial properties should be balanced so that the cost of the race is as low as possible (this does not apply to monster species). For example, if a race has +3 Strength, they should have a total of -3 spread over their other stats.