Designing Sci-Fi races
Dec 13, 2016 12:30:15 GMT -8
Post by Deleted on Dec 13, 2016 12:30:15 GMT -8
The Sci-Fi companion has a decent stock/variety of alien races but I have found it very satisfying to design new races for players to enjoy. This has become central in my campaign as the game setting started off tied to an anime but has quickly evolved into something more akin to Hitchhiker's Guide...full of wacky species and mad cap action.
These steps utilize the Sci Fi companion, the Delux Explorer, and the Super Power companion.
Step 1: Roll planet - If a player a player does not have a set race or concept in mind to start the build (Klingon-like, Predator, Hyper-intelligent mice, etc) then randomly rolling up a planet can help inform a base for a new species. It can inform the decision to assign hindrances like High/low tech or allow edges like Heavy G worlder. Even more useful are the tables for groups and customs. . I allowed my players a choice of rolling up 1-3 groups with up to two customs each to help flesh out the society, help with race design, and possible backstory ideas.
example: One player rolled That Nobles live segregated and have strange cosmetics while commoners live at place of work and marriage assigned by specific group. We used this as a starting point to design a caste system for her race. Her planet had also rolled up jungle environment and a large space station so we used that to segregate the group. Only the Noble caste lived on planet and were allowed to wear bright colors while commoners/laborers lived on the station and were relegated to dull color. The segregation also gave the inspiration that she fled her world due to caste crimes.
Step 2: Racial looks and abilities - Start with the basics. "What do you want your character to be able to do?" Build for the core ability and balance it later. Remember that you are building a race, so every member of this race would have these same base abilities. Let players brainstorm whatever their imagination can come up with, this will be their character and you want them to enjoy playing it....you will rope in some of those more outlandish dreams soon enough. I found that utilizing the Supers companion gave us greater freedom of design (remember that using any super power is more expensive due to the +2 points needed just to access the book...more on this in a bit).
example: player wanted his precognitive diplomat to be part of a weaker race that evolved alongside a hardier race. We designed races that had similar builds with a different focus; one starts at d6 smarts while the other starts d6 strength, one cautious the other stubborn, etc. He made mention that the Psychic abilities were unique to him so he had to use his personal edges to develop that rather than racial edges. Another player whose entire race had some measure of bio-manipulation control, gained that power as a racial edge (although powers were limited and the associated skill had to be bought as normal).
Step 3. Racial hindrances - The hardest part is balancing any and all abilities with negatives...all races should come out to a net +2 ability to be properly balanced. They may want a race that can leap tall buildings in a single bound and are faster than a speeding bullet, but if they want that to be the focus of their role play then perhaps a Supers campaign would better serve them. The racial abilities should inform their role playing but not necessarily be the focus of them. I found that when trying to balance edges/abilities/powers with negatives helped to rope in some players ideas of their race.
example: A player wanted to be able to heal very quickly. A racial ability at +2 allowed a healing check of every day instead of every week. The player had something more deadpool-ish in mind, so we went to the supers book. It ended up being more expensive, as the Super power skill adds a +2 off the bat (regenerate once a day costs 4 now) but allow greater options. The greater cost had to be balanced out by more negatives. He now can make a healing check every hour and regenerate limbs; that healing check requires a full round action to concentrate the body on healing, the player must consume 2x caloric intake as usual (4x if he regenerated a limb) or be fatigued, and they have a racial enemy that considers his flesh a delicious food source. The mountain of negatives insure that the race is balanced and provide more opportunities for role play. We have had an entire side quests in dealing with his insatiable hunger.
Another important reminder when using the Supers book is that form and function are not always one and the same. All abilities must be purchased to maintain balance.
example: A nanobot swarm race wants to be able to squeeze through cracks and doors. This is completely build-able with the altered form/viscous power...however, just because your player says its a nanobot swarm doesn't mean you can ignore rules. A nanobot swarm will have to crawl like ants unless the fly power is also purchased. It is still susceptible to disease and poison unless Construct or those individual powers are purchased.
Racial hindrances help shape the limitations of a species. They can be complicated but, if logically thought out, almost anything can be built.
These steps utilize the Sci Fi companion, the Delux Explorer, and the Super Power companion.
Step 1: Roll planet - If a player a player does not have a set race or concept in mind to start the build (Klingon-like, Predator, Hyper-intelligent mice, etc) then randomly rolling up a planet can help inform a base for a new species. It can inform the decision to assign hindrances like High/low tech or allow edges like Heavy G worlder. Even more useful are the tables for groups and customs. . I allowed my players a choice of rolling up 1-3 groups with up to two customs each to help flesh out the society, help with race design, and possible backstory ideas.
example: One player rolled That Nobles live segregated and have strange cosmetics while commoners live at place of work and marriage assigned by specific group. We used this as a starting point to design a caste system for her race. Her planet had also rolled up jungle environment and a large space station so we used that to segregate the group. Only the Noble caste lived on planet and were allowed to wear bright colors while commoners/laborers lived on the station and were relegated to dull color. The segregation also gave the inspiration that she fled her world due to caste crimes.
Step 2: Racial looks and abilities - Start with the basics. "What do you want your character to be able to do?" Build for the core ability and balance it later. Remember that you are building a race, so every member of this race would have these same base abilities. Let players brainstorm whatever their imagination can come up with, this will be their character and you want them to enjoy playing it....you will rope in some of those more outlandish dreams soon enough. I found that utilizing the Supers companion gave us greater freedom of design (remember that using any super power is more expensive due to the +2 points needed just to access the book...more on this in a bit).
example: player wanted his precognitive diplomat to be part of a weaker race that evolved alongside a hardier race. We designed races that had similar builds with a different focus; one starts at d6 smarts while the other starts d6 strength, one cautious the other stubborn, etc. He made mention that the Psychic abilities were unique to him so he had to use his personal edges to develop that rather than racial edges. Another player whose entire race had some measure of bio-manipulation control, gained that power as a racial edge (although powers were limited and the associated skill had to be bought as normal).
Step 3. Racial hindrances - The hardest part is balancing any and all abilities with negatives...all races should come out to a net +2 ability to be properly balanced. They may want a race that can leap tall buildings in a single bound and are faster than a speeding bullet, but if they want that to be the focus of their role play then perhaps a Supers campaign would better serve them. The racial abilities should inform their role playing but not necessarily be the focus of them. I found that when trying to balance edges/abilities/powers with negatives helped to rope in some players ideas of their race.
example: A player wanted to be able to heal very quickly. A racial ability at +2 allowed a healing check of every day instead of every week. The player had something more deadpool-ish in mind, so we went to the supers book. It ended up being more expensive, as the Super power skill adds a +2 off the bat (regenerate once a day costs 4 now) but allow greater options. The greater cost had to be balanced out by more negatives. He now can make a healing check every hour and regenerate limbs; that healing check requires a full round action to concentrate the body on healing, the player must consume 2x caloric intake as usual (4x if he regenerated a limb) or be fatigued, and they have a racial enemy that considers his flesh a delicious food source. The mountain of negatives insure that the race is balanced and provide more opportunities for role play. We have had an entire side quests in dealing with his insatiable hunger.
Another important reminder when using the Supers book is that form and function are not always one and the same. All abilities must be purchased to maintain balance.
example: A nanobot swarm race wants to be able to squeeze through cracks and doors. This is completely build-able with the altered form/viscous power...however, just because your player says its a nanobot swarm doesn't mean you can ignore rules. A nanobot swarm will have to crawl like ants unless the fly power is also purchased. It is still susceptible to disease and poison unless Construct or those individual powers are purchased.
Racial hindrances help shape the limitations of a species. They can be complicated but, if logically thought out, almost anything can be built.