Species Generation

So, you want to create your own species, eh? Well you've come to the right place. Here you'll find all the rules, and clarifications, for creating your own species. For my world, you'll only be able to create one species (unless otherwise given permission), so make it count!

So, first things first.

Lore
What is the history of your race? Who do you want them to be? Do you want them to be a basic, scavenging race, or a hyper-intelligent race? These are questions you need to know beforehand so that you don't create something you don't like. If you really don't care, there are plenty of tables to randomly select your races properties given later on this page. Remember, you don't have to roll on the lore tables, the numbers are just there for your convenience.

Environment
What conditions is your species accustomed to? Use the following table as a guide, or as random generation:

Biological Form
What kind of creature does your species represent? Are they plants? Insects? Reptiles? Use the following table as a guide or as random generation: Afterwards, use this time to think about your species' physical appearance. There are many different types of each form, such as aquatic creatures, that all look different, so try and make your species look special (but don't make them aquatic; please, there's too many).

Eating Habits
Are creatures of your species herbivores, carnivores, or omnivores? Use the following table as a guide or as random generation:

Technological Development
How far into technology has your species developed? How did they get this technologically developed? Was it just time, or were they given technology? Use the following table as a guide or as random generation:

Story Factors
Below is a table with a few story factors to help you get an idea of your species. Rolling numbers are just for your convenience and don't grant any bonuses.

Stats/Gameplay
Here you will decide/randomly generate the stats and gameplay aspects (special abilities) of your species. This is where some rules come in, and you'll be essentially "buying" attribute die ranges and special abilities with your starting attribute dice.

Attribute Dice
At default, your attribute dice will be set to 12D, which is considered average. However, you may try to go higher with the table below, but there's a chance you will go lower than average. Your call. Remember, you will be using these to buy die ranges and special abiltiies. Also remember that player characters will get a 6D bonus to these die, as a way of saying their "special."

Attribute Die Ranges
These are the minimum and maximum starting attribute dice characters can put into their attributes during character creation. Remember, the minimums of your attribute dice are how many attribute dice characters MUST put into that attribute.

Afterwards, make sure your minimums are equal to or below your species starting attribute dice, and that the maximums are at least 6D above your species starting attribute dice. Otherwise, it'll cause complications. Use the following table as a guide or as random generation: Please note that you don't have to roll on this table to get the higher results. You can just choose them, but it'll be at the cost of other die ranges. Also, remember that 3 pips is simply 1D.

Special Skills
These are skills that will be given to your race based on their background. You will not choose these. Once I receive your species and we talk about it, I may or may not grant it one or more of these special skills, each of which are based on an attribute:

Special Abilities
These are what allows your species to spit venom then kick people. Special abilities help define the more combat oriented part of your race, and what racial bonuses they have in the real world. However, these come at a cost.

The amount of dice you get to buy these abilities is equal to: 12D - (Sum of Minimum Die Ranges). For example:"Jake from State Farm has just created his new species, Car Insurance. He decided to be boring and choose 12D starting dice. As such, he was also boring in choosing his ranges, getting 2D/4D in everything except for Dexterity, which he gave 1D/2D. The sum of his minimum die ranges is 11D, so the amount he has to spend on special abilities is 1D (12D - 11D = 1D)."

Natural Weapons and Armor
If you want your species to be naturally offensive or defensive, don't worry! We got that! Use the following table to buy Natural Weapons at 1D each: Natural armor is a bit different. You may spend 1D to gain base Natural Body Armor against physical, 2D to gain base Natural Body Armor against physical and 1D against energy, or 3D to gain base Natural Body Armor for both.

Natural Weapons/Armor Base
Natural weapons and armor have a base damage/defense modifier: STR+1D and +1D, respectively. At the cost of attribute dice, you may add to this base at the cost of the amount added to that modifier. The max is STR+3D and +2D, respectively. Please note that you cannot add or remove from this unless you purchased the appropriate special ability above. For example:"Jake from State Farm decides to instead put 1D+1/3D into Dexterity. Thus, when adding up his minimum die ranges, he has +2 pips to spare. What an idiot. He decides to put this into his Natural Body Armor base, giving him 1D+2 as a base for Natural Body Armor. I then inform him that he's retarded, and he never bought Natural Body Armor, thus he can't put those points into that base. So he decides to also make his Knowledge 1D+1/3D, which is fitting since he's so fucking stupid, and thus he has 1D+1 to spare. He spends 1D to get the body armor, then ups his base by +1 pip. Gold star for Jake."

Skill Bonus Abilities
These are abilities that grant a skill bonus in something. You can buy these for 1D each. If you have dice to spare and simply want a random one, the numbers are there for your convenience. Rolling does NOT grant you the ability for free. Note that these are general, fluid guidelines for what you can do with special abilities. If you kind of want an ability like Swimming, but would rather it be a total movement bonus instead of both dodge and movement, we can work on that.

Beginning Character Abilities
These are bonuses characters of the species get ONLY at character creation. You can buy these for 1D each. If you have dice to spare and simply want a random one, the numbers are there for your convenience. Rolling does NOT grant you the ability for free. These aren't as fluid, and generally you'll only have these options for this type of ability (unless you're REALLY convincing).

Constant Abilities
These are abilities that your species can do that most others can't and are constant effects. You can buy these for the cost associated to each. If you have dice to spare and simply want a random one, the numbers are there for your convenience. Rolling does NOT grant you the ability for free. Note: High/Low Temperature Tolerance can be taken twice for both effects.

Penalty Abilities
These abilities are basically penalties to your species. However, they also add to your pool to buy special abilities. The die gained from these abilities MUST be used on other special abilities and may not be used to increase die ranges. You can get these to gain 1D each and may only have 2. If you simply want a random one, the numbers are there for your convenience. Rolling does NOT grant you any bonuses.

Move/Size
Finally, you gotta decide how fast and tall (on average) your species is. You may either choose to take the base movement, 10/12, or roll below to try and gain a higher movement min/max. Height is on the table as well, but they are not necessarily related, and is only there for rolling convenience and also so there's not two tables. Yes I know 10/13 and 10/14 are before 10/12. Shut the fuck up.

Conclusion
Welp, you're done! If you haven't already, give them a name, and make sure to show it to me so I can appropriately fit your species into the world and make sure it checks out.