Creating Species
Creating a Species
The number of different sentient creatures with similar silhouette to yourself is immeasurable. When it comes to deciding who you want your avatar to be, there may always be another option that you're looking for. However, unlike other customizable features in Utopia, a custom species has much more leniency in the way of design.
Unlike items and spells, each species normally fits within a bottom line and a top line. While designed spells have a stamina cost that increases based on power and items have a rarity and value, species simply exist within a certain range of abilities.
A GM may rule that only specific custom species are allowed, that certain custom species are not allowed, or that no custom species are allowed at all.
Stats and Quirks
When designing a species, you'll end with a number of Quirk Points (QP). These accumulate based on the starting Constitution, Endurance, Effervescence, number of gifted subtraits, starting Block Rating and Dodge Rating, its Quirks, and sometimes its talents.
Quirks are a list of features that are innate to the species. Examples include what languages they speak, the number of usable appendages it has, and the ability to fly. Each of these make the species unique while also producing a number of balances to their abilities. The total number of Quirk Points must be between 18 and 23.
Each species innately speaks either Utopian and one other specific language or Utopian and one other simple language of the player's choice.
Deciding Talents
While a species can have virtually any talent. However, there are a number of basic talents that are shared by several species. These basic talents allow for them to have a decent boost to basic abilities such as Block and Dodge Rating and their travel scores.
Each talent that's used by other species should have the same cost, regardless of who's able to gain them. Although, the distribution of Body, Mind, and Soul points may vary freely.
For instance, the Ore Scent talent should always cost 1 talent point total, but can cost 1 Body, 1 Mind, or 1 Soul. The Quick Footing talent should always cost a total 2 talent points in any combination.
Each species talent should cost no more than 3 talent points unless a quirk allows them higher costs. A talent cannot require a more expensive talent to be gained. For instance, if the Quick Footing talent is in a Tier 1 position, the Ore Scent talent cannot be in the Tier 2 position of that branch.
Body, Mind, and Soul
Generally, a creature's Body, Mind, and Soul scores have several meanings, modifying both the meaning behind their talents and the mechanical advantage they gain, accordingly.
Body
A creature's body represents their physical skill and toughness. Talents that focus towards strengthening one's physical form should cost a higher number of Body points. As well, these points will increase the species' max SHP potential.
Mind
If a creature uses its wits to gain the talent, it should focus more on Mind points. These points will increase the species' max stamina potential.
Soul
When a creature's social skills impact the talent or it claims cultivation of one's soul, it should have a high concentration of Soul points. These points will increase the species' max DHP potential.
Quirks
A species can have a maximum of 5 total quirks. Each quirk may increase or decrease the creature's total Quirk Points, varying based on how it affects the species.
If a number of options are separated by slashes, the same position must be chosen each time and only 1 may be chosen. For instance, if a creature is offered 2/3/5 meters of Air travel at the cost of 3/5/8 stamina each turn, an Air travel of 2 always costs 3 stamina and an Air travel of 5 always costs 8 stamina.
It's important to note that each subspecies of the same family may have different quirks. If they do, they still must hold to the range of 18 to 23 quirk points.