Here is a
web page I rebuilt from an old Species Generation Worksheet I was working on for my world of Onaviu. When I was going to post it, RMU came out and I rewrote it. Even still working on it. Also, there is a second link below.
Refer to
A-2 Race Generation,
Gamemaster Law, pp 174-179, specifically, page 175.
My biggest beef was the default progression of 0•6•4•2•1 and the next highest of 0•7•3•2•1. There is literally no difference between these two except for shifting a single point. The sum is the same, yet it costs 5 points!? To me, that seemed ridiculous. If it was going to be worth 5 points, then the progression should have been 0•7•4•2•1. An increase of one to the sum in the first position would be worth 5 points. But never shifting one point from the second position to the first. IMHO, going from a progression of 0•6•4•2•1 to 0•7•3•2•1 is NOT worth 5 points. A simple shift of 1 in this manner may be worth only 1 point, maybe 2 points at most. Additionally, a few other supposed increases in the BDP use the same method. Yet, IMHO, they were not worth the difference in cost.
Another example of this is going from 0•6•5•2•1 to 0•7•4•2•1. Literally no difference between the two except a shifting of a single point. And it costs 3 points to go from 0•6•5•2•1 to 0•7•4•2•1!? Again, I say it is worth only 1 point in cost. Maybe 2 at most.
Thus, I sat down and thought of a way to make the creation of a BDP totally independent at each position. I used the 0•6•4•2•1 progression as the standard default and set the cost to change the number in each postion to 0•5•4•2•1.
Example 1: Say you want a horribly physically strong Stone Troll with a BDP of 0•10•8•6•4. This would cost 47 points. 0•10•8•6•4 minus 0•6•4•2•1 equals 0•4•4•4•3. Then (4 × 5) + (4 × 4) + (4 × 2) + (3 × 1) = 47.
Example 2: Now let's do the 0•7•3•2•1 thing. 0•7•3•2•1 minus 0•6•4•2•1 equals 0•1•-1•0•0. Then (1 × 5) + (-1 × 4) + (0 × 2) + (0 × 1) = 1. Exactly the 1 point cost I mentioned above, it is much better than the 5 points. IMHO, I don't think it is worth 5 points just to have only 10 extra Hits at 10 ranks, then be back even at 20 ranks with the default value.
After I did this, I decided to apply it to the Power Point Development progressions. I set the defaults at 0•6•5•4•3 for Channeling, and 0•5•3•2•2 for the other realms. I set Channeling default to the 0•6•5•4•3 since all species got it for 0 points (pp 180-185, GmL). I figured if all the RM species got it for free, then why should any other species be forced to pay for it. Thus, I threw out the ChanDev table on page 175.
Here is a
web page I rebuilt so you can play around with this concept.
I will be the first to admit that the costs are lower than the costs for the progressions as listed in A-2 Race Generation, Gamemaster Law, pp 174-179. However, this method does allow one greater variability.
Example 3: On my world of Onaviu there is a species known as the Harini who are incredibly small with a Base Height of six inches. Although they do wield potent power, they are also incredibly physically fragile with a BDP of only 0•2•2•1•1. In the new RMUS, the Harini have only 5 Base Hits and the problem of dealing with a natural -3 or -4 size classes.
Example 4: The Hatharnd are incredibly powerful psionicists with a PPDev of 0•10•9•8•7, but are incredibly weak physically with a BDP of 0•3•2•2•1. Of course, this was the original RMFRP write up. In the RMUS, the PPDev is the same, but Base Hits are only 5 and they have the flaws Infirm I and Decrepit II.
rmfr