Homebrew races

What kind of homebrewed/edited races have you all come up with?
What kind of stats have you given them and what is the approach you generally have with them?
Do you prefer diplomacy? Warfare? A techrace? Or do you edit your race to be 'polyvalent'?

Feel free to reply with a template of your designed race. I'm curious to see what everyone has come up with.
104,452 views 10 replies
Reply #1 Top
Tranquility Corpus
A neutral civilization, slowly evolving from a naturally-occurring phenomenon of silicate piezoelectric cells that formed a singular conciousness on their homeworld, the Primary. Over the millenia, they developed machines that were parts of their own conciousness, and have recently started galactic colonization. They value technology above all else, and are dedicated to the idea of spreading their Enlightenment for the good of the galaxy. They hold no special regard for life in the universe, but use deadly force only as a last resort.

The Burning Ones
Coming from the planet Cinders in the Fireball system, the Burning Ones are a warrior race of religious zealots. Disciples of the Flame God, they will stop at nothing on their way of consuming the galaxy in the Bright Flame. Their leader, Firelord, is an agressive tactitian who uses the most of his vast military. They know not of diplomacy or trading, prefering to take what they want. The first race that made contact with the Burning Ones, the Altarians, have been put to the Bright Flame within a month of the initial contact. Their ships may be technologically weak, but the Burning Ones more than make up for it with their numbers, zeal and agression.

Iron Tribunal
In 2103, after abolishment of the death penalty, humans opted to send their undesirables to the stars, in huge vessels that would take them as far from Earth as possible. One such ship, the Freedom Rykers, was sent to the distant system of Judacaria with almost sixty seven million people. Over the 100-year voyage to the system, the occupants, now the descendants of the original prisoners, have made a dramatic change. Instead of crime, they have begun to value justice and righteousness. Within 30 years of landing on the planet Terra Nova, the society was thriving, a perfect community of nearly a two hundred million with no crime, wars or sins. And now, they turn to the stars, realising that it is time to make the galaxy a just and righteous place.

Eilathans
Overpopulation, polution and consumption of all the natural energents have made the three most powerful nations of Eilathoria war against each other for resources. After dozens of years of war, the planet was reduced from a once higly developed world into a badland, with severe winters on the poles and scorching winds sorrounding the equator. The now class 2 world has finally reached a state of peace, since none of the warring factions have any means to fight. In desperation, each of the factions have focused the very lasts remnants of technology to create three massive space-faring vessels, ships that would ensure the survival of the Eilathan race. It wasn't long after the initial colonizations that the Eilathans turned to war again, but this time, the enemy was the galaxy.

There are a couple more, but not as well-made as these. I enjoy RPing
Reply #2 Top
The_Regicide:

I enjoyed reading about your races, good background... a couple of friendly questions though.

Do the Tranquility Corpus have any affinity to other silicon based life, like the Yor, and save their indifference for the carbons?

The Bright Flame of the Burning Ones. Is this a weapon, a philosophical notion? Also, is the Bright Flame a fire in the oxidizing sense, or something more potent like nuclear reactions, or antimatter annihilation?

What kind of stats do these races possess?
Reply #4 Top
The TC have no special affinity to the Yor, but often they tend to work together because of their alignments.
The Bright Flame is like a Holy War, Crusade, just their name for burning down a civilization.
I gave the TC an inherent bonus to Research of 25%, with the abilities of Economy, Social, Loyalty(wanted to take Research, but that would most likely conflict with the inherent one) and one other, I forgot. They started with some good Computing, can't really remember. Their homeworld was class 14. The Burning Ones had a +9 Logistics bonus for their huge fleets, and abilities Military, Weapons and Soldiering max. They started with(and only with) Weapons up to Harpoons and Lasers II, Planetary Invasion and that's about it. Their starting homeworld was class 7, but their neighbour was 7 too. Iron Tribunal Started with Communication, Space Militarization, Space Defense and some other things. They had an inherent +20% Morale, as well as Economy, Diplomacy, Defense maxed. Homeworld class 9, next to a class 5 planet. Can't remember much about the Eilathans. I know they had Space Militarization, and turned out Evil and Neutral in equal amount of games. They had a Soldiering bonus, I think...
Reply #5 Top
I'm working on a big mod that includes (among a lot other things) completely rewriting the minor races. One thing I wanted was very strong soldiering so they could put up a fight against aggressors. Another was strong trade skills to put them at an advantage and to offer bonuses for those trading with minors. After that, I gave them abilities that fit their profile. Two I came up with from scratch, the rest are takes on Protostar: War on the Frontier and MOO2. I kept the Snathi, but re-wrote them (I couldn’t take evil squirrels seriously).


Tuatarans
The Tuatarans are a friendly race of reptilian like creatures who recently begun intergalactic space travel. Well, re-begun actually. The Tuatarans have only recently rediscovered their amazing legacy.

Over 40,000 years ago the Tuatarans (or their equivalent at the time to be more precise) were an advanced space faring race exploring the stars. Their biogenetic research was legendary, yet proved to be their downfall and subsequent salvation. They inadvertently created a terrible plague that swept through their homeworld like wildfire, wiping out their population with frightening speed. However, the Tuatarans noticed that it affected only them. None of the other native species of their planet were vulnerable in the least. As no cure could be found and time was almost out, the Tuatarans took desperate measures. They genetically de-evolved their entire race to a previous level of development.

It worked. Their new genetic structure was so vastly changed from their heightened form that the plague no longer had any effect and quickly died out, but at a high cost. The Tuatarans lost a great deal of their intelligence and inherent sentience. Knowing this would be the case, they hid a great deal of the proof of their advanced existence before their conversion, knowing that their less sophisticated descendants could only get into trouble with such advanced technologies they had no hope of understanding. Instead it was all placed in great vaults that required a good degree of understanding of the sciences to unlock.

The momentous day finally arrived twelve years ago. The Tuatarans have made much headway in regaining their former glory since that time. Yet, they have not completed their full recovery. Who knows what “re-discoveries” await them?


Xern
The Xern are a frightful race of xenophobes known for their intolerance of other cultures. Unfortunately for them, their level of technological advancement has not progressed far enough for them to be considered a major galactic power. In addition, the Xern's unwillingness to spread outside of their home planet can only further hinder their influence. With this in mind, they have decided that they may have to take more active measures to ensure their survival.

Recently, a Xern vessel exploring a planet in a neighboring system discovered a strange Arnor artifact. The Xern would have the rest of the galaxy believe it is a doomsday device capable of inflicting untold horrors on any race that trifles with them. However doubtful as this may seem, it is unclear what the true nature of this artifact may be, and what discoveries the Xern may have made from their research.


Vantu Aristocracy
The Vantu are a stoic race of introverts who constantly seek knowledge and understanding. Highly intelligent and contemplative, their goals seem to revolve around gaining a higher understanding of the universe as well as themselves within. Other than peaceful exploration, they have no desire to expand their civilization beyond their homeworld.

Vantu are renowned for their fantastic mental abilities. Some of these extend into the realm of psychic powers. It is even said that these abilities could be used for defensive purposes should the Vantu feel threatened.

As knowledge is power, many seek out trade with the Vantu.


Deresta Bureaucracy
The Deresta are a shy, homely race of technologists. Their passions lie in constant research and the invention of countless gadgets and gizmos. While most of these seem trivial, if not downright worthless pieces of junk, the Deresta have been known to discover the proverbial diamond in the rough from time to time. As a result they do have a healthy inventory of strange and wonderful items that they are always willing to trade. However, their classified “Armageddon Cannons” are not for sale. One needs only to attempt a planetary invasion against the Deresta for an effective demonstration of these.


Kaynik Anarchy
The Kaynik are a reckless, violent society of warriors that live and die for the thrill of battle. They would have achieved interstellar travel long ago had they not constantly blasted their civilization to cinders time and time again. While a single governing clan has managed to maintain a degree of control over the majority of their civilization for the last three hundred years or so, there is still constant infighting within the regime. This has hindered Kaynik societal development and it is doubtful they will become a major player among the galactic powers any time within the foreseeable future.

The Kaynik home system, Kikatra, is the only know source of Nitrium-9, a valuable element that is much sought after for industrial and research purposes.


Elerians
The Elerians are a proud, matriarchal race who have only recently discovered the intricacies of space travel. Their culture follows a strict caste system. Only females make up the powerful warrior and leadership castes which hold a firm grip on their society. Advanced martial training starting at very young ages has led to a population of very capable warriors. While a bit standoffish and distrustful of outsiders at first, Elerians eventually warm up to those that earn their trust.

The Elerians are renowned for the distillation of xenaren brandy, a potent and invigorating beverage that is considered a prized luxury good among all races.


Meklars
Biologically, the Meklars are a very small, mollusk type race that evolved in the harsh environs of their homeworld. To survive the natural dangers and predators, they had to learn to make use of what was around them in creative ways. This need to utilize the environment to make up for physical shortcomings has been ingrained into their instincts ever since. Flash forward 200,000 years and the Meklars are now an advanced race of cyberneticists who have recently learned the ways of interstellar travel. Their “shells” are now cybernetically enhanced power suits with the lines blurred where organic tissue ends and implants and tritanium exoskeletons begin.

Having mastered the arts of robotics and mechanization, the Meklars have a powerful infrastructure of incredible industrial and military capabilities.


Santhi
The Snathi are a simple, carefree race of marsupial like creatures who have recently arrived in the interstellar arena. Skittish, yet always curious, they have finally decided to discover what lies beyond the confines of their home planet.

Their homeworld, Snathiwa, is a lush paradise rich in biodiversity that is the source of untold numbers of unique flora and fauna. Many of these natural wonders are sought after for their medicinal, culinary, and recreational uses. The Snathi are more than eager to trade them.
Reply #6 Top
Want a kick butt race that will stand its own on any difficulty??? I found out that giving a race a 30% or 70% population growth is proboly the best stat that you could give. You get more people faster leading to faster colonization and more tax revenue early on so that you can leave you production at 100% throughout most of the game. I've tried a race with a 70% pop growth bonus on mesochaotic and it is doind very well (Or maybe thats because I am just so good  ).
Reply #8 Top
I'm still working on the race (making a mod with brand new hulls, jewlery, weapons, etc., and of course the new race itself), but this is what I have so far. Oh, and for now, the race has yet to be named, so I'll be refering to it as [race] from here on in.


[race]



[race]'s leader


Below, a common [race] citizen

Front

Side

Top


General Information
Little is know about the newly emergent [race], but what is for certain is that they come from another distant galaxy. A small enclave of [race] have fled to our galaxy by unknown means to escape the oppression of their own empire, and to avoid the impending civil war.

Biology
The [race] are a durable species. Their skin is dense and has a dry, coarse texture that covers layers of muscle tissue and many reduntant organs. An average [race] has terribly poor eyesight, and have their eyes taken out when they reach maturity, and replaced by superior cybernetic lenses.

Technologoy
Little is know about the full cababilities of the [race], but the fact that they traveled here from a distant galaxy suggests that they posess technology vastly superior to our own. The only known fact is that they are masters of cybernetics.


I just threw togeather this little description right now, so be nice
I'll post more later on when I have everything more finalized. The mod is still a ways away from being released because I still have a lot of hulls to skin, and I have to make some more jewlery.


-Stick
Reply #9 Top
Stick, what did you use to model your race with?

BTW if your having trouble naming your race just take a name of something and then change it to somthing differn't that's how most sci-fi writers make up names.
Reply #10 Top
Stick, what did you use to model your race with?


3D Studio Max. I also modeled everything else that I plan to include in my race mod in there too.

BTW if your having trouble naming your race just take a name of something and then change it to somthing differn't that's how most sci-fi writers make up names.


lol yeah actually, I have done that in the past. I will do it with this race, but right now, I'm just too lazy


-Stick