First post ever, and I will change anything that needs change if I am doing something wrong. I apologise in advance if this happens.
At this current moment in time I am working on a D20 Modern setting, called "Coreline". It's a mega-crossover setting, utilising ideas from a variety of sources.
It's been a while since I have worked on it, so I feel a bit rusty on the subject of race creation.
So here are the stats, Version 0.1 so to speak, of the current races I am working on:
The first is the Squats, from Warhammer 40K. The quick and easy fluff (although still haven't gotten around to work on it) is that once the dimensional clash that started the ball rolling stabilised, they called it quits with the Imperium and allied themselves to other groups (like the Systems Alliance, United Federation of Planets, etc), bringing along a variety of Imperium gear, which other factions have started to replicate.
Squat Race Stats:*Type: Humanoid.
*Size: Medium.
*Base Speed: 30 Feet.
*Ability Score Adjustments: +2 Constitution, -2 Charisma. Squats are hardy but crude.
*Skill Adjustments: +2 on any two Craft checks of choice. Both of these skills always count as class skills. Squats pride themselves as excellent craftsmen.
*Heavy Worlders: Squats start with the Feat "Planetary Adjustment: High-G World".
* Citizens Of The Imperium Of Man (sp (?)): Hundreds of years and countless generations serving the Imperium are not something that can be easily washed away. Squats get a +2 attack bonus towards any enemy with the Evil allegiance (like most fiends), but get a -2 penalty to any diplomatic rolls towards people with this allegiance (or one that is currently opposed to theirs, like being a criminal if the Squat is a cop).
*Level Adjustment: +0 (?)
The second had had some more work on matters of Fluff, although I believe that some rewrite is necessary. As well, the stats of this Race reflect the original 80's version of the show. The 2011 version is a sub-species that I need to work on (probably has same stats, except for some modifications such as being more cat-like (further bonuses to Jump and Climb rolls, maybe?) and the "technologically disadvantaged" thing they had on the pilot (probably some kind of penalty to technology-related bonuses that can be bought off with Skill Points?).
THUNDERIANS.This race comes from an Animate Fiction universe, most probably one from some 80’s series (which would explain their ‘goody-two-shoes’ personalities). Their home planet was destroyed in a cataclysmic explosion, and they have wandered all over the place looking for a new home. At the time of the Vanishing, apparently, they have received a beacon signal from their Royal Guard, guiding them to said new home (funny thing, they say, that it’s where their home planet used to be), when they appeared in orbit over Coreline.
They have established themselves all over Coreline on places that resemble their planet, which include Africa, Asia and the jungles of Central America. Their society is based on a code of honor that enforces trust, peacefulness, loyalty and fighting evil whenever it is found. Although peaceful by nature (and strangely lacking in enemies), they can get to be very vicious when fighting a foe, like the felines they resemble (and evolved from).
They are a race of anthropomorphic felines, and as such, there’s often jokes made at their backs that they might be distant relatives of the Kryn.
RACIAL TRAITS:
*Medium Humanoids.
*Base speed is 30 feet.
*+2 Strength & Dexterity, -2 Wisdom. Thunderians are very strong & dexterous but they tend to be overly curious & prone to trouble.
*Improved Low-light Vision:Thunderians can see four times as far as a human in starlight, moonlight, torchlight, & similar conditions of poor illumination. They retains the ability to distinguish color & detail under these conditions.
*+2 Spot & Listen checks. A Thunderian has naturally keen senses.
*+2 Climb & Jump & Move silently checks. Thunderian’s retractable claws aid in climbing & they are naturally stealthy & athletic like the great cats they are descended from.
*+2 to Survival checks. Thunderians are naturally at home in the wilderness.
*Scent ability. Thunderians have a highly sensitive sense of smell.
*Natural attacks: 1d4 (x2). Thunderians have retractable claws on their hands & feet that aid in climbing & they are often used in combat.
*Thundrilium Vulnerability: Thunderians are assumed to be one step higher when rolling for effects of Radiation Sickness on exposure to Thundrillium (see D20 Future, pg. 81).
Although this is an extremely rare element (and it didn’t even existed Pre-Vanishing on Coreline), several Thunderian devices are powered by it, and its gold by-product has become the seed for a slight (but damaging) gold rush.
*Effective Level: +1.
(NOTE: Although the write-up is fully based on the ‘Thundercats’ series, it is my belief that the abilities shown by the series Thundercats (who are the Royal Guard, BTW) are both the result of training and (limtedly) mutation, or at least that's how it shows on one of the Wildstorm comics.
Consider this a 'base' Thunderian racial stat).
EDIT: Oh, yeah… the links beneath are for the WOTC Forums threads for the setting.
http://community.wizards.com/forum/non- ... ads/950281http://community.wizards.com/forum/non- ... ds/1037161