RM2/RMC Race Generation

Copyright Darby Spicer (a.k.a. Nightblade42) © 2018

Edited by Terence Wynne for The Guild Companion

"... the GM for the world of Ogesa ... decides to create a race of omnivorous bipeds that live in a clan society deep in the jungles of Ubrawi in the north-western continent of Ogesa."

Race Generation Rules Based on the RMSS Rules in Talent Law

Part of what makes a Gamemaster’s world unique is the available races. Up until the release of RMSS Talent Law, there has been very little in the way of guidelines for custom race creation in RM. The Race Generation section of Talent Law (Section 7.0) gave, for the first time, a codified system for GM’s to create unique races for their world. However, this system was designed exclusively for RMSS. In this article, I present Race Generation guidelines based on those given in Talent Law but adapted/converted for use with RM2 or RMC.

The first step in developing an unique race is having a vision of what sort of race one wants to create. Determining what sort of creature the race will be can help with the many decisions the GM will need to make in order to determine the race’s game statistics. One resource that is very helpful in this regard is Space Master Datanet #3. This magazine has a whole section describing the factors one might consider when designing a totally new and possibly alien creature or race.

Once a vision for what sort of creature the race will be, the next step is to begin choosing the race’s game statistics. For this process, we will follow the same order as that given in Talent Law, but adapt it to fit the mechanics of RM2/RMC. Each choice costs an amount of points given in the tables below. The total of these points then determines the number of Background Options the race receives.

Body Development

Some races are hardier than others. This is reflected in game terms via the hit-dice used to determine the number of hits each rank of Body Development gives a character.

Hit Dice Point Cost
D4 -15
D6 -10
D8 0
D10 +5
D12 +10
D20 +15

Power Points

If you use the Power Point Race Maximum option from Spell User’s Companion (Section 6.3), then you can use the following table to pick your race’s Power Point Maximum for each realm. If you do not use the Power Point Race Maximum option from SUC, ignore this table.

Maximum PP Point Cost
For every 5 PP less than 260 -1
260 0
For every 5 PP more than 260 +1

Life Span

Choose the general life span for members of your race.

Approximate Life span in Years Point Cost
40 - 80 -5
81 - 100 0
101 - 300 +3
301 - 500 +5
501 - 800 +7
801 - 1200 +9
1201 - 1700 +11
1701 - 2300 +13
Immortal +15

Resistance Rolls

Next, choose the bonus or penalty for the various Racial RR’s your race has. Available Racial RR categories are: Essence; Channeling; Mentalism/Psions; Disease and Poison. If your race has other RR bonuses or penalties (i.e. vs. Heat, Cold, Fear, etc.); you can use this chart to cost them out.

RR Bonus Point Cost
-5 extra -10 (each)
-10 -10
-5 -5
0 0
+5 +3
+10 +5
+15 +7
+20 +10
+25 +12
+30 +13
+40 +16
+50 +20
+60 +30
+80 +50
+90 +70
+5 extra +15 (each)

Soul Departure

Next, determine how many rounds it takes for the soul of members of your race to depart from their bodies.

Rounds Until Soul Departure Point Cost
1 -25
2 -20
3 -15
4 -11
5 -9
6 -7
7 -5
8 -4
9 -3
10 -2
11 -1
12 0
13 2
14 4
15 6
16 8
17 10
18 12
19 15
+1 Round +5 (each)

Starting Languages

The number of starting languages members of your race begin with has an effect on roleplaying within the game. The more contact with other races and cultures your race has, the more likely it is they will be multi-lingual. You may choose how many initial languages your race receives.

Number Of Languages Point Cost
1 -5
2 0
3 +5
4 +7
5 +10
+1 extra language +5 (each)

Stat Bonuses

A bonus or a penalty may be applied to any of the stats and represents the inherent physical and mental strengths and weaknesses of your race.

Stat Bonus Point Cost
every additional -5 -10 (each)
-50 -45
-45 -35
-40 -30
-35 -25
-30 -20
-25 -13
-20 -10
-15 -7
-10 -5
-5 -3
0 0
+5 +3
+10 +5
+15 +7
+20 +10
+25 +25
+30 +45
+35 +55
+40 +65
+45 +73
+50 +80
every additional +5 +10 (each)

Required Sleep or Meditation

Some races need less rest than others, while still other races need more rest. This measurement determines how much time must be spent at rest in order to recover any spent Power Points. The rest period may be sleep, meditation or other form of racially specific resting technique.

Hours Of Required Rest Point Cost
10 -10
8 -5
6 0
4 5
2 10
1 20


Some races can drive themselves further and have better stamina. Use the following table to pick any additional Exhaustion Points your race receives. Also, choose how many days they are able to go without their required Sleep or Meditation period before suffering a penalty.

Additional Exhaustion Points Point Cost
+0 Exhaustion Points 0
+10 Exhaustion Points +3
+20 Exhaustion Points +7
+30 Exhaustion Points +12
Additional +10 Exhaustion Points +10 (each)
Number Of Days Without Restt Point Cost
1 Day Without Rest 0
2 Days Without Rest 5
3 Days Without Rest 10
Additional Days Without Rest +10 (each)


The physical size of members of your race has a great bearing on many aspects of the game. Use the following table to pick a size for your race.

Average Height Point Cost
Smaller than 3'6" 10
3'6" - 7'6" 0
Taller than 7'6" 20

Recovery Multiplier

The rate at which your race heals is a major factor in the game, especially after a battle. The recovery multiplier determines how much faster or slower members of your race heal.

Multiplier Point Cost
3 times normal -45
2 times normal -25
1.5 times normal -10
Normal recovery time 0
0.9 times normal 3
0.75 times normal 5
0.5 times normal 10

Totaling the Points

The final step in creating your race is totaling the points spent on the tables above. This total points value then determines how many Background Options members of your race receive.

Total Points Background Options
Below 75 6
76 - 125 5
126 - 175 4
176 - 225 3
226 - 275 2
276 - 325 1
325 and up 0

A Detailed Race Generation Example

Roger, the GM for the world of Ogesa, wants to create an unique race for his world. He decides to create a race of omnivorous bipeds that live in a clan society deep in the jungles of Ubrawi in the north-western continent of Ogesa. He decides to call his race the Keth and that their society is based on a hunter-gatherer economy. The Keth are at a Bronze Age technology level.

Roger begins looking at developing the game statistics for the Keth. He decides that they are fairly average in constitution and sticks with the default hit dice type of D8 for 0 points. The Keth are a mystical race who have a natural connection with the flows of essence. He decides that their racial PP maximums for each realm are as follows: 280 for Essence (+4 Points); 280 for Channeling (+4 Points); 260 for Mentalism (+0 Points) and 270 for Arcane (+2 Points).

The Keth, again thanks to their connection to the flows of Essence, have a slightly better than average life span. Roger picks a life span of 101 - 300 years for +3 Points. Again, for resistance rolls, the Keth’s natural affinity with magic dictates many of Roger’s decisions. He gives them a -10 to their RRs in Essence and Channeling (for a total of -20 Points) and a +10 versus Mentalism (+5 Points). Because they live in the jungle, he gives the Keth a +25 RR versus Disease (+12 Points) and a +10 versus Poison (+5 Points). He also feels that they should be susceptible to Cold and gives them a -5 RR in that category (-5 Points). He also decides that this connection with the Essence gives them an attachment to the world of Ogesa and so the Souls of the Keth do not depart for 18 rounds (+12 Points).

Because the Keth are nomadic hunter-gatherers who live in the dense jungles of Ubrawi, Roger feels that they don’t often come into contact with other cultures and as such only have two starting languages: Ehani (the common tongue of the Keth) and their clan dialect (2 starting languages at 0 Points).

The next step in the Racial Generation process is to allocate stat bonuses for the Keth. Roger thinks that they need to be agile and intelligent in order to survive in the jungles of Ubrawi. He decides to give the Keth the following stat bonuses: St: -5 (-3 Points); Qu: +10 (+5 Points); Pr: +0 (0 Points); In: +5 (+3 Points); Em: +10 (+5 Points); Co: +0 (0 Points); Ag: +10 (+5 Points); SD: -10 (-5 Points); Me: -5 (-3 Points); Re: +5 (+3 Points).

Keth use deep meditative trances to rest & rejuvenate their bodies. But because they evolved in a jungle environment where there are many predators, the Keth have adapted to the point where they only need to meditate for 4 hours a day in order to feel rested (+5 Points). They have normal endurance (+0 Points), but are able to go up to two days without performing their meditative trance before suffering penalties for fatigue (+5 Points). Finally, the Keth average around 6'2" tall and so fall within the average size category for races (+0 Points).

Roger has now determined all of the game statistics for the Keth. He now totals the points spent to determine their number of Background Options. Roger has spent a total of 42 points on generating the Keth. This gives them five Background Options.