Why? We don't use Shadowrun rules, I am mostly interested in critters/races/cultures, everything else gets my own rules
.
I'm almost done with mundane terrestrial creatures.
Then I will fill the aquatic and aerial niche (should be less work).
I also try to implement the ADOM naming mechanic (so creatures named by their types, not first letters). So all reptiles are R (alligators, komodo dragons, monitor lizards), all hooved animals are U (ungulates), all rodents are r etc. I have a trouble with kangaroo (I guess I will leave it 'K'), and megafauna creatures are all M (giraffes, elephants, rhinos, hippos) which stands both for "mega" and "mammal".
The planned races for now are:
1) Tribals (playable) - with humans as the most frequent caste and metahumans as castes.
All castes get only 10% learning speed of mining btw, because I want players to build aboveground structures too (and I will incorporate concrete and sawmill, so it will be easier). Try to find some dwarves with 50% mining learning skill if you can
. Orcs will be better fighters and worse crafters, and trolls will be slow-learning individuals with great physical attributes.
2) Amerindians, which more or less play the role of elves and are powerful warriors (with shapeshifter caste).
3) Corporations, which will be able to trade you weapons and probably some technology plans (I plan to incorporate "invention" mechanic which will go into Genesis too).
4) Elven, orcish etc. tribes which won't trade with your fort, but will appear in worldgen and adventure mode (their main role though is to stop "central" races from occupying the whole wilderness with their cottages and towns).
5) Enemies, mostly HMHVV victims. Probably as separate races (goblins, harvesters, ghouls, vampires).
6) Naga if I can find any good info on them. Maybe they were too location-specific to be included, but I want them.
7) I may include centaurs, either as a neutral or a hostile entity.