Here's the ibglibdishpan presented in the general format that I'm using in the Strange Stars OSR gamebook:
Physical Characteristics: Biologic humanoid with little sexual dimorphism. Tall with gracile build. Skulls are somewhat ovoid vertically, though this appearance is accentuated by a shield-shaped "mask" of osteoderm.
Psychological Characteristics: Restrained in emotional responses and lacking in empathy in comparison to other humanoids. Viewed by others as pedantic and over-precise. Most are adverse to violence. They consider discussion of gender or sex as rude.
Names: Names of the ibglibdishpan are composed on two, monosyllabic elements that end in a vowel, n, ng, m, l, r, sh or more rarely b. Among themselves they employ numerical family designation that is placed before the personal name, but they rarely use these when dealing day to day with other cultures, except in formal situations. Examples: Chun Ri, Gan Yul, Ro Nar, Ang Tu, Tan Em, Ib Kan, Li Pan.
Backgrounds: Adventurer, Astrogator's Mate, Researcher, Scholar
Classes: Expert is the most likely class for an ibglibdishpan. Warriors would be rare and Psychics nonexistent.
Attributes: Intelligence of at least 14. Charisma and Strength no higher than 10.
Humanoid Computer: Ibglibdishpan gain an additional +1 to Skill checks based on Intelligence. They also have the power of Hypercognition; Once per session, the PC can ask the GM for a useful conclusion regarding a topic, and the GM will tell them what he or she considers the most useful fact the character could have concluded from analysis of the available data.
Mental Breakdown: Ibglibdishpan mental structure always has a chance of a cognitive glitch or breakdown. Any time an ibgliddishpan has to make an Intelligence related skill check of difficult of 11 or 13, fails an Intelligence related check of any difficulty, or uses the Hypercognition ability, a save vs. Mental Effects must be made. On a failed roll, a negative effect occurs. The following table offers some examples:
1 Catatonic state, repeating the last statement made for d100 minutes. Hypercognition ability (if unused) is not available the rest of the session.
2 Screams for d100 seconds, then returns to previous activity as if nothing happened. Intelligence-related skill checks are at -1 for 24 hours.
3 Develops a severe phobia which lasts for 2d12 weeks. Every week, the character may make another Mental Effects save. 3 successful saves in a row means the phobia abates early.
4 Develops a reaction akin to Stendhal Syndrome (dizziness, confusion, possible fainting) for d4/2 hours. -2 to Dexterity, Intelligence, and Wisdom for the duration.
5 Suffers a seizure lasting 1d4 min. -1 to all rolls until a period of rest of at least 8 hours.
6 Lose 1-2 points of intelligence for 2d10 days. Every 2 days, another Mental Effects save can be attempted. 3 successes means the return of the lost points early. Each failure adds an extra day.
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