Attribute Bonuses
humans: +5 to any one attribute (not both sides, just one score from a pair)
dralasites: +5 str/sta and -5 dex/rs
vrusk: -5 str/sta +5 dex/rs
yazirians: -10 str/sta, +5 dex/rs, +5 int/log
Special Abilities
Humans
may add five points to any single ability of the player's choice (not both sides, just one score from a pair).
Dralasites
can generate a maximum of one limb per 10 DEX points (rounded up),
and may roll 1/2 INT (rounded up) or less to detect if someone is telling a lie.
Vrusk
may roll 1/2 LOG (rounded up) or less to comprehend something he/she doesn't immediately understand.
and have a 5% chance to figure out an observed social dealing that is not known to the player.
Yazirians
may roll 1/2 STA (original score, not current. Round up) to go into a berserker-like battle rage,
gaining +10 to hit in melee combat.
can glide short distances
possess good low-light vision.
Skill Options
Biosocial:
Environmental - Study of intelligent life & nature. Includes astronomy, biology, botany,
chemistry, ecology, geology.
Medical - Diagnose, heal, neutralize poisons, cure diseases, revive, and prevent decay.
Requires a Medkit. Users are called medics.
Psychosocial - Persuasion and understanding intelligent beings. Aided by racial traits
(Vrusk: Comprehension, Dralasite: Detect Lies).
Military:
Beam Weapons - Lasers, sonic weapons, electrostunners.
Gyrojet Weapons - Rocket pistols, rifles, mortars.
Melee Weapons - Clubs, swords, electric/sound/vibro knives, spears, stunsticks, whips.
Projectile Weapons - Pistols, rifles, needlers, bows, recoilless rifles.
Thrown Weapons - Grenades, thrown melee weapons.
Demolitions - Use of explosives. Requires clean record to buy/use legally.
Martial Arts - Boosts melee skill.
Technical:
Computers - Programming and system operation.
Robotics - Specialization in mobile job-performing machines.
Technician - Machinery, general engineering. Needs techkit (except for Operate Machinery).