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.
    

Movement

Meters Moved per Turn

Race        Walking    Running    Hourly
Human       10         30         5 km/hr
Dralasite   5          20         3 km/hr
Vrusk       15         35         6 km/hr
Yazirian    10         30         4 km/hr
    

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).
    

Notes for Expanded Races

S'sessu:
(notes)

Osakar:
(notes)

Mechanon:
(notes)

Ifshnit:
(notes)

Humma:
(notes)

Zuraqqor:
(notes)

Sathar:
(notes)
    

Miscellaneous

(Additional notes or gameplay systems can be added here)