GURPS Race Creation Tables 

Initial Attributes
Initial attributes for a race are set at 10 for ST, DX and HT. IQ is rolled for later. Attributes are modified during race generation. 
	ST	10
	DX	10
	HT	10

Innate Skills
Some races possess innate skills as a result of their environment or evolutionary development. An example would be a carnivore with an innate Tracking skill or a natural Swimming ability. Typical innate racial skills are things like Tracking, Survival, Jumping, Running, Climbing, Swimming, etc. But are not limited to this. A GM can assign a skill at will if it fits into the races development somewhere. The most common skills are as follows:

Swimming
Jumping
Climbing
Acrobatics
Escape
Free Fall
Flying
Language
Mimicry
Running
Stealth

Rule of 12
For advantages that require an attribute roll, members of a race with an average of less than 12 in that attribute will roll at 12 or the individual’s actual attribute, whichever is higher. For races with an average attribute of 12 or more, always use the individual’s actual attribute, even if it less than 12!

Skill Bonuses
In some ways related to Innate Skills, Skill bonuses represent a racial or cultural leaning towards certain types of activity. This can also be used to represent a formerly innate skill that has been reduced to a mere tendency within the race. For instance, a race of desert-dwelling animals who, after developing environmental controls, no longer needs to have Survival (Desert) as an active skill. Racial inclinations would give the race a bonus to learning the skill, but not necessarily the skill itself. Skill bonuses should be added after the race has been created.

Racial Personality Traits
All Personality Traits are initially assigned a rating of 0 (Human Normal) and are modified throughout the Race creation process.
	Chauvinism		0
	Concentration		0
	Curiosity		0
	Egotism		0
	Empathy		0
	Gregariousness		0
	Imagination		0
	Suspicion		0

The Home Environment
This determines many of the characteristics of the races home environment.
 
	Home Environment (roll 2d)
		2-3	Desert: Survival (Desert) skill bonus +1
		4-5	Tundra/Steppe: Survival (Tundra/Steppe) skill bonus +1
		6-7	Grasslands (or other open country):
		8-9	Forest/Jungle: Roll 2d: 3-6=Brachiator, 11=Clinging, 12=Glider
		10-11	Seashore: Roll 1d+1 to determine surrounding terrain.
			Roll 2d: 3-8=Swimmer, 9-10=Amphibious
		12	Unusual Environment: See below

	Unusual Environment (Roll 1d)
		1	Ice Desert: Roll 2d: 3-10=Swimmer, 11-12=Ice Skates
		2	Mountains/Cliffside: Roll for surrounding terrain.
			Roll 2d: 3-8=Climbing Skill, 9-10=Jumping Skill 11=Glider, 12=Winged Flight
		3	Burrower: Roll 1d+1 for above-ground terrain
			Race has the Tunneling Ability
		4	Swamp/Bog: Surrounding terrain is Forest/Jungle or Grassland
			Roll 2d: 3-8=Swimmer, 9-10=Amphibious
		5	Aquatic: Race has Aquatic Disadvantage. 3-6=Gills, 7-9=Breath Holding, 					10-12=Oxygen Storage.
		6	Exotic: Roll 1d and see below
				1	Space-Dwelling (Vacuum Support, 3-8=Doesn't Breathe, 9-						12=Oxygen Storage & Decreased Life Support, 3-6=G-							Intolerance, Free Fall@DX+3, ST-5, HT-2)
				2	Ocean Trench (Aquatic and Pressure Support)
				3	Geothermal Vents (Temperature Tolerance)
				4	Exotic Biology (Increased Life Support, Unusual Biochemistry)
				5	Gas Giant (Increased Life Support, G-Tolerance, Pressure 						Support, Anaerobic, 3-8=Glider, 9-12=Flight )
				6	Really Weird (Urban, Star Dwellers, Anti-Matter, etc.)
	
	Home Environment Gravity (Roll 1d)
		1-2	Light Worlder (Roll 1d; results from .1-.6 G's)(ST-2, HT-1, DX+1, 25% less 				weight, +1-2 feet taller, G-Intolerance)
		3-4	Earthlike (Roll 1d; 1=.8 G's, 2=.9 G's, 3-4=1 G, 5=1.1 G's, 6=1.2 G's
		5-6	Heavy Worlder (Roll 1d; 1-2=1.5 G's, 3-4=2 G's, 5-6=3 G's)(ST+3, HT+1, G-				Tolerance, 25% more weight, -1 foot in height.)
	*Do not roll on this table if creature is from an Exotic environment.

	Special Gravity Related Abilities (Roll 1d)
	On a 12 on two dice, roll one die and consult the chart below.
		1	Space Sickness
		2	Acceleration Weakness
		3	G-Intolerance
		4	Acceleration Tolerance
		5	G-Tolerance

	Atmospheric Pressure (Roll 3d)
		3-	None
		4	Trace
		5	Very thin
		6	Thin
		7-15	Standard
		16	Dense
		17	Very Dense
		18+	Superdense

	Atmospheric Composition (Roll 3d)
		5-	"Reducing" Atmosphere (hydrogen, CO2, methane)
		6	Exotic (see below)
		7-15	Oxygen-Nitrogen
		16	Polluted (3-6=Filter Lungs)
		17+	Corrosive

	Exotic, Superdense and Corrosive Atmospheres
		Roll 1d-2 for number of gasses. The first gas rolled will comprise 1dx10% of the 		atmosphere. If only one gas is present it will not be a corrosive. +1 for within the 		biozone, +2 for closer than the biozone. Races from such worlds need to take the 		appropriate disadvantages (Dependency, Vulnerability, Weakness and/or Increased Life 		Support).
	
	Exotic or Superdense Atmospheric Gasses (Roll 1d)
		1	Hydrogen, methane also present
		2	Methane, hydrogen also present
		3	Carbon Oxides
		4	Corrosive (see below)
		5+	Nitrogen

	Corrosive Atmospheric Gasses (Roll 
		1-2	Ammonia
		3	Chlorine
		4	Fluorine
		5	High-Oxygen
		6	Nitrides
		7	Sulfur Compounds
		8+	Water Vapor
	
	Planetary Climate (Roll 3d)
		2-5	Very Hot*
		6-7	Hot*
		8	Tropical
		9	Warm
		10	Earth-Normal
		11	Cool
		12	Chilly
		13	Cold*
		14-15	Very Cold*
		16+	Frozen*

	*Add the appropriate Temperature Tolerances.

	Surface Water (Roll [2d-2]x10%)
	This determines how much liquid water is available on the surface of the planet.

Racial Biology (Roll 1d)
	Carbon-based	1-5
	Silicon-based	6 (Unusual Biochemistry)

Diet (Roll 3d)
	Swimmers		-1 (other than full-time aquatic races)
	Burrowers		+1
	Brachiator		+1
	Swamp/Bog Dweller	+1

			Carnivore	Omnivore	Herbivore	Ergivore
Terrain
Desert			2-9		10-13		14-15		16+
Tundra/Steppes		2-10		11		12-16		17+
Forest/Jungle		2-8		9-11		12-16		17+
Grasslands		2-9		10		11-15		16+
Sea Bound		2-12		13-14		15-16		17+
Ice Desert		2-11		12		13-17		18+
Mountains/Cliffside	As for surrounding terrain.

Exotic
Space-Dwelling		2-3		4-5		6-7		8+
Ocean Trench		2-12		13-15		16-17		18+
Geothermal Vents	2-6		7-8		9-10		11+
Exotic Biology		2-9		10		11-15		16+
Gas Giant		2-12		13-14		15-17		18+
Really Weird		Umm, you're on your own...

Carnivores (Roll 2d)(All Carnivores have Suspicion -1)
	Ice Desert			+2
	Tundra, Warm Grassland	+1
	Forest				-2
	Swimmer			+1

	0-4	Stalker
	5-7	Chaser
	8-9	Carrion Scavenger
	10-11	Pouncer
	12+	Herder

Stalker
Stalking carnivores stealthily track down a single animal. They are very adaptable, and may use the tactics of a chaser or pouncer. House cats and tigers are stalking carnivores. (Imagination+1, Concentration+1, Animal Empathy, 3-10=Empathy +1, 3-10=Tracking Skill, Enhanced Move+1 level, 3-6=DX+1).
Chaser
Chasers prowl about for prey. When they find a victim, they use a burst of speed to catch it. Chasers occasionally cooperate to bring down game. Cheetahs are typical chasers. (Enhanced Move+1 level, 3-8=Tracking Skill, 3-6=Animal Empathy, 3-6=Empathy+1, 3-8=Gregariousness+1).
Carrion Scavenger
Scavengers live off the leavings of other carnivore's meals and animals which have died of natural causes. Scavengers often hunt (usually by stalking) part-time to ensure a regular food supply. Sometimes, groups of scavengers drive a larger, solitary carnivore from its kill. (Cast Iron Stomach, 6-9=Empathy-1, 3-6=Suspicion+1).
Pouncer
Pouncers lie in wait in trees, on high rocks, or hide themselves in foliage. When a likely victim comes by, they leap from hiding and tackle their prey. Leopards are typical pouncers. (3-8=Tracking Skill, Concentration+1). A few (Roll 12 on 2d) pouncers are instead Trappers; They build physical traps to snare prey. Trappers rarely stray far from their lairs, but are very strong and/or venomous, in order to quickly subdue struggling prey.  (Trappers have Alertness+1, 3-10=ST+2 or Venom, 3-5=Slow Eater). 
Herder
Herders are similar to chasers, but they usually work in groups, against groups, using "teamwork" to single out a weak prey animal from its herd. Wolves are herders; dolphins use herding techniques to corral schools of tasty fish. (6-9=Animal Empathy, 3-6=Gregariousness+2, 7-11=Gregariousness+1, 3-8=Tracking Skill, 3-6=Tactics Bonus+1)
Parasite
Parasites survive by feeding off of a host creature. Typically, parasites attach themselves to a host lifeform (usually larger than the parasite) and feed off of it, usually to the hosts detriment. Some parasites (12 on 2d) are actually Symbiotes and serve as a vital part of the host creatures existence without harming the host. (Parasite, 6-9=Animal Empathy, 3-6=Venom, 3-10=Transference).

Omnivores (Roll 1d)
	Forest, Swimmers, Aquatic	+1

	0-2	Gatherer/Hunter
	3-4	Opportunist Browser
	5+	Hunter/Browser

Gatherer/Hunter
(E.g., chimps and humans.) They live on grubs, fruit and seeds most of the time, but occasionally catch and eat a small animal. (6-7=Imagination+1).
Opportunist Browser
(E.g., pigs.) Opportunist browsers forage for middle to high-energy plants, and may eat insects and small animals. (6-9=Imagination+1, 6-9=Concentration+1, 3-10=Cast Iron Stomach, 11-12=Universal Digestion)
Hunter/Browser
(E.g., raccoons and bears.) These omnivores hunt prey, but settle for fruit, nuts, insects and roots much of the time. (3-8=Curiosity+1, 3-6=Imagination+1)

Herbivores (Roll 2d)
	Ice Desert, Tundra, Grasslands	-2
	Forest, Swimmer, Sea Bound	+1

	0-4	Grazing
	5-7	Browsing
	8	Saprophytic
	9+	Gathering

Grazing
(E.g., horses and cows.) Spend much of their time eating low-energy food such as grass. (3-9=Curiosity-1, Imagination-1, 3-6=Suspicion+2, 7-11=Suspicion+1, 6-9=Concentration-1, 3-10=Empathy-1, Slow Eater).
Browsing
(E.g., goats.) Consume leaves, shoots, roots and other mid-energy level food. This takes a moderate amount of time. (6-9=Imagination-1, 3-6=Suspicion+1, 6-9=Concentration-1, 6-9=Empathy-1, 7-11=Cast Iron Stomach)
Saprophytic
Simply put, fungi-creatures who live off of the chemical decompositions of rotting flesh and vegetable matter. Saprophytosis yields little energy, and saprophytes spend a great deal of time squatting in piles of carrion and compost. On the positive side, their 'food' need not be of very high quality. (Curiosity-2, Imagination-1, Concentration-1, Empathy-1, Slow Eater, Cast Iron Stomach or Universal Digestion, 3-5=Sessile).
Gathering
Eat high-energy fruits, nuts and seeds, plus insects. Of the herbivores, they spend the least time eating. (6-7=Concentration-1, 6-9=Empathy-1).

Ergivores (Roll 2d)
	Space-dwelling or Weird	-4
	Ice Desert, Tundra		-1
	Forest				+1
	Swimmer			+4

	1-4	Pure
	5-6	Mixed
	7-10	Rooted
	11+	Tapper

Pure
Live solely on energy, though minerals may be necessary to grow and reproduce. Higher frequency EM radiation or electricity is preferred; anything below visible light on the spectrum is useless. Pure ergivores are very rare. (Imagination-1, Concentration-1, Empathy-1, 6-9=Chauvinism-1, 3-10=Slow Eater, Doesn't Eat or Drink).
Mixed
They depend on energy for only part of their food. In fact, the "plant" part may be a symbiote, supplying nutrition in lean times in exchange for protection and waste products. Use the Diet table to see what the species main source of food and method of gathering it is. Use that type when rolling on the tables below. After other attributes are calculated, add 2 to HT. The creature regains lost Fatigue at twice normal speed when supplied with the required energy type, and takes twice as long to starve as an ordinary creature. (in addition to the "animal" part's behavioral traits, mixed herbivores have Animal Empathy on a roll of 6-9)(The Memer and Saret from GURPS Aliens are a "mixed" Ergivore)
Rooted
(E.g., terran plants.) They use energy (e.g., sunlight, microwaves, etc.) to process minerals, water and organic chemicals into food. May be mobile, but are slow. (Imagination-1, 3-8=Concentration-1, 3-8=Empathy-1, 6-9=Chauvinism-1, 3-10=Doesn't Breath, 3-10=Slow Eater, 3-6=Reduced Move-1, 7-12=Sessile).
Tapper
Wander about seeking out high-energy sources. The energy source must be intense, and may be rare in nature (e.g., electrical currents, radioactives, geothermal areas.) (6-9=Concentration+1, 6-9=Imagination+1, 3-10=Doesn't Breath, Doesn't Eat or Drink, Dependency or Increased Life Support)

Metabolism (Roll 1d)
Most races are homeothermic; their bodies maintain a constant temperature. This has a high metabolic cost, but homeothermic creatures can live in a wide variety of climates. 
	Tundra, Ice Desert			+1
	Sea Bound, Desert			-1
	Chaser, Pouncer or Herder Carnivores	+1
	Ergivore				-1
	Winged					+1

	1-	Slow Metabolism (1 Level)
	2	Cold-Blooded
	3-5	Warm-Blooded
	6+	Hyperactive Metabolism

Special Metabolic Powers (Roll 3d)
On a roll of 12 on 2d, roll 2d and consult the chart below.

	3-5	Extra Fatigue
	6-7	Recovery
	8-9	Reduced Fatigue
	10-11	Sanitized Metabolism
	12-13	Delicate Metabolism
	14-15	Gluttony
	16-18	Unusual Biochemistry

Environmental Dependence (Roll 2d)
This measures how dependent the race is on its native environment. Roll 2d and consult the chart below. These results may be superseded by the results from the Environment section above.

	2	Increased Life Support. The race needs greater amounts of life support than a human 			would in order to travel away from its native environment.
	3	Decreased Life Support. The race needs less life support materials than a human 			would in order to  leave its home world.
	4	Dependency. The race is dependent on some substance native only to its home 				environment and cannot survive without it.
	5-10	None. The race has no special needs/weaknesses.
	11	Weakness. The race is vulnerable to some substance not native to its home 				environment.
	12	Planetbound. The race is completely dependent on its homeworld's environment at all 			without severe consequences to its health.

Activity Cycle (Roll 2d)
This determines the daily activity cycle of the race. A Nocturnal creature spends most of its time awake during the hours of darkness, while most other creatures are asleep. Diurnal creatures (i.e. humans, dogs, pigs, etc.) fall into this category, with most activity taking place during daylight hours. Variable creatures are capable of functioning perfectly well at either extreme, and frequently break up their sleeping habits into "catnaps" throughout the day. At the farthest extreme are those creatures which do not need "downtime" or sleep as we know it and can maintain activity throughout the day and night.

	2-3	Nocturnal. Silence+4. If the race possesses Nightvision it will also be Color-Blind on a 			result of 3-8 on 2d. 
	4-10	Diurnal
	11	Variable. Prone to "catnaps" lasting 1d-3 hours on a roll of 9 or less. 3-8=Light Sleeper.
	12	Doesn't Sleep
	
Sleep Cycle Variations (Roll 1d)
On a 12 on 2d, roll 3d and consult the chart below.

	2-3	Deep Sleeper
	4-5	Extra Sleep
	6-7	Less Sleep 1-5
	8-9	Racial Skill Bonus:
		1-3	Dreaming +1-3
		4-6	Lucid Dreaming +1-3
	10-11	Reduced Sleep	
	12-13	Reduced Sleep
	14-15	Sensie Talent
	16-18	Sleepy

Society (Roll 2d)
All species have some sort of social behavior, even if it is scaring away anything that approaches! Social behavior may affect how the species reacts to other species, sentient or otherwise. Each type may result in more personality quirks, traits, advantages and disadvantages. Roll two dice to determine the type of society the creatures have, modified as follows for the way they get their food:
	Stalker Carnivore			-3
	Pouncer Carnivore			-2
	Chaser Carnivore			-1
	Carrion Scavenger Carnivore		+1
	Trapper Carnivore			-3
	Herder Carnivore			+1
	Parasite Carnivore			-2
	Symbiote Carnivore			-1
	Gatherer/Hunter Omnivore		+2
	Opportunist Browser Omnivore		+1
	Hunter/Browser Omnivore		+1
	Grazing Herbivore			+3
	Browsing Herbivore			+2
	Gathering Herbivore			+2
	Saprophytic Herbivore			-2
	Pure Ergivore				-4
	Rooted Ergivore			-3
	Tapper Ergivore				-2
	Mixed Ergivore 				Use modifier for primary type

	1-	Solitary (3-10=Empathy-1, 3-10=Egotism+1, Gregariousness-1, Suspicion+1)
	2-3	Pair-Bonding (3-6=Empathy-1, 6-9=Egotism+1, 3-10=Gregariousness-1, 3-				10=Suspicion+1)
	4	Family Group (3-8=Chauvinism+1, 3-6=Suspicion+1)
	5-6	Pack/Troop (3-6=Chauvinism+2, 7-11=Chauvinism+1, 3-6=Egotism-1, 3-					6=Gregariousness+1)
	7-8	Herd (7=Empathy+1, 6-9=Egotism-1, 6-9=Gregariousness+1, 6-9=Chauvinism+1, 6-			9=Suspicion+1)
	9-11	Hive (3-8=Empathy+1, Egotism-1, 3-10=Gregariousness+1, 3-8=Chauvinism+1, 				Suspicion+1)
	12+	Colonial/Swarm (3-10=Empathy+2, Egotism-2, 3-10=Gregariousness+2, 3-				8=Chauvinism+2)

Size (Roll 2d)
Most species with potential for sapience aren't much smaller or larger than humanity, but some are tiny and a few are huge.  Roll two dice and consult the table below to determine the basic size and weight of the species, modifying for terrain and food-gathering factors:
	Ice Desert 				-1
	Sea Bound				+1
	Burrower				-3
	Brachiator				-2
	Grazing Herbivore			+2
	Gathering Herbivore			-2
	Gatherer/Hunter Omnivore		-1
	Pouncer Carnivore			-1
	Ergivores (except mixed)		-2
	Glider or Winged			-2
	Vacuum				+2
	Parasite or Symbiote			-2
	Colonial/Swarm				-3

Size		Height		Weight		Attributes		Weight/Size Increment
* Viral		-		-		ST-10, HT-6/-8		-
* Itsy		6"-12"		11lbs		ST-9, HT-4/-6		¾", ½lb
2-3 Tiny	24"-36"		45lbs		ST-6, HT-2/-4		¼", 1lb
3 Small		3'-4'6"		80lbs		ST-3, HT -1/-3		½", 2lbs
4-5 Short	4'7"-5'6"	135lbs		ST-1			1", 4lbs
6-8 Average	5'9"		150lbs		Normal			1", 5lbs
9-10 Tall	6'2"		180lbs		ST+1, HT+1		1", 6lbs
11 Big		6'6"		210lbs		ST+2, HT+2		1¼", 7lbs
12+ Huge	8'		400lbs		ST+4, HT+4/+6		1½", 13lbs
* Giant		12'		900lbs		ST+6, HT+6/+10	3", 30lbs
* Titanic	16'		1500lbs		ST+8, HT+8/+12	6", 60lbs
* Monstrous	20'		2000lbs		ST+10, HT+10/+14	12", 120lbs

*Races marked with the Asterisk (*) are considered too rare to be rolled normally. Choose these sizes when designing a race from scratch. Giant, Titanic and Monstrous races are considered almost exclusively be aquatic or low-gravity creatures. Viral races are creatures like the Riders from GURPS Aliens or colonial lifeforms such as the nanomachines from Blood Music, by Greg Bear, as such they have no real need for statistics such as Height and Weight. Itsy races are included so that a GM could conceivably create races like the Cidi from GURPS Aliens.

The split listing for HT indicates modifications to HT and Hit Points, respectively.

Viral races have Inconvenient Size (small), Transference and Increased Life Support, on a roll of 3-10 they are Anaerobic and Parasitic as well.
Itsy and Tiny races have Inconvenient Size (small) and Decreased Life Support.
Huge races suffer from Inconvenient Size (large) and Increased Life Support. On a roll of 3-5 they have Increased Strength+1. they have Suspicion-1.
Giant, Titanic and Monstrous races suffer Inconvenient Size (large) and Increased Life Support. On a roll of 3-6 they have Increased Strength +2/+3/+4 respectively.
Height and Weight are given for ST 10. Increase or decrease the weight by the Bulk factor determined below. Once the final ST is determined, lower or raise this by the weight and size increments provided. Increments are the pounds of weight and inches of height added/subtracted for each point by which ST is higher/lower than ST 10. The increments are also used to adjust the weight and height of characters whose ST differs from the racial average.

Bulk (Roll 1d)
Some species have especially slight or heavy builds. Roll one die, modify as shown, and consult the table. The added weight does not count as encumbrance. Light and heavy builds also change the weight increment, as shown. Modifiers are:
	Grazing Herbivore			+1
	Ice Desert				+1
	Desert					-1
	Arboreal				-1
	Hyperactive Metabolism			-1
	Slow Metabolism			+1
	Species has Increased Strength		+1

Roll	Bulk		Effect				Weight Increment
1-	Slight		60% weight; -2 to HT		-1/-3/-7lbs
2	Light		80% weight; -1 to HT		-.5/-1/-3lbs
3-4	Average	No effect
5	Heavy		120% weight; +1 to HT		+1/+2/+3lbs
6+	Bulky		150% weight; +2 to HT		+2/+5/+7lbs

The weight increment for the race is changed by its build. The triple entry for the Weight Increment column shows the change in the weight increment for Tiny and Small/Short, Normal, and Tall, Big, Huge, Giant, Titanic and Monstrous races. A Big, Light race would have a final weight increment of 6lbs.

The Food Chain (Roll 1d)
A species' place on the food chain has an important effect on its behavior. Roll a die, apply the appropriate modifiers, and consult the table below.
	Carnivore				+2
	Herbivore				-1
	Swimmer				+1
	Tiny or Small				-1
	Big					+1
	Huge or Larger				+2

Roll	Place		Effects
0-1	Low		Suspicion+2, Stealth@DX
2-3	Middle		Suspicion+1
4-5	Near Top	3-7=Animal Empathy
6-7	Top, Shared	3-9=Chauvinism+1, 3-9=Empathy+1
8+	Top, Solitary	Suspicion-1, Empathy-1

Reproduction
A species' reproductive biology greatly affects its behavior and values. Imagine how different human society would be if, like most other mammals, our females were only "in the mood" one or two times a 
year! Imagine if male humans felt compelled to drive off other males or mark their territory. Reproduction rarely affects the play of the game. Some sexual strategies add traits. If a species is subject to especially strange mating behaviors, give them an appropriate Obnoxious Racial Habit, Compulsive Behavior or Quirk.

Reproductive Strategy (Roll 1d)
Reproductive strategy is basically a question of quantity versus quality. Some species carry on by producing many individuals, hoping a few will survive. Others have few offspring, but invest lots of time and resources in each individual. Mass-produced young tend to be less individualistic and varied than those that take time to grow up. Reproductive strategy determines how neotenic individuals of the species are. Neoteny-the biological term for retention of juvenile characteristics-seems to be an important root of sentience. Neotenic creatures learn through experience, including play and games. Low-neoteny creatures are guided by instinct.
	Tiny, Small-				-1
	Huge, Giant+				+1
	Low on food chain			-1
	Top of food chain			+1

	Roll	Number of Offspring/Commitment to Young
	1-	Hordes/Very little: (Low Neoteny) Egotism-2, Curiosity-2, Imagination-1, Early 				Maturation (two levels). (On a roll of 12 on 2d the race will have Racial Memory)
	1-2	Many/Low: Egotism-1, Imagination-1, Curiosity-1. Early Maturation (one level).
	3-5	Several/Moderate: No Modifiers
	6	Few/Much: (Neotenic) 3-6=Egotism+1, 5-9=Empathy+1, 3-10=Curiosity+1, 
		3-6=Imagination+1
	7+	Very few/Very much: (highly Neotenic) 3-10=Empathy+1, 6-9=Concentration+1, 				Curiosity+1, 3-8=Imagination+1

Lifespan (Roll 2d)
Lifespan falls under this heading because a longer lifespan is considered to be a reproductive strategy. Roll 2d, modify as shown and consult the table below.
	Huge, Giant or larger			+1
	Tiny, Small				-1
	Itsy or Viral				-2
	Hordes/Very Little			-2
	Many/Low				-1
	Few/Much				+1
	Very few/Very much			+2

	0-	Short Lifespan (three levels)
	1-2	Short Lifespan (two levels)
	3-4	Short Lifespan (one level)
	5-10	Normal Lifespan
	11-12	Extended Lifespan (one level)
	13-14	Extended Lifespan (two levels)
	15+	Extended Lifespan (three levels)

Number of Sexes (Roll 2d)
Roll two dice and consult the chart below.

2	Two sexes; but individual's gender changes seasonally or with age. Empathy+1, 	Hermaphromorph (Limitation: Only under certain conditions)
3-7	Two sexes; No modifiers
8-9	Hermaphroditic; one sex performs both rolls. requires mating to reproduce.	
10	Parthenogenesis; self-contained, "do it yourself" style. May create clones of parent, or genes 	may be exchanged by odd means. 3-6=Gregariousness-1, 12=Racial Memory (Limitation: Direct 	ancestors only)
11	Three sexes; 3-6=Gregariousness+1
12	1d+3 sexes; Sex education is a college-level course. May be an artificial arrangement. 	Gregariousness+1, 3-9=Imagination+1

Method of Delivery (Roll 2d)
Roll two dice, modify as shown, and consult the chart below.
	Moderate or higher care investment	-2
	Cold-blooded				+2
	Slow Metabolism			+3

	0-4	Live birth, born very weak/defenseless: 3-10=Empathy+1
	5	Live birth, kept in pouch for part of childhood: 6-9=Empathy+1
	6-7	Live birth, born fairly well developed: 
	8	Inconvenient: -5 point Compulsive Behavior or Dependency
	9-10	Oviparous: lays eggs. 6-9=Empathy+1. On a 12, the race is Ovoviviparous, and 			hatches the eggs within its body resulting in a live birth.
	11	Buds: small creatures grow from the exterior of the parent's body and eventually drop 			off and become independent
	12	Fissions: creature splits into two or more young. The parent creature ceases to exist 			for all intents and purposes. 3-10=Egotism-1, 11-12=Egotism-2
	13+	Weird/Disgusting: -10 point Compulsive Behavior or Odious Racial Habit

Special Features (Roll 3d twice)
Roll three dice twice for each species and consult the chart below.

	*	Sterile. The race must be cloned or bred from a related species. This result is too rare 			to roll randomly and must be chosen by the GM. An example is the terran mule, which 			is bred from horses and donkeys.
	2-5	Nothing unusual
	6-8	Sex plays an important part in the species' social system. 3-10=Gregariousness+1, 7-			9=Egotism+1
	9	Stop rolling
	10	Only the dominant members of the tribe/pack reproduce. 3-10=Gregariousness+1, 3-			10=Egotism+1 (If Solitary, only one in 100 females is fertile)
	11	As for #10 above, but subordinate members of the tribe/pack are sterile/neuter. Neuters 			are Egotism-1
	12	Only one female in pack/herd/whatever is fertile
	13	High sexual dimorphism: males are very different from females. If this feature is rolled 			twice, only one sex is sentient!. 3-6=Empathy-1
	14	Species has genetically determined castes. there are 1d+1 castes. Chauvinism+1
	15	As #14 above, but only one caste is capable of reproduction. the "queens" may be 			mindless blobs or highly individualistic (Chauvinism+1). An intelligent queen has 				Egotism+2; all others have Egotism-1.
	16	Offspring go through a lengthy "mindless" or "animal" stage. 3-7=Egotism+1
	17	Reproductive Control. The race has complete control of its reproductive processes.
	18	Something really weird, inconvenient, possibly disgusting. May lay eggs in host 				creatures, mating may be fatal, or perhaps the race uses genetically engineered 				"brooders" to incubate their young.
	**	Dying Race. For some reason, either natural or as a result of some ecological disaster, 			plague or maybe even a good old fashioned "evil eye", the races death rate is exceeding 			their birth rate, and within a generation or two the entire race will reach extinction. This 			is a special circumstance and requires GM fiat, rather than a random roll.
	
Basic Shape

Limbs and Symmetry (Roll 2d)
The number of limbs the creature has, and the pattern in which they are arranged, must be determined before gong further. Unless otherwise specified, beings are bilaterally symmetrical, like humans, pigs, insects and worms. Creatures which are radially symmetrical are basically "circular," with limbs evenly spaced around the perimeter. The classic Terran example is the starfish.

	2*	One or no limbs (3-10=One Manipulator, 11-12=No Manipulators).
	3	Two limbs.
	4	Three limbs. Radially symmetrical on a 1-4 on 1d.
	5-8	Four limbs. Radially symmetrical on a 1 on 1d.
	9-11	Six limbs. Radially symmetrical on a 1-2 on 1d.
	12	1d+6 limbs. Radially symmetrical on 1-3 on 1d.

*Creatures like snakes and worms fall into this category.

Prehensile Tail
*Bought as Extra Limb, No Physical Attack (5 points). Often also has Nuisance Limitation (Temporary Disadvantage) Bad Grip (- 10%) or Poor Grip (-5%).

Extra Limbs
Many creatures have "extra" limbs (tail, trunk, prehensile tounge, pseudopods, tendrils) that can be used for manipulation. These often vary in strength, dexterity, and sensitivity. Roll a die on the chart below.

Roll	Number of Extra Limbs
1-4	No extra limb
5	1 extra limb
6	1d+3 extra limbs

Roll	Strength of Extra Limbs
1-2	Flimsy (feeler, cilia, whiskers). ST 1
3-4	Weak (human lips). ST 2
5	Fair (monkey tail). ST-4
6	Strong (Elephant trunk). Same as primary limbs.

Roll	Dexterity of Extra Limbs
1-3	Crude. DX-4
4-5	Fair. DX
6	Excellent. DX+2

Roll	Tactile Sensitivity of Extra Limbs
1-2	Crude. Reduced Manual Dexterity-2
3-4	Fair. Manual Dexterity as normal
5	Excellent. Increased Manual Dexterity+1, Sensitive Touch
6	Fair, has excellent "other" sense built in

Posture
Posture determines the position in which a creature carries itself.Posture determines its basic speed, and its ability to use tools while on the move. There are separate charts for bilaterally symmetrical and radially symmetrical creatures. Each use one die.
	
Bilaterally Symmetrical Posture
	Forest or Jungle Dweller		+1
	Brachiator				+1
	Swimmer				-1
	Amphibious/Sea Bound			-2

	2-	Horizontal
	3	Centauroid (Six or more limbs only. Otherwise Horizontal.)
	4	Semi-upright (If eight or more limbs, this is a centauroid with four "arms." If four-				limbed, it moves like a chimpanzee.).
	5+	Upright

Radially Symmetrical Posture
	Brachiator				+2
	Swimmer/Amphibious/Sea Bound	-1

	0-2	Invertebrate
	3-5	Semi-Upright
	6	Upright

Hands and Feet
Hands (or their equivalent) vary considerably in quality and construction; they are divided here into several basic types. The hands or feet possessed by the race is determined by rolling on the following charts. 

Creatures with Horizontal postures roll for all pairs of limbs on the Walking Limbs table.

Semi-Upright species roll on the Handling Limbs table for the front pair of limbs and the Walking Limbs table for the other pair(s) of limbs.

Centauroids have either four or six Walking Limbs and two to four Handling Limbs.

Upright postured beings have two Walking Limbs and two or more Handling Limbs, depending on total number of limbs.

Invertebrates roll for all limbs on the Handling Limbs table.

Walking Limbs (Roll 1d)
Roll one die and modify as shown.
	Swimmers			-1
	Amphibious/Sea Bound		-2
	Brachiator			+1
	Plains-dweller			-1
	Climber				+2
	Forelimbs			+1

	*	Sessile: The race is incapable of movement under its own power. This is too rare to be 			rolled randomly.
	2-	Running Hoof: Optimized for speed; poor for manipulation. (For water creatures, the 			two rear limbs are a massive fluke instead.) Gives one level of Enhanced Move in the 			appropriate environment. 
	3	Cloven Hoof: Perfect for surefooted mountain dwellers. (Flipper for water creatures). 			DX+1
	4-5	Walking Paws: Walks "digitigrade." One level of Enhanced Move (Limitation: Only 			when on all fours...or sixes, or eights, or...).
	6	Grasping Paws: Reduced Move-1
	7	Crude Hands: Reduced Move-1
	8+	Feet Manipulators: Reduced Move-1

Handling Limbs (Roll 1d)
Roll one die and modify as shown.
	Invertebrate			-1
	Horizontal			-1
	Upright				+1
	Brachiator			+1
	Centaur				+1

	1-	Walking Paws: Walks "digitigrade." One level of Enhanced Move (Limitation: Only 			when on all fours...or sixes, or eights, or...). No Fine Manipulators.
	2	Grasping Paws: Poor Grip and Reduced Manual Dexterity-4.
	3	Crude Hands: Reduced Manual Dexterity-2.
	4+	Hands:

Number of Digits (Roll 1d)
Roll one die and modify as shown.
	Invertebrate			-1
	Horizontal			-1
	Upright				+1
	Brachiator			+1
	Centaur				+1
	Running or Cloven Hooves	-4

	0-	No Digits: 8-12=Race has the No Fine Manipulators Disadvantage
	1	One Digit: 8-12=Race has the One Fine Manipulator Disadvantage
	2	Two Digits:
	3	Three Digits:
	4	Four Digits:
	5	Five Digits:
	6+	Six Digits:

Types of Hands and Feet and Assorted Manipulators

Hooves
Hooves or other highly specialized walking tools can be used to bash and shove objects around, but are virtually useless for manipulation. A species with only hooves has the No Fine Manipulators disadvantage.

Walking Paws
Typified by human and dog feet. They can be used to shove objects around, but are very poor for fine manipulation. If the species only has walking paws, they have the No Fine Manipulators disadvantage.

Grasping Paws
A prime example is the versatile raccoon. Grasping paws lack thumbs, and two are needed to get a really good grip on an object. Poor Grip and Reduced Manual Dexterity-4.

Crude Hands
Chimp and Orangutan hands have thumbs and long, versatile fingers, but they can't compare to human hands for most jobs. Reduced Manual Dexterity-2.

Feet Manipulators
See Hands.

Hands
Human hands. No bonus or penalty to tasks.

Mouths
Most species have at least one of these. Determine strength, dexterity and tactile sensitivity as per extra limbs. Extra mouths may be added to limbs as required. Muscular lips, cilia or tendrils may be added to increase sensitivity and manipulation abilities. Mouths can vary widely in construction, from insect-like mandibles, humanoid lips and teeth, lamprey-like suckers, feeding tubes, filters like baleen whales, etc.	

Modified Hands and Feet and Assorted Manipulators (Roll 3d)
On a result of 12 on 2d, roll three die and consult the chart below.
	
	3-4	Clinging. Indicates clinging via claws, suction pads or adhesive goo.
	5-6	Silence
	7-8	Wings
	9	Super Jumping
	10	Increased Manual Dexterity 
	11	Walk on Liquid
	12	Bad/Poor Grip
	13	Cannot Climb
	14	Cannot Swim
	15	No Fine Manipulators
	16	One Fine Manipulator
	17	Short Arms
	18	Long Arms

Natural Weapons
Many species have natural weapons. Some of these do "physical" damage (impaling, cutting, crushing); others are more exotic.

Teeth that Rend, Claws that Snatch (Roll 2d twice)
Roll twice for each species to see what they have in the way of claws and teeth. For each throw, roll two dice and modify as noted.
	Carnivore			+2
	Aquatic				+2
	Herbivore			-2
	Huge, Giant or larger		-1

	1-	Big Horns/Tusks
	2	Spear
	3	Butting Horns/Butting Knobs
	4	Horns
	5	Blunt Teeth/Crushing Mandibles
	6-7	None
	8-9	Sharp Teeth/Small Mandibles
	10	Small Claws/Small Pincers
	11	Fangs/Large Mandibles
	12	Talons/Large Pincers
	13	Smashing Tail/Clubbed Limbs
	14	Spikes
	15	Spines

All Things Foul and Venomous (Roll 3d)
Roll 3d and consult the chart below to see if the species is blessed with "chemical" weapons. 
	Low on Food Chain		-3
	Middle of Food Chain		-1
	Desert				+2
	Aquatic/Amphibian/Swimmer	+1
	Huge or Giant			-1

	1-	Roll twice more on this table, using only one die.
	2-3	Poison Barbs. Roll 1d: 1=skin agent.
	4	Musk. Stench Spray. Irritant mist cloud.
	5	Poison Sweat. Roll 1d: 1 or 2= skin agent.
	6-10	No chemical weapons
	11	Fangs. Roll 1d: 1-5=poisonous, 6=corrosive.
	12	Webbing
	13	Clinging
	14	Drug Factory	
	15	Stinger
	16	Poison spit/squirt. Roll 1d: 1-2=skin agent.
	17	Corrosive spit/squirt. I.e. Digestive juices or Disassembler nanotech. 
	18+	Plague Carrier or Lifebane

The level of the venom-its potency-is equal to HT/4. Water creatures won't have spit/squirt or sprayed venoms; if this result appears, give them poison fangs or poison sweat, and increase the venom's level by 2.
The Limited Uses limitation is very common. *May have limitation Requires Low Gravity. If requires 0.5 G or less (-25%) TL11. If requires 0.2 G (-40%) or less, it's TL10.

Special Weapons Division (Roll 3d)
A very few species have extraordinary defenses. On a "12" on 2d, the race will possess a "Special Defense". Roll three dice, modify as shown, and consult the chart below.
	Trapper Carnivore		-1
	Herbivore			-1
	Ergivore			+2
	Aquatic				+1

	3	Bioelectric Shock	
	4	Constriction (Includes Flexibility)
	5	Breathe Fire
	6	Cool
	7	Dampen
	8	Shock
	9	Surge
	10	Warm
	11	Webbing	
	12	Image
	13	Smoke (or Ink)
	14	Deafen
	15	Sonic Blast
	16	Flash
	17	Lightning
	18	Laser

Body Covering (Roll 1d)
Roll on the appropriate table below to determine the creature's outer covering. If "special" is rolled, roll again on the Special Integument table. Coverings are described after the tables.

	Hot Climates (Desert)
	1-2	Very thin fur
	3-4	Skin
	5	Scales
	6	Special

	Moderate Climates
	1	Fur
	2	Feathers
	3	Skin
	4	Heavy scales
	5	Thick fur
	6	Special

	Cold Climates (Ice Desert, Tundra)
	1	Fur
	2	Skin
	3	Thick hide
	4-5	Thick Fur
	6	Special

	Aquatic Creatures
	1-2	Thick, sleek fur
	3	Scales
	4-5	Skin
	6	Mucous over skin

	Special Integument Chart (Roll 3d)
	3	Spiny Fur/Quills
	4	Hard Carapace (Insect chitin or crustacean shell).
	5	Armor Plates (bone, very heavy chitin, etc.)
	6	Thick Hide
	7	Soft Carapace (Insect chitin or crustacean shell)
	8	Cork or "barky" covering
	9	Coat of Slime	
	10	Covering has Chameleon properties. Chameleon level 1.
	11	Metal or Silicate deposits.
	12	Blubber
	13	Elastic Skin
	14	Ablative Coating
	15	No Body Heat
	16	Cartilage
	17	Bioluminescent Spots
	18	Abrasive Skin

Mucous
A slimy layer (like that on a fish) that prevents chafing and/or streamlines passage through water. Very good at cooling; creature always sweats. Makes "wearer" -2 to grapple. Increase creature's water requirement by 10%. Subject to freezing, drying out or scraping off. Bad Smell. On a 10-12 on 2d the race is Amphibious.
Skin
No special properties. Pale skin may "burn" in direct sunlight.
Very Thin Fur
Like that of a Chihuahua. Prevents sunburn; no other properties.
Spiny Fur
Like porcupine quills. PD 1, DR 1. Does 1d-2 impaling damage to opponents in close combat.
Soft Carapace
A chitinous layer like those on an insect. PD 2, DR 2.
Hard Carapace
A chitinous layer like those on an insect. PD 3, DR 3.
Coat of Slime
Like mucous, only slipperier. -4 to grapple.
Fur
Acts as light clothing. DR 1. One level of Temperature Tolerance.
Scales
Small, tough scales. DR 1.
Heavy Scales
Thick, armored scales. PD 1, DR 1
Armor Plates
Like those on a pangolin. PD 2, DR 3.
Thick Hide
Similar to elephant or rhino hide. PD 1, DR 1.
Thick Fur
A polar bear's pelt, for example. PD 1, DR 1. Acts as warm clothing. May cause suffering in hot weather! Two levels of Temperature Tolerance.
Chameleon Skin
Species gets a +4 bonus to Stealth skill when perfectly still, or +2 bonus when moving.
Metal or Silicate Deposits
Deposits of metal or silicates that form on the creatures skin. PD 3, DR 4. Heavy deposits are PD 4, DR 7. 
Blubber
Retains body heat. Adds PD 1, DR 3 versus crushing damage only. Three levels of Temperature Tolerance.
Elastic Skin
The creature has naturally pliable and elastic skin, allowing the creature to stretch and shape it.
Cork or "barky" Covering
Trees have this, for example. PD 1, DR 2. 
Ablative Coating
Deposits of skin, minerals or even dead chitin that serve as an ablative defense against attacks. If this is rolled, roll again or choose another covering and multiply its DR by 2, that will be the DR of the Ablative Coating.
No Body Heat
The creatures skin dissipates body heat very effectively. +6 to Camouflage rolls versus Infravision or Heat Sensitive methods of sight or tracking.
Cartilage
Like a shark. PD 1, DR 2. Flexible.
Bioluminescent Spots
Like some deep sea fish, the creature has colonies of bioluminescent bacteria living on its skin or some form of light generating organ. Some lifeforms may even be able to "focus" these spots into flashlight like beams.
Abrasive Skin
The races skin is naturally abrasive, like a sharks. Does 1d-4 cutting damage in close combat.
		
Special Structural Abilities (Roll 2d)
Roll 2d, on a result of 12 exactly the race has a special adaptation to its structural assembly. The specific abilities are left to the designer to choose.

2	Cardiovascular
	Acceleration Tolerance
	Hard to Kill 1-3. The race, for structural or internal reasons is very hard to kill without blowing it 	apart completely with the first shot. This can represent de-centralized internal; organs, unnatural 	toughness, greater resistance to the effects of shock, etc.
	Extra Fatigue 1-5
	Extra Hit Points 1-3
	Improved G-Tolerance
	Recovery
	Injury Intolerance: Great Internal Pressure. The race maintains structural integrity by using a 	gas or liquid medium under great pressure to promote rigidity. Bleeding damage is doubled.
	Injury Tolerance: No Blood. The race has no fluid medium for distribution of necessary 	compounds throughout the body.
	Acceleration Weakness.
	Acceleration Tolerance.
	Vulnerability. The race is particularly susceptible to some form of physical attack.

3	Gastro-Intestinal
	Sanitized Metabolism
	Cast Iron Stomach
	Universal Digestion
	Delicate Metabolism
	Vulnerability. The race is particularly susceptible to some form of physical attack.

4	Glandular
	Emergency Response
	Combat Reflexes
	Increased Speed +1-2
	Increased Speed +3
	Hyper-Reflexes
	Hyper-Strength
	Vulnerability. The race is particularly susceptible to some form of physical attack.

5	Immune System
	Disease-Resistant
	Longevity
	Immunity to Disease
	Vulnerability. The race is particularly susceptible to some form of physical attack.
	Weak Immune System

6	Lifespan and Self-Repair
	Longevity
	Rapid Healing
	Very Rapid Healing
	Extended Lifespan
	Immunity to Disease
	Regeneration, slow
	Unaging
	Regrowth
	Regeneration, regular
	Regeneration, fast
	Immortality
	Regeneration, instant
	Undying
	Vulnerability. The race is particularly susceptible to some form of physical attack.
	Self-Destruct
	Slow Healing
	Unhealing

7	Liver, Kidney, and Intestinal
	Alcohol Tolerance
	Resistant to Poison
	Decreased Life Support
	Oxygen Storage
	Immunity to Poison
	Vulnerability. The race is particularly susceptible to some form of physical attack.

8	Musculo-Skeletal
	Double-Jointed
	Manual Dexterity
	Toughness
	Brachiator
	Catfall
	Extra Encumbrance
	Extra Hit Points to +3
	Extra Hit Points to +6
	Extra Hit Points to +9
	Super Jump
	Extra Flexibility
	Flesh Pockets
	Fragile. The race has an extremely delicate or fragile construction. Hollow bones, crystalline 	structure, etc.
	Bowlegged. The race is naturally Bowlegged.
	Injury Tolerance: No Cutting/Impaling Bonus. 
	Injury Tolerance: No Neck. The race has no neck.
	Extra Encumbrance. The race has a better load-bearing ability than humans do.
	Increased Density. The race is constructed of denser materials than terrestrial animals.
	Vulnerability. The race is particularly susceptible to some form of physical attack.
	Reduced Move
	Reduced Hit Points
	Wings. 	Flight is typically reserved fro races that are Small, Tiny, Itsy or Viral in size. Flight (40 	points) for larger creatures is possible with Gliding (-50%) or Winged Flight (-10%) limitations 	along with Requires Low Gravity (-5% per 0.1 G below 1 G).
	To work out the maximum gravity, find the average racial ST of the racial template, multiply by 	2.5, and divide that by the template's average body weight (which can be found based on racial 	ST). Most genemod winged people intended for lower gravity should have Gravity Adaptation for 	either low or zero-gee, either of which reduce body weight.

9	Respiratory
	Breath-Holding 1
	Extra Fatigue 1-4
	Voice
	Breath-Holding 2+
	Decreased Life Support
	Extra Fatigue 5+
	Filter Lungs
	High Pressure Lungs
	Low Pressure Lungs
	Mimicry
	Vulnerability. The race is particularly susceptible to some form of physical attack.

10	Respiratory Alternatives
	Gills
		water only
		air and water
	Oxygen Storage
	Pressure Support
		to 10 atmospheres
		to 100 atmospheres
		immune to pressure

11	Nervous System Enhancements
	Increased Speed +1-2*
	Increased Speed +3*
	Enhanced Time Sense*
	Increased Speed +4*
	Increased Speed +5*
	Injury Tolerance: No Brain. The race has no centralized nervous system or its brain is 	distributed throughout its body.
	High Pain Threshold
	Low Pain Threshold
	Vulnerability. The race is particularly susceptible to some form of physical attack.

	*A limitation like Requires Chemical Trigger, Emergencies Only or Costs Fatigue is
	sometimes appropriate, as is the racial disadvantage Short Lifespan.

12	Transformations
	Elastic Skin
	Vacuum Adaptation
	Flexibility
	Doesn't Breathe
	Doesn't Eat or Drink
	Vacuum Support
	Morph
	Transformation. The race has one (or more) alternate forms that it can transform into to adapt 	to different situations in their environment. This is usually coupled with Limitations such as: 	Takes 1d6 days, requires extraordinary amounts of food, etc.
	Morph. The race is a natural metamorphic lifeform, capable of transforming into radically different 	creatures. Usually suggested for things like nanomorphs, etc. If you want to be able to do this 	quickly, the race will have to either eat a WHOLE lot of food or subsist on very high energy 	foods. The process will also generate a great deal of heat during the transformations. But 	the GM 	is ultimately the arbiter and can do anything he damn well wants. Possible Limitations are: Suffers 	Berserk, Bloodlust, Compulsive Behavior, Gluttony or Impulsiveness for a time after each Morph.
Body of Gas. The most typical example of this is a cloud of micro-organisms or extremely small clouds of hive mind insects. Occasionally also has the benefits of the Transference advantage.
Body of Water. The creatures structure is completely fluid. Such as the giant blobs that frequent 1950’s horror fiction or T$R’s products..
	Body of Stone. The quintessential cinematic silicon-based lifeform.
Body of Metal. Another staple of silicon based life, also common in naturally evolved machine intelligences.
	Body of Fire. Beings of living plasma are an example of this type.
	Injury Tolerance: No Vitals. The creatures internal organs are either very well distributed (de-	centralized) or it uses nothing we recognize as vital organs.

Limitations: 
	Emergencies Only
	Limited Use 
	Nuisance Disadvantage: Temporary Disadvantage (often Bad Temper, Gluttony or
	Lecherousness)
	Requires Chemical Trigger
	Cardiac Stress
	Costs Fatigue
	Uncontrollable
	Unreliable

Communication
Almost every species can communicate-on a basic level-through scent and body language. Some are gifted with special abilities:

Voice Boxes (Roll 1d)
Some species have a voice box, a specialized organ for making complex sounds. Roll a die and consult the chart below, with the following modifiers:
	Aquatic					+1
	Lives in pack/troop			+1
	Lives in herd				+1
	Lives in hive				+1
	Sexually limited to dominant members	+1
	Herder Carnivore			+1
	Gatherer/Hunter Omnivore		+1

	2-	No voice box. Mute.
	3-5	Grunts, purrs and howls possible (good for communicating emotions).
	6+	Voice box. Roll for frequency range:
		2-	Very Low: Basso-profundo and subsonic rumbles. Includes Subsonic Hearing 				and Subsonic Speech.
		3-5	Normal: Human voice range
		6-7	Very High: High-pitched squeals and ultrasonic sound. Includes Ultrahearing 				and Ultrasonic Speech.
		8+	Extraordinary Range: Can cover all ranges from infra-ultra. Includes all 					Speech and Hearing abilities.

Special Voice Box Modifications (Roll 1d)
On a result of 1 on one die, roll on the table below.
	
	1	Disturbing Voice
	2-3	Voice
	4	Stuttering
	5	Penetrating Call
	6	Mimicry

Other Communication Types (Roll 2d three times)
Roll three times on the chart below. If rolled once, the method is assumed to be a "natural" channel of communication, comparable to an animal's grunts and howls. If the same method is rolled twice, the channel is sensitive enough to be used for speech. If rolled three times, the channel is extraordinary; very subtle and sophisticated languages are possible. In any case, the species automatically has the ability to sense the special channel. Roll two dice, modified as below. Additional communication forms are purchased as Secret Communication:
	Ergivore				+2
	Chummy, Congenial or Gregarious	+1

	2-3	No special channel:
	4-6	Pheremones (or other chemical methods. The first level of Pheremones gives the race 			Pheremone Control. Broader-spectrum pheromones are bought as a Reaction Bonus or 			Charisma with the limitation Scent-Based [-20%]. This also gives the race one or more 			levels of the disadvantage Weak Will [only to resist pheromones or seduction attempts, -			75%]. Further levels allow the purchase of other Pheremonal Powers: Awe, Dread, 			Entrancement, Summon or Majesty with the Scent-Based limitation [-20%]. Typically 			Pheremones are race-specific, if you wish to purchase Pheremones that will work on 			other races that share similar physical traits it is a +50% Enhancement.)
	7-9	Color patterns
	10-11	Somatic (Body language, cilia flickers, antennae twitches, interpretive dance, etc.)
	12	Electromagnetic (Radio, magnetic fields, etc. Radio Hearing and Radio 					Speech/Broadcast are such types of communication.) 
	13+	Telepathy (Emotion sense, etc.)	

Senses
A species' senses influences the way it thinks and perceives the world. A species identical to humanity, except with (say) poor eyesight but a wolf's sense of smell, would have a drastically different culture and technology.

Limitations: 
Eye Contact Only (-20%) can also be applied to sensory advantages limited to the same three hex range which don't require eye contact. Faz Sense (feline whiskers that sense air currents) or limited forms of Infravision or Sonar Vision are examples.

Vision
Vision is one of the most powerful types of sense available. It has evolved on nearly all worlds, and almost all species have it.

Sharpness of Vision (Roll 1d)
Roll one die, modify as follows:
	Swimmer/Amphibian/Aquatic		-1
	Arboreal				+2
	Flyer					+2

	*	Blindness (See below.)
	1	Motion detection only (3-10=Curiosity-1, 3-10=Suspicion+1)
	2	Poor (Bad Sight disadvantages)(3-6=Curiosity-1, 3-7=Suspicion+1)
	3-4	Average ("Poor Vision" -2 to rolls using sense of sight).
	5	Good (Human range).
	6	Excellent (Acute Vision+2)
	7	Extraordinary (Hawk; Acute Vision+5; +1 Ranged Attack Bonus)
	8	Astonishing (Acute Vision+8; +2 Ranged Attack Bonus)

*Blindness, a -50 point disadvantage, is very rare. Burrowing races have a 1 in 6 chance of being virtually blind; they can sense the presence of light but nothing else. If a race has another sense which substitutes for vision, it's not blind for point purposes!

Number of Eyes (Roll 1d)
Roll one die.

	1	Roll again. On a second result of 1, the race has one eye.
	2-3	Two eyes
	4	Three eyes
	5	Four eyes
	6	2d eyes

Eye Placement (Roll 1d)
Roll one die, modified as follows:
	Low in Food Chain			+1
	Top of Food Chain			-1
	Carnivore				-1
	Pure Herbivore				+1
	Three or more eyes			+1
	Six or more eyes			+2

	1-	Narrow. Has binocular vision, but can't have Peripheral Vision.
	2-3	Front (Human norm). Has binocular vision.
	4-5	Wide. Has Peripheral Vision, and non-binocular vision. No Depth Perception 				disadvantage.
	6	Eyes on stalks (Peripheral Vision, Independently Focusable Eyes; can look around 			corners).
	7+	All around vision (360° Vision advantage). If the species has fewer than four eyes, it 			has non-binocular vision as well (No Depth Perception).

Special Visual Powers (Roll 3d twice)
Roll three dice twice on the chart below, modifying as shown.
	Carnivore				-2
	Ergivore				+2
	Nocturnal				-2

	1	Spectrum Vision
	2-3	Infravision
	4	Night Vision. Most races with Nightvision are Color Blind as well.
	5	Nictating Membrane
	6	Microscopic Vision
	7-12	None
	13	Color Blind
	14	Telescopic Vision
	15	Polarized Eyes
	16	Independently Focusable Eyes
	17	Penetrating Vision
	18+	Night Blindness/Day Blindness
	
Hearing (Roll 1d)
Roll one die.

	*	Deafness (Too rare to be rolled normally.)
	1	Poor (Hard of Hearing disadvantage)
	2-3	Average (Human)
	4-5	Good (Dog; Acute Hearing+2)
	6	Excellent (Acute Hearing+5)

Special Hearing Powers (Roll 1d)
Roll one die on the chart below, modifying as shown.
	Amphibian or Aquatic			+1
	Blind					+2
	Vision is Poor or worse			+1

	1	No special ability
	2	Directional Hearing (Humans have this)
	3	Parabolic Hearing
	4	Subsonic Range
	5	Ultrasonic Range
	6+	Sonar Vision (dolphin, bat)
	
Tactile (Roll 1d)
Roll one die, consult the chart below.
	
	*	No Sense of Touch. Too rare to roll normally. Reduced Manual Dexterity-6. High Pain 			Threshold.
	1-2	Crude. Reduced Manual Dexterity-2
	3-4	Fair. Manual Dexterity as normal
	5	Excellent. Increased Manual Dexterity+1, Sensitive Touch
	6	Fair. Has excellent "other" sense built in

Motion Sense (Roll 1d)
Roll one die, consult the chart below.

	*	No Motion Sense.
	1-3	Normal. The race can sense vibrations and movement normally, but  they get no 				bonuses.
	4	Faz Sense/Whiskers.
	5	Absolute Direction.
	6	Sense of Perception.

Other Senses (Roll 2d)
On a result of 12 exactly, the race has an "extra" sense.
	
	1-2	Radar Sense
	3-4	Magnetic Sense
	5	Radiation Sense
	6	ESP

Kinesthetic (Roll 1d)
This is the sense of balance and motion, "surefootedness" and level of perception of internal goings-on (heart rate, digestion, respiration, healing). Roll one die and modify as shown below:
	Brachiating				+1
	Flyer					+2
	Small					+1
	Huge or larger				-2

	*	No Kinesthetic Sense. Creature must use sight and tactile senses to determine 				position of limbs! DX-3. Too rare to be rolled normally.
	0-2	Poor. DX-1. On a 3-6 the race suffers from Motion Sickness.
	3-4	Average (Human)
	5	Good. Cats, monkeys. Perfect Balance advantage. 3-6=Catfall.
	6+	Excellent. Born acrobats, incredible control of reflexes. DX+2, Perfect Balance and 			Catfall. 

Special Kinesthetic Powers (Roll 2d)
Roll two dice; modify as shown.
	Lives in Desert or Ice Desert		+1
	Aquatic					-1

	2-	Full Coordination advantage
	3-6	No special ability
	7	Low Pain Threshold
	8	Can (or must) hibernate under certain conditions. This is Metabolism Control 				(Limitation: Only under certain conditions).
	9	The species has Metabolism Control. Level of power depends on the species' 				kinesthetic sense:
			None: Power 1
			Poor: Power 2
			Average: Power 3
			Good: Power 4
			Excellent: Power 6
	10	Species can guide its healing processes. Rapid Healing advantage.
	11	Species has both Rapid Healing and Metabolism Control. Sentients can learn to 			control their own immune systems and more; Increase HT by IQ/4 for purposes of 			fighting disease and healing!
	12+	Species possesses #11 above plus the Hyper-Reflexes, High Pain Threshold and 			Hyper-Strength advantages. Species with a Good or better kinesthetic sense may opt 			to purchase Longevity, while a species with an Excellent kinesthetic sense may 				purchase Unaging or even Immortality!

Sense of Taste (Roll 1d)
Roll one die and modify as shown.
	Blind					+1
	Herbivore				+1

	1	None
	2	Poor. -4 on all taste related sense rolls.
	3-4	Average. Human.
	5-6	Good. Acute Sense of Taste+2.
	7+	Excellent. Acute Sense of Taste+5 and Discriminatory Taste. With training, a member 			of the species can determine the exact chemical makeup of substances.

Sense of Smell (Roll 1d)
Roll one die and modify as shown.
	Blind					+1
	Carnivore				+1

	1	None
	2	Poor. -4 on all smell related sense rolls.
	3-4	Average. Human.
	5-6	Good. Acute Sense of Smell+2, 3-8=Discriminatory Scent. Can track by smell: Tracking 			Skill.
	7+	Excellent. Bloodhound level. Acute Sense of Smell+5, Discriminatory Scent (As Empathy 		within 2 Hexes; +50%). Can track by Smell: Tracking Skill. With training, a member of this 		species can detect very weak (or old) scents and determine their source.

Mental Abilities
Most species are assumed to have fairly high animal intelligence and no unusual powers. A few are especially blessed. 

Intelligence and Sentience (Roll 3d)
"Intelligence is the ability to solve problems. Sentience is the ability to make them." -Howard Prau Sessor
A rating below 9 is considered non-sentient. A race marked as Presentient has the "potential" to be fully sentient with a little "help" (i.e. uplift). Roll three dice to determine the creature's exact mental abilities.

	3	IQ 5 and Presentient
	4	IQ 6
	5	IQ 6 and Presentient
	6	IQ 7
	7	IQ 7 and Presentient
	8	IQ 8
	9	IQ 8 and Presentient
	10-11	IQ 9
	12-16	IQ 10
	17	IQ 11
	18	IQ 12

Note that it is possible for a creature to have a fairly high IQ and not be Presentient. 

Special Abilities (Roll 3d)
Roll three dice. On a roll of 8-12 the species has a special mental ability. 

Table 1						Table 2
	3	Absolute Timing			Alertness
	4	Intuition				Autotrance
	5	Lightning Calculator			Light Hangover
	6	Eidetic Memory I			Fearlessness
	7	Eidetic Memory 2			Chronolocation
	8	Mathematical Ability			Musical Ability
	9	Absolute Direction			No Hangover
	10	Ambidexterity				3D Spatial Sense
	11	Fearlessness				Collected/Composed
	12	Intuitive Mathematician		Cool
	13	Racial Memory				Imperturbable
	14	Enhanced Time Sense			Unfazeable
	15	Compartmentalized Mind		Cultural Adaptability
	16	Mindshare				
	17	Language Talent			
	18	Psionic Power. See below.		Psionic Power. See below.

Special Disabilities (Roll 3d)
Roll two dice. On a roll of 10-12 the species has a special mental disability. 

Table 1						Table 2
	3	Split/Multiple Personality		Bad Temper
	4	Ignorance				Bully
	5	Capricious				Chronic Depression
	6	Flashbacks				Dyslexia
	7	Indecisive				Impulsiveness
	8	Innumerate				Laziness
	9	Manic-Depressive			Lecherousness
	10	No Sense of Humour			Megalomania
	11	Non-Iconographic			
	12	Stress Atavism			Sadism
	13	Bestial					Sense of Duty
	14	Berserk				Slave Mentality
	15	Combat Paralysis			Stubborness
	16	Bloodlust				Weak Will
	17	Shyness
	18	Delusion		
	
One limitation for mental disadvantages that might be common in individuals with performance-enhancing glandular modifications is Gluttony, Lecherousness or Stuttering with the limitation "Post-Emergencies Only" (-50%). The hormones produced by combat overdrive causes a glandular imbalance that results in
temporarily aberrant behaviour for several minutes afterward.

Psionic Talents (Roll 3d)
Once in a great while, a naturally psionic creature evolves to sentience or presentience. Use the table below to determine the creature's psi power and level of the talent. The low end of the table has mostly communication talents; those in the middle are "warning" skills. Those on the high end are weapons, used to trap prey. In animals, the skill of the power is equal to 12 or the species' IQ, whichever is greater. When the species becomes sentient, individuals must learn the skill, but there is a +1 Racial Skill Bonus for that ability. Roll three dice; modify as shown.
	Trapper Carnivore			+1 (Used to lure prey).
	Low on Food Chain			-3
	High on Food Chain			+3
	Lives in pack/troop			-1
	Lives in herd				-2

	1-	Telesend and Telereceive*	Power 6
	2	Telesend*			Power 8
	3	Telereceive*			Power 8
	4-5	Precognition*			Power 6
	6	Clairvoyance/Clairaudience*	Power 6
	7-9	Emotion Sense			Power 8
	10-12	Danger Sense
	13	Psionic Resistance		Power 10
	14	Luck**
	15	Psi Static			Power 10
	16	Telekinesis			Power 8
	17	Telesend			Power 6
	18	Sleep*				Power 6
	19	Mental Blow*			Power 10
	20	Telerecive and Telecontrol*	Power 8
	21+	Probability Alteration		Power 4

*Creatures with these powers can also erect a Psi Shield. Shield power is half that of the primary power. If the race is a Herd or Hive, or suffers Hive-Mentality, and possesses any Telepathy abilities it also suffers from Telepathic Addiction if the race is Solitary and possesses Telerecieve or other Telepathy abilities it suffers from Supersensitive instead.
**Luck is the animal form of a dangerous and powerful talent, Probability Alteration. Animals use it unconsciously, instinctively to "stack the deck" in their favor. When used by a trained sentient adept, this power has other, more spectacular uses.
Telesend and Telereceive are potential powers in animals; in practice, an animal with these has "telempathy" and can project and receive emotions only. (If retained by the sapient species, this is a limitation that reduces Telepathy Power cost by 50%).

Variations
So far our species has been affected by biology, environment, social systems and the like. There are random factors as well. These can lead to surprises and anomalies. For designed species, change the attributes as much as you like, but be prepared to justify your changes. Roll two dice for each basic attribute, and for each of the eight personality traits.

	2-3	Subtract 2 from the attribute/trait
	4-5	Subtract 1 from the attribute/trait
	6-8	No modifier.
	9-10	Add 1 to the attribute/trait
	11-12	Add 2 to the attribute/trait

Determining Personality Traits
As you create a species, keep track of the current level of each trait. All of the changes are cumulative; a herbivore may start off with low imagination, but turn out to be quite clever because of mating instincts that put a premium on trickiness. When the creature is finished, calculate the total for each trait. The resulting score gives you a scale with which to compare the new species personality against other races. These raw scores can be used to judge roughly how a character from a given species will tend to behave. Scores other than 0 translate into advantages, disadvantages or quirks, according to the tables below.

Chauvinism
This is the measure of the entire species' ego. Unless socialized to include others in its "in group,"
individuals of chauvinistic species tend to be individually bigoted or patronistic. Below-normal chauvinism makes for an adaptable, friendly species.

	+3	Chauvinistic. As +2, but if Suspicion is greater than +1, this becomes Xenophobia.
	+2	Chauvinistic. If Empathy is less than +1 or Suspicion is more than -1, this becomes 			Intolerance: (Other Races).
	+1	Chauvinistic (Quirk). If Empathy is less than 0 or Suspicion is more than 0, this 				becomes Intolerance: (Other Races).
	0	Normal
	-1	Broad-Minded (Quirk).
	-2	Broad-Minded (Quirk). If Suspicion is below 0 and Empathy is above 0, this becomes 			Xenophilia.
	-3	Undiscriminating (Quirk). If Empathy is above 0 or Suspicion is below 0, this 				becomes Xenophilia. If both of these are true, it becomes Strong Xenophilia. 
		3-6=Cultural Adaptability.
Concentration
This is a measure of how much the species' individuals can concentrate on a single action, plan ahead, and think "deep thoughts." At high levels, this may result in "savant" abilities. At lower levels, habit and instinct take over.

	+3	Single-Minded and either High Pain Threshold, Mathematical Ability, Musical Ability, 			Language Talent, Lightning Calculator, or Intuitive Mathematician. The creator may 			choose one or roll randomly. 3-6=Workaholic.
	+2	Single-Minded.
	+1	Attentive (Quirk.)
	0	Normal.
	-1	Distractible (Quirk).
	-2	Short Attention Span.
	-3	Absent-Minded or Confused.

Curiosity
This is the tendency for individuals to go out of their way to investigate new things, appreciate art, and yearn for adventure. Note that if a creature is not curious, it may still notice something new; it just doesn't find it worthy of attention.

	+3	Very Curious. If Concentration or Suspicion is 0 or less, roll at -2.
	+2	Curious. If Concentration is 0 or less, roll at -2.
	+1	Nosy (Quirk). If Concentration is 0 or less, this becomes the Curious disadvantage.
	0	Normal.
	-1	Staid (Quirk).
	-2	Incurious. If Suspicion is below 0, this becomes Obdurate.
	-3	Obdurate.

Egotism
This determines the sense of personal importance that the members of the race have. If a race has a low egotism, its members will put their own interests below those of the race as a whole.

	+3	Self-Centered.
	+2	Selfish. If Suspicion is +1 or more or Empathy is -1 or less, this becomes Self-				Centered.
	+1	Proud (Quirk). A high Suspicion score enhances this. If Suspicion is +2 or more, or 			Empathy is -2 or less, this becomes Self-Centered.
	0	Normal.
	-1	Humble (Quirk).
	-2	Selfless. But if Chauvinism is +2 or higher, take Hive Mentality instead.
	-3	Hive-Mentality. But if Concentration is +3 or higher, take Slave-Mentality instead.

Empathy
This is a measure of whether the species can sense, or comprehend, the feelings and attitudes of others.

	+3	Empathy advantage. If Gregariousness is above 0, the race is also automatically 				Charitable.
	+2	Sensitive. If Gregariousness is +1 or better, roll three dice; the race is Charitable on a 			result of 8 or less. 
	+1	Responsive (Quirk). If Gregariousness is above 0 and Suspicion below 0, replace this 			with Sensitive.
	0	Normal.
	-1	Oblivious.
	-2	Low Empathy.
	-3	Callous. If the race is carnivorous, there is a 1 in 6 chance of Bloodlust. 
	-4	Solipsist. If the race is carnivorous, there is a 50% chance of Bloodlust.

Gregariousness
This is a measure of the species' need (or dislike) for company.Note that this interacts with Chauvinism. The less chauvinistic a race is, the more its liking for company will extend to other species.

	+3	Gregarious. If Egotism is +1 or higher add Compulsive Carousing.
	+2	Chummy.
	+1	Congenial (Quirk).
	0	Normal.
	-1	Uncongenial (Quirk).
	-2	Loner. 
	-3	Reclusive.

Imagination
A measure of how good individuals of the species are at coming up with new ideas and seeing patterns in seemingly "random" data.

	+3	As for +1, but must have Empathy +1 or better, or get the Odious Racial Habit: "Won't 			shut up about their great ideas!" (-5 points).
	+2	As for +1, but if Egotism is above 0 or Concentration is below +1, the species also gets 			the Dreamer Quirk. It is possible to be Versatile and a Dreamer.
	+1	Imaginative (Quirk). Exception: If Concentration is 0 or better, and Egotism is below +2, 			the species gets the Versatile advantage.
	0	Normal.
	-1	Dull (Quirk).
	-2	Hidebound.
	-3	Hidebound and IQ -1.
	-4	Cannot Learn

Suspicion
This trait determines how the species reacts toward new things-with pleasure, fear or distrust.

	+3	Edgy. Also roll 3d (+3 if carnivore, -3 if herbivore.) If the roll is under 10, the species 			has Cowardice. Otherwise it is Paranoid.
	+2	Edgy. If Curiosity is -3, the race is merely Careful.
	+1	Careful. But if Curiosity is -2 or less, treat Suspicion as Normal.
	0	Normal.
	-1	Cool.
	-2	Collected. If Egotism is +2 or greater, the race has Overconfidence.
	-3	Imperturbable. If Egotism is +1 or greater, the race has Overconfidence.

Combining Traits
These traits can form the basis of dozens of personality types. Humble, chauvinistic and Chummy makes for a loyal, eager-to-please follower type. Add Suspicion and Single-Minded and you've got a soldier. Empathy, Chummy, Single-Minded and Chauvinistic is a good combination for a diplomat who must deal with strange races yet retain a sense of purpose. Imagination and low Concentration might result in a brilliant "flake". Curiosity and moderate Suspicion could make a great explorer; add Chauvinism and Egotism for a conquistador. If two traits seem opposed, compensating behaviors-often quite complex-may evolve. for example, Proud matched with Chummy may lead to constant, ritualistic struggles for dominance. Wolves, who are both individualistic and sociable, have just this sort of society.

Racial Technological Levels
The TL for the campaign is determined by the GM. The relative TL of the race generated above is determined randomly, roll 3d and consult the table below:

	3	Anamolous. Roll 1d+1 to determine TL, but they have star travel. Somehow, the 				barbarians got ahold of some starships - now they have advanced weapons and perhaps 			a hostage world or two doing manufacture and repair.
	4, 5	Retarded in a Science. Same basic TL as the campaign, but retarded in technology in 			one field - see the Sciences Table.
	6, 7	Retarded in an Art. As above, but see the Arts Table.
	8, 9	Primitive. Roll 1d to determine the world’s TL.
	10	Developing. TL is 1d TL’s lower than the campaign average.
	11	Slightly Retarded. Same TL as the campaign, though manufactured items tend to be 			larger, heavier, costlier (+10-50%) or less user-friendly/reliable. 
	12	Modern. TL of the campaign.\
	13	Slightly Advanced. Campaign’s TL but products are beautifully-styled, compact, 				inexpensive (-10-50%) or easier to use/more reliable.
	14, 15	Advanced in an Art. Same TL as the campaign, but this society is advanced in one of 			the arts - see the Arts Table.
	16, 17	Advanced in a Science. As above, but see the Sciences Table.
	18	Advanced. Roll 1d and add it to the world’s TL.

Sciences Table						Arts Table
2	Biology & Medicine				2	Games & Diversions
3	Weapons					3	Social Sciences & History
4	Sublight Space Travel				4	Mathematics
5	Power Generation				5	Literature
6	Communications & Sensors			6	Visual Arts
7	Computers or Robotics				7	Performing Arts
8	Aerospace or Surface Transport			8	Music
9	FTL Travel					9	Psychology
10	Engineering					10	Architecture
11	Materials Science/Chemistry			11	Philosophy & Theology
12	Exotic						12	Exotic

World Government
To determine World Government type, if any, roll 2d and consult the table below.

5-	No World Government, Diffuse.
6	No World Government; Factionalized
7	No World Government; Coalition
8	World Government; With a Special Condition; roll on the Society Type table below, and then on 	the Special Conditions table.
9+	World Government; With No Special Conditions; roll on the Society Type table below.

Society Type
To determine Society Type, roll 3d and add the world’s TL, treating any TL over 10 as 10.

3-6	Anarchy, No Government
7-8	Clan/Tribal
9-10	Caste
11	Fuedal
12	Theocracy
13-14	Dictatorship
15-17	Representative Democracy
18-20	Athenian Democracy
21-22	Corporate State
23-25	Technocracy
26	Caste
27+	Anarchy, No Government

Special Conditions
Roll 3d on this table only if the World Government table indicated that a special condition existed.

3-4	Subjugated
5-6	Slave State
7	Sanctuary
8	Military Government
9	Socialist
10	Bureaucracy
11	Colony
12	Oligarchy
13	Restricted; Hazardous
14	Meritocracy
15	Restricted; Embargoed
16	Patriarchy/Matriarchy
17	Utopia
18	Cybercracy