1 - INTRODUCTION TO RACE TRAITS
It's a simple system really, in most races you want to have 4 trait systems. 10 cultural traits that is common in those in that society, and another set of traits that represent abnormal/super human abilities. These are typically 3-4 in number. Mutations cost 2 instead of 1 point though, so choosing a double mutant will leave you no room for a cultural character.
Certain races may deviate from this number though.
2 - HUMANS and their HALF-BREEDS
Humans are, compared to other races, particularly successful whenever it comes to breeding and killing the fuck out of things. The normal human lacks much in the way of individual power, and thus turns to abstract concepts such as "kingdom", "nation", "church" for their reason to stay alive.
Humans are a social species of serial monogamists. Seeking "The one" until they breed up to 1-6 small, defenseless babies. Compared to other babies, human babies are particularly weak, unable to endure alcohol like dwarf babies, nor are they able to swallow leaves, like elf babies. As such they rely on breast milk a lot more than other babies. To determine how much children that an old, heterosexual couple has. Roll d6. Then roll 1d3 to determine how many of those children died during their formative years do to disease. If the second roll is higher than the first roll, the character is not considered dead, but a lone child. Same as it would apply to a character who's parents had 4 children, but lost 3 of them to polio.
Humans are medium whenever it comes to hair length, short on body-hair length and physically taller than the majority of races. Despite the height advantage, humans are rather weak-per-muscle and rely on their sturdy stamina to survive out in the wild. Giving them a +2 CON, often they are gifted mentally in one other area giving +2 to whichever mental statistic that you wish.
HUMAN TRAITS
Roll 1d10 or just choose these traits for yourself.
The theme is based on domesticated animals
1. Dog: Gains an overall 1+ to Will saves, and prof. in any piercing weapon that is Martial or Simple. Each time that you see a person die, you gain a cumulative +1 to Fort and Will saves that stacks up to 2+. The effect lasts for a minute, though certain dramatic situations require more. If a party member (including animal companions, cohorts but excluding strangers, familiars, undead, summons, planar allies.) you gain +4 to Will and Fort saves, that doesn't stack with the previous bonus.
2. Sheep: Gain +2 to Diplomacy and Sense Motive checks, may take one skill as it always being available as a class skill. No matter the class. Seduction is also easier for you, and you gain +1 AC and +2 to all Charisma skill checks whenever you are covering less than 1/4 of your body with your attire.
3. Pigs: Gain an overall +3 to Appraise checks, followed by +2 to Diplomacy and Bluff checks. Keeping 500 gold gives you +1 to all saving throws. Keeping 2000 gold gives you 10 feet of movement for your Run. Gain additional 10 feet per 2000 gold you have after to a maximum of 30 feet of movement. "Gold" could also be used to signify useless trinkets, gems and the like. But not equipment that has in-game mechanical use. (outside of using gems for material components and crafting. Artwork too)
4. Horse: +5 feet to overall movement speed. Gain an additional +5 of movement speed during a run. You may also run 3 more rounds. Gain +3 to Overrun Maneuvers. +2 to Jump, Balance, and Survival checks. You may carry 10 lbs of weight plus your STR mod times 3 more than the average person.
5. Goat: Gain +2 to all Poison resistances. You may devour rotten food and not suffer from illness. Gain your STR mod to resist charm and illusion effects, and you require 1/2 of the food that regular people need to do, in order to survive.
6. Cow: Bull's Strength and Bear's Endurance lasts 1/hours when cast on you. Gain +2 to Intimidate and Diplomacy skill checks, and gain +2 to Bullrush and Overrun attempts.
7. Cat: Gain +1 to all Charisma skill checks. Cat's Grace lasts 1/hours when cast on you. Pounce at the sacrifice of losing your Dex to armor class and 1d6 HP. +2 to Escape Artist, Move Silently and Hide skill checks.
8. Chicken: Instead of a +2 to one Mental ability score, instead they get +1 to all their mental ability scores. +2 to Intimidate, Spot and Listen checks. +1 to resist poison and disease. You may also attempt to spit an enemy, as chickens are good at spitting. They need to pass a 10 + STR MOD Reflex DC check and then to make a 10 + STR MOD Fort DC check or suffer blindness. If they fail the reflex save, but pass the Fort save. Then treat them as they are dazzled.
9. Donkeys: Gain +4 STR bonus to inventory cargo. Gain a 1d4+1/2STR Slam attack that can only be used a secondary Natural Attack. It stacks with other Slam Attacks that you might gain. +3 to Spot checks
10. Duck: Gain a +2 check to Grapple Maneuvers. +2 to Bluff and Diplomacy checks. Reroll a failed Reflex save once per day. +1 to all saving throws.
HUMAN MUTATIONS
1. Sublimation to Dark Instinct: These humans have been corrupted by the empty, thoughts of darkness. This emptiness robs complex thought, inducing a -4 Int malus, but a +2 to all of the other stats. You also get Darkvision 60' and you may cast Mage's Hand 4/day. Using the highest mental stat to give a bonus to how much weight that particular Mage's Hand can carry. So with 16 CHA, the Sorcerer uses it's Racial ability to snag a 8 pound dog.
2. Close to the Bestial side: You may not choose this mutation along with the others. You may shape-shift into a creature of the two-cultural traits that it represents. As such a character with the Horse and Goat trait, may shapeshift into those creatures 1/day. It lasts as long as 1/hours per HD that they possess. Unlike normal shapeshifting rules, you keep whatever stats that you have. Both mental and physical. You may never grow above your own Size, but you may shrink down to the size of the original animal. As such, you would be a medium sized horsed, but you could also be a Tiny Sized Cat. With say 14 STR 14 DEX 15 CON (Mental stats irrelevant.) You also don't heal your HP while you are shape-shift, keeping all wounds, status effects, and other abnormalities like normal.
3. Half-Metal/Wood/Stone: You are fused with the elements around you, physical preferably, but the end result is the same. You gain 2/Bludgeoning DR, Lose -2 DEX and are able to carry objects as if you are one size category larger. You may also choose between a 1d6 slam attack, Powerful Build or the ability to cast the Druid Spell Camouflage at will in non-combat situations.
I'm not going to bother to write more if this turns out to be a stupid idea from the outset, but if nobody is that bothered by it, or if it's a good deal, then I'll write more up for the other common races plus a few of the more popular non-core choices.