Each species possesses an ethnicity, altering aspects of them and distinguishing them from one another.
Each species has a list of respective numbers to their ability scores. These numbers represent the amount of points a character possesses when modifying the sub-ability scores for their character in that ability score.
For example, a Human has an 8 in Physique and to start they have a 1 in Power, Health, and Stamina. The player can spend 4 points of their 8 in Physique to increase Power to 5, 2 to increase Health to 3, and another 2 to increase Stamina to 3.
Each sub-ability score starts at 1 and cannot be lowered past 1 during character creation. When applying points from a species' point buy, do not factor the 1 into the cost from the point buy.
Character's maximum in their sub-ability scores are determined by the amount of point buy they had in their main ability score. This does not include bonuses from cultures, but includes any non-magical stat bonuses applied after character creation. Magical stat bonuses are able to circumvent this maximum.
In the earlier example, a Human with 8 Physique thus could not have more than 8 in Power, Health, or Stamina naturally. Thus, they could only achieve an 8 Power if they were to spend 7 points to do so. Outside of character creation, they would need a way to magically increase their sub-ability score in order to bring it past 8 or to spend their sub-ability score bonus granted by their species at character creation.
Each species possesses a number of Cultures, which can also be known as sub-species or as races of a particular species. These Cultures possess unique qualities which help distinguish the Culture from their other brethren.
Each Culture possesses a Base HP number, one or more species special abilities (such as the Human's Skilled or Rotborn's Terror), a Size (typically Small, Medium, or Large only), their base movement speed, any occupational restrictions, and the languages they automatically know.
Occupational Restrictions: These are restrictions which may restrict certain species' first (free) occupation they receive. This does not hinder their occupations they can take the after the first free one. Some GMs may wish to ignore these restrictions or make them more strict in special circumstances; consult your GM if you have a species-based occupational restriction.