To spill some info, I start with Species Creation, I absolutely love that part of the book which is subjected in 20 pages.
I try to be somewhat vague to prevent the post being removed. You start with 110 XP and go through a couple of tables with choices about the appearance and racial benefits/disadvantages. You can either customize your species or generate it randomly, which sounds like fun as well. On each table depending on your choice you add or subtract XP from your starting 110 XP (in case you customize, doesn't apply to random generation). You are allowed to go as low as 65 XP in this process.
1. You start with the form, which is rather cosmetic, like Bodiless, Humanoid, amorphous, etc. You do not spend/receive XP on this.
2. Next you choose the physiology, with choices like Floral, Gaseous, Insectoid, etc, they all come with mechanical impact on the species. For instance, incorporeal increases the difficulty od Brawn and Agility checks by 2, but also grants Willwpoer in addition to Brawn to Soak. And you can pass through solid material as long as your move does not end inside them. This may cost XP.
3. Silhoutte with ranges from 0 to 3 with an impact on woulnd threshholds and encumberance. This may cost XP.
4. Locomotion method, Ambulation, Flight, Rolling etc. Rolling for instance grants a free second maneuver without strain cost, as long as this maneuver is a move. This may cost XP.
5. Manipulation method, like Mental, Hands, Tentacles, etc. Tentacles, for instance, grant the ensnare 1 item quality on brawl/melee attacks. This may cost XP.
6. Dominant sense, like Thelepathy, Thermal, Visual, etc. For instance, themal deducts one black die due to darkness, smoke, etc. but adds one if the surrounding temperature is exceptionally high or low. This may cost XP.
7. Species features, well this is the longest table in the creation process (up to two features). It goes from Amphibuous, Digger to Luminescent, fast metabolism, fiery aura and the likes. It's a kind of general store of abilities which doesn't fit into the previous tables. Fiery aura grants a fire source rating 3 as in p. 111 of the CRB. This may cost XP.
8. Culture, like Spiritual, Competetive, Warlike, etc. For instance, competetive grants +1 to Cunning. This may cost XP.
9. Tech level, like Sophisticarted, Advanced, etc. which does not cost XP but basically grants you a rank in one skill (you can choose from 2). For instance, advance grants 1 rank in either charm or streetwise.
10. Starting experience, ranged from 70 to 100 XP, which is though only valid if you generated the species randomly.
11. The final table lists the Aspect of the creature, like Elegant, Begnin, Friendly, Nightmarish. This does not cost XP and is rather descriptive for narrative purposes.
Overall, this species creation method covers a lot aspects, I love it.
I gave the random generation a shot and this is what I came up with:
2. Mineral (+1 Brawn, -1 Agility)
3. Silhouette 1
4. Locomotion method: Ambulation (walking)
5. Manipulation Method: Pincers (1 setback die when fine manipulation is required but item quality vicious 1 on unarmed attacks)
6. Dominant sense: Auditory (hearing or echolocation, no setback die in darkness, etc but 1 setback die if in environment hampering soundwaves)
7. Species feature (I chose to roll 2): tireless (does not need to rest and does not get setback dice from exhaustion); desert dwelle (adapted to arid/hot environments, removes 1 setback die in such environments)
8. Culture: Scholary (+1 to intellect)
9. Tech level: advanced 1 rank in charm or streetwise
10. Starting XP: 90
11. Aspect: Monstrous
Meet the new species Crystal Cleaver:
Brawn Agility Intellect Cunning Willpower Presence
3 1 3 2 2 2
Starting wound Threshhold: 10 + Brawn
Starting strain Threshold: 10 + Willpower
Starting Experience: 90 XP
Starting Sklill: 1 rank in Charm
Tireless: does not need to rest and does not get setback dice from exhaustion
Desert Dweller: adapted to arid/hot environments, removes 1 setback die in such environments
Auditory: hearing or echolation, no setback die in darkness, etc but 1 setback die if in environment hampering soundwaves
Pincers (1 setback die when fine manipulation is required but item quality vicious 1 on unarmed attacks)
Vaguely looking like unshaply eyeless humanoids, composed of minerals in colors repulsive to most other species sights, these scholarly and resilient creatures radiate a serene charm nonetheless. Blind by nature, they perceive their surroundings by echolocation, emitting sound produced by vibrations not audible by most other creatures. Usually peaceful, these highly intelligent creatures can deal a nasty sting with its pincers if cornered. Living in an advanced society on the desert planet of Tootaine, this species of academics strives to gather new knowledge.