The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
Perception is based off [(DX+HT)/2]
The known intelligent and "civilized" races are quite similar, but not entirely so. They also have somewhat different standards of esthetics.
Reaction adjustments for appearance are halved between races.
Note that many humans react to goblins as if they were monsters rather than people, in this case the Appearance: Monstrous is appliciable, but goblins are not, objectively speaking, that awful-looking.
Exception: All races react to elven appearances at full adjustment.
Some humans may regard elves as monsters too, but even then they are beautiful, awe-inspiring monsters...
Wealth and Status use different rules from those given in GURPS Basic.
Ymirean societies are almost invariably rigidly stratified. Furthermore, high Status makes the law more lenient, and wealth is closely tied to Status.
Every level of positive/negative Status is worth 10 points. See Society for details on different Status levels.
Rather than the Wealth advantage, the campaign uses the Starting Wealth system devised by Incanus, and diverse specific wealth advantages and disadvantages by the same.
Charisma has its point cost raised to 10 points/level. A postive reaction from all intelligent beings is extremely potent in a multi-racial campaign, much more so than Appearance.