No Dragon type sadly.
You are limited to 3 power levels: Standard (10 rp, 3), Advanced (20 rp, 4), or Monstrous. (30 rp, 5). Each gives certain number of Race points and limits the number of # s in a racial category. DM determines which is allowed power level.
Each race has 0 RHD (they want you to take class levels). And each is humanoid in shape: 2 arms/ 2 legs/head.
Undead/Constructs require advanced/Monstrous power level or pg 5's special options (1/2 Undead or 1/2 Construct subtypes).
Plants are the most costly (8 rp) (unless Undead 16 rp/Construct 20 rp).
Then there are Size Traits:
Large (7) grants +2 size Str, -2 size Dex. But no Reach (still 5 ft).Normal sixe benefit/penaltys like -1 AC/hit, +1 CMB/CMD
Small (0): grants nothing but size: +1 AC/hit, -1 CMB/CMD.
Tiny (4): Only Fey.
Speed:
Normal (0): 30 ft
Slow: (-2) 20 ft, if Med sized armor/enburance no affect speed (like Dwarf).
So Dwarf got +2 RP points when they chose this.
Ability modifier:
Basically rp cost/bonuses to replicate current races.
Languages: humans used 2 here to speak any language as bons.
Racial abilities:
Advanced and Monstrous can choose ability bonuses here.
Defense: Ancient Foe (3 RP): 1/2 dodge bonus Dwarf's Giant Dodge bonus, but you choose monster type or subtype.
Defensive Training, lesser (1 RP): Dwarf's Giant Dodge bonus, but you choose the type or subtype of the humanoid.
Celestial Resist: 2 RP, Elemental resistances; explaining to me Aasimar's work balance wise.
Defensive Training, Greater (3 RP): +2 Dodge AC (vs all).
Duegar immunities: (4 RP, Dwarf subtype) all those immunities.
Stubborn (1 rp): Amazing.
Magical:
Change Shape (6 rp): Alterself at will (med/small humanoid)
Elven Magic (2 rp)
Pyromaniac: 2 RP
Movement:
Sprinter (1 RP): +10 speed when charging, run, withdraw
Swim (1): swim 30 ft, +8 swim.
Flight (advanced, 4 rp):30 ft clumsy, taken again (2 rp) adds +10 speed and mobility improves 1 step.
Offensive:
Bite (1 rp): 1d3 Med, 1d2 Small; taking again increases size of bite damage.
Ferocity (4 rp)/Orc Ferocity (2 rp)
Hatred (1 rp), Poison Use (1 rp), Sticky Tongue (like Frogs?) 2rp.
Reach (advanced, 1 rp, Large)
Natural Weapon (1 rp): Sadly no tentacle.
Skills/Feats:
Bonus feat (4 RP), Skilled (4 RP), Stonecunning (1rp)
Nimble (advanced, 2): Weapon Finesse as bonus feat
Quick Reactions (Advanced, 2 rp): Improved Init
Senses:
Darkvision 60 (2 rp), Darkvision 120 (3 rp), Lowlight (1 rp)
See in Darkness (advanced, 4 rp) see in darkness, even magical like Deeper Darkness.
Scent: (Advanced, 4 rp)
Weakness (for extra points)
Light Blindness (-2 rp)/ Light sensitivity (-1 rp)
Then they show example races.
According to them:
Aasimars are 13 Rp (we can get that under by taking away Skill focuses).
Tieflings are 11 rp (we can get that under by taking away Skill focus).
Drow are 14 (we can lower Darkvision to 60 ft and take away skill focus/poison use for 10)
Drow Noble/Svirfneblin is 22 rp (no idea how to get down).
Duergar/Hobgoblin/are underpowered (9 rp)
Ifrit/Orc/Slyph/Undine/gnolls are serious underpowered (6 rp)
Kobold are sad (4 rp)
Tengu is 13 (we can take away skill focuses?)