Exactly what I was think of, now we just need to mod in a race of lawyers.
Just copy the creature entry for humans and add the following lines:
[PERSONALITY:ALTRUISM:0:0:0]
[PERSONALITY:COOPERATION:0:0:0]
[PERSONALITY:EMOTIONALITY:0:0:0]
[PERSONALITY:INTELLECTUAL_CURIOSITY:40:70:100]
[PERSONALITY:MODESTY:0:0:0]
[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]
[PERSONALITY:SYMPATHY:0:0:0]
[PERSONALITY:TRUST:0:10:25]
[NATURAL_SKILL:LYING:10]
[NATURAL_SKILL:PERSUASION:7]
[NATURAL_SKILL:NEGOTIATION:7]
[NATURAL_SKILL:INTIMIDATION:7]
[NATURAL_SKILL:WHIP:3]
[NATURAL_SKILL:BITE:3]
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:700:1200:1400:1500:1600:1800:2500] ++
[EVIL]
[HABIT_NUM:TEST_ALL]
[HABIT:COLLECT_WEALTH:100]
[HABIT:COOK_BLOOD:100]
[HABIT:COLLECT_TROPHIES:50]
[HABIT:COOK_PEOPLE:50]
and change the bite attack as follows:
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[SPECIALATTACK_SUCK_BLOOD:50:150]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
EDIT: Almost forgot this...
[SELECT_MATERIAL:HEART]
These are the state names, adjectives and colors for the material.
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:stone]
[STATE_ADJ:ALL_SOLID:stone]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:magma]
[STATE_ADJ:LIQUID:magma]
[STATE_COLOR:GAS:ORANGE]
[STATE_NAME:GAS:boiling magma]
[STATE_ADJ:GAS:boiling magma]
[DISPLAY_COLOR:7:0:0]
The modifier used to all values involving the material.
[MATERIAL_VALUE:1]
Temperature information.
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:11500]
[BOILING_POINT:14000]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
Density information. Not used for very much, but it comes up in inventory weight and fighting.
[SOLID_DENSITY:2670]
[LIQUID_DENSITY:3300]
Not used.
[MOLAR_MASS:36000]
Used for blunt-force combat, measured in KPa. Data scattered around the net (used compressive strength). All very spotty.
[IMPACT_YIELD:120000] used marble
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:100]
Not used.
[COMPRESSIVE_YIELD:120000]
[COMPRESSIVE_FRACTURE:120000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:100]
Used for cutting calculations in combat, measured in KPa. Data scattered around the net (used tensile strength). All very spotty.
[SHEAR_YIELD:15000] used marble
[SHEAR_FRACTURE:15000]
[SHEAR_STRAIN_AT_YIELD:100]
Not used.
[BENDING_YIELD:15000]
[BENDING_FRACTURE:15000]
[BENDING_STRAIN_AT_YIELD:100]
A unitless measure for how sharp the edge is for combat purposes.
[MAX_EDGE:1000]
Not used.
[ABSORPTION:100]
Determines what sorts of objects can be built with the item.
[ITEMS_HARD]
[ITEMS_QUERN]