Just be ready for upside-down trees killing elves.
I'm joking Giving the GM ideas.
Added some basic skills and made him an alcoholic because I'm not creative today.
Blunt is when you are hit by anything non sharp. Crush is when you are squeezed between two objects, like a nut in a nutcracker, or a human skull in an alligator's jaws. Or a kitten in an avalanche. Or a bear in a philosophy debate between Plato and Socrates.
Crush seems a bit too specialized but it's your show.
it might be. We'll see.
Cats, then bears, then
Name:Krink
Race:Kea
Race description:Parrots. Alpine parrots. Clown of the mountains.
S Kills:(Max +2, offset by equal maluses.)Flying(?(if flying is not an innate ability: -? to movement while not flying))
Stats:(49 points, min 1 for each stat)
Strength: 10
Speed: 12
Dexterity: 12
Intelligence: 7
Knowledge: 4
Will: 6
Resistances:
Blunt: 3
Crush: 2
Piercing: -1
Sharp(cut): 0
Cold: 3
Heat: 1
Other: Poison: 1
Blunt is when you are hit by anything non sharp. Crush is when you are squeezed between two objects, like a nut in a nutcracker, or a human skull in an alligator's jaws. Or a kitten in an avalanche. Or a bear in a philosophy debate between Plato and Socrates.
((if that's the case, then crush damage is half of normal damage that squeeze you between 2 objects(eg. biting deals cut+crush or piercing+crush, landslides deal blunt+crush), right?))
Nah, crush will affect internal organs and break hard shells and stuff. I mentioned nuts, right? If you are in the jaws of a velociraptor, first you will receive piercing, then tearing (cut) then crushing, for example. If a rhino rams you then tramples you, you will receive blunt from the ram and crush from the trample.
You have 51 in stats currently. Flying is innate. You have no skills then?
I had intended for the eye thing to always give me a +1 to perception until blinded, which would cancel out the +1 and also give the character a -1 to it until the blindness wore off, but now that I think of it, that's silly, so I've changed the blindness thing into a -1 for intimidation. I have some questions though.
Us players are expected to have a malus skill to go with every bonus skill, that makes sense. What I'm having trouble with is coming up with malus skills that don't seem like joke ones, so is there any website or tip you could offer to help with that?
What does Will and Intelligence do, exactly?
In the game, if I wanted to make a character that can cast fireballs or has cryokinesis, what skills would be ideal for them, as they're non-physical?
I have no suggestions for websites or such for your maluses. oh wait. Maybe consult the GURPS (generic universal role playing system) handbook for some ideas. Or just ask here. I or another player can give suggestions. As for the jokingness of maluses, one of our humans has a plus to holding liquor and a minus to resisting beer, so they balance. If you have pluses to guns, grenades, heavy weapons, systems, hand to hand, perception, and dodge, and maluses to poetry, crayons, allergies to peanuts, and the ability to rhyme on purpose, I might object. Or you might be
giving the gm ideas.Will is strength of mind, resistance to intimidation, ability to impose your desires on a group, that kind of thing. Intelligence is ability to learn, quickness of thought and flexibility in uncertain situations. Knowledge governs memory, information about the world, and its applicaility.
as for spells, it depends on which type of magic you employ. A ew examples are: rite magic, spellcasting (like from a grimoire, which you'll need), alchemy, sympathetic magic, demon summoning, farseeing, innate magic (think pixies), wild magic, contractual magic, faith magic. They have varying degrees of power and varying side effects. And thee are examples off the top of my head. Others exist.
some magics use will, some use intelligence, some use knowledge (i.e spellcasting), some use constitution (hmm, didn't give you either a health or a constitution stat. Oh well, I'll figure it out in game), some use a mix.