So, stats, apologies that this has taken as long as it has.
Damage is largely determined by a damage roll that does 5, 10, 20, 30, 40 and 80damage
Possible actions during an attack are:
Defensive fighting: -2 to attack roll and -15 for damage rolls to negate 30 damage
Disarm: -1 to attack roll and -30 to damage to remove an enemy's weapon bonus to damage for the remainder of combat, or a 4 or better on a retreival roll that costs a turn.
Cripple: -1 to attack roll, -10 damage either remove the enemy's capacity for retreat, physical combat abilities, or a -5, 10, 20, 30, 40, 50 penalty to damage for the remainder of the battle
Multi-attack: -1 to attack rolls per attack action per turn, -20 to damage rolls per attack action per turn. Essentially, how combat is going to be run from here on. The first attack listed suffers no penalty, the second attack suffers the -1/-20 third attack -2/-40. No other combat actions my be taken.
Health: 100
Aquatic(1):+1 to all actions performed in water, can not drown.
Crude sword +5 to damage
Health:100
Strength(2):+1 to attack rolls, +4 to strength checks,
Beauty(1):+1 to certain interaction skills
Weapon: Greatswords: +30 to damage, -2 to disarm and defensive fighting attack rolls.
Health:130
Undead(1): requires a 6 to kill, cripple requires a 6 or two 5s to disable any other skill.
Strength(1): +5 to damage, cumulative, per round.
Weapon: Mace and shield: +5 damage +1 cripple +1 defensive fighting
Health: 100
Poison(1): Claws: lesser neurotoxin. Non- lethal incapacitation @ turns (max health/10)-2
Weapon: Spear (normal) +5 to damage
Spear (magic/ unnamed) undefined/untested
Health: 90
Clairvoyance(1): Combat Action: Combat insight: +1 to enemy attack and 10 to damage this round, roll to up the attack limit against you 4 prevents 3s 5 prevents 4s. Minor visions (plot device)
Lightning(1): Combat Action: Bolt: guaranteed 30 damage if it hits, 50 for a 6.
Weapon: Sword: +5 to damage
Health: Varies usually 100 additional acquisition of sand can boost health. Magic is required to permakill
Sand(2): Combat action: Sleep Sand: -20 hp per target, if it hits renders enemy incapable of action for (roll-2) turns or until damage is taken.
Health:90
Poison(1): Combat action: Disabling breath: Multi target Cripple (Attack only)
Wind(1): Acrobatics: -1 to enemy attack rolls.
Health:110
Cold(1): Cold Aura: enemies noted to be within melee range take 5 damage per turn
Metal(1): +1 to defensive fighting damage
Okay done with that. Massively unbalanced probably, but if there are any serious discrepancies please let me know