Alright, try this on. I made a few changes:
added intuition to the Mind stat
changed combat to melee and ranged with subskills of natural weapons, unnatural weapons, and magic
added subskills to the medical skill.
Name:
Creature type:
race:
size class:
Magical affinity:
Stats
Body:
Movement:
Mind:
Spirit:
{Special}:
Substats
Body
Strength:
Constitution:
Stamina:
Movement
Speed:
Dex:
Agility:
Mind
Intelligence:
Memory:
Intuition:
Spirit
Charisma:
Will:
Magic:
Skills
Melee:
Ranged:
Medical:
General Knowledge:
Specializations:
Subskills:
melee
natural weapons:
Unnatural Weapons:
Magical:
ranged
natural weapons:
Unnatural Weapons:
Magical:
Medical
organic:
mechanical:
Magical:
Creature type: choose from living, undead, construct, cyborg, fey, elemental, astral, alien/extradmiensional. other types may be acceptable as well.
Size class: size will affect The body and movement stats
tiny: cats, birds, pixies
small: halflings, wolves, monkeys
medium: humanoids
large: horses, elephants, trolls, ogres
Giant: dragons, dinosaurs, some whales
Gargantuan: Blue whales, Dune Worms
Magic affinity: this is based on the creature's animating force: Plant, Animal, necromantic, construct, Fey, elemental (earth, air, fire, Water, chaos, Order), spirit. There may be other options as well.
Special features:shapeshifting, extra limbs, invisibility, detachable and controllable drones.
To receive a special feature, you must spend two stat/skill levels to purchase one.
Stats/ skills: To make a character, start with all stats/skills in the "basic" level. to raise a level, you must pay for it with two levels from elsewhere. Not stat or skill can start at Master or Exceptional level.
Exceptional: these are the top tier beings. Olympic level physique, movement like lightning, or the skill of a master strategist. Decades of training get one to this level
Master: These are professionals. Career soldiers, famous actors, bodybuilders, surgeons. Very good at what they do, or at peak normal physical/mental capacity.
Journeyman: someone with enough experience to hold their own. they no longer need watched over by teachers, and can put out quality work, or fight on equal footing with normal soldiers or the like
Apprentice: Learners. They have enough ability to be dangerous to themselves and others, but they make lots of newbie mistakes.
Basic: what your average Joe would be like in a given situation
Weak: Clumsy, asthmatic, slow, fumbling ...
Cursed: This person is a danger to themselves and those around them. The Stat or Skill at this level is a constant threat to the life of the one so afflicted. Place a stat or skill at this level at your own risk, and be prepared to lose that character any time that aspect is used for anything
Substats: You start with either 0, 0, 0 or -1, 0, +1 for each set of substats.
Strength - you know this one, Constitution is how healthy you are overall. Please don't put this at cursed unless you have a death wish. stamina affects how much you can get done before needing to rest.
Speed is how fast you move. agility affects dodge, balance, and other full body movements. Dexterity involved hand eye coordination, fine motor movements, and complex physicalskills
intelligence is how agile your mind is, memory affects spell use, intuition is your ability to gain clues from the environment and come to non-logically induced conclusions.
Charisma affects both how others respond to you. High Charisma types tend to get positive responses, low get negative. Will affects how you respond to outside pressure. Weak characters are more likely to panic, give in, or lose focus, strong characters are more likely to stand their ground and ignore or overcome those pressures.
Skills
Melee is close quarters combat with tooth and claw, hand to hand, sharp orheavy objects, or a combination of those.
Ranged is combat from a distance. Breath weapoons, thrown, fired, or spellcast effects and objects fall under this.
Natural weapons are parts of one's body. Unnatural are otherwise.
Medical is one's ability to heal others. This skill will always be rolled in healing actions. Always.
General knowledge is rolled if your character might know something about a situation.
Proficiencies: Basic level gets 3. weak 2, cursed 0, apprentice 4, journeyman 5, master 7 and exceptional 9
select a weapon type / magic type per proficiency. other weapons are treated as one skill level lower for handling combat rolls.
you may use proficiencies for things other than combat skills, like stealth, wayfinding, persuasion
health will be based on the stat targeted: physical health will be based on the constitution substat stat, plus size modifier, mental health on the mind stat, etc.
Armor will absorb a given amount of damage per armor type.
(WIP) for humanoid size characters, hp will be 2 for cursed, 4 for weak, 8 for basic, 12 for apprentice, 16 for journeyman, 24 for master, 36 for exceptional.
Light armor: 1 point per size class
Medium armor: 2 points per size class -1 to movement stat while worn
Heavy Armor: 4 points per size class -2 to movement stat while worn
weapons will do damage according to strength, dex, skill and size modifiers.
dagger, sap ~ 2 dmg
sword, club, arrow ~ 4
uhhh.... help me out here.