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Ragitsu

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Swan {-95 points}

 

ST -4 [-40]; DX +2 (No Fine Manipulators, -40%) [24]; IQ -7 [-140]; HT +0 [0].

 

Basic Speed +0 [0]; Basic Move -3 (Ground) [-15]; SM -1.

 

Advantages: Flight (Cannot Hover, -15%; Winged, -25%) [24]; Fur (Feathers) [1]; Penetrating Voice [1]; Peripheral Vision [15]; Striker (Wings, crushing) [5]; Teeth (only thr-1 crushing, but +1 SM for Reach 1) [1]; Temperature Tolerance 2 (Comfort zone 15-90) [2].

 

Disadvantages: No Fine Manipulators [-30]; Wild Animal [-30].

 

Skills: Flight-14 (HT+1) [4]; Survival (Swamplands)-12 (Per+0) [2]; Swimming-13 (HT+0) [1].

 

 

 

 

Badger {-54 points}

 

Attribute Modifiers: ST-4 [-40]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-6 [-120]; HT+3 [30].

 

Secondary Characteristic Modifiers: HP+3 [6]; Will+7 [35]; Per+6 [30]; Basic Move -1 [-5]; SM -2.

 

Advantages: Acute Taste/Smell 3 [6]; Combat Reflexes [15]; Damage Resistance 1 (Flexible, -20%) [4]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance (Cold) 2 [2]; Tunneling (Move 1) [35].

 

Disadvantages: Bad Sight (Near-Sighted) [-25]; Bad Temper (12) [-10]; Quadruped [-35]; Stubbornness [-5]; Wild Animal [-30].

 

Racial Bonuses to Skills: +3 bonus to Engineer (Mining) [6].

 

Skills: Brawling-13 (DX+0) [1]; Engineer (Mining)-7* (IQ+0) [4].

 

   

 

 

 

Caracal {-39 points}

 

ST -4 [-40]; DX +5 (No Fine Manipulators, -40%) [60]; IQ -6 [-120]; HT +2 [20].

 

Basic Move +3 [15]; SM -1.

 

Advantages: Night Vision 5 [5]; Sharp Claws [5]; Sharp Teeth [1].

 

Disadvantages: Quadruped [-35]; Wild Animal [-30].

 

Skills: Brawling-17 (DX+2) [4]; Running-14 (HT+2) [4]; Stealth-15 (DX+0) [2].

 

 

 

 

Owl {-39 points}

 

ST -8 [-80]; DX +4 (No Fine Manipulators, -40%) [48]; IQ -6 [-120].

 

Will +6 [30]; Per +8 [40].

 

Basic Move -2 (Ground) [-10]; SM -3.

 

Advantages: Acute Hearing 3 [6]; Flight (Cannot Hover, -15%; Winged, -25%) (Air Move 12) [24]; Night Vision 8 [8]; Sharp Beak [1]; Sharp Claws [5]; Silence 1 [5].

 

Disadvantages: No Fine Manipulators [-30]; Wild Animal [-30].

 

Skills: Brawling-16 (DX+2) [4]; Flight-14 (HT+1) [4]; Stealth-14* (DX+0) [2].

 

* Add +1 for Silence when moving, or +2 when perfectly still.

 

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Also, remember, this is a game. It's not supposed to be a 100% faithful recreation of reality. If you work against the game, of course it is going to be awful; any game is. If you cross your arms, put on a stony mien, and say "well, I need to be able to remember to stop at a stoplight, so I need Driving-13", you're going to have a terrible game experience, no surprise there. (Especially since you're not only neglecting the general principle in any game that the GM should only roll when they don't know what they want to happen, but also the explicit directions given in the book itself.)

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Highwayslg.jpg

 

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GURPS Covert Ops has the following rules for parrying with chainsaws:

"If parried or used to parry by a metal weapon, roll 1d. On 1-2, the person holding the metal weapon is disarmed. On 3-4, the chainsaw stalls. On 5-6, the chain snaps, destroying the saw and whipping the wielder for 3d damage to a random hit location."

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