Gank Pirate's Code (Character Sheet & Guide to Basics)
                    Gank Role-Play System: The Basics
Ahoy thar!, and come pay heed to the role playin’ system that be guaranteed to swash yer’ buckles and feed yer’ greeds! Is’ be a system that have no need for all them rules and regulations and bureaucrass’ misdeeds that keep you from sailin’ free on the seven breeze!
In Gank you never be seein’ the dirty word ‘rules’ again, because here you have a guide that just meant to facilitate what you want when you want to role play, instead o’ standin’ in the way like some of d’em other systems. Sure there be a system, and there be numbers n’it, and there be a way you should go about doin’ some thin’s, but that’s all just to keep everybody followin’ the same map. How ya’ get around on it still be up to you, an’ most everything here just be a suggestion fer how you go about doin’ that. If ya’ feel you would be able to do somethin’ different in yer world then it be yer world, so you go about doin’ it. This system be fer you to use, and use anywhere! Tabletops, chatrooms, briggs, it don’t matter. There are no dice or computin’ processors needed fer any of it. The Gank Role-Playin’ System is for you, by you, and dependin’ on you, so if you want to change it or think you can make it better than go ahead and do so! And let us know in the comments below these rules, so together we can all make it even better!
Info Box
Seein’ that character sheet up thar’? It looks a bit absent, doesn’t it? Well let’s go about rectifying that. The best way to explain how the Gank system works is just to power through that sucker one box at a time. Be smart about following these paces and you’ll have a character of your own commandeering this ‘ere parchment in no time, laddies. First up be the Info Box. That be where you put all yar basic informations and what nots. Your character’s moniker, age, height, weight, and the state of their jammy dodgers all go here. You also must select their species and sexual orientation, but take the time to think this one through. Unlike the others, these two choices can affect some parts of th’ game, so if them ladies are the type to give you lubber legs now’s not the time to be a barnacle about it (note: barnacles are notoriously shy).
Stat Box (It’s actually of a Circular Configuration):
The Big Circle: That big empty spot in the middle be where your Health is tallied. Your total, uninjured health score is also called your Full Health Score. When you are damaged in battle your Health score will drop by that amount, but don’t fear ye’ cowards! Health restores to its Full Health Score after a night’s rest (assumin’ you ain’t sick. I hear there’s a curse been goin’ around...). When your Health drops to 0, though, you probably should be scared. Because you’re dead. And there ain’t no cure for that.
Them Little Circles with Drawings in ‘Em:
These are yer’ Attribute scores. They measure Mind, Body, and Soul. Which one goes where should be easy enough to figure out for somebody that ain’t one rank short in the Mind. Attribute scores are the measure of how well you can do somethin’ as compared to other characters. Your Mind Score is how well you can do the thinkin’,’ your Body Score be yer physical capabilities, and your Soul Score is how much magics flow through yer’ veins. Your Attribute Scores are derived from your Full Health Score: You take your Full Health Score and then split it up three ways, as you choose, among your Mind, Body, and Soul tallies. That means the sum of your three Attributes should always add up to your Full Health Score, by the property of numbers doin’ things I don’t understand.
Mod Box
All sorts of things in Gank will have an affect on your Attributes. Sometimes they will be permanent, like if you procured a Magic Ring of Lion Biceps you’re fond of wearing at all times (maybe it was a Magic Class Ring of Lion Biceps), and others are only temporary effects. Keep track of all of them here. Name them and do your best to summarize any additional effects they may have in the left column, and tally the increase or decrease to your Attribute Scores in the three columns on the right (in Mind/Body/Soul order). These be crucial, because any time one of your character’s Attribute Scores drops to 0 because of Negative Modifiers they enter an Unconscious state and will be unable to perform actions! In addition, they may be permanently altered by whatever effect brought them there. You won’t be dead, but sometimes you’ll wish you were... A full night’s rest will remove all lingering Temporary Modifiers.
Abilities Box:
Abilities are all the fun, unique things your character can do. They are appropriately divided up into Normal Abilities, Natural Abilities, and Specialized Abilities. Normal Abilities can be acquired by any character at any time, Natural Abilities can only be acquired when a character is first created, and Specialized Abilities require other Abilities to obtain. Your Mind, Body, and Soul Attribute Scores will be equivalent to the Mind, Body, and Soul Ability points you will have available to spend. Unspent Ability Points are tracked at the top of the box, and the spent ones are tallied below with the line of the Ability they acquired. When ya’ add up each column it best equal the corresponding Attribute Score, and when you add all the columns together they should equal yer’ Full Health Score. It’s all nice an’ neat, ain’t it?
Inventory Box:
This be where you keep your swag booty.
Other Important Concepts:
Actions: That’s great and all, but how do you actually DO something? Well keep your capitalized letters of emphasis to yourself boy, lest you want them bulging out your recently crammed throat, because I was gonna’ tell you anyway if you’d just been patient. This be how you go about doin’ stuff: with Actions! There are three types of Action you can do: Subactions, Actions, and Reactions. Subactions be things of little consequence, like gestures or noises or sayin’ a simple word. Actions are things you gotta’ put a little effort into, like walking or attacking or basically just everything else. Reactions are a special type of move used in combat that allows you to perform an Action at a time when you could previously only do a Subaction. Characters don’t usually start out able to make Reactions, so unless you got one you needn’t worry about them too much. Remember that Attribute Scores are only used when your character wants to challenge another character in some way, which means you don’t need to use any numbers at all when you just wish to move about the place.
Clashing:
Clashing is very important in Gank, so turn your ears. Whenever you’re makin’ an action that tests your skills against another character you need to clash one of your Attribute Scores against one of theirs to see if it’s successful or not, any by how much. Remember to include all ‘yer modifiers! There isn’t a table to consult that specifies when to clash what Attribute against what, because tables are for eatin’ and flippin’ in fancy faces. If you’re doin’ something physical you use your Body Score to clash. If you’re doin’ something clever you use your Mind Score to clash. If you’re doing’ something magical you use your Soul Score to clash. Likewise, you use Body Scores to defend against physical, Mind against mental, and Soul against magical. Remember to add or subtract modifiers to your Clash Scores when the Action is appropriate to do so! Clashes read like [Mind/Body/Soul] Score -vs- [Mind/Body/Soul] Score, with the acting character listed first and the defensive character(s) next. The amount you win a Clash by is called the Clash Over, and the amount you lose by the Clash Under. What that does depends on just what you were doing, but with things like physical attacks the Clash Over is directly reduced from Health as damage. Now you know how you die. You don’t need to Clash with another character if they consent to your action, it will jus’ happen amicably.
Turn Order & Combat:
Now we’re getting to the good stuff! Combat is a series of turns where all characters in the fight get a chance to make an Action. The order in which characters take their turns depends on the character’s Priority, which unless determined by other means is just their Mind score. Ties are broken according to who has the highest Full Health Score. The highest goes first, the second highest second, and so on until the last character gets their turn. The span from the first character in a turn to the last character in a turn is called the Rotation. If Priority were to change fer anybody the order would be rearranged at the end of the current Rotation. During each character’s turn they get a chance to make an Action. Additionally a character can make one Subaction per Rotation at any time, including during another character’s turn. If they have a Reaction, then this can be substituted for that Subaction at the appropriate time. If a Reaction is used the character can not perform an Action during their next turn. Every turn in combat takes 1 second to complete, thereabouts.
Accomplishments:
Your character gains experience with Accomplishments. Whenever a character does something worthy of a tale- like defeating an opponent in battle, survivin’ a magic catastrophe, or makin’ it through one of them book things- they have accomplished something and they will earn an additional Full Health Point because of it. Remember when I said that Attribute Scores are supposed to add up to your Full Health Score? Well that means you get an additional Attribute Point as well. This point should probably be applied to the Attribute that helped earn you that accomplishment, but if you want to get things you don’t deserve you can go ahead and gain a Body Point for solving a sea hag’s riddle. Don’ be forgettin’ that yer Ability Points are equal to your Attribute Points, so this accomplishment also gives you a new Ability Point to spend! That means for every accomplishment you gain one Full Health, one Attribute, and one Ability point! If you won any more maths you wouldn’t even want to better yourself. You gain Full Health and Attribute Points immediately after the accomplishment, so long as you’re not in combat (there are no turns goin’ on). The Ability Point you gain, however, is tracked with other unspent Ability Points at the top of your Abilities Box. Abilities can be acquired during periods of full rest, and if that rest is interrupted the Abilities are not active yet. What exactly classifies as an Accomplishment is up to you, so try not to be manipulative about this when playin’ with yer’ friends unless you know yer’ friends are also playin’ with you.
Making a Character:
Your starting Full Health Score, which is used to determine your Attribute Scores and thus how strong your character is compared to others, is up to you to decide. The higher it is, the more damage you can take and the more powerful your character’s Attributes will be. If you are playing with friends it’s probably wise to choose a number close to their characters, in order to keep things fair. Everybody want to be the super powerful guy, but nobody wants to not be him, so the best idea is to just keep everybody on the same level and prove your awesome ways on an even playing field. The suggest starting Full Health Score for a normal adult character is 30. Once you divvy up your Attribute figures you’ll be ready to choose some Abilities. Now’s the only time, barring some wild magical circumstances, that you’ll be able to pick up some Natural Abilities. They’re off limits for the rest of the game, which only makes logical sense if you bother to think about it, so go after them first! And do try to only choose ones appropriate to your species. Jus’ cause howling is awesome don’t mean every cat and turtle should be doin’ it.
A Quick Note on Classes:
Y’all seem to like havin’ your character directions pre-made for you, just like fillin’ out a recipe for success, but there ain’t no such guarantee in Gank. As the abilities section fills on out with more and more neat skills you’ll find you’re able to be any class, or any thing really, that your heart desires. But yer’ gonna’ have to figure out just how to do that yer’self. Still, if you are so stubbornly inclined to think of things in a class-structure, here’s how that distribution would work in Gank:
Scrummer - Focus on the Body score. Get power-based combat abilities, like Strength.
Swashbuckler - Body and Mind are important. Load up on Agility and Reactions.
Rake - Body and Soul matter. Stockpile Seduction Points.
Tactician - Mind Focus, Body and Soul balance. Ranged attacks and Inspiration counts.
Rapscallion - Body Focus, Mind and Soul balance. Use Concealment and Sneak Attacks.
Witch - Focus on the Soul score. Your spells will be powerful, but less versatile.
Rigger - Mind is crucial. Mechanist Constructions and deception is your expertise.
Magician - Mind and Soul are key. Your spells are less powerful, but more versatile.
Spellsword - Soul Focus, Mind and Body balance. Spells augment your physical attacks.
Non-Character Effects:
Character Attributes and Clashes are only used to compare one character’s stats to another. Anything else that might involve them tedious maths, like environmental effects or NPC entities, will be up to you to apply. If it’s safe to assume your character could dodge a falling rock then go ahead and dodge it! If you want to consult the Extraneous Appendix to determine how much damage it would do it he doesn’t you can, but it really ain’t necessary. You could just throw a number up, vomit always sticks. You see, the Gank system is made to augment open role-playing, not dictate it. The character building and combat system are ‘ere just to give players an opportunity to test their wits against another person in a fun and imaginative setting. If you wish to role-play anything beyond that then you’re probably clever enough to use your best judgment on the rest of the world’s challenges. If you ain’t, well I guess appendixes got to be used for somethin,’ right?
Always Round Down
The Gank Combat System is still in the earliest stages of testing, and I am counting on suggestions from all who may be interested to improve and refine it. If you have any criticisms, questions, or ideas, please type ‘em up in the comments below. I encourage collaboration from all users on these comments, so that together we may brainstorm a better Gank. My intention is not just to use this system for the Gank! webcomic, but also as a stand-alone role-playing combat system that can be used free of dice or other programs on table tops, in chatrooms, or wherever else people may want to play-fight each other as imaginary animal people. I will be making many additions and alterations to this system as time goes on, and I anticipate a great deal of these will come from comments and discussions with viewers like you, but I can’t hear your suggestions if you never make them. So please, make your opinions heard! Gank is for you, by you, and counting on you!
The Pirate’s Code:
Guide to Basics: Right 'ere!
Actions and States: http://www.furaffinity.net/view/11149289/
Natural and Common Attributes: http://www.furaffinity.net/view/11149323/
Special Attributes: http://www.furaffinity.net/view/11149347/
Items: http://www.furaffinity.net/view/11149374/
Extraneous Appendix: http://www.furaffinity.net/view/11149424/
Logbook (Introduction): http://www.furaffinity.net/view/11148872/
Atlas (World Info): http://www.furaffinity.net/view/11148944/
Ledger (Donations): http://www.furaffinity.net/view/11149146/
Guidebook (FAQ): http://www.furaffinity.net/view/11149196/
Pirate's Code (Role-Play System): Right Here!
            Ahoy thar!, and come pay heed to the role playin’ system that be guaranteed to swash yer’ buckles and feed yer’ greeds! Is’ be a system that have no need for all them rules and regulations and bureaucrass’ misdeeds that keep you from sailin’ free on the seven breeze!
In Gank you never be seein’ the dirty word ‘rules’ again, because here you have a guide that just meant to facilitate what you want when you want to role play, instead o’ standin’ in the way like some of d’em other systems. Sure there be a system, and there be numbers n’it, and there be a way you should go about doin’ some thin’s, but that’s all just to keep everybody followin’ the same map. How ya’ get around on it still be up to you, an’ most everything here just be a suggestion fer how you go about doin’ that. If ya’ feel you would be able to do somethin’ different in yer world then it be yer world, so you go about doin’ it. This system be fer you to use, and use anywhere! Tabletops, chatrooms, briggs, it don’t matter. There are no dice or computin’ processors needed fer any of it. The Gank Role-Playin’ System is for you, by you, and dependin’ on you, so if you want to change it or think you can make it better than go ahead and do so! And let us know in the comments below these rules, so together we can all make it even better!
Info Box
Seein’ that character sheet up thar’? It looks a bit absent, doesn’t it? Well let’s go about rectifying that. The best way to explain how the Gank system works is just to power through that sucker one box at a time. Be smart about following these paces and you’ll have a character of your own commandeering this ‘ere parchment in no time, laddies. First up be the Info Box. That be where you put all yar basic informations and what nots. Your character’s moniker, age, height, weight, and the state of their jammy dodgers all go here. You also must select their species and sexual orientation, but take the time to think this one through. Unlike the others, these two choices can affect some parts of th’ game, so if them ladies are the type to give you lubber legs now’s not the time to be a barnacle about it (note: barnacles are notoriously shy).
Stat Box (It’s actually of a Circular Configuration):
The Big Circle: That big empty spot in the middle be where your Health is tallied. Your total, uninjured health score is also called your Full Health Score. When you are damaged in battle your Health score will drop by that amount, but don’t fear ye’ cowards! Health restores to its Full Health Score after a night’s rest (assumin’ you ain’t sick. I hear there’s a curse been goin’ around...). When your Health drops to 0, though, you probably should be scared. Because you’re dead. And there ain’t no cure for that.
Them Little Circles with Drawings in ‘Em:
These are yer’ Attribute scores. They measure Mind, Body, and Soul. Which one goes where should be easy enough to figure out for somebody that ain’t one rank short in the Mind. Attribute scores are the measure of how well you can do somethin’ as compared to other characters. Your Mind Score is how well you can do the thinkin’,’ your Body Score be yer physical capabilities, and your Soul Score is how much magics flow through yer’ veins. Your Attribute Scores are derived from your Full Health Score: You take your Full Health Score and then split it up three ways, as you choose, among your Mind, Body, and Soul tallies. That means the sum of your three Attributes should always add up to your Full Health Score, by the property of numbers doin’ things I don’t understand.
Mod Box
All sorts of things in Gank will have an affect on your Attributes. Sometimes they will be permanent, like if you procured a Magic Ring of Lion Biceps you’re fond of wearing at all times (maybe it was a Magic Class Ring of Lion Biceps), and others are only temporary effects. Keep track of all of them here. Name them and do your best to summarize any additional effects they may have in the left column, and tally the increase or decrease to your Attribute Scores in the three columns on the right (in Mind/Body/Soul order). These be crucial, because any time one of your character’s Attribute Scores drops to 0 because of Negative Modifiers they enter an Unconscious state and will be unable to perform actions! In addition, they may be permanently altered by whatever effect brought them there. You won’t be dead, but sometimes you’ll wish you were... A full night’s rest will remove all lingering Temporary Modifiers.
Abilities Box:
Abilities are all the fun, unique things your character can do. They are appropriately divided up into Normal Abilities, Natural Abilities, and Specialized Abilities. Normal Abilities can be acquired by any character at any time, Natural Abilities can only be acquired when a character is first created, and Specialized Abilities require other Abilities to obtain. Your Mind, Body, and Soul Attribute Scores will be equivalent to the Mind, Body, and Soul Ability points you will have available to spend. Unspent Ability Points are tracked at the top of the box, and the spent ones are tallied below with the line of the Ability they acquired. When ya’ add up each column it best equal the corresponding Attribute Score, and when you add all the columns together they should equal yer’ Full Health Score. It’s all nice an’ neat, ain’t it?
Inventory Box:
This be where you keep your swag booty.
Other Important Concepts:
Actions: That’s great and all, but how do you actually DO something? Well keep your capitalized letters of emphasis to yourself boy, lest you want them bulging out your recently crammed throat, because I was gonna’ tell you anyway if you’d just been patient. This be how you go about doin’ stuff: with Actions! There are three types of Action you can do: Subactions, Actions, and Reactions. Subactions be things of little consequence, like gestures or noises or sayin’ a simple word. Actions are things you gotta’ put a little effort into, like walking or attacking or basically just everything else. Reactions are a special type of move used in combat that allows you to perform an Action at a time when you could previously only do a Subaction. Characters don’t usually start out able to make Reactions, so unless you got one you needn’t worry about them too much. Remember that Attribute Scores are only used when your character wants to challenge another character in some way, which means you don’t need to use any numbers at all when you just wish to move about the place.
Clashing:
Clashing is very important in Gank, so turn your ears. Whenever you’re makin’ an action that tests your skills against another character you need to clash one of your Attribute Scores against one of theirs to see if it’s successful or not, any by how much. Remember to include all ‘yer modifiers! There isn’t a table to consult that specifies when to clash what Attribute against what, because tables are for eatin’ and flippin’ in fancy faces. If you’re doin’ something physical you use your Body Score to clash. If you’re doin’ something clever you use your Mind Score to clash. If you’re doing’ something magical you use your Soul Score to clash. Likewise, you use Body Scores to defend against physical, Mind against mental, and Soul against magical. Remember to add or subtract modifiers to your Clash Scores when the Action is appropriate to do so! Clashes read like [Mind/Body/Soul] Score -vs- [Mind/Body/Soul] Score, with the acting character listed first and the defensive character(s) next. The amount you win a Clash by is called the Clash Over, and the amount you lose by the Clash Under. What that does depends on just what you were doing, but with things like physical attacks the Clash Over is directly reduced from Health as damage. Now you know how you die. You don’t need to Clash with another character if they consent to your action, it will jus’ happen amicably.
Turn Order & Combat:
Now we’re getting to the good stuff! Combat is a series of turns where all characters in the fight get a chance to make an Action. The order in which characters take their turns depends on the character’s Priority, which unless determined by other means is just their Mind score. Ties are broken according to who has the highest Full Health Score. The highest goes first, the second highest second, and so on until the last character gets their turn. The span from the first character in a turn to the last character in a turn is called the Rotation. If Priority were to change fer anybody the order would be rearranged at the end of the current Rotation. During each character’s turn they get a chance to make an Action. Additionally a character can make one Subaction per Rotation at any time, including during another character’s turn. If they have a Reaction, then this can be substituted for that Subaction at the appropriate time. If a Reaction is used the character can not perform an Action during their next turn. Every turn in combat takes 1 second to complete, thereabouts.
Accomplishments:
Your character gains experience with Accomplishments. Whenever a character does something worthy of a tale- like defeating an opponent in battle, survivin’ a magic catastrophe, or makin’ it through one of them book things- they have accomplished something and they will earn an additional Full Health Point because of it. Remember when I said that Attribute Scores are supposed to add up to your Full Health Score? Well that means you get an additional Attribute Point as well. This point should probably be applied to the Attribute that helped earn you that accomplishment, but if you want to get things you don’t deserve you can go ahead and gain a Body Point for solving a sea hag’s riddle. Don’ be forgettin’ that yer Ability Points are equal to your Attribute Points, so this accomplishment also gives you a new Ability Point to spend! That means for every accomplishment you gain one Full Health, one Attribute, and one Ability point! If you won any more maths you wouldn’t even want to better yourself. You gain Full Health and Attribute Points immediately after the accomplishment, so long as you’re not in combat (there are no turns goin’ on). The Ability Point you gain, however, is tracked with other unspent Ability Points at the top of your Abilities Box. Abilities can be acquired during periods of full rest, and if that rest is interrupted the Abilities are not active yet. What exactly classifies as an Accomplishment is up to you, so try not to be manipulative about this when playin’ with yer’ friends unless you know yer’ friends are also playin’ with you.
Making a Character:
Your starting Full Health Score, which is used to determine your Attribute Scores and thus how strong your character is compared to others, is up to you to decide. The higher it is, the more damage you can take and the more powerful your character’s Attributes will be. If you are playing with friends it’s probably wise to choose a number close to their characters, in order to keep things fair. Everybody want to be the super powerful guy, but nobody wants to not be him, so the best idea is to just keep everybody on the same level and prove your awesome ways on an even playing field. The suggest starting Full Health Score for a normal adult character is 30. Once you divvy up your Attribute figures you’ll be ready to choose some Abilities. Now’s the only time, barring some wild magical circumstances, that you’ll be able to pick up some Natural Abilities. They’re off limits for the rest of the game, which only makes logical sense if you bother to think about it, so go after them first! And do try to only choose ones appropriate to your species. Jus’ cause howling is awesome don’t mean every cat and turtle should be doin’ it.
A Quick Note on Classes:
Y’all seem to like havin’ your character directions pre-made for you, just like fillin’ out a recipe for success, but there ain’t no such guarantee in Gank. As the abilities section fills on out with more and more neat skills you’ll find you’re able to be any class, or any thing really, that your heart desires. But yer’ gonna’ have to figure out just how to do that yer’self. Still, if you are so stubbornly inclined to think of things in a class-structure, here’s how that distribution would work in Gank:
Scrummer - Focus on the Body score. Get power-based combat abilities, like Strength.
Swashbuckler - Body and Mind are important. Load up on Agility and Reactions.
Rake - Body and Soul matter. Stockpile Seduction Points.
Tactician - Mind Focus, Body and Soul balance. Ranged attacks and Inspiration counts.
Rapscallion - Body Focus, Mind and Soul balance. Use Concealment and Sneak Attacks.
Witch - Focus on the Soul score. Your spells will be powerful, but less versatile.
Rigger - Mind is crucial. Mechanist Constructions and deception is your expertise.
Magician - Mind and Soul are key. Your spells are less powerful, but more versatile.
Spellsword - Soul Focus, Mind and Body balance. Spells augment your physical attacks.
Non-Character Effects:
Character Attributes and Clashes are only used to compare one character’s stats to another. Anything else that might involve them tedious maths, like environmental effects or NPC entities, will be up to you to apply. If it’s safe to assume your character could dodge a falling rock then go ahead and dodge it! If you want to consult the Extraneous Appendix to determine how much damage it would do it he doesn’t you can, but it really ain’t necessary. You could just throw a number up, vomit always sticks. You see, the Gank system is made to augment open role-playing, not dictate it. The character building and combat system are ‘ere just to give players an opportunity to test their wits against another person in a fun and imaginative setting. If you wish to role-play anything beyond that then you’re probably clever enough to use your best judgment on the rest of the world’s challenges. If you ain’t, well I guess appendixes got to be used for somethin,’ right?
Always Round Down
The Gank Combat System is still in the earliest stages of testing, and I am counting on suggestions from all who may be interested to improve and refine it. If you have any criticisms, questions, or ideas, please type ‘em up in the comments below. I encourage collaboration from all users on these comments, so that together we may brainstorm a better Gank. My intention is not just to use this system for the Gank! webcomic, but also as a stand-alone role-playing combat system that can be used free of dice or other programs on table tops, in chatrooms, or wherever else people may want to play-fight each other as imaginary animal people. I will be making many additions and alterations to this system as time goes on, and I anticipate a great deal of these will come from comments and discussions with viewers like you, but I can’t hear your suggestions if you never make them. So please, make your opinions heard! Gank is for you, by you, and counting on you!
The Pirate’s Code:
Guide to Basics: Right 'ere!
Actions and States: http://www.furaffinity.net/view/11149289/
Natural and Common Attributes: http://www.furaffinity.net/view/11149323/
Special Attributes: http://www.furaffinity.net/view/11149347/
Items: http://www.furaffinity.net/view/11149374/
Extraneous Appendix: http://www.furaffinity.net/view/11149424/
Logbook (Introduction): http://www.furaffinity.net/view/11148872/
Atlas (World Info): http://www.furaffinity.net/view/11148944/
Ledger (Donations): http://www.furaffinity.net/view/11149146/
Guidebook (FAQ): http://www.furaffinity.net/view/11149196/
Pirate's Code (Role-Play System): Right Here!
Category Artwork (Digital) / Miscellaneous
                    Species Unspecified / Any
                    Size 612 x 792px
                    File Size 90.6 kB
                
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