
Gank Role-Play System: Natural and Common Attributes
Natural Abilities:
Remember: Natural Abilities can only be acquired when a character is created! Additional acquisitions Natural Abilities a character already has can be acquired like Normal Abilities.
Bark - 1 Ability Point: Can use an Action to make a loud noise that can be heard 2 miles in the open air. This cry can communicate identity and emotional state to other dogs.
Burrow - 1 Ability Points: Move 3 feet through loose soil in combat, burrow 1 mile without stopping. This ability stacks with multiple acquisitions.
Changeling - 5 Ability Points: All natural abilities are available, and the character can acquire them when they could Normal Abilities. Some abilities chosen will physically alter the character’s appearance if need be. Changeling is a species and replaces their current species.
Claws - 1 Ability Point: +1 Modifier to Unarmed Body Attack Clashes. Unarmed Attacks can be considered piercing.
HyperEgg - 2 Ability Points: After consuming an object, the character can use HyperEgg to expel that object encased in a quick-hardening egg filled with oxygen-rich embryo. This requires a minimum of three consecutive Actions: One to gather the object and embryo in the stomach, two to form the egg, and three to lay it. Characters processed and encased by HyperEgg suffer no damage and can exist in the Egg perpetually. Eggs can only be broken by beating the Egg’s Body score, which is equal to the Body score at the time of the character that laid it, plus any Natural Armor Body Modifiers the egg may have. The egg’s starting Natural Armor score is 0.
-1 Body Ability Point can be spent to buy 3 Natural Armor Points for HyperEgg.
Exaggerate - 3 Ability Points: Can extend the length of all limbs to 3 times its normal length. All Clashes made with an exaggerated limb receive a Negative Modifier equal to half the character’s Body score. While extended the extremity has a negative modifier equal to half the Body score. This ability stacks with multiple acquisitions.
Exaggeration - 1 Ability Points: Can extend the length of one particular limb to 3 times its normal length. All Clashes made with an Exaggeration receive a Negative Modifier equal to half the character’s Body score. This ability stacks with multiple acquisitions.
Howl - 1 Ability Point: Can use an Action to make a loud cry that can be heard 20 miles in the open air by normal characters, and 50 miles by wolves. This cry can communicate identity and emotional state to other wolves. Howl can be considered a Battle Cry.
Long Tongue - 1 Ability Point: Character has a long tongue. Long tongues naturally have a length of 1/5th the character’s body and can not exceed full length in normal characters, without additional effects.
-1 Body Ability Point can be spent to buy 1 foot of Tongue.
Magical Construct - 1 Ability Point: The character’s Integrity is contingent on a magical effect. They emit a constant magical aura and Disenchants can be used as an Attack against them. ‘Magic’ is added to their Species.
Morph - 1 Ability Point: Can take the shape of another species or sex as an Action. Can not be used to change specific elements like unique facial features, color, and body type. Does not gain any additional effects from this change. Can not make Advanced Actions, like flight or burrow, without gaining that Ability. Can not morph into unusual species or sexes like Changeling or Rubber.
-1 Body Ability Point can be spent to acquire Natural Abilities that could be used as a Morphed Species as if they were Normal Abilities. They only apply while morphed into a species that can use them. Spend during a full period of rest while in an appropriate form.
Improved Morph - 1 Ability Point: Can take the shape of inanimate objects of a matching size with an Action. Character enters a Concealed state. The character takes an approximate form of the object, but does not become that object, so any discrepancies will be a clue for others to their hidden identity.
- Required: Morph Ability
Mimic - 1 Ability Point: Can use an Action to alter specific elements of one’s form, like color, facial features, and body type. A total of 50 pounds of body mass can be appropriated to any means, but actual sex and species does not change. Does not gain any additional effects from this change. Characters can use mimic to masquerade as another identity. While doing so they are in a Concealed state. If the mimic failed to copy a particular element of that character, or fails to properly mimic that character, others may be clued to their true identities.
Natural Armor - 1 Ability Point: Character gets a +2 Permanent Body Modifier to all defensive clashes made against the portion of their body protected. This ability stacks with multiple acquisitions.
Prehensile Tail - 1 Ability Point: Tail can be used to grab objects and support the character’s total body weight. Tail can also attempt an independent Grapple Action by applying the negative modifiers of Exaggeration. If a prehensile tail is used in addition to a normal Grapple Action than its separate Grapple Modifier is added to the grapple attempt.
Protective Ball - 1 Ability Point: Can use an Action to roll into a protective ball. While in a ball any Natural Armor Modifiers are doubled. No other actions can be made until the ball form is exited.
Roar - 1 Ability Point: Can use an Action to make a loud bellow that can be heard 10 miles in the open air. Roar can be considered a Battle Cry.
Rubber - 3 Ability Points: Character Gains Morph, Improved Morph, and 1 Rank in Exaggeration. They are immune to Negative Fire Modifiers. Negative Cold Modifiers are doubled. ‘Rubber’ is added to their species.
Stink Spray - 1 Ability Point: Can use to make Chemical Attack with a range of 30 feet. Chemical is a Contact Attack and deals no damage. If the attack makes contact, including splash contact, all defending characters must make a defending Mind Clash versus the Body score of the spraying character. If they lose this clash they are Stunned. If the Clash Over is triple the current Body score of the defending character that character is knocked Unconscious for 1 minute. All items and characters hit by stink spray are Stinky for a period of up to one month. This state can be removed with a full day of cleaning or through magical means. One stink spray attempt can be made per week per point spent on the ability, and the ability can be acquired multiple times to gain more attempts per week.
Tail Maw - 2 Ability Points: There is a mouth at the end of your tail. Tail maw can make a Bite or Grapple Attack. Tail mouths can make noises, but can not talk.
Vocal Mimicry - 1 Ability Point: Able to replicate a large variety of voices, whistles, and noises. If mimicry is used to fool another character than the mimicker must be in a Concealed state. Vocal Mimicry attempts while in a Concealed state will Clue other characters to the whereabouts of the mimicker, but will not clue them off to the mimicker’s identity. Clues to their identity can be found through contextual mistakes made by the character. If a Concealed character Clues another character to their whereabouts a successful vocal mimicry can be used to fool that character into believing something else was responsible for that clue.
Wings - 3 Ability Points: Lift off 5 feet or fly 10 feet after lifting off in combat, fly 20 miles without stopping. While in natural flight characters must continue to use either their Actions to fly or their Subaction to glide or they will begin to fall.
Normal Abilities:
Agility: A character becomes more agile. Agility Point Scores are added as a modifier to all Agility-based Clashes.
-1 Body Ability Point can be spent to acquire 1 Agility Point.
Grapple: A character improves their ability to wrestle other characters. Grapple Point Scores are added as a modifier to Grapple-based Clashes.
-1 Mind Ability Point or 1 Body Ability Point can be spent to acquire 1 Grapple Point.
Intimidate: A character becomes more imposing. Intimidate Point Scores are added to Intimidation Clashes. Characters must choose their method of intimidation and can only spend Ability Points on Intimidate that related to the chosen method.
-1 Ability Point can be spent to acquire 1 Intimidate Point.
Inspiration: A character can inspire their allies to excellence. Inspired characters can add a Clash Modifier to their next Action equal to the inspiring character’s Inspiration Point Score. Inspiration is an Action and, depending on the Action, can inspire multiple characters at once.
-2 Ability Points can be spent to acquire 1 Inspiration Point.
Literacy: Character can read.
-1 Mind Ability Point can be spent to gain literacy for starting characters or characters with some sort of a tutor.
Mechanist: A character can build mechanical devices. Mechanist Point Scores are added to Construction Clashes.
-1 Mind Ability Point can be spent to acquire 1 Mechanist Points.
Seduce: A character can use their presence to charm or coerce others. The Seduce Points Score is not a Modifier, and is instead treated as the base Attribute score for Seduction Clashes.
-1 Mind Ability Point or 1 Body Ability Point can be spent to acquire 2 Seduce Points.
Soulbind: Character’s soul is bound to an object. This object gains Magical Construct (Natural Ability). Soulbound objects are an extension of the character. They gain anthropomorphism and their movements can be controlled by the character. The object is joined to the character’s Integrity and damage is assessed to it as if it were a part of that character. Any other Abilities the character has can be applied to the object. Characters can only Soulbind with one object.
-Shielding Object: +4 Permanent Body Defense Modifier
-Weaponry: +4 Permanent Body Attack Modifier
-Mixed Object: +2 Permanent Body Modifier
-Malleable: Character gains Exaggerate (Natural Ability) through the object
-Living Creature: Character gains all Natural Abilities of that creature. The creature’s mind can be controlled when in a stable mental state. The creature’s health remains independent.
-3 Soul Ability Points can be spent to Soulbind with an Object.
Spellcaster: A character is familiar with the mystical arts. One Common Spell can be cast per day per Common Spell Use.
-1 Mind and 1 Soul Ability Point can be spent to acquire 1 Common Spell Slot and the Spellcaster Ability.
Strength: A character becomes more physically strong. Strength Point Scores are added as a modifier to all Strength-based Clashes.
-1 Body Ability Point can be spent to acquire 1 Strength Point.
-1 Mind Ability Point and 1 Soul Ability Point can be spent to acquire a Common Spell Use.
Swim: Character can swim 5 feet in combat, 2 miles without stopping.
-1 Mind Ability Point can be spent to learn how to swim for starting characters or characters with a tutor near water.
The Gank Combat System is still in the earliest stages of testing, so a lot of this may change in the dead of any given night. Likewise, if you have suggestions for improving any Attributes listed above, or want to add some of your own, please take the time to post a comment below. Reply to other comments to help refine your fellow buccaneer’s ideas. Gank doesn’t just encourage user input, it thrives on it. This system is open and designed to be whatever you all want, or need, it to be. But it can’t be that unless you make your voices heard.
The Pirate’s Code:
Guide to Basics: http://www.furaffinity.net/view/11149256/
Actions and States: http://www.furaffinity.net/view/11149289/
Natural and Common Attributes: Right ‘ere!
Special Attributes: http://www.furaffinity.net/view/11149347/
Items: http://www.furaffinity.net/view/11149374/
Extraneous Appendix: http://www.furaffinity.net/view/11149424/
Natural Abilities:
Remember: Natural Abilities can only be acquired when a character is created! Additional acquisitions Natural Abilities a character already has can be acquired like Normal Abilities.
Bark - 1 Ability Point: Can use an Action to make a loud noise that can be heard 2 miles in the open air. This cry can communicate identity and emotional state to other dogs.
Burrow - 1 Ability Points: Move 3 feet through loose soil in combat, burrow 1 mile without stopping. This ability stacks with multiple acquisitions.
Changeling - 5 Ability Points: All natural abilities are available, and the character can acquire them when they could Normal Abilities. Some abilities chosen will physically alter the character’s appearance if need be. Changeling is a species and replaces their current species.
Claws - 1 Ability Point: +1 Modifier to Unarmed Body Attack Clashes. Unarmed Attacks can be considered piercing.
HyperEgg - 2 Ability Points: After consuming an object, the character can use HyperEgg to expel that object encased in a quick-hardening egg filled with oxygen-rich embryo. This requires a minimum of three consecutive Actions: One to gather the object and embryo in the stomach, two to form the egg, and three to lay it. Characters processed and encased by HyperEgg suffer no damage and can exist in the Egg perpetually. Eggs can only be broken by beating the Egg’s Body score, which is equal to the Body score at the time of the character that laid it, plus any Natural Armor Body Modifiers the egg may have. The egg’s starting Natural Armor score is 0.
-1 Body Ability Point can be spent to buy 3 Natural Armor Points for HyperEgg.
Exaggerate - 3 Ability Points: Can extend the length of all limbs to 3 times its normal length. All Clashes made with an exaggerated limb receive a Negative Modifier equal to half the character’s Body score. While extended the extremity has a negative modifier equal to half the Body score. This ability stacks with multiple acquisitions.
Exaggeration - 1 Ability Points: Can extend the length of one particular limb to 3 times its normal length. All Clashes made with an Exaggeration receive a Negative Modifier equal to half the character’s Body score. This ability stacks with multiple acquisitions.
Howl - 1 Ability Point: Can use an Action to make a loud cry that can be heard 20 miles in the open air by normal characters, and 50 miles by wolves. This cry can communicate identity and emotional state to other wolves. Howl can be considered a Battle Cry.
Long Tongue - 1 Ability Point: Character has a long tongue. Long tongues naturally have a length of 1/5th the character’s body and can not exceed full length in normal characters, without additional effects.
-1 Body Ability Point can be spent to buy 1 foot of Tongue.
Magical Construct - 1 Ability Point: The character’s Integrity is contingent on a magical effect. They emit a constant magical aura and Disenchants can be used as an Attack against them. ‘Magic’ is added to their Species.
Morph - 1 Ability Point: Can take the shape of another species or sex as an Action. Can not be used to change specific elements like unique facial features, color, and body type. Does not gain any additional effects from this change. Can not make Advanced Actions, like flight or burrow, without gaining that Ability. Can not morph into unusual species or sexes like Changeling or Rubber.
-1 Body Ability Point can be spent to acquire Natural Abilities that could be used as a Morphed Species as if they were Normal Abilities. They only apply while morphed into a species that can use them. Spend during a full period of rest while in an appropriate form.
Improved Morph - 1 Ability Point: Can take the shape of inanimate objects of a matching size with an Action. Character enters a Concealed state. The character takes an approximate form of the object, but does not become that object, so any discrepancies will be a clue for others to their hidden identity.
- Required: Morph Ability
Mimic - 1 Ability Point: Can use an Action to alter specific elements of one’s form, like color, facial features, and body type. A total of 50 pounds of body mass can be appropriated to any means, but actual sex and species does not change. Does not gain any additional effects from this change. Characters can use mimic to masquerade as another identity. While doing so they are in a Concealed state. If the mimic failed to copy a particular element of that character, or fails to properly mimic that character, others may be clued to their true identities.
Natural Armor - 1 Ability Point: Character gets a +2 Permanent Body Modifier to all defensive clashes made against the portion of their body protected. This ability stacks with multiple acquisitions.
Prehensile Tail - 1 Ability Point: Tail can be used to grab objects and support the character’s total body weight. Tail can also attempt an independent Grapple Action by applying the negative modifiers of Exaggeration. If a prehensile tail is used in addition to a normal Grapple Action than its separate Grapple Modifier is added to the grapple attempt.
Protective Ball - 1 Ability Point: Can use an Action to roll into a protective ball. While in a ball any Natural Armor Modifiers are doubled. No other actions can be made until the ball form is exited.
Roar - 1 Ability Point: Can use an Action to make a loud bellow that can be heard 10 miles in the open air. Roar can be considered a Battle Cry.
Rubber - 3 Ability Points: Character Gains Morph, Improved Morph, and 1 Rank in Exaggeration. They are immune to Negative Fire Modifiers. Negative Cold Modifiers are doubled. ‘Rubber’ is added to their species.
Stink Spray - 1 Ability Point: Can use to make Chemical Attack with a range of 30 feet. Chemical is a Contact Attack and deals no damage. If the attack makes contact, including splash contact, all defending characters must make a defending Mind Clash versus the Body score of the spraying character. If they lose this clash they are Stunned. If the Clash Over is triple the current Body score of the defending character that character is knocked Unconscious for 1 minute. All items and characters hit by stink spray are Stinky for a period of up to one month. This state can be removed with a full day of cleaning or through magical means. One stink spray attempt can be made per week per point spent on the ability, and the ability can be acquired multiple times to gain more attempts per week.
Tail Maw - 2 Ability Points: There is a mouth at the end of your tail. Tail maw can make a Bite or Grapple Attack. Tail mouths can make noises, but can not talk.
Vocal Mimicry - 1 Ability Point: Able to replicate a large variety of voices, whistles, and noises. If mimicry is used to fool another character than the mimicker must be in a Concealed state. Vocal Mimicry attempts while in a Concealed state will Clue other characters to the whereabouts of the mimicker, but will not clue them off to the mimicker’s identity. Clues to their identity can be found through contextual mistakes made by the character. If a Concealed character Clues another character to their whereabouts a successful vocal mimicry can be used to fool that character into believing something else was responsible for that clue.
Wings - 3 Ability Points: Lift off 5 feet or fly 10 feet after lifting off in combat, fly 20 miles without stopping. While in natural flight characters must continue to use either their Actions to fly or their Subaction to glide or they will begin to fall.
Normal Abilities:
Agility: A character becomes more agile. Agility Point Scores are added as a modifier to all Agility-based Clashes.
-1 Body Ability Point can be spent to acquire 1 Agility Point.
Grapple: A character improves their ability to wrestle other characters. Grapple Point Scores are added as a modifier to Grapple-based Clashes.
-1 Mind Ability Point or 1 Body Ability Point can be spent to acquire 1 Grapple Point.
Intimidate: A character becomes more imposing. Intimidate Point Scores are added to Intimidation Clashes. Characters must choose their method of intimidation and can only spend Ability Points on Intimidate that related to the chosen method.
-1 Ability Point can be spent to acquire 1 Intimidate Point.
Inspiration: A character can inspire their allies to excellence. Inspired characters can add a Clash Modifier to their next Action equal to the inspiring character’s Inspiration Point Score. Inspiration is an Action and, depending on the Action, can inspire multiple characters at once.
-2 Ability Points can be spent to acquire 1 Inspiration Point.
Literacy: Character can read.
-1 Mind Ability Point can be spent to gain literacy for starting characters or characters with some sort of a tutor.
Mechanist: A character can build mechanical devices. Mechanist Point Scores are added to Construction Clashes.
-1 Mind Ability Point can be spent to acquire 1 Mechanist Points.
Seduce: A character can use their presence to charm or coerce others. The Seduce Points Score is not a Modifier, and is instead treated as the base Attribute score for Seduction Clashes.
-1 Mind Ability Point or 1 Body Ability Point can be spent to acquire 2 Seduce Points.
Soulbind: Character’s soul is bound to an object. This object gains Magical Construct (Natural Ability). Soulbound objects are an extension of the character. They gain anthropomorphism and their movements can be controlled by the character. The object is joined to the character’s Integrity and damage is assessed to it as if it were a part of that character. Any other Abilities the character has can be applied to the object. Characters can only Soulbind with one object.
-Shielding Object: +4 Permanent Body Defense Modifier
-Weaponry: +4 Permanent Body Attack Modifier
-Mixed Object: +2 Permanent Body Modifier
-Malleable: Character gains Exaggerate (Natural Ability) through the object
-Living Creature: Character gains all Natural Abilities of that creature. The creature’s mind can be controlled when in a stable mental state. The creature’s health remains independent.
-3 Soul Ability Points can be spent to Soulbind with an Object.
Spellcaster: A character is familiar with the mystical arts. One Common Spell can be cast per day per Common Spell Use.
-1 Mind and 1 Soul Ability Point can be spent to acquire 1 Common Spell Slot and the Spellcaster Ability.
Strength: A character becomes more physically strong. Strength Point Scores are added as a modifier to all Strength-based Clashes.
-1 Body Ability Point can be spent to acquire 1 Strength Point.
-1 Mind Ability Point and 1 Soul Ability Point can be spent to acquire a Common Spell Use.
Swim: Character can swim 5 feet in combat, 2 miles without stopping.
-1 Mind Ability Point can be spent to learn how to swim for starting characters or characters with a tutor near water.
The Gank Combat System is still in the earliest stages of testing, so a lot of this may change in the dead of any given night. Likewise, if you have suggestions for improving any Attributes listed above, or want to add some of your own, please take the time to post a comment below. Reply to other comments to help refine your fellow buccaneer’s ideas. Gank doesn’t just encourage user input, it thrives on it. This system is open and designed to be whatever you all want, or need, it to be. But it can’t be that unless you make your voices heard.
The Pirate’s Code:
Guide to Basics: http://www.furaffinity.net/view/11149256/
Actions and States: http://www.furaffinity.net/view/11149289/
Natural and Common Attributes: Right ‘ere!
Special Attributes: http://www.furaffinity.net/view/11149347/
Items: http://www.furaffinity.net/view/11149374/
Extraneous Appendix: http://www.furaffinity.net/view/11149424/
Category Artwork (Digital) / Miscellaneous
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File Size 67.6 kB
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