
Gank Role-Play System: Special Abilities
Agility Abilities
Attack, Sneak: The first attack this character makes while in a Concealed state against other characters within 10 feet can be Sneak Attack. When making a Sneak Attack, all defending characters are put into an Off-Balance State. This can be done with any weapon or attack, but must be within 10 feet. Ranged Attacks from a concealed position further than 10 feet do not have Sneak Attack effects. Sneak Attacks can not be made when the character has been discovered by Searching. One Sneak Attack can be attempted per day per acquisition.
-1 Body Ability Point can be spent to acquire 1 Sneak Attack per day.
-Requirements: Evasion, Agility
Fluid Movement: Can make two different Actions during their turn. These must be two different Actions and can not both be Attacks.
-2 Body Ability Points can be spent to acquire Fluid Movement. Can not be purchased multiple times.
-Requirements : Agility
Endurance: Can move an additional unit of maximum distance without stopping.
-1 Body Ability Point can be spent to acquire Endurance.
-Can be acquired multiple times for stacked effect.
Evasion: Can be Concealed in areas only partially covered by shadows, objects, or periphery vision. Evasion only works with logical partial cover and can not be used to hide in plain sight.
-1 Body Ability Point can be spent to acquire Evasion.
-Requirements: Agility
Reaction, Dodge: A character’s quick reflexes allows them to dodge physical hazards. Characters with Agility automatically acquire the Dodge Reaction. The Dodge Reaction can replace any Subaction, but if it is used the character skips their Action on their next turn. Add Agility Points as a Modifier to any one Defensive Body Clash. A successful Dodge avoids Contact Attacks.
-Requirements: Agility
Grapple Abilities
Attack, Consume: While grappled, a character can use the Consume Attack to try to swallow an opposing character whole. Clash Body -vs- Body.. Each successful Consume Attack swallows one foot of the opposing character. If the consumed character reduces their Grapple Disadvantage they are regurgitated one foot, and if they gain Grapple Advantage they are completely regurgitated.
-1 Body Ability Point can be spent to acquire this Ability.
-Requirements: Grapple
Intimidate Abilities
Intimidating Aura: Being in the very presence of this character inspires awe. The character gains an additional Subaction to force an Intimidation Clash on all defending characters within 10 feet of them. This Intimidating Aura Activation Clash Subaction can only be use at the beginning of the intimidating character’s turn, or once every six seconds outside of combat. Mind/Body/Soul Clash -vs- Mind, depending on the character’s primary method of Intimidation.
-1 Ability Point can be spent to acquire this Ability. This Ability Point must be a type that matches the Ability Points they have spent on Intimidation.
-1 Soul Ability Point can be spent to increase the Intimidating Aura’s area of effect by 1 foot.
-Requirements: Intimidation
Awesome Visage: Create a Negative Intimidation Modifier on all defending characters for all Successful Intimidation Attacks equal to their Clash Over. This modifier has no effect on Attributes. Reduced this Modifier from Defensive Clashes for all future Intimidation Attacks made against those characters. When this Modifier is equal to three times the defending character’s Mind score the character is driven temporarily insane. When it equals ten times the defending character’s Mind score that character is driven permanently Insane. This modifier is reduced by one for every minute the character is removed from the presence of the character with Awesome Visage, or if either character loses consciousness.
-2 Ability Points can be spent to acquire this Ability.
-Requirements: Intimidation
Mechanist Abilities
Simple Construct: Combine the appropriate elements to create a device that serves a particular purpose. A Simple Construction can only perform one basic task, with an amount of uses equal to the character’s Mechanist Score (or in the event it is clockwork, hours of continuous operation equal to the score). The Simple Construct’s Clash Score is equal to the mechanist’s Mind Score at the time of its creation, plus their Mechanist Score. This Clash Score is consulted if the device is challenging another character, or being dismantled or altered by another character. The Simple Construct Ability can also be used to repair other simple constructions by overcoming that object’s Clash Score, if it has one. Simple Construct is an Action of indeterminate time, depending on the amount of unique Actions that would be required to complete the task.
-1 Mind Ability Point can be spend to acquire this Ability.
-Requirements: Mechanist
Seduce Abilities
Trap: The character is sexy in an ambiguous way, even to those that would normally not be attracted to their sex. Seduction Modifiers are not lost after a seduced character discovers true sexual identity of this character.
-1 Body Ability Point can be spent to acquire this Ability
-Requirements: Seduction
Spellcaster Abilities
Augment: Empower a favored spell. Add 3 to the Clash Score of any one spell. This is a permanent augmentation.
-1 Soul Ability Point can be spent to acquire Augmentation.
-Requirements: Able to naturally cast Common Spells
Focus Magic: Take the time to gather one’s thoughts and maximize the effect of the next spell you cast. Focus Magic can be used as an Action to add a modifier equal to the caster’s Soul Score to the next spell this character casts. That spell must be cast using their next Action or the Focus Magic effect is nullified. If the caster’s Health is reduced before attempting to cast their next spell the Focus Magic effect is nullified. Focus Magic has no limits to its usage per day and is not a spell.
-1 Soul Ability Point can be spent to acquire Focus Magic.
-Requirements: Able to naturally cast Common Spells
Common Spell Use: The character can cast one additional Common Spell every day. One Common Spell Use can be attempted per day per acquisition.
-1 Mind Ability Point or 1 Soul Ability Point can be spent to acquire 1 Common Spell Slot.
Spells: Common
Enchant: Temporarily imbue any inanimate object with a magical effect. To use Enchant, cast a spell that would target a single target on an object of your choice. That object is now imbued with the attributes of that spell. The caster can specify what type of stimulus will be required to trigger the casting of the Enchanted Spell. The spell can only be activated once. This spell only lasts for one turn, and If the spell would require further influence from the caster the caster can choose to interact with the spell only when present. Spells that can last longer than one turn, without further caster influence, will end after one turn (transformation effects, for example, will make their initial Clash and then end, even if the Clash was successful and the transformation was not complete). The spell’s Clash Score is whatever that score would have been at the time the caster used Enchant. Multiple instances of enchanted spells will trigger simultaneously. Enchants will disappear after 24 hours.
-Spell Type: Enchantment
-2 Mind or Soul Ability Points can be spent to acquire this spell.
Firebolt: Character can cast a bolt of fire from their fingertips. Firebolt is a Fire Attack with a Range of 30 feet. Soul -vs- Body. Fire is a Contact Action and even if the spell deals no damage flammable objects enter the Fire state.
-Spell Type: Fire
-2 Mind or Soul Ability Points can be spent to acquire this spell.
Force field: Character can cast a bubble of force around them that obstructs physical objects. Force Field is treated as a separate, physical barrier removed from the caster with a Defense Score equal to the caster's Soul Score. Physical objects are allowed to exit through a Force Field without effect, but can not enter without making a Physical Clash against the Force Field. Successful Physical Clashes will break the Force Field, immediately ending its effect. A character can choose to cancel Force Field at any time with a Subaction. Force Field is only a barrier against Physical Attacks and has no effect on other types. Force Field is a Sphere that extends four feet beyond the caster's abdomen to all sides. Attacks made from inside a Force Field are not subject to its effects.
-Spell Type: Force
-1 Soul Ability Points can be spent to acquire this spell
-1 Soul Ability Point can be spent to acquire an additional radial foot to the Force Field Sphere.
(Example: A Spellcaster 2 would get 4+ defensive bonus)
Fork: Cast a spell that would target a single target at multiple targets instead. While casting Fork as your Action, use a Subaction to cast an additional single-target spell to splice onto Fork. This Subaction counts towards your Subaction limit per Turn Rotation. Tally what the Clash total would be against one target, divide that by the amount of targets, and use this number as your Clash Score against each target for the spell.
-Spell Type: Augment
-2 Mind or Soul Ability Points can be spent to acquire this spell.
Icebolt Character can cast a freezing ray from their fingertips. Frost ray is a Ice Attack with a Range of 30 feet. Soul -vs- Body. Freezing Ray is a Contact Action and even if the spell deals no damage objects enter the Cold state.
-Spell Type: Ice
-2 Mind or Soul Ability Points can be spent to acquire this spell
Levitate: Character can levitate. Levitate can be used to lift and move the caster 10 feet per turn of combat (or every 6 seconds) as an Action. Casting Levitate will allow characters to take one Levitation Move Action for free when they cast it. Levitate requires a Subaction at the beginning of every turn to maintain, and if this Subaction is not use the character will fall and Levitate is cancelled.
-Spell Type: Enhance
-2 Mind or Soul Ability Points can be spent to acquire this spell
(Example: A Spellcaster 5 would get 10 rounds of flight.)
Lightningbolt Character can cast a lightning bolt from their fingertips. Lightningbolt is an Electrical Attack with a range of 30 feet. Soul -vs- Body. If a Lightningbolt Attack Clash is successful, the caster may choose to made another Lightningbolt Attack Clash with a Negative Modifier equal to half the total Clash Score of the previous Lightningbolt Attack (including all Modifiers) on the initial target.
-Spell Type: Electric
-2 Mind or Soul Ability Points can be spent to acquire this spell
Magical Armor: Character can conjure magical defensive garments that take the form of their choosing. Magical Armor has a Health equal to the caster's Soul Score. All Health damage that would be dealt to the caster by Physical Clashes is dealt to Magical Armor instead. When Magical Armor is destroyed by a Clash any additional damage is carried over to the caster.
-Spell Type: Conjure
-2 Soul Ability Points can be spent to acquire this spell
-1 Soul Ability Point can be spent to add 2 Health Points to Magical Armor.
(Example: A Spellcaster 2 would get 4+ defensive bonus)
Spark ball: Character can conjure a palm-sized orb of electricity in their hands, which can be hurled at their foes. Spark ball is an Electric Contact Attack with a range of 30 feet. Soul -vs- Body. Upon Clash Over the target enters a Stunned state. If a Spark Ball Clash is successful, the caster may choose to made another Spark Ball Attack Clash with a Negative Modifier equal to half the total Clash Score of the previous Lightningbolt Attack (including all Modifiers) on an available target within 10 feet.
-Spell Type: Electric
-Required: Lightningbolt
-3 Mind or Soul Ability Points can be spent to acquire this spell
Transmogrify: Transform a character’s form into that of any normal animal. Soul -vs- Body. Transmogrify has a range of 30 feet. After a successful Transformation Clash the defending character enters a Transforming State and gains a Transformation Modifier equal to the Clash Over. As long as the target has a Transformation Modifier casters can continue casting Transmogrify on that target without additional spell uses. Casters must use every available Action to continue to cast Transmogrify and can not lose any Health over this period, otherwise the spell is broken. When Transmogrify is broken the Transformation Modifier will fade away 1 increment every minute, leaving behind the lingering effects of a partial transformation. Characters can also be temporarily Transmogrified willingly. Willing transmogrify effects wear off after a night’s rest, but can be made permanent if the subject consents. Character can be transformed into animals as small as a mouse or as large as a bear.
-3 Mind Ability Points can be spent to acquire this spell.
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: http://www.furaffinity.net/view/11149323/
Special Attributes: Right ‘ere!
Items: http://www.furaffinity.net/view/11149374/
Extraneous Appendix: http://www.furaffinity.net/view/11149424/
Agility Abilities
Attack, Sneak: The first attack this character makes while in a Concealed state against other characters within 10 feet can be Sneak Attack. When making a Sneak Attack, all defending characters are put into an Off-Balance State. This can be done with any weapon or attack, but must be within 10 feet. Ranged Attacks from a concealed position further than 10 feet do not have Sneak Attack effects. Sneak Attacks can not be made when the character has been discovered by Searching. One Sneak Attack can be attempted per day per acquisition.
-1 Body Ability Point can be spent to acquire 1 Sneak Attack per day.
-Requirements: Evasion, Agility
Fluid Movement: Can make two different Actions during their turn. These must be two different Actions and can not both be Attacks.
-2 Body Ability Points can be spent to acquire Fluid Movement. Can not be purchased multiple times.
-Requirements : Agility
Endurance: Can move an additional unit of maximum distance without stopping.
-1 Body Ability Point can be spent to acquire Endurance.
-Can be acquired multiple times for stacked effect.
Evasion: Can be Concealed in areas only partially covered by shadows, objects, or periphery vision. Evasion only works with logical partial cover and can not be used to hide in plain sight.
-1 Body Ability Point can be spent to acquire Evasion.
-Requirements: Agility
Reaction, Dodge: A character’s quick reflexes allows them to dodge physical hazards. Characters with Agility automatically acquire the Dodge Reaction. The Dodge Reaction can replace any Subaction, but if it is used the character skips their Action on their next turn. Add Agility Points as a Modifier to any one Defensive Body Clash. A successful Dodge avoids Contact Attacks.
-Requirements: Agility
Grapple Abilities
Attack, Consume: While grappled, a character can use the Consume Attack to try to swallow an opposing character whole. Clash Body -vs- Body.. Each successful Consume Attack swallows one foot of the opposing character. If the consumed character reduces their Grapple Disadvantage they are regurgitated one foot, and if they gain Grapple Advantage they are completely regurgitated.
-1 Body Ability Point can be spent to acquire this Ability.
-Requirements: Grapple
Intimidate Abilities
Intimidating Aura: Being in the very presence of this character inspires awe. The character gains an additional Subaction to force an Intimidation Clash on all defending characters within 10 feet of them. This Intimidating Aura Activation Clash Subaction can only be use at the beginning of the intimidating character’s turn, or once every six seconds outside of combat. Mind/Body/Soul Clash -vs- Mind, depending on the character’s primary method of Intimidation.
-1 Ability Point can be spent to acquire this Ability. This Ability Point must be a type that matches the Ability Points they have spent on Intimidation.
-1 Soul Ability Point can be spent to increase the Intimidating Aura’s area of effect by 1 foot.
-Requirements: Intimidation
Awesome Visage: Create a Negative Intimidation Modifier on all defending characters for all Successful Intimidation Attacks equal to their Clash Over. This modifier has no effect on Attributes. Reduced this Modifier from Defensive Clashes for all future Intimidation Attacks made against those characters. When this Modifier is equal to three times the defending character’s Mind score the character is driven temporarily insane. When it equals ten times the defending character’s Mind score that character is driven permanently Insane. This modifier is reduced by one for every minute the character is removed from the presence of the character with Awesome Visage, or if either character loses consciousness.
-2 Ability Points can be spent to acquire this Ability.
-Requirements: Intimidation
Mechanist Abilities
Simple Construct: Combine the appropriate elements to create a device that serves a particular purpose. A Simple Construction can only perform one basic task, with an amount of uses equal to the character’s Mechanist Score (or in the event it is clockwork, hours of continuous operation equal to the score). The Simple Construct’s Clash Score is equal to the mechanist’s Mind Score at the time of its creation, plus their Mechanist Score. This Clash Score is consulted if the device is challenging another character, or being dismantled or altered by another character. The Simple Construct Ability can also be used to repair other simple constructions by overcoming that object’s Clash Score, if it has one. Simple Construct is an Action of indeterminate time, depending on the amount of unique Actions that would be required to complete the task.
-1 Mind Ability Point can be spend to acquire this Ability.
-Requirements: Mechanist
Seduce Abilities
Trap: The character is sexy in an ambiguous way, even to those that would normally not be attracted to their sex. Seduction Modifiers are not lost after a seduced character discovers true sexual identity of this character.
-1 Body Ability Point can be spent to acquire this Ability
-Requirements: Seduction
Spellcaster Abilities
Augment: Empower a favored spell. Add 3 to the Clash Score of any one spell. This is a permanent augmentation.
-1 Soul Ability Point can be spent to acquire Augmentation.
-Requirements: Able to naturally cast Common Spells
Focus Magic: Take the time to gather one’s thoughts and maximize the effect of the next spell you cast. Focus Magic can be used as an Action to add a modifier equal to the caster’s Soul Score to the next spell this character casts. That spell must be cast using their next Action or the Focus Magic effect is nullified. If the caster’s Health is reduced before attempting to cast their next spell the Focus Magic effect is nullified. Focus Magic has no limits to its usage per day and is not a spell.
-1 Soul Ability Point can be spent to acquire Focus Magic.
-Requirements: Able to naturally cast Common Spells
Common Spell Use: The character can cast one additional Common Spell every day. One Common Spell Use can be attempted per day per acquisition.
-1 Mind Ability Point or 1 Soul Ability Point can be spent to acquire 1 Common Spell Slot.
Spells: Common
Enchant: Temporarily imbue any inanimate object with a magical effect. To use Enchant, cast a spell that would target a single target on an object of your choice. That object is now imbued with the attributes of that spell. The caster can specify what type of stimulus will be required to trigger the casting of the Enchanted Spell. The spell can only be activated once. This spell only lasts for one turn, and If the spell would require further influence from the caster the caster can choose to interact with the spell only when present. Spells that can last longer than one turn, without further caster influence, will end after one turn (transformation effects, for example, will make their initial Clash and then end, even if the Clash was successful and the transformation was not complete). The spell’s Clash Score is whatever that score would have been at the time the caster used Enchant. Multiple instances of enchanted spells will trigger simultaneously. Enchants will disappear after 24 hours.
-Spell Type: Enchantment
-2 Mind or Soul Ability Points can be spent to acquire this spell.
Firebolt: Character can cast a bolt of fire from their fingertips. Firebolt is a Fire Attack with a Range of 30 feet. Soul -vs- Body. Fire is a Contact Action and even if the spell deals no damage flammable objects enter the Fire state.
-Spell Type: Fire
-2 Mind or Soul Ability Points can be spent to acquire this spell.
Force field: Character can cast a bubble of force around them that obstructs physical objects. Force Field is treated as a separate, physical barrier removed from the caster with a Defense Score equal to the caster's Soul Score. Physical objects are allowed to exit through a Force Field without effect, but can not enter without making a Physical Clash against the Force Field. Successful Physical Clashes will break the Force Field, immediately ending its effect. A character can choose to cancel Force Field at any time with a Subaction. Force Field is only a barrier against Physical Attacks and has no effect on other types. Force Field is a Sphere that extends four feet beyond the caster's abdomen to all sides. Attacks made from inside a Force Field are not subject to its effects.
-Spell Type: Force
-1 Soul Ability Points can be spent to acquire this spell
-1 Soul Ability Point can be spent to acquire an additional radial foot to the Force Field Sphere.
(Example: A Spellcaster 2 would get 4+ defensive bonus)
Fork: Cast a spell that would target a single target at multiple targets instead. While casting Fork as your Action, use a Subaction to cast an additional single-target spell to splice onto Fork. This Subaction counts towards your Subaction limit per Turn Rotation. Tally what the Clash total would be against one target, divide that by the amount of targets, and use this number as your Clash Score against each target for the spell.
-Spell Type: Augment
-2 Mind or Soul Ability Points can be spent to acquire this spell.
Icebolt Character can cast a freezing ray from their fingertips. Frost ray is a Ice Attack with a Range of 30 feet. Soul -vs- Body. Freezing Ray is a Contact Action and even if the spell deals no damage objects enter the Cold state.
-Spell Type: Ice
-2 Mind or Soul Ability Points can be spent to acquire this spell
Levitate: Character can levitate. Levitate can be used to lift and move the caster 10 feet per turn of combat (or every 6 seconds) as an Action. Casting Levitate will allow characters to take one Levitation Move Action for free when they cast it. Levitate requires a Subaction at the beginning of every turn to maintain, and if this Subaction is not use the character will fall and Levitate is cancelled.
-Spell Type: Enhance
-2 Mind or Soul Ability Points can be spent to acquire this spell
(Example: A Spellcaster 5 would get 10 rounds of flight.)
Lightningbolt Character can cast a lightning bolt from their fingertips. Lightningbolt is an Electrical Attack with a range of 30 feet. Soul -vs- Body. If a Lightningbolt Attack Clash is successful, the caster may choose to made another Lightningbolt Attack Clash with a Negative Modifier equal to half the total Clash Score of the previous Lightningbolt Attack (including all Modifiers) on the initial target.
-Spell Type: Electric
-2 Mind or Soul Ability Points can be spent to acquire this spell
Magical Armor: Character can conjure magical defensive garments that take the form of their choosing. Magical Armor has a Health equal to the caster's Soul Score. All Health damage that would be dealt to the caster by Physical Clashes is dealt to Magical Armor instead. When Magical Armor is destroyed by a Clash any additional damage is carried over to the caster.
-Spell Type: Conjure
-2 Soul Ability Points can be spent to acquire this spell
-1 Soul Ability Point can be spent to add 2 Health Points to Magical Armor.
(Example: A Spellcaster 2 would get 4+ defensive bonus)
Spark ball: Character can conjure a palm-sized orb of electricity in their hands, which can be hurled at their foes. Spark ball is an Electric Contact Attack with a range of 30 feet. Soul -vs- Body. Upon Clash Over the target enters a Stunned state. If a Spark Ball Clash is successful, the caster may choose to made another Spark Ball Attack Clash with a Negative Modifier equal to half the total Clash Score of the previous Lightningbolt Attack (including all Modifiers) on an available target within 10 feet.
-Spell Type: Electric
-Required: Lightningbolt
-3 Mind or Soul Ability Points can be spent to acquire this spell
Transmogrify: Transform a character’s form into that of any normal animal. Soul -vs- Body. Transmogrify has a range of 30 feet. After a successful Transformation Clash the defending character enters a Transforming State and gains a Transformation Modifier equal to the Clash Over. As long as the target has a Transformation Modifier casters can continue casting Transmogrify on that target without additional spell uses. Casters must use every available Action to continue to cast Transmogrify and can not lose any Health over this period, otherwise the spell is broken. When Transmogrify is broken the Transformation Modifier will fade away 1 increment every minute, leaving behind the lingering effects of a partial transformation. Characters can also be temporarily Transmogrified willingly. Willing transmogrify effects wear off after a night’s rest, but can be made permanent if the subject consents. Character can be transformed into animals as small as a mouse or as large as a bear.
-3 Mind Ability Points can be spent to acquire this spell.
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: http://www.furaffinity.net/view/11149323/
Special Attributes: Right ‘ere!
Items: http://www.furaffinity.net/view/11149374/
Extraneous Appendix: http://www.furaffinity.net/view/11149424/
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