**This is OLD information. For Up-to-Date Gank, check here: http://www.furaffinity.net/view/11148872/ **
Gank Combat System: Actions and States
Actions
Simple Action Table:
- Quick gesture with a hand, tail, foot, head, or body posture
- Short whistle, shout, or other noise
- Saying a one syllable word
- Feeling, poking, prodding, or squirming
- Switching to a Searching state
Move Action Table:
-Walk 10 miles without stopping
-Run 1 mile without stopping
-Climb 40 feet of rope or ridged surface
-Hold breath one minute
Move Action Table - Combat:
-Move 5 feet
-Sprint 10 feet
-Jump 5 feet
-Overcome 5 feet of normal obstacle
-Perform a simple stunt (like swinging on a rope)
-Fall 10 feet
-Search 3 feet
-Draw a weapon or item
-Attack
-Recovery Action
-Resistance Clashes
Advanced Action Table - These Actions Are Not Possible Without Attributes or Equipment:
-Burrow 1 mile through loose soil without stopping
-Climb 40 feet of difficult surface
-Swim 2 miles without stopping
-Fly 20 miles without stopping
Advanced Action Table - Combat:
-Burrow 3 feet through loose soil
-Overcome 5 feet of difficult obstacle
-Swim 5 feet
-Lift off 5 feet or fly 10 feet after lifting off
Hazardous Actions - One Point of Integrity Damage is Assessed for:
-Every ten feet in excess of falling preliminary 10 feet
-Every 10 seconds breath is held in excess of one minute
Clashes
Attack: A character tries to hit somebody with something. Clash appropriate Ability Scores.
Coerce: A character tries to convince another character to do something. Clash Mind Scores. This is not an attack and deals no Integrity damage. If the coercive character wins the Clash they can convince the defending character to do one thing, provided it is not an immediate danger to them. Coercion attempts can be modified 1 point for every additional 100 gold worth of bribery.
Grapple: A character grabs and wrestles with another character. Clash Body Scores. This is not an attack and it deals no Integrity damage. The winning character gains an initial Grapple Advantage equal to the Clash Over and may choose to end the Grapple immediately. If they don’t all characters involved enter into a Grappled state.
Intimidate: A character tries to influence another character with a display of their ability. Clash the appropriate Ability Score with all defending character’s Mind Scores. This is not an attack and deals no Integrity damage. Intimidate is an Area Attack that affects all those who can be impacted by the intimidating move used.
Resist: A character attempts to overcome another’s influence over them. Resistance clashes depend on the effect a character is resisting.
Seduce: A character tries to sway another character using their sexual appeal. Clash Seduce Score with the defending character’s Mind Score. Seducing characters do not include their Mind, Body, or Soul scores in their Clash attempts, unless otherwise indicated. This is not an attack and deals no Integrity damage. After a successful Seduction Attack the defending character is in a Seduced state.
Throw Attack: Any object that can be held in one hand can be thrown as an Attack with a range of 10 + Body Ability Score feet. Remove any modifiers an item may grant a character for other attacks from Throw Attack. The Attack Type of a Throw Attack is Blunt, no matter the item, unless indicated otherwise.
Attack Types
Area: An attack that targets all characters within a certain area.
Blunt: The attack hits with direct blunt force.
Chemical: A Contact Attack with a liquid base. Chemical Attacks will splash on to characters immediately adjacent to their target. Reactions can be made automatically in response to splash effects, with no clash necessary.
Cold: A Contact Attack that puts all objects into a Cold state.
Contact: An attack that just touches its target. Contact attacks deal no Integrity damage.
Fire: A Contact Attack that puts all flammable objects into a Fire state.
Gas: A Contact and Area Attack.
Magic: Any attack with a magical component. This only applies to spells with a direct magical effect on their target; spells like ‘Firebolt’ summon fire with magic but are not Magic Attacks.
Melee: Any attack that is right next to a defending character is a Melee attack. Ranged Attacks against immediately adjacent characters are still considered Ranged Attacks, but defending characters may respond as if they were Melee Attacks.
Piercing: An attack with a thin, thrusting point or a small, speedy projectile.
Ranged: An attack made from a distance against a specified target or targets.
Sharp: An attack with a blade or other cleaving weapon.
States
Cold: A character has one or more Cold Points. Every Cold Point is a negative 1 modifier to Mind and Body. Cold points and additional cold effects will remain until the character can recover in a warm environment for one minute per Cold Point. Being in a cold environment adds 1 Cold Point every hour. When accumulated Cold Points total either a character’s Mind or Body score than any additional Cold Points that would be assessed are not, and instead that much damage is dealt to their Integrity.
Concealed: A character is hidden from sight, either behind an object or by complete darkness. While in this state they can not be seen or targeted. The location of a Concealed character is revealed when another character Searching for them gets a Clue of their whereabouts. If a Concealed character performs a Move Action or Reaction while concealed they will give a Clue to their whereabouts. After a Clue characters in the vicinity Searching for them will discover, within 10 feet, where they are. After a Clue any character not Searching for them will be clued in that they perhaps should start, but will not know where they are.
Confused: A character is perplexed by current events. Confused characters get a negative modifier equal to half their Mind Score, rounded down. A Recovery Action can be taken to remove this effect, unless otherwise indicated.
Controlled: A controlled character must obey any requests made by the character controlling them. This includes potentially dangerous actions. They can not attack the character controlling them. They may act normally otherwise, but any commands given to them by the character controlling them must be obeyed for the entirety of their controlled state.
Exhausted: A character is drained of all their ability and is unable to attempt Move Actions. If in no other state, a character with an Integrity of 0 or lower will always be Exhausted. Two or more Simple Actions can be combined together to accomplish some Move Actions that could be completed in multiple turns, like communication, potion drinking, and walking (stumbling). Move Actions that require one turn of full body commitment to complete, like running, stunts, and attacks, can not be attempted. Characters can leave Exhaustion with a Recovery Action if their Integrity is above 0. When Exhausted, Integrity can be restored after a night’s rest.
Fire: Items that are flammable will catch on fire whenever they are hit by a Fire Attack. When this happens they gain 1 Fire Point. The total amount of Fire Points on an object doubles at the end of every turn that the object is on fire, or outside of combat every six seconds. Items have varying amounts of fire damage they can sustain before being destroyed. The average article of clothing has a Fire Rating of 10, the average wooden object has a Fire Rating of 20, and the average flammable wall or roof has a Fire Rating of 100. A bucket of water will extinguish 10 Fire Points and full submersion extinguishes all Fire Points. A Recovery Action can also be made to extinguish five Fire Points. Characters are not typically considered flammable, however characters wearing items or directly in an area on fire share the Fire Points of that item or area in that case they lose 1 Integrity Point every time they gain 10 shared Fire Points (this starts at 10). Wet items can sustain three fire attacks before catching fire.
Grappled: After a successful Grapple Clash, all characters involved enter a Grapple state. Grapples are won and lost by the Grapple Advantage and Grapples can not be broken by a character at a disadvantage. The initial Grapple Advantage is equal to the Clash Over of the engaging Grapple Move. During each grappled character’s turn they can make another Grapple Move, with the Clash Over adding to their advantage or reducing their disadvantage. A Grapple is won when a character’s Grapple Advantage exceeds an opposing character’s Body Score. When that occurs the losing character enters an Exhausted state and their Integrity is reduced to 0.
While in a Grapple, all engaged characters will have at least one of their limbs and all of their attention occupied by their partners. Because of this, Grappled characters are Prone to attacks by all other characters outside of the grapple and, in the event of a character with an advantage losing a point of Integrity, will have the Grapple broken. Characters at an advantage in a grapple can choose to pin a particular limb, silence, or blind a partner. Those parts can be freed with an advantageous Grapple Move from the other character. Other Actions can also be made while in a Grapple if the appropriate body parts are free to do so.
Injured: When a character sustains an injury they amass Injury Points related to that specific injury, in addition to other injury effects. Those other injury effects are multiplied for every Injury Point. One Injury Point is removed for every full night’s rest.
Insane: A character’s mind is almost entirely lost. The character can only make a willful Action once every hour. For all other moments they are at the whims of madness.
Intimidated: After a successful Intimidate Clash, the defending character enters an Intimidated state and receives Intimidation Points equal to the Clash Over of that initial Intimidation Action. Intimidated characters receive a negative modifier equal to their Intimidation Points on all Attacks made against the character that Intimidated them. Intimidation Points disappear at the end of the intimidated character’s next turn, unless otherwise indicated. If Intimidation Points equal a character’s Mind Score all additional Intimidation Points will deal Integrity damage like an Attack would. If Integrity reaches 0 as a result of Intimidation the character enters a Scared State. If a character is Intimidated into Absolution they are driven Insane.
Off-Balance: Agility attributes and modifiers can not be used until after another Move Action is attempted.
Prone/Bound: A character unable to move freely. Prone/Bound characters get a negative modifier equal to half their Body Score, rounded down. A Recovery Action can be taken to remove this effect, if able. The character may also have other Move Actions inhibited by this state. Agility-based attributes and modifiers can not be used. Characters lying on the ground or backed into a wall are considered Prone.
-Tressed: A special state of Bound in which a character is additionally affected by Exhaustion.
Scared: A character can attempt no other willful actions until they make a Recovery Action. If their Integrity is 0 or lower, they will be unable to make a Recovery Action for 1 turn for every point of Integrity they are below 1. If a character is scared into Absolution they are driven Insane.
Searching: A character is looking for a Concealed object. While Searching characters can only make Simple actions and cover a total of 3 feet of space per second. Making other Actions or moving quicker will cause a character to leave the Searching state. If a character uncovers a Clue to a Concealed object while Searching they will know, within 10 feet, where it is.
Seduced: After a successful Seduce Clash, the defending character enters a Seduced state and receives Seduction Points equal to the Clash Over pf that initial Seduction Action. Seduced characters can not make willful clashes against their Seducer, but they may attempt a Mind Clash break the seduction. If they lose this clash the Clash Under is added to their Seduction Points. Seduction Points disappear when seduction ends, unless otherwise indicated. Seduction is also broken by Integrity damage dealt to either the seducer or the seduced by external forces. If Seduction Points equal a character’s Mind Score additional Seduction Actions will deal Integrity damage like an Attack would. If Integrity reaches 0 as a result of Seduction the character enters a Controlled State. If a character is Seduced into Absolution they can never leave the Controlled state.
Stinky: A character stinks. Stinky characters can not be Concealed.
Stunned: A character must replace their next Move Action or Reaction with a Recovery Action.
Transformed: When a character’s Integrity is reduced to 0 or lower by a transformation effect that character is fully transformed. Fully transformed characters take on the total characteristics of their new form, including all limitations that may have for their strength, intelligence, and mobility. This may restrict their actions, attributes, and abilities with negative modifiers. A full night’s rest will restore transformed characters to 1 Integrity, unless they are transformed to the point of Absolution, in which case the transformation is permanent.
Transforming: A character is being transformed. After a successful Transformation Clash, the defending character is transformed by an amount of Transformation Points equal to the Clash Over of that initial Transformation Action. A character must remove all Transformation Points to break free of the transformation. Transforming characters can use a Resist Action to resist their transformation with a Soul Clash. Transforming characters receive modifiers to their Mind and Body Scores equal to their Transformation Points. These modifiers can not be less than or greater than the Mind and Body Scores of the animal they are transforming into. If Transformation Points equal a character’s Body Score additional Transformation Points will deal Integrity damage like an Attack would. If Integrity reaches 0 as a result of Transformation the character is Transformed.
Unconscious: A character can not make willful actions. Unconscious characters are also in a Prone state. Characters will wake from unconsciousness if their Integrity is above 1 with a natural Recovery Action. If it is 0 or lower they will wake up 10 minutes after falling unconscious for each point their Integrity is below 1. If they are knocked unconscious into Absolution they will be put into a comatose state, during which they will be unable to recover Integrity through rest. Integrity can be restored through other means.
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 anything 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/10615367
Actions and States: Right 'ere!
Natural and Common Attributes: http://www.furaffinity.net/view/10616207/
Special Attributes: http://www.furaffinity.net/view/10616361/
Items: http://www.furaffinity.net/view/10616430/
Extraneous Appendix: http://www.furaffinity.net/view/10616486/
Gank Combat System: Actions and States
Actions
Simple Action Table:
- Quick gesture with a hand, tail, foot, head, or body posture
- Short whistle, shout, or other noise
- Saying a one syllable word
- Feeling, poking, prodding, or squirming
- Switching to a Searching state
Move Action Table:
-Walk 10 miles without stopping
-Run 1 mile without stopping
-Climb 40 feet of rope or ridged surface
-Hold breath one minute
Move Action Table - Combat:
-Move 5 feet
-Sprint 10 feet
-Jump 5 feet
-Overcome 5 feet of normal obstacle
-Perform a simple stunt (like swinging on a rope)
-Fall 10 feet
-Search 3 feet
-Draw a weapon or item
-Attack
-Recovery Action
-Resistance Clashes
Advanced Action Table - These Actions Are Not Possible Without Attributes or Equipment:
-Burrow 1 mile through loose soil without stopping
-Climb 40 feet of difficult surface
-Swim 2 miles without stopping
-Fly 20 miles without stopping
Advanced Action Table - Combat:
-Burrow 3 feet through loose soil
-Overcome 5 feet of difficult obstacle
-Swim 5 feet
-Lift off 5 feet or fly 10 feet after lifting off
Hazardous Actions - One Point of Integrity Damage is Assessed for:
-Every ten feet in excess of falling preliminary 10 feet
-Every 10 seconds breath is held in excess of one minute
Clashes
Attack: A character tries to hit somebody with something. Clash appropriate Ability Scores.
Coerce: A character tries to convince another character to do something. Clash Mind Scores. This is not an attack and deals no Integrity damage. If the coercive character wins the Clash they can convince the defending character to do one thing, provided it is not an immediate danger to them. Coercion attempts can be modified 1 point for every additional 100 gold worth of bribery.
Grapple: A character grabs and wrestles with another character. Clash Body Scores. This is not an attack and it deals no Integrity damage. The winning character gains an initial Grapple Advantage equal to the Clash Over and may choose to end the Grapple immediately. If they don’t all characters involved enter into a Grappled state.
Intimidate: A character tries to influence another character with a display of their ability. Clash the appropriate Ability Score with all defending character’s Mind Scores. This is not an attack and deals no Integrity damage. Intimidate is an Area Attack that affects all those who can be impacted by the intimidating move used.
Resist: A character attempts to overcome another’s influence over them. Resistance clashes depend on the effect a character is resisting.
Seduce: A character tries to sway another character using their sexual appeal. Clash Seduce Score with the defending character’s Mind Score. Seducing characters do not include their Mind, Body, or Soul scores in their Clash attempts, unless otherwise indicated. This is not an attack and deals no Integrity damage. After a successful Seduction Attack the defending character is in a Seduced state.
Throw Attack: Any object that can be held in one hand can be thrown as an Attack with a range of 10 + Body Ability Score feet. Remove any modifiers an item may grant a character for other attacks from Throw Attack. The Attack Type of a Throw Attack is Blunt, no matter the item, unless indicated otherwise.
Attack Types
Area: An attack that targets all characters within a certain area.
Blunt: The attack hits with direct blunt force.
Chemical: A Contact Attack with a liquid base. Chemical Attacks will splash on to characters immediately adjacent to their target. Reactions can be made automatically in response to splash effects, with no clash necessary.
Cold: A Contact Attack that puts all objects into a Cold state.
Contact: An attack that just touches its target. Contact attacks deal no Integrity damage.
Fire: A Contact Attack that puts all flammable objects into a Fire state.
Gas: A Contact and Area Attack.
Magic: Any attack with a magical component. This only applies to spells with a direct magical effect on their target; spells like ‘Firebolt’ summon fire with magic but are not Magic Attacks.
Melee: Any attack that is right next to a defending character is a Melee attack. Ranged Attacks against immediately adjacent characters are still considered Ranged Attacks, but defending characters may respond as if they were Melee Attacks.
Piercing: An attack with a thin, thrusting point or a small, speedy projectile.
Ranged: An attack made from a distance against a specified target or targets.
Sharp: An attack with a blade or other cleaving weapon.
States
Cold: A character has one or more Cold Points. Every Cold Point is a negative 1 modifier to Mind and Body. Cold points and additional cold effects will remain until the character can recover in a warm environment for one minute per Cold Point. Being in a cold environment adds 1 Cold Point every hour. When accumulated Cold Points total either a character’s Mind or Body score than any additional Cold Points that would be assessed are not, and instead that much damage is dealt to their Integrity.
Concealed: A character is hidden from sight, either behind an object or by complete darkness. While in this state they can not be seen or targeted. The location of a Concealed character is revealed when another character Searching for them gets a Clue of their whereabouts. If a Concealed character performs a Move Action or Reaction while concealed they will give a Clue to their whereabouts. After a Clue characters in the vicinity Searching for them will discover, within 10 feet, where they are. After a Clue any character not Searching for them will be clued in that they perhaps should start, but will not know where they are.
Confused: A character is perplexed by current events. Confused characters get a negative modifier equal to half their Mind Score, rounded down. A Recovery Action can be taken to remove this effect, unless otherwise indicated.
Controlled: A controlled character must obey any requests made by the character controlling them. This includes potentially dangerous actions. They can not attack the character controlling them. They may act normally otherwise, but any commands given to them by the character controlling them must be obeyed for the entirety of their controlled state.
Exhausted: A character is drained of all their ability and is unable to attempt Move Actions. If in no other state, a character with an Integrity of 0 or lower will always be Exhausted. Two or more Simple Actions can be combined together to accomplish some Move Actions that could be completed in multiple turns, like communication, potion drinking, and walking (stumbling). Move Actions that require one turn of full body commitment to complete, like running, stunts, and attacks, can not be attempted. Characters can leave Exhaustion with a Recovery Action if their Integrity is above 0. When Exhausted, Integrity can be restored after a night’s rest.
Fire: Items that are flammable will catch on fire whenever they are hit by a Fire Attack. When this happens they gain 1 Fire Point. The total amount of Fire Points on an object doubles at the end of every turn that the object is on fire, or outside of combat every six seconds. Items have varying amounts of fire damage they can sustain before being destroyed. The average article of clothing has a Fire Rating of 10, the average wooden object has a Fire Rating of 20, and the average flammable wall or roof has a Fire Rating of 100. A bucket of water will extinguish 10 Fire Points and full submersion extinguishes all Fire Points. A Recovery Action can also be made to extinguish five Fire Points. Characters are not typically considered flammable, however characters wearing items or directly in an area on fire share the Fire Points of that item or area in that case they lose 1 Integrity Point every time they gain 10 shared Fire Points (this starts at 10). Wet items can sustain three fire attacks before catching fire.
Grappled: After a successful Grapple Clash, all characters involved enter a Grapple state. Grapples are won and lost by the Grapple Advantage and Grapples can not be broken by a character at a disadvantage. The initial Grapple Advantage is equal to the Clash Over of the engaging Grapple Move. During each grappled character’s turn they can make another Grapple Move, with the Clash Over adding to their advantage or reducing their disadvantage. A Grapple is won when a character’s Grapple Advantage exceeds an opposing character’s Body Score. When that occurs the losing character enters an Exhausted state and their Integrity is reduced to 0.
While in a Grapple, all engaged characters will have at least one of their limbs and all of their attention occupied by their partners. Because of this, Grappled characters are Prone to attacks by all other characters outside of the grapple and, in the event of a character with an advantage losing a point of Integrity, will have the Grapple broken. Characters at an advantage in a grapple can choose to pin a particular limb, silence, or blind a partner. Those parts can be freed with an advantageous Grapple Move from the other character. Other Actions can also be made while in a Grapple if the appropriate body parts are free to do so.
Injured: When a character sustains an injury they amass Injury Points related to that specific injury, in addition to other injury effects. Those other injury effects are multiplied for every Injury Point. One Injury Point is removed for every full night’s rest.
Insane: A character’s mind is almost entirely lost. The character can only make a willful Action once every hour. For all other moments they are at the whims of madness.
Intimidated: After a successful Intimidate Clash, the defending character enters an Intimidated state and receives Intimidation Points equal to the Clash Over of that initial Intimidation Action. Intimidated characters receive a negative modifier equal to their Intimidation Points on all Attacks made against the character that Intimidated them. Intimidation Points disappear at the end of the intimidated character’s next turn, unless otherwise indicated. If Intimidation Points equal a character’s Mind Score all additional Intimidation Points will deal Integrity damage like an Attack would. If Integrity reaches 0 as a result of Intimidation the character enters a Scared State. If a character is Intimidated into Absolution they are driven Insane.
Off-Balance: Agility attributes and modifiers can not be used until after another Move Action is attempted.
Prone/Bound: A character unable to move freely. Prone/Bound characters get a negative modifier equal to half their Body Score, rounded down. A Recovery Action can be taken to remove this effect, if able. The character may also have other Move Actions inhibited by this state. Agility-based attributes and modifiers can not be used. Characters lying on the ground or backed into a wall are considered Prone.
-Tressed: A special state of Bound in which a character is additionally affected by Exhaustion.
Scared: A character can attempt no other willful actions until they make a Recovery Action. If their Integrity is 0 or lower, they will be unable to make a Recovery Action for 1 turn for every point of Integrity they are below 1. If a character is scared into Absolution they are driven Insane.
Searching: A character is looking for a Concealed object. While Searching characters can only make Simple actions and cover a total of 3 feet of space per second. Making other Actions or moving quicker will cause a character to leave the Searching state. If a character uncovers a Clue to a Concealed object while Searching they will know, within 10 feet, where it is.
Seduced: After a successful Seduce Clash, the defending character enters a Seduced state and receives Seduction Points equal to the Clash Over pf that initial Seduction Action. Seduced characters can not make willful clashes against their Seducer, but they may attempt a Mind Clash break the seduction. If they lose this clash the Clash Under is added to their Seduction Points. Seduction Points disappear when seduction ends, unless otherwise indicated. Seduction is also broken by Integrity damage dealt to either the seducer or the seduced by external forces. If Seduction Points equal a character’s Mind Score additional Seduction Actions will deal Integrity damage like an Attack would. If Integrity reaches 0 as a result of Seduction the character enters a Controlled State. If a character is Seduced into Absolution they can never leave the Controlled state.
Stinky: A character stinks. Stinky characters can not be Concealed.
Stunned: A character must replace their next Move Action or Reaction with a Recovery Action.
Transformed: When a character’s Integrity is reduced to 0 or lower by a transformation effect that character is fully transformed. Fully transformed characters take on the total characteristics of their new form, including all limitations that may have for their strength, intelligence, and mobility. This may restrict their actions, attributes, and abilities with negative modifiers. A full night’s rest will restore transformed characters to 1 Integrity, unless they are transformed to the point of Absolution, in which case the transformation is permanent.
Transforming: A character is being transformed. After a successful Transformation Clash, the defending character is transformed by an amount of Transformation Points equal to the Clash Over of that initial Transformation Action. A character must remove all Transformation Points to break free of the transformation. Transforming characters can use a Resist Action to resist their transformation with a Soul Clash. Transforming characters receive modifiers to their Mind and Body Scores equal to their Transformation Points. These modifiers can not be less than or greater than the Mind and Body Scores of the animal they are transforming into. If Transformation Points equal a character’s Body Score additional Transformation Points will deal Integrity damage like an Attack would. If Integrity reaches 0 as a result of Transformation the character is Transformed.
Unconscious: A character can not make willful actions. Unconscious characters are also in a Prone state. Characters will wake from unconsciousness if their Integrity is above 1 with a natural Recovery Action. If it is 0 or lower they will wake up 10 minutes after falling unconscious for each point their Integrity is below 1. If they are knocked unconscious into Absolution they will be put into a comatose state, during which they will be unable to recover Integrity through rest. Integrity can be restored through other means.
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 anything 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/10615367
Actions and States: Right 'ere!
Natural and Common Attributes: http://www.furaffinity.net/view/10616207/
Special Attributes: http://www.furaffinity.net/view/10616361/
Items: http://www.furaffinity.net/view/10616430/
Extraneous Appendix: http://www.furaffinity.net/view/10616486/
Category Artwork (Digital) / Miscellaneous
Species Unspecified / Any
Size 500 x 500px
File Size 43.9 kB
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