**This is OLD information. For Up-to-Date Gank, check here: http://www.furaffinity.net/view/11148872/ **
Gank Combat System: Natural and Common Attributes
Natural Attributes: Species
Bear (Generic): +5 Permanent Modifier to Body Clashes, Roar
+5 Permanent Modifier to Body Clashes
Bird (Generic): +3 Mind or Soul Ability Points or Wings or HyperEgg
+2 Mind or Soul Ability Points
Cat (Generic): +5 Agility or Seduction Attribute Points
-+5 Agility or Seduction Attribute Points
Dog (Generic): +3 Ability Points (distributed at will), Natural Bark
-+2 Ability Points (distributed at will)
Changeling: Ability Points can be spent on Natural Abilities at the rate of 5 per Ability.
-Morph
Fox: +3 Magic Ability Points or +5 Seduction Attribute Points
-+2 Magic Ability Points or +5 Seduction Attribute Points
Mockingbird: +3 Body Ability Points or Wings or HyperEgg
-Vocal Mimicry
Pangolin: Natural Armor, Burrow, Protective Ball, Prehensile Tail
-Stink Spray, Long Tongue
Tiger: +5 Permanent Modifier to Body Clashes, Roar
-+5 Agility Attribute Points
Skunk: +3 Mind Ability Points or +5 Agility Attribute
-Natural Stink Spray
Weasel: +3 Mind Ability Points
-+5 Agility Attribute Points
Wolf: +5 Permanent Modifier to Body Clashes, Howl
-+5 Intimidate Attribute Points
Hybrid: Primary stats of first species.
-Secondary stats of second species.
Natural Attributes: Body Type
Burly: +5 Permanent Modifier to Body Clashes
Barrel: +10 Permanent Modifier to Defensive Body Clashes
Spright: +5 Agility Attribute
Saucy: +5 Seduction Attribute
Gaunt: +1 Skill Point
Rubber: Can change solid physical shape
-Can not catch Fire (melts at Absolution)
-Can leave Transformed State at will (until Absolution)
-Double Cold effects and Integrity damage
-Double Integrity damage by sharp weapons
-Double Chemical effects and Integrity damage
-Half Gas effects and Integrity damage
-Half Integrity Damage by blunt weapons
-Receives no benefits from Species
-Magical Construct
-Ability Points can be spent on Natural Abilities at the rate of 5 per Ability.
Natural Attributes: Sexual Preference
Straight: Double Seduction Clash Scores made against this character by the opposite sex
-Double Seduction Clash Scores of this character against the same sex
Gay: Double Seduction Attack Scores made against by the same sex
-Double Seduction Clash Scores of this character against the opposite sex
Bisexual: -
Strange: Triple Seduction Clash Scores made against this character by strange sexes
-Double Seduction Clash Scores of this character against normal sexes
Natural Attributes: General
Bark: Can use a Simple 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: Move 3 feet through loose soil in combat, burrow 1 mile without stopping.
HyperEgg: 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 Move 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 Integrity 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 modifiers. The egg’s starting Natural Armor score is 0.
-1 Body Ability Point can be spent to buy 2 Natural Armor Points for Egg.
Exaggerate: Can extend the length of any limb to 3 times its normal length. While extended the extremity has a negative modifier equal to half the Body Ability Score, rounded down.
Howl: Can use a Move Action to make a loud cry that can be heard 20 miles in the open air by normal characters, 50 miles by wolves. This cry can communicate identity and emotional state to other wolves. Howl can be considered a Battle Cry.
Long Tongue: Character has a long tongue. All Clashes made with an extended tongue receive a Negative Modifier equal to half the character’s Body Ability Score, rounded down. 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: 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.
Morph: Can take the shape of another species or sex as a Move 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 Movements, like flight or burrow, without gaining that Attribute. Can not morph into unusual species or sexes like Changeling or Rubber.
-1 Body Ability Point can be spent on Natural Attributes available to a species. 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: Can take the shape of inanimate objects of a matching size with a Move Action. Character enters the Concealed state. The character takes an approximate form of the object, but does not become that object, so any discrepancies will be a clue to their hidden identity.
Mimic: Can use a Move 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 their personality, other characters may be clued to their true identities.
Prehensile Tail: 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 the Exaggerate Natural Ability. If a prehensile tail is used in addition to another Grapple Action than its separate Grapple Action is added as a modifier to that attempt.
Protective Ball: Can use a Move 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: Can use an Move Action to make a loud bellow that can be heard 10 miles in the open air. Roar can be considered a Battle Cry.
Stink Spray: Can use to make a Chemical Attack with a range of 30 feet. Chemical is a Contact Attack and deals no Integrity damage. If Clash Over is triple the current Integrity score of the defending character that character is knocked Unconscious for 1 minute. Otherwise the defending character is Stunned. All items and characters hit by natural 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.
-1 Skill Point is used to make a Stink Spray Attack.
Tail Maw: There is a mouth at the end of your tail. Tail maw can make a Bite Attack or Grapple Move. Tail mouths can make noises, but can not talk without additional Attributes or effects.
Vocal Mimicry: 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 mistakes, like mimicking a noise that is not appropriate in a given circumstance or saying something a mimicked character would not normally say. 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: 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 Move Actions to fly or they will immediately fall.
Natural Attributes: Common
Agility: Agility Point Scores are added to Agility Actions. Characters with at least one Agility Point gain the Dodge Reaction.
-1 Body Ability Point can be spent to buy 2 Agility Points.
Grapple: Grapple Point Scores are added to Grapple Actions.
-1 Mind Ability Point or 1 Body Ability Point can be spent to gain 2 Grapple Points.
Intimidate: Intimidate Point Scores are added to Intimidation Actions.
-1 Body Ability Point or 1 Soul Ability Point can be spent to gain 2 Intimidate Points.
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.
Seduce: Seduce Point Scores are the Base Score for Seduction Actions.
-1 Mind Ability Point or 1 Body Ability Point can be spent to gain 2 Seduce Points.
Soulbind: Character’s soul is bound to an object. This object gains Magical Construct (Natural Attribute). 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 Attributes the character has can be applied to the object. Characters can only Soulbind with one object.
-Shielding Object: +5 Body Defense Modifier
-Weaponry: +5 Body Attack Modifier
-Malleable: Character gains Exaggerate (Natural Attribute) through the object
-Living Creature: Character gains all Natural Attributes of that creature. The creature’s mind can be controlled when in a stable mental state. The creature’s Integrity remains independent.
-5 Magic Ability Points can be spent to Soulbind with an Object.
Spellcaster: Character can cast spells.
-2 Mind Ability Points and 2 Soul Ability Points can be spent to gain this Attribute.
Swim: Character can swim 5 feet in combat, 2 miles without stopping.
-1 Mind Ability Points 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/10615367
Actions and States: http://www.furaffinity.net/view/10615859/
Natural and Common Attributes: Right 'ere!
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: Natural and Common Attributes
Natural Attributes: Species
Bear (Generic): +5 Permanent Modifier to Body Clashes, Roar
+5 Permanent Modifier to Body Clashes
Bird (Generic): +3 Mind or Soul Ability Points or Wings or HyperEgg
+2 Mind or Soul Ability Points
Cat (Generic): +5 Agility or Seduction Attribute Points
-+5 Agility or Seduction Attribute Points
Dog (Generic): +3 Ability Points (distributed at will), Natural Bark
-+2 Ability Points (distributed at will)
Changeling: Ability Points can be spent on Natural Abilities at the rate of 5 per Ability.
-Morph
Fox: +3 Magic Ability Points or +5 Seduction Attribute Points
-+2 Magic Ability Points or +5 Seduction Attribute Points
Mockingbird: +3 Body Ability Points or Wings or HyperEgg
-Vocal Mimicry
Pangolin: Natural Armor, Burrow, Protective Ball, Prehensile Tail
-Stink Spray, Long Tongue
Tiger: +5 Permanent Modifier to Body Clashes, Roar
-+5 Agility Attribute Points
Skunk: +3 Mind Ability Points or +5 Agility Attribute
-Natural Stink Spray
Weasel: +3 Mind Ability Points
-+5 Agility Attribute Points
Wolf: +5 Permanent Modifier to Body Clashes, Howl
-+5 Intimidate Attribute Points
Hybrid: Primary stats of first species.
-Secondary stats of second species.
Natural Attributes: Body Type
Burly: +5 Permanent Modifier to Body Clashes
Barrel: +10 Permanent Modifier to Defensive Body Clashes
Spright: +5 Agility Attribute
Saucy: +5 Seduction Attribute
Gaunt: +1 Skill Point
Rubber: Can change solid physical shape
-Can not catch Fire (melts at Absolution)
-Can leave Transformed State at will (until Absolution)
-Double Cold effects and Integrity damage
-Double Integrity damage by sharp weapons
-Double Chemical effects and Integrity damage
-Half Gas effects and Integrity damage
-Half Integrity Damage by blunt weapons
-Receives no benefits from Species
-Magical Construct
-Ability Points can be spent on Natural Abilities at the rate of 5 per Ability.
Natural Attributes: Sexual Preference
Straight: Double Seduction Clash Scores made against this character by the opposite sex
-Double Seduction Clash Scores of this character against the same sex
Gay: Double Seduction Attack Scores made against by the same sex
-Double Seduction Clash Scores of this character against the opposite sex
Bisexual: -
Strange: Triple Seduction Clash Scores made against this character by strange sexes
-Double Seduction Clash Scores of this character against normal sexes
Natural Attributes: General
Bark: Can use a Simple 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: Move 3 feet through loose soil in combat, burrow 1 mile without stopping.
HyperEgg: 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 Move 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 Integrity 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 modifiers. The egg’s starting Natural Armor score is 0.
-1 Body Ability Point can be spent to buy 2 Natural Armor Points for Egg.
Exaggerate: Can extend the length of any limb to 3 times its normal length. While extended the extremity has a negative modifier equal to half the Body Ability Score, rounded down.
Howl: Can use a Move Action to make a loud cry that can be heard 20 miles in the open air by normal characters, 50 miles by wolves. This cry can communicate identity and emotional state to other wolves. Howl can be considered a Battle Cry.
Long Tongue: Character has a long tongue. All Clashes made with an extended tongue receive a Negative Modifier equal to half the character’s Body Ability Score, rounded down. 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: 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.
Morph: Can take the shape of another species or sex as a Move 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 Movements, like flight or burrow, without gaining that Attribute. Can not morph into unusual species or sexes like Changeling or Rubber.
-1 Body Ability Point can be spent on Natural Attributes available to a species. 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: Can take the shape of inanimate objects of a matching size with a Move Action. Character enters the Concealed state. The character takes an approximate form of the object, but does not become that object, so any discrepancies will be a clue to their hidden identity.
Mimic: Can use a Move 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 their personality, other characters may be clued to their true identities.
Prehensile Tail: 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 the Exaggerate Natural Ability. If a prehensile tail is used in addition to another Grapple Action than its separate Grapple Action is added as a modifier to that attempt.
Protective Ball: Can use a Move 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: Can use an Move Action to make a loud bellow that can be heard 10 miles in the open air. Roar can be considered a Battle Cry.
Stink Spray: Can use to make a Chemical Attack with a range of 30 feet. Chemical is a Contact Attack and deals no Integrity damage. If Clash Over is triple the current Integrity score of the defending character that character is knocked Unconscious for 1 minute. Otherwise the defending character is Stunned. All items and characters hit by natural 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.
-1 Skill Point is used to make a Stink Spray Attack.
Tail Maw: There is a mouth at the end of your tail. Tail maw can make a Bite Attack or Grapple Move. Tail mouths can make noises, but can not talk without additional Attributes or effects.
Vocal Mimicry: 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 mistakes, like mimicking a noise that is not appropriate in a given circumstance or saying something a mimicked character would not normally say. 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: 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 Move Actions to fly or they will immediately fall.
Natural Attributes: Common
Agility: Agility Point Scores are added to Agility Actions. Characters with at least one Agility Point gain the Dodge Reaction.
-1 Body Ability Point can be spent to buy 2 Agility Points.
Grapple: Grapple Point Scores are added to Grapple Actions.
-1 Mind Ability Point or 1 Body Ability Point can be spent to gain 2 Grapple Points.
Intimidate: Intimidate Point Scores are added to Intimidation Actions.
-1 Body Ability Point or 1 Soul Ability Point can be spent to gain 2 Intimidate Points.
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.
Seduce: Seduce Point Scores are the Base Score for Seduction Actions.
-1 Mind Ability Point or 1 Body Ability Point can be spent to gain 2 Seduce Points.
Soulbind: Character’s soul is bound to an object. This object gains Magical Construct (Natural Attribute). 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 Attributes the character has can be applied to the object. Characters can only Soulbind with one object.
-Shielding Object: +5 Body Defense Modifier
-Weaponry: +5 Body Attack Modifier
-Malleable: Character gains Exaggerate (Natural Attribute) through the object
-Living Creature: Character gains all Natural Attributes of that creature. The creature’s mind can be controlled when in a stable mental state. The creature’s Integrity remains independent.
-5 Magic Ability Points can be spent to Soulbind with an Object.
Spellcaster: Character can cast spells.
-2 Mind Ability Points and 2 Soul Ability Points can be spent to gain this Attribute.
Swim: Character can swim 5 feet in combat, 2 miles without stopping.
-1 Mind Ability Points 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/10615367
Actions and States: http://www.furaffinity.net/view/10615859/
Natural and Common Attributes: Right 'ere!
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
The system reference document for your homebrew vore-themed rpg engine, is beautiful. An inspired work that fills me with nostalgia for Orev Valley, a similar game I organized some years ago on Eka's Portal, great fun. I wish you the best of luck in this endeavor, it looks awesome so far! :3
The lips-sword is not beautiful. It's actually kinda hideous. And by kinda I mean terrifyingly.
The lips-sword is not beautiful. It's actually kinda hideous. And by kinda I mean terrifyingly.
Really interesting.
I'd say weasels could get a Seduction Option like foxes, a 'dance' natural ability, or increased 'stamina' somehow. http://youtu.be/ODEUK5sB5vE
Stoats at least hunt by singling out a target and outlasting them, or by 'dancing' to distract and move closer.
I'd say weasels could get a Seduction Option like foxes, a 'dance' natural ability, or increased 'stamina' somehow. http://youtu.be/ODEUK5sB5vE
Stoats at least hunt by singling out a target and outlasting them, or by 'dancing' to distract and move closer.
Perhaps we can make a seducing dance attribute?
It seems like dancing would be more of an Agility-based attribute, so is the Seducing Dance worked with Agility Points than the current weasel stats would still be appropriate.
Either way there's nothing stopping weasels players, or any other species for that matter, from buying Seduce Points on their own while they advance the character.
It seems like dancing would be more of an Agility-based attribute, so is the Seducing Dance worked with Agility Points than the current weasel stats would still be appropriate.
Either way there's nothing stopping weasels players, or any other species for that matter, from buying Seduce Points on their own while they advance the character.
That makes sense! The stats do seem to fit well. And a seducing dance would be cool. I think technically it's refered to as a 'war dance' which might work better here for variety: http://en.wikipedia.org/wiki/Weasel_war_dance Though I've always seen it as more hypnotic or 'seducive', at least in RP: http://aryion.com/g4/view/239622
FA+

Comments