**This is OLD information. For Up-to-Date Gank, check here: http://www.furaffinity.net/view/11148872/ **
Gank Combat System: Special Attributes
Agility Attributes
Attack, Sneak: The first attack this character makes while in a Concealed state on 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 by characters that have been discovered by Searching.
-6 Agility Points can be spent to gain Sneak Attack. Gain a Skill Point.
-Use 1 Skill Point to make this attack
-Requirements: Evasion, Minimum of 1 Agility Point
Enhanced Agility: Can make two different Move Actions during their turn. They must be two different Actions and can not both be Attacks.
-2 Agility Points can be spent to gain Enhanced Agility. Can not be purchased multiple times.
Enhanced Endurance: Can move an additional unit of maximum distance without stopping.
-2 Agility Points can be spent to gain Enhanced Endurance. Stacks.
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.
-2 Agility Points can be spent to gain Evasion.
Reaction, Dodge: Characters with at least one Agility Point gain the Reaction Dodge. A dodge can be made in response to any Body Clash and adds the character’s Agility Score as a modifier. A successful Dodge avoids Contact Attacks.
-Requirements: Minimum of 1 Agility Point
Grapple Attributes
Attack, Consume: While grappled, a character can use Consume as a Grapple Action to try to swallow the opposing character whole. Each successful Consume Action 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.
-6 Grapple Points can be spent to gain this Attribute. Gain 1 Skill Point.
-Use 1 Skill Point to attempt Consume. Following Consume attempts do not require the use of a Skill Point. Return the Skill Point if the initial attack fails or after regurgitation.
-Requirements: Minimum of 1 Grapple Point
Intimidate Attributes
Intimidating Aura: All characters that enter within 10 feet must defend against an Intimidation Action at the beginning of their turn.
-1 Skill Point can be spent to gain this attribute.
-1 Magic Attribute Point can be spent to increase the Intimidating Aura’s area of effect by 1 foot.
-Requirements: Minimum of 1 Intimidate Point
Seduce Attributes
Trap: Seduction Advantage is not lost after a seduced character discovers true sexual identity.
-2 Seduce Points can be spent to gain this Attribute.
-Requirements: Minimum of 1 Seduce Point
Spellcaster Attributes
Augment: Add 3 to the Clash Score of any one spell. This is a permanent augmentation.
-1 Mind Ability Point or 1 Soul Ability Point can be spent on Augmentation.
-Requirements: Spellcaster
Focus Magic: Focus Magic can be used as an Move Action to add a modifier equal to the caster’s Soul Score to their next Action. If their Integrity is reduced before attempting that action the Focus Magic effect is lost.
-3 Soul Ability Points can be spent to gain this Attribute. Gain 1 Skill Point.
-Requirements: Spellcaster
Spells: Common
Firebolt: Character can cast a bolt of fire from their fingertips. Firebolt is a Fire Attack with a Range of 30 feet. Fire is a Contact Attack and even if the spell deals no damage flammable objects enter the Fire state.
-Spell Type: Fire
-3 Mind Ability Points can be spent to gain this Attribute. Gain 1 Skill Point.
-Use 1 Skill Point to cast this spell.
-Requirements: Spellcaster
Transmogrify: Transform a character’s form into that of any normal animal. Transmogrify is a Magic Action with a range of 30 feet. Transmogrify is not an attack and deals no Integrity damage. After a successful Transmogrify Clash the defending character enters a Transforming state and gains Transformation points equal to the Clash Over. As long as the target has Transformation Points casters can continue casting Transmogrify on them without using additional Skill Points. They must use every available Action to continue to cast Transmogrify and can not lose any Integrity, otherwise the spell is broken. When Transmogrify is broken Transformation Points it caused disappear. Characters can also be temporarily Transmogrified willingly. Willing transmogrify effects wear off after a night’s rest, but can be made permanent. Characters can be transformed into animals as small as a mouse or as large as a bear.
-3 Mind Ability Points can be spent to gain this Attribute. Gain 1 Skill Point.
-Use 1 Skill Point to cast this spell.
-Requirements: Spellcaster
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: http://www.furaffinity.net/view/10616207/
Special Attributes: Right 'ere!
Items: http://www.furaffinity.net/view/10616430/
Extraneous Appendix: http://www.furaffinity.net/view/10616486/
Gank Combat System: Special Attributes
Agility Attributes
Attack, Sneak: The first attack this character makes while in a Concealed state on 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 by characters that have been discovered by Searching.
-6 Agility Points can be spent to gain Sneak Attack. Gain a Skill Point.
-Use 1 Skill Point to make this attack
-Requirements: Evasion, Minimum of 1 Agility Point
Enhanced Agility: Can make two different Move Actions during their turn. They must be two different Actions and can not both be Attacks.
-2 Agility Points can be spent to gain Enhanced Agility. Can not be purchased multiple times.
Enhanced Endurance: Can move an additional unit of maximum distance without stopping.
-2 Agility Points can be spent to gain Enhanced Endurance. Stacks.
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.
-2 Agility Points can be spent to gain Evasion.
Reaction, Dodge: Characters with at least one Agility Point gain the Reaction Dodge. A dodge can be made in response to any Body Clash and adds the character’s Agility Score as a modifier. A successful Dodge avoids Contact Attacks.
-Requirements: Minimum of 1 Agility Point
Grapple Attributes
Attack, Consume: While grappled, a character can use Consume as a Grapple Action to try to swallow the opposing character whole. Each successful Consume Action 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.
-6 Grapple Points can be spent to gain this Attribute. Gain 1 Skill Point.
-Use 1 Skill Point to attempt Consume. Following Consume attempts do not require the use of a Skill Point. Return the Skill Point if the initial attack fails or after regurgitation.
-Requirements: Minimum of 1 Grapple Point
Intimidate Attributes
Intimidating Aura: All characters that enter within 10 feet must defend against an Intimidation Action at the beginning of their turn.
-1 Skill Point can be spent to gain this attribute.
-1 Magic Attribute Point can be spent to increase the Intimidating Aura’s area of effect by 1 foot.
-Requirements: Minimum of 1 Intimidate Point
Seduce Attributes
Trap: Seduction Advantage is not lost after a seduced character discovers true sexual identity.
-2 Seduce Points can be spent to gain this Attribute.
-Requirements: Minimum of 1 Seduce Point
Spellcaster Attributes
Augment: Add 3 to the Clash Score of any one spell. This is a permanent augmentation.
-1 Mind Ability Point or 1 Soul Ability Point can be spent on Augmentation.
-Requirements: Spellcaster
Focus Magic: Focus Magic can be used as an Move Action to add a modifier equal to the caster’s Soul Score to their next Action. If their Integrity is reduced before attempting that action the Focus Magic effect is lost.
-3 Soul Ability Points can be spent to gain this Attribute. Gain 1 Skill Point.
-Requirements: Spellcaster
Spells: Common
Firebolt: Character can cast a bolt of fire from their fingertips. Firebolt is a Fire Attack with a Range of 30 feet. Fire is a Contact Attack and even if the spell deals no damage flammable objects enter the Fire state.
-Spell Type: Fire
-3 Mind Ability Points can be spent to gain this Attribute. Gain 1 Skill Point.
-Use 1 Skill Point to cast this spell.
-Requirements: Spellcaster
Transmogrify: Transform a character’s form into that of any normal animal. Transmogrify is a Magic Action with a range of 30 feet. Transmogrify is not an attack and deals no Integrity damage. After a successful Transmogrify Clash the defending character enters a Transforming state and gains Transformation points equal to the Clash Over. As long as the target has Transformation Points casters can continue casting Transmogrify on them without using additional Skill Points. They must use every available Action to continue to cast Transmogrify and can not lose any Integrity, otherwise the spell is broken. When Transmogrify is broken Transformation Points it caused disappear. Characters can also be temporarily Transmogrified willingly. Willing transmogrify effects wear off after a night’s rest, but can be made permanent. Characters can be transformed into animals as small as a mouse or as large as a bear.
-3 Mind Ability Points can be spent to gain this Attribute. Gain 1 Skill Point.
-Use 1 Skill Point to cast this spell.
-Requirements: Spellcaster
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: http://www.furaffinity.net/view/10616207/
Special Attributes: Right 'ere!
Items: http://www.furaffinity.net/view/10616430/
Extraneous Appendix: http://www.furaffinity.net/view/10616486/
Category Artwork (Digital) / Miscellaneous
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