I'd been hesitant, because of all the work I'd have to do to update the orders, the long-ass lists of favored and non-favored major racial traits. Ugg. Just book keeping on top of book keeping. So I'd been putting off doing a Fursona update, despite the fact that it's one of my best-selling and most popular products, because I knew it wouldn't be really fun for me to do.
Well, I got to thinking of how I converted Battlechangers to Pathfinder. Instead of long ass lists of alt modes, I made a modular 'build your own' alt-mode creation system and it worked great. Well received, fun to write, easy to play with.
So why not do the same for Fursona? Ditch the whole concept of Orders and racially favored major traits? Make char-gen a little quicker, include all or at least most of the options from the prior 3-5 Fursona releases (depending on what you count as part of that subline)? Even better, by cutting the bulky list of orders, I leave more room in the book for world-building information, furry story telling tropes, spells, gear, and other fun toys?
Well, lets take a look at a very rough draft of what I'm calling Ultimate Fursona. Consider this an open call for playtest. I've got a rough but usable text document that'll feed in the book. As of this morning,it has a good number of racial options, though I haven't ported in everything from the prior books yet, by any means. Right now, its all crunch, no real flavor text or world info. However, if you want to take a look at the rough draft and make some comments or ask questions, please email me at
chrisfieldotherverse@hotmail.com
Please put Ultimate Fursona Playtest in the subject line and I'll be happy to send you a rough draft, or hear your suggestions or just generally shoot the shit.
So lets take a look at some of the Ultimate Fursona racial write up. This isn't everything I've written yet, by any means, but should give you an idea of where I'm going with this racial sourcebook.
CHRIS
Begin Excerpt.....
Ultimate Fursona is a complete and comprehensive revamp of
the most popular, D20-based furry character creation system ever written!
Building furry heroes with Ultimate
Fursona is quicker, easier and more flexible than ever before. A new
character creation system reduces book-keeping, pares down a lot of unneeded
rules text, and allows for deeper, multi-faceted anthropomorphic characters.
Hybrid creatures, blending the traits of multiple animal species, are easier
than ever to imagine.
Where the first edition of Fursona defined anthropomorphic
characters by their Order (the species type they belonged to), Ultimate Fursona
allows for a more modular character creation. Players choose a unique ability
score package for their furry hero or heroine, based on its animal nature. Size
is chosen similarly, allowing for everything from Tiny rodent rogues to Huge
elephant clerics. Finally, the player chooses several Gifts of Nature for their
anthro, the amount of which is determined by the anthro’s size. Disadvantages
allow the acquisition of additional Gifts of Nature, while optional templates
offer further opportunities for customization.
Anthros
Tiny
to Huge Humanoid (Anthro)
Anthros aren’t simply one species.
Instead, the term is an umbrella for a variety of mostly interfertile, highly
adaptable and exuberant hominids with bestial traits and a partially
animalistic appearance. Anthros hail from every corner of the multiverse. Some
Anthro bloodlines are products of science: genetic uplifts from animal stock,
while others are creatures of parallel evolution on distant world, or mystical
hybrids created by sorcery.
Regardless of their origins,
Anthros marry the natural instincts and survival adaptations of the animal
kingdom with the cunning and intellect of humanity.
Appearance
Anthro appearance varies wildly. Size and body morphology is
extremely varied, from petite ermine Anthros barely larger than a human child
to hulking baleen whale Anthros whose steps shake the floor when they clamber
up onto dry land. Most are bipedal and basically humanoid, but glorious
exceptions abound, from multi-tentacled octopod Anthros to frightening
tarantula Anthros with their strange proportions, tripartite bodies and
additional arms.
The typical Anthro (if there is such a thing), is roughly
human-sized and shaped. They have animalistic skulls, though sometimes the
muzzle is shortened, giving the Anthro a somewhat more human profile. A pelt
usually covers every inch of their bodies, with the exception of the palms of
their paws and their genital region. Fur coloration, thickness and texture
varies wildly, and sometimes colors and patterns never seen in nature emerge on
the fur. Anthro tigers with thick, soft pelts of green and gold aren’t unknown,
nor are magenta rodents, nor songbirds with ice blue plumage that glows a cold
cobalt. While fur is the dominant skin covering for Anthros (hence, the race’s
most common slang epithet: furry),
other bloodlines might boast colorful plumage, a variety of reptilian and
piscine scales, or even a chitin exoskeleton.
Anatomical details vary wildly between subspecies, and
sometimes, even between individual families within an extended bloodline. For
example, some Anthro females display a pair of human-like mammae, while others
might suckle their young from a double line of small nipples running the length
of their abdomen. Additionally, many Anthros have dog-like, digitigrade legs,
while other breeds have a basically human shin and ankle structure. Other
anatomical quirks, too many to ever catalogue, differentiate rival Anthro
bloodlines.
Anthros tend to be somewhat vain, and are usually proud of
their bodies. Most dress stylishly, often mimicking human fashion (or the
fashions of another culturally dominant humanoid race), modified to fit Anthro
anatomy of course. Out of necessity, most Anthro clothing includes straps,
snaps and slits to accommodate wings, tails and other appendages. Ordinary
clothing is easily modified, and Anthro armorers are skilled at customizing
even full plate for the needs of their kind, but on high tech worlds, finding
specially modified powered armor and space suits designed to accommodate a
long, fluffy tail or impressive rack of antlers can be a struggle.
Biology and Reproduction
Though different
species, most breeds of Anthros are similar enough they can interbreed
successfully. In most cases, the hyperfertile Anthros are also capable of
bearing viable offspring with baseline humans, and possibly with other humanoid
races, such as Elves.
Most Anthros reproduce
in typical mammalian faction, giving birth to live young after a pregnancy
lasting between six and ten months. Usually, multiple births are the norm.
Egglaying Anthros, including amphibian and reptilian ‘scalies’, insectoid
‘clickies’ and avian species produce
clutches of up to a dozen eggs, of which varying numbers come to term.
Multiple Anthro species
experience a mating or rutting season, during which time they experience a
nearly perpetual arousal as well as hyper-fertility. Out of season, Anthros can
enjoy sex for pleasure, but when they enter their heat period, the urge to mate
can become nearly overwhelming. Older Anthros control their desire through
experience and willpower, but younger Anthros are edgy, distracted and prone to
violent displays to improve their place in the sexual pecking order.
As a people, Anthros
tend to be very sexually open, with few of the sexual taboos common among
non-furred races. Most of their taboos are fairly common-sense
prohibitions against crimes like rape and incest, rather than complex ethical
prohibitions. Depending on the
individual, sexual attitudes can range from wanton exhibitionism to a simple
confidence and acceptance of their own desires.
Anthros tend to be
widely accepting of homosexual and cross-species relationships. Sexual
exploration and sequential monogamy, especially among young Anthros are
accepted, and polyamorous relationships are perfectly acceptable among most
breeds. Harem relationships and pack-based family structures are common among
species as diverse as great cat Anthros and bee or other eusocial insect
Anthros.
As most Anthro
bloodlines are cross fertile, hybrids are extremely common. Hybrid Anthros are
usually the same phenotype as the mother, but often display elements of their
father’s phenotype. For example, the son of a canary Anthro mother and a stag
Anthro father might be a golden feathered avian distinguished by short, blunt
horns rising from his forehead. Pelt or body coloration and patterning changes
in complex, often unpredictable ways when breeding across Anthro breed-lines.
The one thing
virtually guaranteed in hybrid births is that the offspring will be even more
beautiful, vibrantly colored and strange, then their already beautiful parents.
Intentionally breeding for hybrid beauty and vigor is common among some noble
bloodlines, and many Anthro families consider themselves amateur eugenicists.
Lifespan
Most Anthro breeds live and die in less than a century, and
mature at a similar rate to baseline human children. Smaller breeds, such as
rabbit and songbird Anthros, live shorter lives and mature much faster than
other Anthros. Conversely, Anthros from truly massive species, such as whales,
elephants and tortoise breeds can live for several centuries. A very few Anthos,
usually products of cutting edge genetic engineering or potent magic, have
pronounced healing gifts that make them virtually ageless and immortal.
Military
Anthros can be exceedingly war-like, expansionistic and
brutal, or they can be committed pacifists. Anthro warriors take full advantage
of their natural gifts: compared to humans, they tend to be larger, stronger,
and equipped with natural weapons. Most tend to be faster or more agile as
well. More exotic gifts, ranging from winged flight to mystical abilities like
invisibility or psi-talent are displayed by a few bloodlines, and taken full
advantage of by those lucky Anthros.
Anthros are pragmatic and tactically clever. They take full
advantage of their natural gifts when they fight, and prefer to choose a
battlefield that gives them the advantage rather than fighting on an enemy’s
terms. Most are especially comfortable in the native terrain of their animal
forebears, and fight most fiercely there.
Anthros are equally adept at fighting in species-segregated
units (such as entire legion of tiger Anthro mercenaries, or a platoon’s worth
of fast moving lapine scouts) or in mixed units. Most can get along well with
other Anthro breeds, and in the rare occasion they can’t, detailed
Anthro-specific laws lay out how predator and prey species interact. (In mixed
breed Anthro societies, the necessity of such laws is obvious.)
Language
Anthro characters begin play speaking the most common
language in the campaign (often Common, English, Galactic Common or Japanese)
and one of several Anthro-specific dialects. Anthro languages have migrated
across the multiverse, with only relatively small regional differences between
realities. These Anthro languages are all considered part of the same
linguistic family. The most common Anthro languages are:
·
Furroar: An
aggressive, linguistically brutal dialect of Fursong, this language
incorporates howls, roars and other aggressive sounds. Popularized by wolf and
ursine Anthros and other predatory breeds.
·
Fursong:
A hissing, breathy language based on the vocalization of cats (with occasional
growls or barks for emphasis). The most common tongue among feline anthros, but
also common among mammalian anthros of all sorts.
·
High
Chirp: A rapid-fire string of whistles, chirps and caws, sung in a high
pitch. Popular among avian and some insectoid anthros, and even some bat
anthros have learned to sing the language. This melodious language is popular
among anthro singers of all breeds.
·
Skale: A
low, throaty and guttural language preferred by reptilian and draconic anthros.
Has some linguistic similarities to Draconic and shares some vocabulary.
Anthro characters with high INT
scores may choose any language, except for secret languages like Druidic, as
bonus languages.
Anthro Names
Anthro Religion
Anthro Racial
Traits
All Anthros have the following racial traits.
Size and Type
Anthros are Humanoids
with the Anthro subtype.
Optional Players may give their Anthro an additional subtype
appropriate to its origins, if desired. For instance, a cobra Anthro might have
the Reptilian subtype, or a human/coyote hybrid might have the Human subtype.
Players are not required to give their Anthros an additional subtype.
Players choose their Anthro’s size at character creation.
This size determines many of the Anthro’s physical characteristics. These
include the character’s base land speed, reach and number of Gifts of Nature
allowed, as well as the damage inflicted by their natural weapons.
Game Master Note
The GM is free to restrict Anthro characters to a particular
size range, as Tiny and Huge characters might be considered unbalanced in most
standard campaigns.
Anthro’s Size Category
|
Anthro’s Base Landspeed
|
Anthro’s Reach
|
Anthro’s Natural Weapons
(claw/hoof)
|
Anthro’s Natural Weapon
(gore)
|
Gifts of Nature
|
Tiny
|
10 ft
|
0 ft
|
1d3+STR (20/x2)
|
1d6+STR (20/x3)
|
Three
|
Small
|
20 ft
|
5 ft
|
1d4+STR (20/x2)
|
1d8+STR (20/x3)
|
Four
|
Medium
|
30 ft
|
5 ft
|
1d6+STR (20/x2)
|
1d10+STR (20/x3)
|
Four
|
Large
|
40 ft
|
10 ft
|
1d8+STR (20/x2)
|
1d12+STR (20/x3)
|
Three
|
Huge
|
40 ft
|
15 ft
|
1d10+STR (20/x2)
|
2d6+STR (20/x3)
|
Two
|
Natural Weapons (EX)
All Anthros possess some form of natural weapon, provided by
evolution.
Shippers receive two natural weapon attacks as primary
natural attack forms. These either take the form of two claw attacks (slashing
damage) or two hoof stomps (bludgeoning damage). Damage is based upon the
Anthro’s size.
Alternatively, the Anthro can select a single gore attack
that inflicts piercing damage based upon size, in the case of horned
(rhinoceros) or antlered (deer, elk) derived Anthro species.
Lowlight Vision (EX)
Anthros have keen eyes, and possess lowlight vision.
Anthros have keen eyes, and possess lowlight vision.
Choose Your
Ability Scores
Anthros are such a radically diverse assortment of
creatures, with an equally diverse range of talents. Pick one ability score
package for your Anthro; once chosen, this choice cannot be changed.
Optional You can also roll D8 to see what your ability score
package suggests, if you need inspiration about what kind of Anthro you’ll build,
and then select Gifts of Nature that mesh well with this concept.
(1) Adaptable
+2 to any ability score of choice. Anthros like this can
excel in a wide variety of situations and environments.
(2) Chase Predator
+2 DEX, -2 CON, +2 WIS. These Anthros are nimble and have
keen senses, but a hot-running metabolism saps their vitality.
(3) Domesticated
-2 STR, +2 INT,
+2 CHA. These Anthros are clever and likable, but bred to be physically frail.
(4) Enduring but Dim
+4 CON, -2 INT.
These Anthros can work all day without breaking a sweat, but aren’t the
sharpest claw in the paw.
(5) Instinctual
Hunter
+2 STR, -4 INT,
+2 WIS. This feral Anthro gets by with instinct and a healthy capacity for
violence rather than book learning or rational thought.
(6) Tough and
Ponderous
+2 STR, -2 DEX, +2 CON.
These Anthros are incredibly strong and healthy, but a bit slow and clumsy.
(7) Trickster
+2 DEX, -2 CON, +2 CHA. This Anthro gets by on guile and
charm, but doesn’t know the meaning of hard work.
(8) Quick Witted
-2 STR, +2 INT,
+2 WIS. The Anthro learns fast and has good senses, but isn’t a hard hitter by
any means.
Choose Your Gifts of Nature
Gifts of Nature are the innate
powers that Anthro heroes are blessed with. These gifts can range from a boa
constrictor Anthro’s crushing hug, to a falcon Anthro’s powerful wings, or a
Clydesdale Anthro’s speed and steel-crushing kick. Players choose a number of
Gifts of Nature determined by their Anthro’s size. Players wanting more Gifts
can choose Disadvantages, which allow them to select additional powers beyond
the usual limit.
Most Gifts of Nature count as a
single gift. If there’s no other notation in the ability write-up, that trait
counts as just one Gift. If a particularly powerful gift counts as two or more
Gift of Nature selections, that’s noted in the ability’s description.
Standard Monster Abilities as Gifts of Nature
The following standard racial
abilities can be chosen as Gifts of Nature.
Alignment Subtype (any)
All Around Vision
Anthro Senses (gain Scent
and Darkvision 60 ft)
Aquatic (gains Aquatic
subtype, ability to breathe water and a Swim speed equal to base land speed)
Blindsight 30 ft (counts
as two Gifts)
Blindsense 60 ft
Bonus Feat, Minor (0-1
prerequisite aside from ability score prerequisites, can be selected multiple
times for extra feats)
Bonus Feat, Major (2 or
more prerequisites aside from ability score prerequisites, can be selected
multiple times for extra feats) (each feat of this type counts as 2
Gifts)
Burrow Speed (equal to ½
base land speed; can only burrow through loose earth or soil if chosen as 1
Gift, or through rock or hard-packed stone if chosen as 2 Gifts)
Climb Speed (equal to
base landspeed)
Constrict
Evasion (counts as 2
Gifts)
Fast Healing 2 (can be selected
multiple times)
Fast Speed (increase base
speeds by 10 ft, can be selected multiple times)
Ferocity
Greater Starflight (counts
as 2 Gifts)
Grab (with natural
weapons- bite, paws or hooves only)
Immunity to Non-Magical Disease
Immunity to Poison
No Breath (counts as 2
Gifts)
Natural Armor (+2 natural
armor bonus to AC, can be selected multiple times)
Pounce (counts as 2
Gifts)
Psionic (gain the Naturally Psionic and Psionic
Aptitude racial traits and the Psionic subtype)
Push or Pull 5 ft (can be
taken more than once)
Rake (requires two or
more natural weapon attacks) (counts as 2 Gifts)
Rend (requires two or
more natural weapon attacks) (counts as 2 Gifts)
Resistance (1 energy type) 10 (can
be taken multiple times, either to stack or to acquire new energy resistances
each time)
Regeneration 2, nullified by
Acid/Fire (can be selected multiple times) (counts as 2 Gifts each
selection)
Spell-Like or Psi-Like Ability (zero
level, usable at will)
Spell-Like or Psi-Like Ability (1st
level, usable 3x/day)
Spell-Like or Psi-Like Ability (2nd
level, usable 1x/day)
You may purchase the same 1st or
2nd spell- or psi-like ability multiple times to gain additional
daily uses, or purchase different versions of these Gifts, representing
different spell- or psi-like abilities.
Spell Resistance 10+level or Hit
Dice (counts as 2 Gifts)
Starflight (counts as 2
Gifts)
Stability
Stench (can activate or
deactivate Stench as a move action)
Stonecutting
Tremorsense 60 ft
Web
Other Gifts of Nature
This is an alphabetical list of
additional Gifts of Nature, which might range from something as simple as a
venomous bite to wild powers as wondrous as teleportation. Unless specifically
stated otherwise, you cannot take the same Gift of Nature more than once.
Caster/Manifester Level
Unless otherwise noted, if a Gift
of Nature is a psi-like or spell-like ability, your caster level/manifester
level is equal to your total character level.
Anthro Aptitude (EX)
Your half-animal nature gives you an edge when you need it most.
Your half-animal nature gives you an edge when you need it most.
Once per day, you may activate
Anthro Aptitude as an immediate action, to receive either a +1d12 competence
bonus on a skill check or saving throw, or a +1d6 competence bonus on an attack
roll or combat maneuver. You may declare the use of this ability after the roll
is made, but before the results are revealed. However, you may only activate
Anthro Aptitude when performing a feat appropriate to animals of your species.
The gamemaster has the ultimate
authority whether or not a particular action would be appropriate to your
animal type. If the action isn’t appropriate, this ability does not activate,
and remains usable later.
Some examples:
An action that would always be
appropriate. “I’m a wolf Anthro, I use Anthro Aptitude on a Survival
check to find food.” “I’m a sugar glider Anthro, I use Anthro Aptitude on a Fly
check.” “I’m a tiger Anthro, I use Anthro Aptitude with my melee attack.”
An action that’s probably
appropriate. “I’m a beaver Anthro so I use Anthro Aptitude on a Craft
(carpentry) check.” “I’m a stubborn mule Anthro, so I use Anthro Aptitude on my
next WILL Save.” “I’m a eagle Anthro, and I use Anthro Aptitude on my Pilot
check.”
An action that’s only appropriate
if the player can justify it, and the GM agrees. “I’m a black bear
Anthro, and since they’re healers in some Native American myths, I’m going to
use Anthro Aptitude on this Heal check.” “I’m a turtle Anthro and I want to use
Anthro Aptitude on an attack roll with my katana. We both grew up in the 80s,
so come on, dude.”
No way! “I’m a ferret
Anthro, and since ferrets are really smart animals, I’m using Anthro Aptitude
on a Knowledge (physical sciences) check to disarm this suitcase nuke.”
Asymetric Weapon (EX)
Requires Natural Weapons (claws), Pincer trait
One of your natural weapons is
massively oversized and deadly, like the dominant claw of a fiddler crab. The
natural weapon (claw) on your dominant hand threaten a critical hit on a
natural 18-20 and inflict x3 damage on a critical hit.
However, the bulk of your enlarged
claw or pincer limits your manual dexterity. You suffer a -2 racial penalty on
checks involving fine manipulation with your dominant hand, which stacks with
the racial penalty for having pincers.
Bullet Proof Hide
(EX)
Counts as 2 Gifts
Requires Natural
Armor
Your leathery hide is dense enough to withstand even large
caliber gunshot wounds. The worst gunfire does to you is briefly deform your
skin. You gain Damage Reduction 10/- against ballistic damage, which stacks
with more general Damage Reduction when protecting against gunfire.
Chameleon Skin (EX)
Your skin, scales,
feathers or fur shift color in response to your surroundings. When motionless,
you receive a +20 racial bonus on Stealth checks. When moving at half speed or
less, this bonus is +10, and drops to +5 when moving at full speed or greater.
Clinging Climber (EX)
Requires Climb speed
Requires Climb speed
Like a sloth or a bat, you can hang
effortlessly from a branch or perch, even while dead asleep. As long as you
don’t move, climbing ceases to be an action, so you can perform it even while
asleep, stunned or otherwise unable to act. You can always take 10 on Climb
checks.
Damn Tough (EX)
The Anthro has fast-clotting blood
and organs that can take a real pounding and keep working. The Anthro
automatically stabilizes and treats ability score drain as temporary ability
score damage instead.
Elemental Fury (SU)
Can be taken as 1 Gift or 2 Gifts
Can be taken as 1 Gift or 2 Gifts
Requires Energy Immunity (any)
Your furry body courses with potent
elemental energies. Wisps of flame dance between your fangs, or perhaps
lightning crackles down your arms and along the length of your tail.
Your natural weapon attacks gain
one of the following magical weapon properties: corrosive, flaming, frost, pleasuring*, shock or thundering. This
weapon property must match the Anthro’s Energy Immunity. For instance, an
Anthro immune to Cold will manifest frost
natural weapons.
If you take this quality as two
Gifts of Nature, your natural weapon attacks gain one fo the following magical
weapon properties instead: corrosive
burst, flaming burst, icy burst, pleasuring burst*, shocking burst. This
magic weapon property must match the Anthro’s Energy Immunity.
The player may choose either
version of this Gift more than once, applying a new energy type each time. The
Antro may choose to activate any Elemental Fury, or all Elemental Fury
abilities possessed, at any given time.
Fearless (EX)
Counts as 2 Gifts
Counts as 2 Gifts
Your breed of Anthro is known and
celebrated for its courage in battle. You are immune to fear.
Four Armed (EX)
A trait commonly possessed by myraid insect, spider, octopod
and squid anthros, members of other breeds sometimes display multiple
functional arms (or prehensile tendrils) as a useful mutation.
The Anthro receives Multiweapon Fighting as a racial bonus
feat. The Anthro’s multiple limbs provide them with a +4 racial bonus on Combat
Maneuver checks made to grapple or disarm.
This Gift of Nature can be taken more than once. Each time
you choose this ability, you gain an additional pair of functional arms (or
tendrils). This provides you with an additional +2 racial bonus on Combat
Maneuver checks made to grapple or disarm.
Anthro Traits
Traits are less powerful than
feats, obviously, but they are also less potent (or at least, much more
situational) than most Gifts of Nature. Several minor abilities present in the
original draft of Fursona have become
traits in Ultimate Fursona.
Instead of the usual limitation on
traits: that players only choose one trait from each category, you might
consider a variant rule that allows slightly more powerful Anthros. Players can
choose traits from any category they desire, but one trait must be an
extraordinary ability, and the other can be a spell-like, psi-like or
supernatural ability.
Combat Traits
Big Paws
Ability Type Extraordinary
Requires Anthro
race
You’ve got skull crushing, mighty paws like an alpha lioness
or a polar bear. You may wield weapons sized for creatures one size category
larger than your actual size category without penalty. You may wield a one
handed weapon sized for a creature your actual size as a one handed light
weapon, or a two handed weapon sized for a creature your actual size as a one
handed weapon.
Biter
Ability Type Extraordinary
Requires Anthro
race
You gain a bite attack as a secondary natural attack. This
bite inflicts piercing damage equal to the Natural Weapons (claw/hoof) line for
an Anthro your size plus ½ your STR
modifier.
Herd Instinct
Ability Type Extraordinary
Ability Type Extraordinary
Requires Anthro
race
Your breed of
Anthros are herd-based prey animals who depend on others of their kind for
support. You receive a cumulative +1 racial bonus on Initiative checks (maximum
+10 bonus) for each ally with this trait within 100 ft of you.
Survival Instinct
Ability Type Extraordinary
Requires Improved
Initiative
You’ve lived this
long by being cautious and light on your feet. Once per day, you may re-roll an
Initiative check. You must accept the results of the second Initiative check,
even if it is worse then the first.
Faith Traits
Nature Sense
Ability Type Extraordinary
Ability Type Extraordinary
You can smell a storm upon the wind. You receive a +8 racial
bonus on Survival checks made to predict the weather. If you have or later gain
the Scent racial trait this bonus increases to +12.
Magic Traits
Psionic Traits
Racial Traits
Blood Scent
Ability Type Extraordinary
Requires Scent
racial trait
You can sense spilt blood at incredible distances. You are
aware of the approximate distance to and general direction to any bleeding
creature within 100 ft. If both you and the bleeding creature are underwater,
the distance increases to 1 mile.
Hold Breath
Ability Type Extraordinary
Requires CON 11+
You have extraordinary lung capacity, and can hold your
breath for a number of minutes equal to your CON score before needing to make FORT
Saves to resist suffocation or
drowning.
Impressive Weapons
Ability Type Extraordinary
Requires Anthro
race, Natural Weapons racial trait
Your claws are razor sharp, your antlers truly majestic.
Your natural weapons inflict damage as if you were one size category larger.
(If this increases your effective size past Huge, increase the die size of the
natural weapons by one step.)
Pincer
Ability Type
Extraordinary
Requires Anthro
race, Natural Weapon (claws)
Your natural weapon take the form of crab-like or
lobster-like pincers. Your pincers provide you with a +1 racial bonus on combat
maneuver checks made to maintain a grapple or sunder a weapon. Your pincers
limit your manual dexterity, and you suffer a
-2 racial penalty on checks involving fine manipulation.
Prehensile Tail
Ability Type Extraordinary
Requires Anthro
race
Your long tail is almost as clever as your paws! You have a
monkey-like prehensile tail or maybe a useful tentacle- elephant Anthros might
even boast a dexterous trunk. As long as your tail is free to move, you are
considered to have a free hand for the purposes of abilities such as deflect
arrows. Your prehensile tail cannot wield a weapon, but it does allow you to
retrieve a stowed item from your person as a swift action.
Prehensile Toes
Ability Type Extraordinary
You were born with a beneficial mutation that makes your
large, flat feet nearly as dexterous as your hands. You receive a +4 racial
bonus on Climb checks, and may use your feet to perform most other skill
checks, albeit at a -4 penalty due to your lack of manual dexterity.
Reproductive Traits
Reproductive traits obviously relate to the sexual lives and
reproductive strategies of various Anthro species. If you want to run a
strictly all-ages furry campaign, you can easily ignore traits of this type, or
only allow relatively innocuous traits from this category as racial or social
traits. If you want to get yiffy, include everything here.
Social Traits
Carrion Eater
Ability Type Extraordinary
Nothing’s tastier than garbage or rotting carcasses found by
the roadside. You can eat garbage, rotting or spoiled meat and similarly foul
things without risking illness. Your rough diet gives you a +2 trait bonus on FORT
Saves against ingested poisons and
food-borne diseases.
Heraldic Beast
Ability Type Extraordinary
Your anthropomorphic body is marked with the colors of your
nation or noble house. Your fur might grow in the gold and blue check of your
home city, or your tail feathers might have the check and star pattern of the
queen you serve. No matter the case, your origin and loyalties are plain to
see. Additionally, if your family coat of arms is ever divided by marriage,
elevated by royal decree, or similarly modified, your body changes to reflect
your altered status.
You have a keen instinct for heraldry and a fine memory for
coats-of-arms. You receive a +10 racial bonus on Knowledge (nobility) checks
made to recognize a specific coat of arms, personal rune, sigil or other
identifying symbol.
Shiny! Mine!!
Ability Type
Extraordinary
Requires Improved
Steal
You like nothing better than taking shinies. Your paws
especially attracted to shiny, iridescent and reflective things such as gems,
jewels or even a polished piece of tin. If the object you are stealing is
especially bright and eye-catching, as determined by the game master, you
receive a +2 luck bonus on Sleight of Hand checks or Steal combat maneuver
checks made to filch it.
3 comments:
Ummm, are you going to include the hardcore furry porn image in the book?
Nope, I own NONE of those images. They're just random furry images I found on line. I'm actually debating how much sexual content to include. I've already got a bit of reputation as a freaky-ass designer thanks to my Black Tokyo work, so I'm pretty much embracing it...plus, writing kinky, quirky things that other game designers don't is FUN. And you can't really talk about furry fiction without embracing the sexual aspects because that's prevalent in so many (though not all) stories, and virtually all the fanwork aimed at an adult audience.
However, from a game mechanics standpoint, much of the sexual content that would fit with the kinkier side of furry fandom already got published in Black Feats, so while I do want to include sexuality in some fashion, I want to do something to differentiate Black Feats and Ultimate Fursona.
I find myself wanting to integrate sexual options more fully into the 'build your own' culture aspect of the Anthros, wanting to tie a creature's reproductive strategies into its society, politics, worldview, ect. Plus I want to riff on Larry Niven's concept of rishathra- a kind of ritual sex act- as a core concept of intra-species diplomacy.
CHRIS
I'm hoping Ultimate Fursona's Anthro builds will be more balanced in line with the Racial Build system from Advanced Race Guide. I'll be honest, comparing the two over the years, the build options from Fursona tend to come off as somewhat overpowered compared to ARG's build options.
Post a Comment