Post by MESSAGE MODDOG, NOT ME on May 13, 2014 18:52:35 GMT
Remember: If you give your animal an Attribute, you MUST pick a flaw as well. However they're both optional.
Attributes List
Armored: Your mane gives you +1 defense when attacked. Male Lions only, must be lions WITH manes
Bountiful: +1 offspring in any litter you have. Females Only
Cannibal: Your animal is free to eat it's own species. Carnivores Only
Hasty: Animal gains +3 Speed when health is below 25.
Guardian: Animal gains +1 Defense when fighting in their own faction's territory.
Conservative: Can survive one extra day without food (6 days).
Social: +1 strength when in the presence of your own (and friendly!) species.
Sovereign: Call upon an NPC of your own faction to come to your aid. Must Ability roll 6 or up to be successful. Solitary and Rogue animals cannot use this.
Blighted: Roll a extra die when attacking for an Ability roll. If attack hits and Ability roll is 7 or up, attack does +2 damage with no defense protection.
Lethal: Gain +3 Strength when health is below 25.
Knightly: Gain +1 Defense when in the same area of your faction leader.
Scavenger: Player can eat rotten corpses (carrion) except for if it's their own species. Carnivores Only.
Murky: Gain +1 Defense when standing in water, wetlands or swimming. (includes anywhere in the Painted Army lands or Lushlands).
Loner: Gain +5 Health for not being in a faction. Aka only takes effect when faction is Solitary or Rogue.
Phantasm: Gain +1 Speed at Night (Sundown through Dawn, actually).
Seasoned: Gain +1 Ability & +1 Strength when fighting a younger animal (ex. Adult vs. Young Adult).
Hunter: +1 Strength & +1 Speed against Herbivores (ex. Zebras)
Virile: +1 to any litter you are the biological father for. Males Only
Inspiring: Roar (or whatever sound your animal makes) and give your nearby faction members +1 on their next roll. Must Ability roll 7 or up. Does not improve your next abilty roll, only your faction members! Solitary and Rogue Animals cannot have this attribute.
Rotten: Your corpse will be inedible to anyone that doesn't have the Attribute Scavenger or Cannibalism (cannibalism only where it applies ex a lion eating another lion).
Satiated: Gain +2 Strength on the same day you've eaten. Will reset the next day until you've eaten on that day too. Carnivores Only.
Deceitful: You make a call, tricking nearby NPCs into thinking you're a friend of theirs they want to see (will not attract a friendly-faction NPC)! Must Ability Roll an Even number total to be successful, 0 counts. Roll an Uneven number and your voice cracks, take 3 damage (defense doesn't protect you). The higher the Even number, the better the chance you'll be happy with what you attract. Successful or not, it can only be used once per Age.
Champion: Negate all postcount stat progression normally made. Instead gain stat progression every time you kill or assist in killing any animal. Does not include you injuring an animal, them escaping and someone else killing them later. +1 to ONE stat per kill in the following order: Strength -> Speed -> Defense -> Ability -> Health (then returns back to strength). If you switch from being a Champion to another Attribute, you still get to keep your gained stats.
Foul Player: Attempt to trip your opponent in the same post as you attempting to attack them. In their replying post, they cannot evade attacks however they may NOT be pinned either. FAIL and you trip and won't be able to evade in your next post (no pins allowed). Success: Uneven total; roll + ability stat that is 5 or up. Failure: Even total 6 or up. Any other number 4 or lower does nothing to either party.
Escape Artist: Used when fleeing a battle. Make an Ability roll 7 or up. If successful, your pursuers lose sight of you and cannot continue to chase you.
Shielding: Block an attack using your horns (must use your horns, be logical). Ability roll. The amount is the damage you block. However if you die roll is a 0 or 1 then it'll fail and you'll take the damage plus +5 damage since it hits you on the head. Ouch! Herbivores only, must be herbivore species (and sexes) with horns.
Flight Instinct: When attacked by a Carnivore, gain +1 Speed. Herbivores Only.
Keen Senses: Herbivores have impeccable alertness. When attacked or attacking, roll a die specifically for Keen senses. If your die matches their die roll, then their die roll is negated. You will automatically hit or evade them. Ex. Use Keen senses with an attack to negate their speed roll, use keen senses with a speed roll to negate their attack, use keen senses to escape or avoid a pin to heighten the chances it goes your way. Keen senses is not an ability, strength or speed roll, it is a non-stat type roll. Herbivores Only.
Rut: If you have recently mated and are male, then +2 strength. If female then +2 defense. Lasts until 4 ages later (when the female should be giving birth). Your mate will also receive either a +1 strength or a +1 defense, depending on whether they're male or female. Herbivores Only.
Casanova: Negate all postcount stat progression normally made. Instead gain stat progression every time you are a parent to a successfully born (aka at least 1 offspring) litter. Gain stat after mother successfully gives birth, not upon breeding. Gain +1 to ONE stat per litter in the following order: Ability -> Health -> Strength -> Speed -> Defense. If you switch from being a Casanova to another Attribute, you still get to keep your gained stats.
Healthy: Regain 10 health every Age opposed to 5.
Intimidating: +2 Ability when attempting to intimidate 1 opponent, +1 ability when intimidating 2 or more opponents.
Slick: +1 Ability when attempting to escape a pin or when attempting to swim.
Protected: Dice roll 5 or up and give +2 to your nearby parents (mother and/or father) next roll. Only available to Children or Adolescent characters, they must change their Attribute when they turn to Young Adult.
Flaws List
Phonophobic: Fear of loud sounds including screams, whoops and roars. Animal will flinch or flee. Cannot ability roll to brave Intimidation.
Picky: Animal cannot eat other predators. Carnivores Only
Cold-Blooded: Animal only eats other predators. Carnivores Only
Unfruitful: Animal bares -1 in any litter. Can have 0 (or still-born) successful babies when giving birth. Females only.
Gynophobic: Fear of females. Will -1 Defense when fighting a female.
Androphobic: Fear of males. Will -1 Defense when fighting a male.
Infertile: Animal must roll 8 or above to have successfully bred a female. Males Only. Hybrids may not have this flaw as they are automatically infertile.
Enticing: Whenever animal is outside its territory, it making a sound or being attacked has a chance to attract random enemy NPCs.
Timid: -1 Strength when in enemy faction's territory.
Delicious: Your corpse can feed several more animals than usual. (+1 Lion Share)
Nightowl: -1 Speed when it's Sunny out.
Deaf: Animal is deaf. It may lip-read but it wouldn't hear someone talking right behind them.
Blind: Animal is blind.
Hydrophobic: Animal cannot swim and has a fear of water; will not tread through the Delta. Aka they 100% cannot go into: Crocodile Isle, Water's End, Camp, The Morass & Bogfront. They also can't "teleport" across water ways such as the Crossroads river (ex: Make a post leaving Leopard Grove and then their next post is in Lushlands) They must roleplay at least one post of them taking the alternative path (either through the Golden Bridge & Hook or Through the Barrens territories).
Interspecific: Animal is not attracted to it's own species, and will not mate with it.
Soft-Skinned: -1 Defense at all times.
Lax: -1 Speed at all times.
Clumsy: -1 Ability at all times.
Delicate: -1 Strength at all times.
Glutton: Can only go 4 days without eating (excludes inactivity death). Carnivores Only
Withering: -2 Strength any day where you haven't eaten yet. Carnivores Only
Terrible: When an herbivore NPC first sees you, they'll 100% of the time attempt to flee initially. (If they're faster than you, that means they'll get away)
Stressed: -2 Speed when nearby enemies (herbivores included) outnumber you and/or nearby friends.
Overdone: Whenever you roll a 10, your animal will strain itself and take 1 damage (defense will not protect you).
Emotional: When someone in your faction dies, you'll have -2 Strength until you reach the next Age stat (if your Age stat is 3, at 4 it'll be over). Solitary animals and Rogues cannot have this Flaw.
Sickly: Whenever you eat, make an ability roll. Must roll a total that is 7 or up. Failure and your animal will throw up. They will not have eaten (Though you can immediately try again) and the food you just ate will only be edible to scavengers. Herbivores will vomit 1 leopard share.
Terminal: Your animal is sick or elderly (your choice). At Age 3, roll a strength roll. Do this every Age from now on. Initially, you must roll 8 or higher. Every other Age roll you must roll 1 higher. Aka at Age 5 you must roll a 9 or higher, etc. Failure = your animal must die in this post or the next (from whatever ailment you desire).
Amorous: Will not attack (STRENGTH ROLL) the opposite sex ever (unless you specifically state your animal is gay, bisexual or pansexual, at which point it is the sex or sexes your character is attracted to). However you CAN ability roll to see if your animal convinces them to not fight you too. You must out ability roll them twice in a row to stop the attack. This does not have to continue into a love connection or anything else meaningful. Transgender characters will apply as whatever YOUR animal identifies them as: male or female. Convincing them to stop only lasts until the end of the battle, they can attack you another time.
Featherweight: Your animal is ligher than others of your species. -1 strength and -1 defense but also minus 2 lion shares from your corpse. (if your animal is less than 2 lion shares then 2 hyena shares, etc). Herbivores Only.
Sunken: Your hooves sink into muddy terrain like the Lushlands, the Morass, Bogfront and Water's End. -1 Speed when in those locations. Herbivores Only.
Mute: Animal cannot speak (use dialog) ever. Cannot growl, scream, howl, roar or any other vocalization that would require a voicebox. Can still intimidate but must not describe it as a roar or snarl. The Blind can completely ignore your intimidation attempts.
Vulturous: Cannot eat a carcass until it is no longer whole. Aka must wait for someone else to already begin eating in order to eat from the carcass. The only exception being if you have Scavenger as an attribute then you can eat Carrion (and only carrion) when it is still whole. Carnivores only.
Anosmia: Character cannot smell. They cannot sense anyone hidden via scent or predict an oncoming army from a distance unless they are being loud/within sight.
Soothing: Character cannot use intimidation.
Tramp: Character will breed with anyone who asks, stopping everything to do so. Applies to their orientation (aka Heterosexual characters will not have this happen to same-sex inquiries). This can indeed result in pregnancy when breeding with one's own species.
Attributes List
Armored: Your mane gives you +1 defense when attacked. Male Lions only, must be lions WITH manes
Bountiful: +1 offspring in any litter you have. Females Only
Cannibal: Your animal is free to eat it's own species. Carnivores Only
Hasty: Animal gains +3 Speed when health is below 25.
Guardian: Animal gains +1 Defense when fighting in their own faction's territory.
Conservative: Can survive one extra day without food (6 days).
Social: +1 strength when in the presence of your own (and friendly!) species.
Sovereign: Call upon an NPC of your own faction to come to your aid. Must Ability roll 6 or up to be successful. Solitary and Rogue animals cannot use this.
Blighted: Roll a extra die when attacking for an Ability roll. If attack hits and Ability roll is 7 or up, attack does +2 damage with no defense protection.
Lethal: Gain +3 Strength when health is below 25.
Knightly: Gain +1 Defense when in the same area of your faction leader.
Scavenger: Player can eat rotten corpses (carrion) except for if it's their own species. Carnivores Only.
Murky: Gain +1 Defense when standing in water, wetlands or swimming. (includes anywhere in the Painted Army lands or Lushlands).
Loner: Gain +5 Health for not being in a faction. Aka only takes effect when faction is Solitary or Rogue.
Phantasm: Gain +1 Speed at Night (Sundown through Dawn, actually).
Seasoned: Gain +1 Ability & +1 Strength when fighting a younger animal (ex. Adult vs. Young Adult).
Hunter: +1 Strength & +1 Speed against Herbivores (ex. Zebras)
Virile: +1 to any litter you are the biological father for. Males Only
Inspiring: Roar (or whatever sound your animal makes) and give your nearby faction members +1 on their next roll. Must Ability roll 7 or up. Does not improve your next abilty roll, only your faction members! Solitary and Rogue Animals cannot have this attribute.
Rotten: Your corpse will be inedible to anyone that doesn't have the Attribute Scavenger or Cannibalism (cannibalism only where it applies ex a lion eating another lion).
Satiated: Gain +2 Strength on the same day you've eaten. Will reset the next day until you've eaten on that day too. Carnivores Only.
Deceitful: You make a call, tricking nearby NPCs into thinking you're a friend of theirs they want to see (will not attract a friendly-faction NPC)! Must Ability Roll an Even number total to be successful, 0 counts. Roll an Uneven number and your voice cracks, take 3 damage (defense doesn't protect you). The higher the Even number, the better the chance you'll be happy with what you attract. Successful or not, it can only be used once per Age.
Champion: Negate all postcount stat progression normally made. Instead gain stat progression every time you kill or assist in killing any animal. Does not include you injuring an animal, them escaping and someone else killing them later. +1 to ONE stat per kill in the following order: Strength -> Speed -> Defense -> Ability -> Health (then returns back to strength). If you switch from being a Champion to another Attribute, you still get to keep your gained stats.
Foul Player: Attempt to trip your opponent in the same post as you attempting to attack them. In their replying post, they cannot evade attacks however they may NOT be pinned either. FAIL and you trip and won't be able to evade in your next post (no pins allowed). Success: Uneven total; roll + ability stat that is 5 or up. Failure: Even total 6 or up. Any other number 4 or lower does nothing to either party.
Escape Artist: Used when fleeing a battle. Make an Ability roll 7 or up. If successful, your pursuers lose sight of you and cannot continue to chase you.
Shielding: Block an attack using your horns (must use your horns, be logical). Ability roll. The amount is the damage you block. However if you die roll is a 0 or 1 then it'll fail and you'll take the damage plus +5 damage since it hits you on the head. Ouch! Herbivores only, must be herbivore species (and sexes) with horns.
Flight Instinct: When attacked by a Carnivore, gain +1 Speed. Herbivores Only.
Keen Senses: Herbivores have impeccable alertness. When attacked or attacking, roll a die specifically for Keen senses. If your die matches their die roll, then their die roll is negated. You will automatically hit or evade them. Ex. Use Keen senses with an attack to negate their speed roll, use keen senses with a speed roll to negate their attack, use keen senses to escape or avoid a pin to heighten the chances it goes your way. Keen senses is not an ability, strength or speed roll, it is a non-stat type roll. Herbivores Only.
Rut: If you have recently mated and are male, then +2 strength. If female then +2 defense. Lasts until 4 ages later (when the female should be giving birth). Your mate will also receive either a +1 strength or a +1 defense, depending on whether they're male or female. Herbivores Only.
Casanova: Negate all postcount stat progression normally made. Instead gain stat progression every time you are a parent to a successfully born (aka at least 1 offspring) litter. Gain stat after mother successfully gives birth, not upon breeding. Gain +1 to ONE stat per litter in the following order: Ability -> Health -> Strength -> Speed -> Defense. If you switch from being a Casanova to another Attribute, you still get to keep your gained stats.
Healthy: Regain 10 health every Age opposed to 5.
Intimidating: +2 Ability when attempting to intimidate 1 opponent, +1 ability when intimidating 2 or more opponents.
Slick: +1 Ability when attempting to escape a pin or when attempting to swim.
Protected: Dice roll 5 or up and give +2 to your nearby parents (mother and/or father) next roll. Only available to Children or Adolescent characters, they must change their Attribute when they turn to Young Adult.
Flaws List
Phonophobic: Fear of loud sounds including screams, whoops and roars. Animal will flinch or flee. Cannot ability roll to brave Intimidation.
Picky: Animal cannot eat other predators. Carnivores Only
Cold-Blooded: Animal only eats other predators. Carnivores Only
Unfruitful: Animal bares -1 in any litter. Can have 0 (or still-born) successful babies when giving birth. Females only.
Gynophobic: Fear of females. Will -1 Defense when fighting a female.
Androphobic: Fear of males. Will -1 Defense when fighting a male.
Infertile: Animal must roll 8 or above to have successfully bred a female. Males Only. Hybrids may not have this flaw as they are automatically infertile.
Enticing: Whenever animal is outside its territory, it making a sound or being attacked has a chance to attract random enemy NPCs.
Timid: -1 Strength when in enemy faction's territory.
Delicious: Your corpse can feed several more animals than usual. (+1 Lion Share)
Nightowl: -1 Speed when it's Sunny out.
Deaf: Animal is deaf. It may lip-read but it wouldn't hear someone talking right behind them.
Blind: Animal is blind.
Hydrophobic: Animal cannot swim and has a fear of water; will not tread through the Delta. Aka they 100% cannot go into: Crocodile Isle, Water's End, Camp, The Morass & Bogfront. They also can't "teleport" across water ways such as the Crossroads river (ex: Make a post leaving Leopard Grove and then their next post is in Lushlands) They must roleplay at least one post of them taking the alternative path (either through the Golden Bridge & Hook or Through the Barrens territories).
Interspecific: Animal is not attracted to it's own species, and will not mate with it.
Soft-Skinned: -1 Defense at all times.
Lax: -1 Speed at all times.
Clumsy: -1 Ability at all times.
Delicate: -1 Strength at all times.
Glutton: Can only go 4 days without eating (excludes inactivity death). Carnivores Only
Withering: -2 Strength any day where you haven't eaten yet. Carnivores Only
Terrible: When an herbivore NPC first sees you, they'll 100% of the time attempt to flee initially. (If they're faster than you, that means they'll get away)
Stressed: -2 Speed when nearby enemies (herbivores included) outnumber you and/or nearby friends.
Overdone: Whenever you roll a 10, your animal will strain itself and take 1 damage (defense will not protect you).
Emotional: When someone in your faction dies, you'll have -2 Strength until you reach the next Age stat (if your Age stat is 3, at 4 it'll be over). Solitary animals and Rogues cannot have this Flaw.
Sickly: Whenever you eat, make an ability roll. Must roll a total that is 7 or up. Failure and your animal will throw up. They will not have eaten (Though you can immediately try again) and the food you just ate will only be edible to scavengers. Herbivores will vomit 1 leopard share.
Terminal: Your animal is sick or elderly (your choice). At Age 3, roll a strength roll. Do this every Age from now on. Initially, you must roll 8 or higher. Every other Age roll you must roll 1 higher. Aka at Age 5 you must roll a 9 or higher, etc. Failure = your animal must die in this post or the next (from whatever ailment you desire).
Amorous: Will not attack (STRENGTH ROLL) the opposite sex ever (unless you specifically state your animal is gay, bisexual or pansexual, at which point it is the sex or sexes your character is attracted to). However you CAN ability roll to see if your animal convinces them to not fight you too. You must out ability roll them twice in a row to stop the attack. This does not have to continue into a love connection or anything else meaningful. Transgender characters will apply as whatever YOUR animal identifies them as: male or female. Convincing them to stop only lasts until the end of the battle, they can attack you another time.
Featherweight: Your animal is ligher than others of your species. -1 strength and -1 defense but also minus 2 lion shares from your corpse. (if your animal is less than 2 lion shares then 2 hyena shares, etc). Herbivores Only.
Sunken: Your hooves sink into muddy terrain like the Lushlands, the Morass, Bogfront and Water's End. -1 Speed when in those locations. Herbivores Only.
Mute: Animal cannot speak (use dialog) ever. Cannot growl, scream, howl, roar or any other vocalization that would require a voicebox. Can still intimidate but must not describe it as a roar or snarl. The Blind can completely ignore your intimidation attempts.
Vulturous: Cannot eat a carcass until it is no longer whole. Aka must wait for someone else to already begin eating in order to eat from the carcass. The only exception being if you have Scavenger as an attribute then you can eat Carrion (and only carrion) when it is still whole. Carnivores only.
Anosmia: Character cannot smell. They cannot sense anyone hidden via scent or predict an oncoming army from a distance unless they are being loud/within sight.
Soothing: Character cannot use intimidation.
Tramp: Character will breed with anyone who asks, stopping everything to do so. Applies to their orientation (aka Heterosexual characters will not have this happen to same-sex inquiries). This can indeed result in pregnancy when breeding with one's own species.