These rules will work with any RPG based around the same attribute scale as is presented below (six stats, 10 is average, higher is good, lower is not).
Character Points
The number of character points you have determines how cool your character is. Use the following as guidelines for determining how powerful to make your character:
- NPC: 30 CP
- Moderately-Powered PC: 40 CP
- High-Powered PC: 50 CP
- Powergaming PC: 60 CP
For every 10 points above 'base', you are +1 ECL.
Attributes
Furries have a wider range of attributes than humans, both with deeper faults and higher strengths; thus, attributes are priced like this.
| Attribute | CP Cost
|
|---|
| 6 | 0
|
| 7 | 1
|
| 8 | 2
|
| 9 | 3
|
| 10 | 4
|
| 11 | 5
|
| 12 | 6
|
| 13 | 7
|
| 14 | 8
|
| 15 | 10
|
| 16 | 12
|
| 17 | 14
|
| 18 | 16
|
| 19 | 18
|
| 20 | 20
|
Kewl Furry Powerz
CP may also be spent on positive furry traits.
- Aquatic (3 CP): The character never needs to make a Swim check and cannot drown in water. Also, you can take the Run action while swimming, if you swim in a straight line.
- Brachiator (2 CP): +8 racial bonus to Climb checks, and can always take 10 even if rushed.
- Catlike Balance (2 CP): +8 racial bonus to Balance checks, and can always take 10 even if rushed.
- Centauroid (2 CP): The character gets +4 to Strength, can move loads like a centauroid, and gains a +2 racial bonus to Balance. However, the character also has a -2 penalty to Defense and Tumble checks and has a horrid time socially (getting in cars, maneuvering in stairs/tight spaces, &c).
- Chameleon (2 CP): +10 racial bonus to Hide checks.
- Extended Hold Breath (2 CP): The furry can hold their breath for an hour plus as many minutes as their Constitution score.
- Good Swimmer (1 CP): +4 racial bonus to Swim checks.
- Hold Breath (1 CP): The furry can hold their breath for as many minutes as their Constitution score.
- Keen Sight (1 CP): +4 racial bonus to Spot checks.
- Low-Light Vision (1 CP): As the standard d20 ability.
- Natural Leap (2 CP): +4 racial bonus to Jump checks; also, treat as one size larger to figure out maximum jump distance.
- Natural Weapons (1-4 CP): Use this to buy sharp claws (use the Claw column), wicked teeth (the Bite column), or antlers or a thrusting horn (the Gore column). Subtract 1 rank if the claws are retractable. Add 1 rank per CP beyond the first.
- Predator Sprint (1 CP): One round per hour, the fur may move ten times its normal speed when charging. It then is fatigued.
- Raptor Eye (2 CP): +8 racial bonus to Spot checks.
- Scent (2 CP): As the standard d20 ability.
- Slinky (2 CP): +10 racial bonus to Escape Artist checks.
- Slippery (1 CP): +4 racial bonus to Escape Artist checks.
- Stealthy (2 CP): +4 racial bonus to Hide and Move Silently.
- Terrible Bite (1 CP): The character must have a bite attack to buy this attack. If it hits, they can choose to latch on. While latched on, the attack automatically hits once per round every round in later rounds, but they lose their Dexterity bonus and can take no other actions.
- Ultrasonic Sight (3 CP): Blindsight (as the standard d20 ability) out to 90 feet. Also, +2 racial bonus to Spot and Listen within those same 30 feet, as long as the ultrasonic sight is not negated.
Defects
Up to (CP total / 5) + 2 CP can be gained by taking Defects.
- Angel Blood (-1 CP): Although wards against angels are less comon than against demons, they exist, and you'll have to deal with lots of people wanting to know all about your celestial heritage if the fact gets out.
- Carnivore (-3 CP): You have to eat meat to surive. This causes a huge social stigma, and it will get messy if something goes awry.
- Demon Blood (-2 CP): The character can be warded against as a demon or devil.
- Domestication (-2 to -4 CP): You find it in your nature to obey humans. You are at -2 to all Willpower or level checks to resist an intimidation or an order, or -4 if it comes from a human -- and you must make the check. This is worth -2 CP in a world without humans, -3 CP in a world with some humans, and -4 CP in a world with humans
- Herbivore (-1 CP): You can only survive by eating plants. If you can't get to plants, you can't eat; this is more of a social than a practical disadvantage.
- Insectivore (-2 CP): You survive by eating insects. This isn't much of a practical disadvantage (there will always be bugs), but more of a social stigma.
- Light Sensitivity (-2 CP): Blinded by normal sunlight, flashlights, lamps, &c. This can be countered with ultrasonic sight or wearing dark sunglasses, but it's terribly inconvenient.
- Nearsighted (-2 CP): Can only see up to 5 feet away.
- Slow (-2 CP): Base speed is at -4 meters (or -10 feet).
- Vestigial Tail (-1 CP): You have a tail on your tush -- and, most notably, it's a tail on your tush that doesn't do much of anything. Increase the Purchase DC of clothing you buy by 2 in a non-furry world, 1 in a furry world.
Design Notes
You'll notice that I went to a 'species-free' form of furry creation. This was intentional; even if I had the time to convert the roughly five hundred species I've seen in the furry fandom, there would still be odd/unusual races popping up, and then there'd still be the question of mixbreeds.
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