Here is everything you need to know to play in an RPG as your fursona ... once it's all finished, anyway. -.-;
How to play
Legal stuff and community guidelines
Hit Points at 1st level: 7
Hit Points for each additional level: 1d6 + Con
Class Skills: Appraise (Int), Craft (Int), Fly (Dex)*, Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). Arcanists also have one extra class skill, depending on which bloodline they pick.
* You can only train the Fly skill if your character has wings, or can fly or glide by other means.
Skill ranks per level: 2 + Int
Weapons and Armour: Arcanists have the Simple Weapons Proficiency feat, which allows them to use weapons like daggers and crossbows to back up their magic. They are not proficient with any type of armour or shield, as they cannot cast most spells while wearing normal armour or carrying a shield. Instead, they summon Mage Armour (see below).
Arcane Bond: Arcanists have a bond with a small, easily handheld gemstone, which can be set into a weapon (like a dagger or staff) or a piece of jewelry (like a hairpin or pendant). The bonded gem allows an arcanist to summon their Familiar and their Mage Armour.
Familiar: A familiar is a small, magical pet, which is intelligent and able to talk. Arcanists typically train their familiars to perform certain tricks, and in return their familiars teach them new skills. (See "Using a Familiar," below, for more details on how familiars work, and on the bonuses granted by different kinds of familiars.)
Using a bonded gem to summon a familiar requires a standard action. The Arcanist may dismiss it, storing it back in her gem, as a free action. If its Hit Points drop to 0, it automatically returns to the gem, and the next time an Arcanist summons it she must pay a number of Spell Points equal to the Arcanist's level. If she does not have that many Spell Points available, she must wait until she does in order to summon her familiar.
Mage Armour: An Arcanist can use her bonded gem to summon Mage Armour, which gives the Arcanist a +4 armour bonus to Armour Class. Unlike most kinds of armour, its bonus also applies against attacks from incorporeal creatures.
Mage Armour takes the form of either an enchanted set of clothing (which magically replaces an Arcanist's regular outfit while summoned) or an invisible force shield which glows when struck. Choose which type of Mage Armour your character has when you create her; once chosen, it cannot be changed without the Game Moderator's permission.
Summoning Mage Armour costs 1 Spell Point, and requires a standard action. If a combat encounter has begun, an Arcanist can instead summon it without paying a Spell Point, as a full-round action. This requires her whole turn and completes at the start of her next turn, but if she takes any damage during this time she has to roll a Concentration check in order to complete the summon. Otherwise, it fails and she has to try again. (She still gets the +4 bonus to Armour Class against any attacks made against her during this time.)
Once summoned, Mage Armour lasts until the end of the next encounter the Arcanist is in.
Who roleplays as my familiar?
You can roleplay your character's familiar yourself, or you can ask the Game Moderator to do so. You can also invite a friend or one of the other players to, if they're up to it! It doesn't have to be the same person each time, and you can always take over or give control to a different person at any time. It's one of your character's class features, after all.
What if I don't want a familiar?
If the Arcanist's familiar is not currently summoned, and has not been summoned since the last time she woke up from a full rest (at least six hours of sleep), she may choose to forego summoning her familiar for free to instead use her bonded gem to recharge a number of Spell Points equal to her Arcanist level, up to a maximum of her normal rested capacity, as a move action. This way, she may draw on the power that would normally be used to summon a familiar to replenish her own arcane energies. She may still summon her familiar after doing this, but she has to pay Spell Points to do so as though her familiar had dropped to 0 Hit Points.
What if I lose my bonded gem?
An Arcanist can summon her bonded gem (including the weapon or piece of jewelry it is set in) to her hand as a free action. She can do this no matter where it is, even if it's in another dimension. If it's destroyed, however, she must find a replacement gem and then pay half her full daily total of Spell Points to bond it to her. She must choose a new familiar when she does so, as the old one was lost when the gem was destroyed.
School conjuration (creation) [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (an item of clothing)
Duration 1 hour/level (D)
A ribbon, sash, or other small item of clothing becomes an extravagant outfit, which replaces your current one and gives you a +4 armor bonus to AC. It is usually the same outfit each time, although its appearance may change over time or depending on your emotional state. Your original outfit returns once the spell's duration expires.
The outfit counts as courtly garb, complete with jewelry, allowing you to avoid the -2 penalty to Charisma-based skill checks for trying to influence people who judge others based on appearance.
Unlike mundane armor, the outfit created by clothing transformation entails no armor check penalty, arcane spell failure chance, or speed reduction. Since it is a conjuration of magical force, incorporeal creatures can't bypass it the way they do normal armor.
Each species you can choose for your fursona comes in one or more breeds. Each is either a literal Earth breed (like how Huskies and Pomeranians are different Dog breeds) or a different way that species has been portrayed in legend and furry art (like how some Foxes have more than one tail, or how Birds and Bats can have armwings or full-sized wings on their backs).
Breeds come in three different kinds, depending on how many special abilities they have and how powerful those are:
Natural breeds are more or less "humans with animal features." They walk upright, have humanoid builds, and usually have plantigrade feet. They may have small wings that aid in gliding.
Primal breeds include ferals (quadrupeds), taurs, and anthros with werewolf style anatomies. They may look partly humanoid but have digitigrade feet, six or more limbs (including wings that enable flight), or powerful natural armour and weapons.
Mythic breeds have over-the-top abilities and/or completely implausible anatomies. Nine-tailed foxes with magical powers, foot-tall anthros with fairy wings, and full-sized fire-breathing dragons are usually Mythic.
Each species and breed comes with lore that describes what they're like in Ardea, the high fantasy world which the Fursona RPG uses by default. You don't have to use it if you don't want to, though. Your GM can set the game in a different world, and you're welcome to use the game stats for one breed and invent your own new breed or society for them.
You can choose to play whichever species and breed you feel fits your fursona. The more Primal and Mythic fursonas are in a playgroup, the slower that whole group will gain Experience Points, because the things they face will be less challenging.
Each furry species has one or two skills which come naturally to them because of their body or mindset. If you put even a single Skill Point into a species skill, you get +3 to your die rolls for that skill!
Write it down like this, so you can keep track of how many Skill Points you've spent (this example assumes your fursona has a Strength score of 1):
Climb (STR) + (*) + (***) = +5
After you've chosen your fursona's species, you can choose two Character Traits to represent her culture and upbringing. These may give you a small bonus to certain abilities, an extra species skill, a minor special ability, or a large bonus which only applies in situations or environments your fursona is really familiar with.
You'll see a full list of Character Traits afterwards. Each species may have its own, additional Character Traits for you to choose from, which you can only take if you're the right species and/or breed. (Although there is one Character Trait that represents being raised by a different species ... )
Here is a list of species to choose from:
Starborn ("regular" Humans)
Sunborn (genetically-engineered super soldiers)
More species will be added to the list as they're written!
If an ability modifies one of your fursona's basic stats, like an ability score or her natural attacks, cross out or erase what you already wrote and add the new bonus to it.
If it modifies her Defence, write down the new total, then make a note of how much of that is from sources other than your fursona's Dexterity score and what they are:
Defence 14 (+1 from natural armour)
If it adds to one of her skills, write it in after her Skill Points and species skill bonus:
Stealth (DEX) + (*) + (***) + (**) = +10
If it gives a bonus or penalty that only applies in certain situations, add a small note which shows what you'd roll in those situations:
Diplomacy (CHA) + (*) = +3 (+5 to gather information)
If it's another kind of ability, write it down at the bottom of your character sheet under "Species Abilities," the way it appears in that species' entry.
Each special ability has a Fursona Point (FP) cost listed. Different breeds get a different number of Fursona Points to spend on their special abilities:
Natural breeds get 6 FP.
Primal breeds get 16 FP.
Mythic breeds get 26 FP.
If you want to create a chimera, cross-breed, or completely new species, one way to do it is to mix and match different abilities that you like. Be sure to ask the GM for permission to play your modified species, however, and talk to her about how it fits into her game world.
After you've chosen your fursona's species and written down her new special abilities, the next step is choosing her two Character Traits.
The badgers in this part of the world have never been domesticated. Humans see them as vicious, feral fighters, and while they might not challenge a badger who wants to come into town they'd give her a wide berth. They know very little of the society badgers have built in their burrows beneath the trees, or of the simple magic that sustains it.
The species of the Southern Basin that are most relevant to gameplay and character creation are the acitan and the silvanshee.
The acitan are a descendent of cheetahs. They can walk on either two legs or four, and have little in the way of magic or magic-based technology, relying on the silvanshee for such matters. Instead, they have focused on biologically-derived technology, and have advanced to the point where they are as technologically advanced as 21st century Western societies--though their technological abilities don't necessarily match up to ours. (This is a Primal breed.)
The silvanshee are a species of agathions who, due to being forced to engage in a policy of total warfare against the ancient Ashmanti Empire that nearly resulted in genocide, no longer reside in the Neutral Good aligned plane and instead have moved to the Material Plane. They have powerful magic, but are also slightly mad. (This is a Mythic breed. And shall be worked on later.)
Acitan Abilities: Acitan species skills are Craft (biotechnology) and Knowledge (biology). Their natural weapon is a claw attack. Type is humanoid (feline).
(0 FP) +2 to Intelligence and Dexterity, -2 to Strength: Acitan are heavily specialized. While they are less focused on speed and agility than they used to be, acitan with high intelligence are more likely to attract mates and reproduce. Acitan cultural norms also promote learning.
(2 FP) Cimb: Acitan have a climb speed of twenty feet.
(3 FP) Fast: Acitan have a base speed of fifty feet.
(2 FP) Keen Senses: Acitan senses are just as powerful as the felines they are descended from.
(2 FP) Biologist Background: Acitan have a +1 racial bonus on both Craft (macrobiotechnology) and Knowledge (biology) checks.
(4 FP) Scent: Acitan can use the scent ability.
(? FP) Variable Quadraped: An acitan can shift to four or two legs as a move action. This allows them to pass for a normal cheetah at a distance if nude, and gives them a +2 bonus to avoid trip attempts. Standing on two legs for too long can also give an acitan back problems.
(-? FP) Vegetarian: Acitan cannot effectively gain nutrition from meat, but continue to have a carnivore's nutrional requirements and inability to digest cellulose and particularly tough vegetable matter. In practice, this means that acitan must weekly take enzyme supplements or lose the ability to digest their food. Most acitan-produced food comes with the enzymes already present to some degree so that it is digestable, so this is no problem for acitan in the Southern Basin, but the same cannot be said for those outside.
(-? FP) Distance: Almost without exception, an actian will feel xerself emotionally distanced from her friends, enemies, and life. While this can be useful to continue functioning in the event of a loss, the inability to feel strong or vivid emotions will have serious penalties on the acitan's ability to make and sustain friendships or favorably impress people, as determined by the storyteller and the other players. An acitan will also feel an incredible dissatisfaction with this state and wish to change it, creating mental strain that xer enemies can use fairly reliably to cause xer psychological damage, and even attempt to use as a wedge to recruit xer. Futhermore, most acitan are, to some degree, incapable of intuitive moral reasoning; something can't easily strike them as wrong unless they can find a logical reason for it, and even then the feeling will be different than it would be in a typical human--they are, to a small degree, all sociopaths. While this usually doesn't result in the acitan being run out on a rail, it is a pain in the tail and should be treated as such, preferably in a story-based way.
Write whatever you want, and we'll sort it out later! Which will mostly involve me sorting and tagging it, and talking with you to decide how it fits into the game world.
By posting here, you agree that anything you post in fursonarpg is OGL and/or CC-By licensed!
Thanks for your help in telling this story. ^.^
Two kinds of creatures in the world of Ardea can be considered "Human."
The Starborn come in a variety of races and skin colours, and are what most people think of as Human. They have poor natural weapons and night vision compared to most Beasts, but are extremely long-lived, and can see colours that most Beasts can't. Many are part of the Human Theomilitary, a strict, ordered civilization led by priestesses of their Protector Goddess. They believe that each star is another world's sun, and that the Goddess rules over them all. (This is a Natural breed.)
The Moonborn outwardly appear the same as other Humans, but they are noticeably aloof and have a strong sense of smell. They can change shape into powerful Were-Beasts (usually Wolves), and sometimes change involuntarily. Werewolves are considered a threat to Human civilization, and seen as bizarre and dangerous by most Beasts. They are hunted and feared by other Humans, and have to hide who they are in order to live in most Human societies. (This is a Mythic breed.)
You may choose to play a Starborn or Moonborn Human. You may also invent your own Human society and use either set of abilities for them.
Both types of Humans use a Slam attack as their natural weapon. (Moonborn gain an additional natural attack in Were-Beast form.) Their species skills are Climb and Handle Animal.
Starborn abilities and their Fursona Point costs are as follows:
(2 FP) Full-Colour Vision: Starborn gain a +2 bonus on Perception checks to spot traps and secret doors. They can immediately roll a Perception check if they come within 4 metres (2 squares on the combat map) of one, even if they aren't actively looking, so long as they have line of sight and at least dim lighting.
(4 FP) Long Lifespan: Starborn gain the Skill Focus feat for a skill of their choice. (This grants a +3 bonus on that skill.) If they reach level 8 in a character class, they gain a second Skill Focus feat.
(-1 FP) Poor Night Vision: Starborn can see half as well in low-light conditions as most Beasts can.
(1 FP) Sociable: Starborn gain a +2 bonus on Diplomacy checks to gather information, and on Sense Motive checks to get a hunch about a social situation.
(1 FP) Symbolic Mind: Starborn gain a +2 bonus on Spellcraft checks to read scrolls or identify the properties of magic items, and on Use Magic Device checks to blindly activate an unknown magic item.
(-2 FP) Unarmed Strike: Starborn natural weapons always deal nonlethal damage, and can't be used to make Attacks of Opportunity. They also deal -1 damage, and provoke an Attack of Opportunity as though they were a spell or special attack.
Moonborn Humans have the Full-Colour Vision, Poor Night Vision, and Unarmed Strike abilities. They also have the following abilities:
(4 FP) Scent: Moonborn Humans have a powerful sense of smell, which allows them to sense if other creatures are within 12 metres (6 squares on the combat map) of them. This distance is doubled or halved if they are downwind or unwind, respectively. As a move, they can tell what direction a creature is in. They automatically know what square a creature is in if they are adjacent to its square, even if it is hiding.
(3 FP) Smell Undead: Moonborn Humans can automatically tell if a creature they sense with their Scent ability is undead. If they use a move to tell what direction it's in, they can also sense whether it has more or fewer Hit Points than they do, and whether or not it is Wounded.
(1 FP) War Form: As an attack, a Moonborn Human can change into a powerful Werewolf. In this form, they no longer have the Full-Colour Vision, Poor Night Vision, or Unarmed Strike abilities, and can use both of their moves to make Claw attacks. If Knocked Out, a Moonborn Human leaves War Form.
While in War Form, Moonborn Humans have the following abilities:
(6 FP) Healing Factor: Moonborn Humans in War Form heal 1 HP of damage per round, and 1 Wound per hour. Damage dealt by fire or by silvered weapons cannot be healed this way.
(-1 FP) Incredible Bulk: Any penalties from armour that Moonborn Humans wear are increased by 2, and their Dexterity does not add to their Defence, while they are wearing armour in War Form. If they change while wearing armour, these penalties remain after they change back, until their armour is repaired.
(3 FP) Moon-Touched: Moonborn Humans in War Form have Damage Resistance 5/silver (they ignore the first 5 points of damage from any physical attack which is not made with a silvered weapon).
(5 FP) Powerful Build: Moonborn Humans have +2 Strength while in War Form.
(-1 FP) Tooth and Claw: Moonborn Humans take a -2 penalty on their attack rolls with manufactured weapons while in War Form.
(6 FP) Unearthly Howl: Moonborn Humans can howl as a move (they can attack in the same turn). Any non-Werewolf within 12 metres (6 spaces on the combat map) of them when they howl must succeed at a Will saving throw, at a DC of 10 plus their Charisma. If they fail, they are paralyzed with fear and lose their next turn. A creature can only be affected by this ability once per 24 hours.
If you are playing a Starborn Human, you may choose either of the following as one of your fursona's two Character Traits.
Armed to the Teeth: You are wary of Beasts and their natural weapons, and have learned to use powerful manufactured weapons to defend yourself. You are proficient with any one kind of bow or one-handed sword (you may use that weapon without taking a -4 nonproficiency penalty on your attack rolls). You may start the game with a silvered sword of that kind or a quiver of 20 silvered bolts or arrows (silver weapons deal -1 damage but can injure Were-Beasts).
Gift of the Goddess: You have been blessed by the Protector Goddess. Choose one of the following minor miracles, which you can use once per day as an attack:
Food Blessing: You purify an entire meal for up to six people, cleansing it of poison and disease.
Guidance: You gain +1 on one attack roll, saving throw, or skill check you make in the next minute (10 rounds).
Resistance: You gain +1 on all saving throws you have to make in the next minute.
Virtue: You gain 1 temporary Hit Point, which disappears after a minute.
If you go into a character class which can cast that spell, you automatically learn it and can use it at will. It does not count towards your class limit for spells known or spells prepared.
If you are playing a Moonborn Human, you may choose the following as one of your fursona's two Character Traits.
Vampire Hunter: Your bloodline has adapted to combat the worst monsters of the Necrosystem. Your blood is poisonous to vampires (they are stunned and lose their next turn if they drink even a drop), and you are immune to any enchantment spells or mind control powers used by a vampire. If you use a move to determine a creature's location with scent, and it turns out to be a vampire, you must succeed at a DC 20 Will save or use your next move to change into War Form.
Bats in the world of Ardea come in three main breeds.
The Strelle live in the mountainous northern rainforests, and are on friendly terms with the close Human villages. They have four limbs, including two armwings. Their wings are not strong enough to allow them to fly, but they can glide, and many of them know how to use updrafts and air currents to travel long distances overland without touching the ground. They have excellent hearing and night vision, but do not possess echolocation. (This is a Natural breed.)
The Rousettes were long ago conquered by the Lion Empire, but still mostly govern their own chaotic society. They have six limbs, including two wings attached to their back which allow them to fly. They can use echolocation to find creatures as small as insects at night, but they mostly eat fruit. (This is a Primal breed.)
The Camazotz are the Bats' ancient ancestors. Their stone, clockwork ruins are buried near the Strelle caves. Some Bats with magical powers are said to have Camazotz blood in them.
You may choose to play a Strelle or Rousette character. You may also invent your own breed or society and use Strelle or Rousette abilities for them.
Both types of Bats use a Bite attack as their natural weapon. Their species skills are Perception and Stealth.
Strelle abilities and their Fursona Point costs are as follows:
(5 FP) Gliding Wings: Strelle take no damage from falling, and can glide five times the distance they fall at twice their land speed. They can train the Fly skill, and they gain +4 on Fly checks.
(-1 FP) Light Blindness: Strelle have a -1 penalty on their attack rolls and their Perception checks to see things, while in sunlight.
(1 FP) Prehensile Feet: Strelle can hold objects (but not wield weapons) with their feet, such as while they are flying. They can use their feet to hold on to a tree branch or ledge and hang upside-down.
(1 FP) Ultrasonic Hearing: Strelle can hear certain high-pitched sounds that others can't. They also gain +2 on Perception checks to hear things.
Rousette abilities and their Fursona Point costs are as follows:
(4 FP) Echolocation: Rousettes know what space on the combat map every creature within 6 squares (12 metres) of them is in, so long as they have a clear line of effect to them. This does not reduce the penalties they would get for attacking an invisible creature, if they can't also see it.
(-1 FP) Light Blindness: Rousettes have a -1 penalty on their attack rolls and their Perception checks to see things, while in sunlight.
(1 FP) Prehensile Feet: Rousettes can hold objects (but not wield weapons) with their feet, such as while they are flying. They can use their feet to hold on to a tree branch or ledge and hang upside-down.
(1 FP) Ultrasonic Hearing: Rousettes can hear certain high-pitched sounds that others can't. They also gain +2 on Perception checks to hear things.
(10 FP) Wings: Rousettes take no damage from falling, and can fly twice as fast as their land speed. They can train the Fly skill, and they gain +8 on Fly checks.
If you are playing a Strelle, you may choose the following as one of your fursona's two Character Traits.
Strelle Messenger: You've spent a year or two delivering parcels and messages for the local Humans, and have learned how to use updrafts and air currents to stay aloft longer. You ignore the overland movement penalty for mountaineous terrain. (This doesn't change how fast you move in combat, it lets you cover up to twice as much ground over a period of hours or days.)
If you are playing a Rousette, you may choose the following as one of your fursona's two Character Traits.
Spark of Madness: You are a devout follower of Jehan, the Mad God, and the unpredictable nature of your spells and special attacks makes them hard to counter. Once per day, you may add +1 to the save DC of any spell or special attack you use which requires a saving throw.
Your fursona adds her Dexterity score to her Initiative roll, which is used to see who goes first each round. Write down your fursona's Initiative on her character sheet, replacing "DEX" with her Dexterity score:
To make an attack, you roll the d20 and add a bonus depending on how good your fursona is at fighting, then compare it to your target's Defence. If your roll equals or beats your target's Defence, you roll damage based on what kind of attack you used, and subtract that amount from your target's Hit Points (HP).
Your fursona can make a melee attack using her natural weapons, if she doesn't have a broadsword or beam sabre handy. Her Strength score adds to both the attack roll and the damage roll. Write this down on your character sheet, replacing "Claw" with your fursona's natural weapon and "STR" with your fursona's Strength score:
Melee attack: Claw +STR (1d4+STR damage)
The first number is the bonus to add to your attack roll. The number in parentheses is the damage roll -- an attack that hits always deals at least 1 damage, even if your Strength is less than 0.
Your fursona can also make ranged attacks using a firearm or other ranged weapon if she has one. You'll find out how those work later on. Mostly, they use Dexterity for the attack roll.
Your fursona's Defence score is the Difficulty Class that attacks against her have to beat. It starts at 10 plus your fursona's Dexterity score, so (for instance) if she has Dexterity 4, write down:
Your fursona starts with 5 Hit Points, or HP, plus 1 for every point of Constitution she has (or minus 1 if her Constitution is a negative number). So, for instance, if she has Constitution 1 write down:
Hit Points: 6
When your fursona takes enough damage to reduce her HP to 0, she is Staggered and is barely holding on to consciousness. Roll a d20 and add your fursona's Constitution score every time she tries to do anything more strenuous than talking or crawling while Staggered. If your roll doesn't beat DC 10, she is Knocked Out, or KOed, as soon as she finishes doing that thing. A KOed character is unconscious and can't do anything.
If your roll does beat DC 10, your fursona stays conscious but is Wounded, which means all of her ability scores are reduced by 1. It takes her a week to recover from her wound, although you can reduce that to four days if she does nothing but rest or is taken care of by a healer (two days for both). Magical healing can also cure wounds.
You must repeat this roll each time your fursona takes another action while Staggered, and each time she takes damage while Staggered. (If your fursona took damage, the DC is 10 + the amount of damage she took.) If you succeed, your fursona stays conscious but is Wounded again. If you fail the roll your fursona is KOed.
If your fursona is Wounded three times, she is KOed automatically.
Saving Throws, or just "saves," are your fursona's last-ditch attempts at escaping some terrible fate. They're d20 rolls, just like attacks, except that you roll them to avoid something instead of to do something. The GM will tell you when you need to roll one.
Fortitude saves are used to resist poison and disease.
Reflex saves are used to avoid hazards and attacks which affect an area.
Will saves are used to resist mind control.
Write down your saving throws like this, replacing the abbreviations with your fursona's Constitution, Dexterity, and Wisdom scores:
Skills are what you roll to do anything that isn't an attack or special ability. When you climb the rope ladder to get out of the safehouse before the zombies burst through the door, for instance, you roll a skill check for your fursona's Climb skill. To do this, you roll a d20 and add a bonus depending on how good she is at it. Each skill lets you add one ability score to your roll with it; in this case, you'd add your fursona's Strength score.
You train your skills by putting Skill Points into them. At the start of the game, you have one Skill Point to spend, plus an additional one for each point of Intelligence you have. (You get at least one total, even if your Intelligence is 0 or less.) You can put one, and only one, Skill Point into each skill you want to train, and it adds to your rolls with that skill.
You don't have to put a Skill Point into a skill to be able to use that skill. Only certain skills, marked with an asterisk, are so complicated that you can't use them untrained, or without putting at least one Skill Point in them. Mostly, you get a large bonus for putting Skill Points into skills that suit your species and character concept.
You'll find out more about that -- and how to get more Skill Points -- later on. For now, here's the list of skills you can choose from.
Fly (Your fursona must have wings in order to train this skill)
*Sleight of Hand
Craft (Choose alchemy, armour, bows, firearms, traps, or weapons)
*Knowledge (Choose arcana, geography, history, local, nature, or religion)
Profession (Choose one job your fursona can do for money)
Perform (Choose acting, dancing, singing, speaking, or any one musical instrument)
Use Magic Device
Again, you can use dots to make your fursona's skills easier to read. Then just add the dots for your skill to the dots for your ability score, when you roll them.
Here's one way to write down your trained skills. This example uses the same ability scores we created in the last step, so whenever you see CHA or DEX or another abbreviation for an ability score it adds in the score that example fursona had.
Bluff (CHA) + (*) = +3
Sleight of Hand (DEX) + (*) = +5
Stealth (DEX) + (*) = +5
Use Magic Device (CHA) + (*) = +2
By adding it all up this way, you can see at a glance not only how many Skill Points you've put in a skill, but also exactly the number you add to your d20 roll to use that skill.
So what does all this skill training mean for our example fursona? Well, curiosity killed the cat, but that hasn't stopped her from poking at magic items she doesn't understand. She sometimes finds them in people's coat pockets, while sneaking around at night. If caught, she comes up with an excuse or makes up a heartrending story.
Because these skills are closely tied into her species concept and backstory, she will probably get a large bonus with each once we're done with the next couple steps.
Now that you have an idea of who your fursona is and what she's good at, it's time to choose her species, and find out what special abilities she gets.
Your ability scores measure how strong, smart, and graceful your fursona is, among other things. Your fursona has three physical ability scores:
Strength makes your fursona's melee attacks connect more often and deal more damage, and helps her to climb and swim.
Dexterity makes your fursona's ranged attacks connect more often and helps her evade most attacks, and helps her with stealth, acrobatic, and pick-pocketing skills.
Constitution lets your fursona take more damage before falling unconscious, and helps her resist poison and disease.
And three mental ability scores:
Intelligence makes the kind of spells that your fursona learns from a spellbook more powerful, lets her learn more useful skills, and helps her recall things she's learned.
Wisdom makes spells that your fursona prays for more powerful, helps her resist mind control, and helps her notice sights, sounds, and social cues.
Charisma makes spells that your fursona casts from pure force of will or self-confidence more powerful, and helps her make friends and influence people.
Ability scores are often abbreviated using the first three letters. For example, Intelligence can be written as INT.
You have 10 points to place in your fursona's ability scores. You add your fursona's ability scores to the d20 rolls to see if she succeeds at something, so -- for example -- if your fursona has a Charisma score of 2, when she tries to charm or intimidate someone you will roll 1d20+2 if your fursona doesn't have any other bonuses to those skills.
The higher you raise one score, the more expensive it gets:
It costs one point to purchase a score of 1.
It costs two points to purchase a score of 2.
It costs four points to purchase a score of 3.
It costs six points to purchase a score of 4.
You can't raise an ability score past four.
If you want, you can give yourself up to two weaknesses to get extra points to spend. Choose up to two ability scores to have -1 in, or one to get -2. This gives you one or two more points to start with.
After you've spent all your points, increase one of your ability scores by one. This makes that score your fursona's specialty.
You should put this free point in your highest ability score, since it normally costs extra to buy such high scores. This is also a way you can raise a score up to 5, which you can't normally do.
If you don't want to spend points this way, you can instead choose to have a specialist, dual-specialist, or well-rounded fursona. This gives you a premade set of ability scores, and you can choose where each one goes.
Specialist fursonas have one extreme strength and one glaring weakness, and their other scores are middling-to-average. They use these ability scores: 5, 2, 2, 1, 0, -1
Dual-specialist fursonas have two great strengths, and poor scores in other areas. They use these ability scores: 4, 4, 1, 0, 0, -1
Well-rounded fursonas have an even spread from good to below-average scores. They use these ability scores: 4, 2, 2, 2, 1, -1
You don't get to increase any one score by 1 if you choose a premade set of ability scores. That's already done for you.
Write down on a piece of paper (or computer note) what your fursona's ability scores are. You can use dots or asterisks to make them easier to read. Here's an example character's ability scores:
Strength 1 (*)
Dexterity 4 (****)
Constitution 0 (-)
Intelligence 3 (***)
Wisdom -1 (-*)
Charisma 2 (**)
And here's how much those scores cost, so you can see how it works:
Strength 1 (1 point)
Dexterity 4 (4 points to buy a score of three, plus the free point to raise it to 4)
Constitution 0 (0 points)
Intelligence 3 (4 points to buy a score of three)
Wisdom -1 (-1 points, or 1 extra point to buy other scores with)
Charisma 2 (2 points)
TOTAL: 10 points spent
This example character is charming, quick-witted, and light on her feet, but somewhat flighty and prone to obliviousness and bad decision-making. She might be a curious cat or a cunning fox, or a member of another species that goes against their stereotypes.
You'll personalize your fursona more in the next step, where you'll find out what she rolls to attack and defend and choose bonuses to represent her skill training. After that, you'll choose the abilities unique to your fursona's species.
The Fursona RPG is a role-playing game where you play as your fursona, or personal furry character. It can be a fantasy, sci-fi, or modern game, so long as it has furries in it.
If you've ever played tabletop, pen-and-paper roleplaying games using dice and miniatures, it's basically like that, but with animal people.
If you've ever played PC or console RPGs like the Mass Effect or Final Fantasy series, it's a lot like those too, except that you play it with other people using these rules. Each of you takes turns saying what your fursona does.
One player is the Game Moderator, or GM. She doesn't usually play as her own fursona, but instead controls all the Non-Player Characters, or NPCs. She says what you find when your fursona goes through a door, and she controls all the shopkeepers, villains, and allies your fursona meets.
The GM is not your opponent. She's more of a storyteller and referee. Her goal isn't to "beat" your fursona, but to help everyone have fun.
In order to play the Fursona RPG, you need a character sheet and a set of polyhedral (many-sided) dice. You can pick these up at tabletop game stores for about $10, and they come in a variety of colours and designs.
The dice you'll need include:
A d20, or twenty-sided die.
A d12, or twelve-sided die.
A d10, or ten-sided die.
A d8, or eight-sided die.
A d6, or six-sided die.
And a d4, or four-sided die. These look like pyramids, and are not fun to step on.
If you're playing online, you can use an online die-roller, like the one at Invisible Castle. It lets the other players see what you rolled.
If you're playing in-person, you may also want a miniature to represent your character, since the Fursona RPG uses an optional playmat to show where everyone is. The mat uses a square grid, and some abilities move you a certain number of squares or require you to be in a square next to your target's.
The d20, or twenty-sided die, is the most important. (It's the one way in the back, in the picture.) Most of the rest of the dice are just used to roll damage for different kinds of weapons or magic attacks. But you roll the d20 whenever your fursona tries to do something exciting or dangerous, like keep her balance on a cliff ledge or shoot an arrow into a war robot's eye.
You add a bonus to the d20 roll depending on how good your fursona is at that thing, and then compare it to the roll's Difficulty Class, or DC. If your roll meets or exceeds the DC, your fursona succeeds at what she was trying to do.
How to read the dice
1d20+8: "Roll one twenty-sided die and add eight."
2d8+4: "Roll two eight-sided dice and add four."
Special dice rules
A Natural 1 is when the d20 lands on 1. It always means you failed or missed.
A Natural 20 is when the d20 lands on 20. It always means you hit or succeeded.
When a battle or other tense scene begins, the first thing everyone does is roll the d20 for Initiative. Whoever rolls highest gets to go first, and so on until it cycles back around to the top. Each cycle from highest to lowest Initiative is a round, which lasts six seconds in-game, and each round everyone takes a turn.
On your turn, your fursona gets two actions. One of those actions can be a standard action, which she may use to make an attack or cast a spell (if she knows any). The other is a move action.
Unless your fursona's unusually fast or slow, she can run up to twelve metres (six squares on a grid map) with each move action. She can also use a move action to open a door, pick up an object, draw a weapon, or do anything else that only takes a few seconds. If you want, she can take two move actions in her turn instead of making an attack or casting a spell.
Some things, like talking, are free actions. They don't use up one of your actions.
Here are some example turns:
Run through the door to the safehouse and then slam it shut on the zombies (two move actions)
Draw a sword and finish off the zombie that got inside (move action + standard action)
These are the basics of how to play the Fursona RPG. Most of the rest of the rules are about how to create your fursona, and how (as a GM) to handle different situations that your fursona might be in.
If you aren't going to be the GM for a game, you don't need to read those parts. All you need to do is find out how to create your fursona.
Your fursona's character sheet is mostly her picture, plus a list of the bonuses she adds to different kinds of rolls. Like in a trading card game, she usually also has abilities that let her go outside the normal rules in some way, like magic spells or winged flight. You'll get to choose these abilities, and then you'll write them down on her character sheet.
Now that you know the basics, it's time to get started creating your fursona.