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Setting:CATastrophe/MAID Conversion Character Creation
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==Step 2: Kemomimi Types== '''1. Choose a race Archetype (one of the Big 3. Other races can be extrapolated from these, such as Fox can use Dog stats).''' <br/> '''Feline:''' +1 Skill <br/> '''Canine:''' +1 Athletics <br/> '''Leporidae:''' +1 Affection<br/> '''Roll a D6 to see what character archetype you have.''' {| border="1" cellspacing="0" cellpadding="5" ! Type ! Attribute ! Adjustment ! Description |- | 1 | Naive | Luck +1 Athletics -1 | Young, inexperienced, and ready for their first adventure. |- | 2 | Sexy | Cunning +1 Skill -1 | Booty, Beauty, and lookin' good for mates. |- | 3 | Pure | Affection +1 Will -1 | Pure, kind, and a heart as clear as the water. |- | 4 | Cool | Skill +1 Affection -1 | Calm and collected, the picture of the unflappable diver. |- | 5 | Girlish | Athletics +1 Affection -1 | You're the epitome of the toughest, hardest, and most wild divers. |- | 6 | Heroine | Will +1,Cunning -1 | Honest, single-minded, and a try-hard you are the hero the Kemomimi deserve. |} '''Each race rolls 1d12 for their racial power.'''<br/> ===Feline=== {| border="1" cellspacing="0" cellpadding="5" ! Racial Power ! Effect |- | '''1 Purrfect Conditioning:''' | You take no penalty from a damaged dive suit as long as the canister is intact and can hold your breath 50% longer. |- |'''2 Nine Lives:''' |Once per session when the character hits 0 Spirit, they regain 50% of their spirit and gain a +1 on their next roll. |- |'''3 Catastrophic''' |Once per session you may add +1 per Kemomimi in your party to an attack roll. |- |'''4 Cat's Eye for Quality :''' | Any rolls related to acquiring rare goods receive a +1 bonus. Loot you find is often of better quality than is usually available. |- |'''5 Curiosity's Reward:''' | When scouting an unknown area, you may choose to slip in unseen. The party's luck is increased by for the purpose of finding loot. |- |'''6 Light Steps:''' | You do not set off traps, and have a +1 bonus to disarming them. You can also tell when a building may be more unsafe than usual. |- |'''7 The Cat's Call''' | When you spend Favor, roll 1d6. On a natural 6, the Favor is not expended. |- |'''8 The Better to See You With''' | You can easily see in the dark as if it were daylight. |- |'''9 ''' | |- |'''10 ''' | |- |'''11 ''' | |- |'''12 ''' | |- |} ===Canine=== {| border="1" cellspacing="0" cellpadding="5" ! Racial Power ! Effect |- | '''1 Bite Worse than Bark:''' | Damaging an enemy's armor or hitting a weak spot causes that enemy to automatically target you next turn with a -2 penalty. |- |'''2 Man's Best Friend:''' |You may spend one turn protecting an ally to get them back on their feet at 50% Spirit |- |'''3 C://SPOT RUN:''' |On a Natural 6 related to technology, the attempt critically succeeds and whatever you were working on works even better then expected. |- |'''4 Let slip the Dog Girls of war!:''' | Your nose can sniff out enemy weak points with ease. Once an enemy weak point is found, a roll of 5+ counts as 6. A roll of 6 counts as 7 |- |'''5 Fetch!:''' | Basic parts and items (DM rules) count as always being on hand. You receive a +2 to finding circumstantial items that could be useful in a situation. |- |'''6 Play Dead!:''' |The entire team can go into a sonar blackout mode, increasing the party's related rolls for stealthiness checks by +1, and re-rolling the first failed check. |- |'''7 Ruff day''' | |- |'''8 The Better to Smell You With''' | While not underwater, you are able to smell and identify living things and smelly objects within a 10m radius. |- |'''9 Hey! Hey! Hey You!''' | Can communicate simple ideas to non-aggressive wildlife. How cooperative it is is up to the DM. |- |'''10 ''' | |- |'''11 ''' | |- |'''12 ''' | |- |} ===Leporid=== {| border="1" cellspacing="0" cellpadding="5" ! Racial Power ! Effect |- | '''1 Is that a Carrot in Your Pocket?:''' | Rolls related to people that could be considered love interests gain a +1 circumstance bonus, and count as one degree of success higher then normal. This must be role played. |- | '''2 Spring Kick:''' | An attack roll of natural 6 also pushes back and stuns the enemy, preventing them from taking their next turn |- | '''3 Breakneck Speed:''' | While moving, enemies receive a -1 penalty to hit you. You also can move twice in one turn, once per session. |- | '''4 Fluffy Tail:''' | You can designate an attack to taunt the enemy into attacking you next turn. It will do no damage if it hits, but will allow the party to receive +1 to attack rolls against that enemy for the duration of the taunt. |- | '''5 Preys, predations:''' | You may spend one turn acting as an Ally's wingman. They gain a +2 bonus to social rolls during that turn. |- | '''6 Keeps going, and going:''' | You do not get tired as a result of exploring, poisons and toxins wear off in one turn, and you can take an extra turn in combat once per session. |- |'''7 The Better to Hear You With''' | You can hear the location of moving things within 6m, or 12m while underwater. |- |'''8 ''' | |- |'''9 ''' | |- |'''10 ''' | |- |'''11 ''' | |- |'''12 ''' | |- |}
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