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| ==Character Creation==
| | See: [[MAID CATastrophe Character Creation]]. Creation rules for other modules, such as the FATE Core conversion, have yet to be finalized. |
| What follows are the rules for creating the standard Kemomi characters in Catastrophe: The Role-Playing Game.<br/>
| |
| So long as it doesn’t become a problem, with the exception of Attributes, you may re-roll any of the aspects of character creation. <br/>
| |
| For example, if you don’t like a particular Special Quality, and can’t think of a way you can get into roleplaying that kind of character, then roll again and see what you get.<br/>
| |
| If you really want to play a single certain type of Kemomi, or have picked out a Stress Explosion type that you think is perfect, then ask the GM if it will work.<br/>
| |
| | |
| ==Step 1: Attributes==
| |
| '''Roll 2D6 and divide by 3 (rounding down) for each of the six Attributes below.'''<br/>
| |
| {| border="1" cellspacing="0" cellpadding="5"
| |
| |-
| |
| |'''Athletics'''
| |
| |Physical ability, combat ability.
| |
| |-
| |
| |'''Affection'''
| |
| |Your skill at forming bonds with other Kemomi.
| |
| |-
| |
| |'''Skill'''
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| |Your adeptness at using technology and mastering profession.
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| |-
| |
| |'''Cunning'''
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| |Your ability at tricking enemies and other Kemomi.
| |
| |-
| |
| |'''Luck'''
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| |your gift at finding shinies and making saving throws
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| |-
| |
| |'''Will'''
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| |Your ability to resist panic, and concentrate.
| |
| |}
| |
| | |
| | |
| ==Step 2: Kemomi 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 Atletics <br/>
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| '''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
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| | Luck +1 Athletics -1
| |
| | Young, inexperienced, and ready for their first adventure.
| |
| |-
| |
| | 2
| |
| | Sexy
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| | Cunning +1 Skill -1
| |
| | Booty, Beauty, and lookin' good for mates.
| |
| |-
| |
| | 3
| |
| | Pure
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| | Affection +1 Will -1
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| | Pure, kind, and a heart as clear as the water.
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| |-
| |
| | 4
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| | Cool
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| | Skill +1 Affection -1
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| | Calm and collected, the picture of the unflappable diver.
| |
| |-
| |
| | 5
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| | Girlish
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| | Athletics +1 Affection -1
| |
| | You're the epitome of the toughest, hardest, and most wild divers.
| |
| |-
| |
| | 6
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| | Heroine
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| | Will +1,Cunning -1
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| | Honest, single-minded, and a try-hard you are the hero the Kemomi 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 Kemomi 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:'''
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| | 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.
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| |-
| |
| |'''6 Light Steps:'''
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| | 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.
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| |-
| |
| |'''7 The Cat's Call'''
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| | When you spend Favor, roll 1d6. On a natural 6, the Favor is not expended.
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| |-
| |
| |'''8 The Better to See You With'''
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| | You can easily see in the dark as if it were daylight.
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| |-
| |
| |'''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:'''
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| |You may spend one turn protecting an ally to get them back on their feet at 50% Spirit
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| |-
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| |'''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!:'''
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| | 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!:'''
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| |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'''
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| | While not underwater, you are able to smell and identify living things and smelly objects within a 10m radius.
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| |-
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| |'''9 Hey! Hey! Hey You!'''
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| | Can communicate simple ideas to non-aggressive wildlife. How cooperative it is is up to the DM.
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| |-
| |
| |'''10 '''
| |
| |
| |
| |-
| |
| |'''11 '''
| |
| |
| |
| |-
| |
| |'''12 '''
| |
| |
| |
| |-
| |
| |}
| |
| | |
| ===Leporid===
| |
| | |
| {| border="1" cellspacing="0" cellpadding="5"
| |
| ! Racial Power
| |
| ! Effect
| |
| |-
| |
| | '''1 Is that a Carrot in Your Pocket?:'''
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| | 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:'''
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| | An attack roll of natural 6 also pushes back and stuns the enemy, preventing them from taking their next turn
| |
| |-
| |
| | '''3 Breakneck Speed:'''
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| | While moving, enemies receive a -1 penalty to hit you. You also can move twice in one turn, once per session.
| |
| |-
| |
| | '''4 Fluffy Tail:'''
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| | 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:'''
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| | 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 '''
| |
| |
| |
| |-
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| |'''10 '''
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| |
| |
| |-
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| |'''11 '''
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| |
| |
| |-
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| |'''12 '''
| |
| |
| |
| |-
| |
| |}
| |
| | |
| ==Step 3: Kemomi Colors==
| |
| '''Roll a 2d6 to determine your hair colour'''
| |
| {| border="1" cellspacing="0" cellpadding="5"
| |
| ! X
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| ! 1
| |
| ! 2
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| ! 3
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| ! 4
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| ! 5
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| ! 6
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| |-
| |
| | 1
| |
| | Red
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| | Purple
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| | Orange
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| | Pink
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| | Brown
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| | Vermilion
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| |-
| |
| | 2
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| | Purple
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| | Blue
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| | Green
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| | Sky
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| | Blue
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| | Navy
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| |-
| |
| | 3
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| | Orange
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| | Green
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| | Yellow
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| | Cream
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| | Beige
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| | Gold
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| |-
| |
| | 4
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| | Pink
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| | Sky
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| | Cream
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| | White
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| | Gray
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| | Silver
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| |-
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| | 5
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| | Brown
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| | Navy
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| | Beige
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| | Gray
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| | Black
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| | Metallic
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| |-
| |
| | 6
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| | Vermilion
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| | Indigo
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| | Gold
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| | Silver
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| | Metallic
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| | Brown
| |
| |-
| |
| |}
| |
| | |
| | |
| ==Step 4: Rare Qualities==
| |
| The next step is to determine your 'Kemomi's rare Qualities. <br/>
| |
| These are various physical, mental, or social traits that distinguish a Kemomi from her fellows.
| |
| Normally Kemomi's get two Special Qualities, but the GM may wish to increase this to between 3 and 5 in order to make the game more interesting. <br/>
| |
| Keep in mind that it can be hard to make 3 or more special qualities play an actual role in the game. <br/>
| |
| For a starting game, we suggest sticking to two special qualities. <br/>
| |
| To determine the Kemomi's Special Qualities, roll 1D66 on the Rare Quality Table below. <br/>
| |
| | |
| | |
| {| border="1" cellspacing="0" cellpadding="5"
| |
| ! Roll
| |
| ! Rare Quality
| |
| ! Description
| |
| |-
| |
| | 11
| |
| | Spots and stripes
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| | Your fur is textured in a unique way.
| |
| |-
| |
| | 12
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| | Warpaint
| |
| | You're adorned by many of your tribes colours, and believe taking them off is heinous.
| |
| |-
| |
| | 13
| |
| | Clawed
| |
| | You're extraordinarily clawed, even for normal Kemomi. (both hands and feet)
| |
| |-
| |
| | 14
| |
| | Fanged
| |
| | Your Teeth are predatory and your fangs may be visible even with your mouth closed.
| |
| |-
| |
| | 15
| |
| | Noble
| |
| | Your Kemomi is very well dressed and eloquent, you also feel superior to other Kemomi.
| |
| |-
| |
| | 16
| |
| | Well Dressed
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| | Your fur extends over more of your body then other more human Kemomi.
| |
| |-
| |
| | 21
| |
| | Scarred
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| | You've collected a good array of travel marks all across your body.
| |
| |-
| |
| | 22
| |
| | Tattooing
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| | You've been adorned with many tribal tattoos, from your tribe or from the distant ones from your travels.
| |
| |-
| |
| | 23
| |
| | Pierced
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| | You enjoy adorning yourself with the shinies from your travels, and wear most of them at all times.
| |
| |-
| |
| | 24
| |
| | Feral
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| | You're wilder, taller, and more muscular than other Kemomi.
| |
| |-
| |
| | 25
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| | Outrageous hair
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| | You've styled your hair in fancy or wild ways, and enjoy showing it off whenever you can.
| |
| |-
| |
| | 26
| |
| | Animal nose
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| | You have a more typical Kemomi nose of your respective breed.
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| |-
| |
| | 32
| |
| | Freckled
| |
| | Your visible skin is much more freckled then most Kemomi.
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| |-
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| | 33
| |
| | Mono chrome
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| | Your fur, skin and hair are the same colour.
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| |-
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| | 34
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| | Elf like
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| | Your ears are to the side of your head pointing back, instead of on top.
| |
| |-
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| | 35
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| | Cross Dresser
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| | Your character disguises his or her real gender, to either gain or repel attention.
| |
| |-
| |
| | 36
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| | More Shiny then Kemomi
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| | You Kemomi has mechanical prosthetics in varying margins of quality, on more then one part your body.
| |
| |-
| |
| | 41
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| | Accented
| |
| | You speak in a very peculiar way, foreign to most Kemomi.
| |
| |-
| |
| | 42
| |
| | Prowler
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| | Your Kemomi is more comfortable going around on all fours then standing tall.
| |
| |-
| |
| | 43
| |
| | Furrless
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| | Your Kemomi has no fur beside his or her usual (human) hair.
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| |-
| |
| | 44
| |
| | Superstitious
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| | Your Kemomi fervently believes in her ancestors/spirits/midget folks/earless ones/old gods/new gods/etc.
| |
| |-
| |
| | 45
| |
| | Permanent Injury
| |
| | Your Kemomi's become permanently injured in the line of treasure hunting, it's up to the player or DM to decide what, and how he/she has kept going.
| |
| |-
| |
| | 46
| |
| | Land lubber
| |
| | Your Kemomi would rather not take to water and would rather stay dry, even during treasure dives.
| |
| |-
| |
| | 51
| |
| | Cross breed
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| | Your Kemomi is part of the opposite race, this can be one of either of the remaining races after creation. Or a blend of extra Feline traits.
| |
| |-
| |
| | 52
| |
| | Brash
| |
| | Your Kemomi has little knowledge or care for finer ways of socializing and is awfully blunt.
| |
| |-
| |
| | 53
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| | Short
| |
| | Your Kemomi is three quarters, or half the length of all other Kemomi regardless of age.
| |
| |-
| |
| | 54
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| | Albino
| |
| | Your hair is white, your eyes are red, and you are very sensitive to sunlight.
| |
| |-
| |
| | 55
| |
| | Digitigrade legs
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| | Your Kemomi walks like an animal that stands or walks on its digits, or toes.
| |
| |-
| |
| | 56
| |
| | Oral Fixation
| |
| | Your Kemomi is rarely caught without a tooth pick or smokable, to relax with.
| |
| |-
| |
| | 60
| |
| | Extra Fluffy
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| | Your Kemomi's fur is more perky and longer, especially around the tail.
| |
| |-
| |
| | 61
| |
| | Lazy
| |
| | Your Kemomi isn't the fastest or the hardest working, and enjoys lounging above all.
| |
| |-
| |
| | 62
| |
| | Botaniac
| |
| | Your Kemomi loves the remaining nature and plantlife of the world, and tries to be around it as much as possible.
| |
| |-
| |
| | 63
| |
| | Voluptuous
| |
| | Your Kemomi has larger assets then most, male characters are wider and heavier, female characters more curved.
| |
| |-
| |
| | 64
| |
| | Skinny
| |
| | Your Kemomi is much thinner and lighter, but more defined in physique.
| |
| |-
| |
| | 65
| |
| | Big eared
| |
| | Your Kemomi has more defined ears, and thus are larger then more proportionate Kemomi.
| |
| |-
| |
| | 66
| |
| | Swimmer
| |
| | Your Kemomi enjoys taking to water at every opportunity, and can usually be found in spas when not diving.
| |
| |-
| |
| |}
| |
| | |
| ==Step 5: Roots and Stress==
| |
| Roll 1D66 on the Roots and Stress Explosion tables, or the GM may allow you to choose. <br/>
| |
| | |
| | |
| '''Roots table'''
| |
| {| border="1" cellspacing="0" cellpadding="5"
| |
| ! Roll
| |
| ! Roots
| |
| ! Description
| |
| |-
| |
| | 11-12
| |
| | Oathbound
| |
| | You promised something to someone, and you can't go back on your word.
| |
| |-
| |
| | 13-14
| |
| | Limelight
| |
| | You live for the fame and attention treasure hunting brings you.
| |
| |-
| |
| | 15-16
| |
| | Just for Kicks
| |
| | You act like an enterprising treasure hunter, you are already set with a spouse and riches at home.
| |
| |-
| |
| | 21-22
| |
| | Payback
| |
| | You became a treasure hunter to get back at someone who wronged you.
| |
| |-
| |
| | 23-24
| |
| | Voluntold
| |
| | Your tribe selected your profession for you.
| |
| |-
| |
| | 25-26
| |
| | Scholar
| |
| | Tired of your academic study of ancient technology, you decided to get some hands-on experience.
| |
| |-
| |
| | 31-32
| |
| | Runs In the Family
| |
| | You were raised by treasure hunters and decided to follow in their footsteps.
| |
| |-
| |
| | 33-34
| |
| | Extreme Conditioning
| |
| | You became a treasure hunter to perfect your body and skills.
| |
| |-
| |
| | 35-36
| |
| | Went With the Flow
| |
| | Becoming a treasure hunter just kind of happened.
| |
| |-
| |
| | 41-42
| |
| | Self Loathing
| |
| | In order to get out of the house and to punish yourself for your laxity or sins, you have taken up the job of treasure hunter.
| |
| |-
| |
| | 43-44
| |
| | Puppy Love
| |
| | You followed your crush into the profession.
| |
| |-
| |
| | 45-46
| |
| | Girl's Best Friend
| |
| | You're in it for the shinies and the shinies only.
| |
| |-
| |
| | 51-52
| |
| | Infiltrator
| |
| | You've been sent by a distant tribe or city to spy on the area, and steal their secrets.
| |
| |-
| |
| | 53-54
| |
| | Loyalty
| |
| | You feel great loyalty towards a party member.
| |
| |-
| |
| | 55-56
| |
| | Watchdog
| |
| | You grew up with a party member and became a treasure hunter to protect them.
| |
| |-
| |
| | 61-62
| |
| | Dream Job
| |
| | You've wanted to be a treasure hunter since you were young, and you worked hard to achieve that dream.
| |
| |-
| |
| | 63-64
| |
| | Grateful
| |
| | The tribe helped you out of a jam, and you're hunting for treasures to thank them.
| |
| |-
| |
| | 65-66
| |
| | Cousins
| |
| | You are related to a party member, and your parents asked them to help you learn the ropes.
| |
| |-
| |
| |}
| |
| | |
| | |
| '''Stress Table'''
| |
| {| border="1" cellspacing="0" cellpadding="5"
| |
| ! Roll
| |
| ! Explosion
| |
| ! Description
| |
| |-
| |
| | 11-12
| |
| | Alcohol/Drugs
| |
| | You drink alcohol (or drugs) until you can’t remember or care.
| |
| |-
| |
| | 13-14
| |
| | Stealing
| |
| | You steal valuables from everything around you.
| |
| |-
| |
| | 15-16
| |
| | Violence
| |
| | You unleash violence on everything around you.
| |
| |-
| |
| | 21-22
| |
| | Gambling
| |
| | You use every penny you have for gambling.
| |
| |-
| |
| | 23-24
| |
| | Racing
| |
| | You get into whatever vehicle is handy and go for a drive at, at least twice the speed limit.
| |
| |-
| |
| | 25-26
| |
| | Teasing
| |
| | You start persistently tormenting other Kemomi.
| |
| |-
| |
| | 31-32
| |
| | Mischief
| |
| | You start playing troublesome tricks around the city and on the other treasure hunters.
| |
| |-
| |
| | 33-34
| |
| | Running Away
| |
| | You run away from the party.
| |
| |-
| |
| | 35-36
| |
| | Complaining
| |
| | You start incessantly complaining to everyone about everything.
| |
| |-
| |
| | 41-42
| |
| | Seclusion
| |
| | You go somewhere secluded and won’t face anyone, not even for food.
| |
| |-
| |
| | 43-44
| |
| | Crying
| |
| | You start crying uncontrollably.
| |
| |-
| |
| | 45-46
| |
| | Rampage
| |
| | You use anything you can lay your hands on to run around destroying things.
| |
| |-
| |
| | 51-52
| |
| | Shopping
| |
| | You go crazy spending your money on shopping.
| |
| |-
| |
| | 53-54
| |
| | Sleep
| |
| | You spend all day sleeping.
| |
| |-
| |
| | 55-56
| |
| | Binge
| |
| | You go crazy eating.
| |
| |-
| |
| | 61-62
| |
| | Prayer
| |
| | You escape through Superstition, relentlessly praying to heaven or spirits for protection.
| |
| |-
| |
| | 63-64
| |
| | Spoiled Child
| |
| | You act like a spoiled child, making demands.
| |
| |-
| |
| | 65-66
| |
| | Player Choice
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| | Let the player to your left decide for you
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| |-
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| |}
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| ==Step 6: Popularity and Spirit==
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| Your starting Favor is equal to your Affection score, times two. <br/>
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| Your Spirit is equal to your Will score, times ten. <br/>
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| Both of these can start off at zero if the corresponding attribute is zero, making the character initially far more vulnerable to dismissal (in the case of Favor) <br/>
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| or Stress Explosions (in the case of Spirit), but something has to happen during the game for either of these to be triggered. <br/>
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| Favor represents how pleased the City/Tribe/Treasure Guild is with a Kemomi.<br/>
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| The GM (The Nyador Counsel) hands out points of Favor to the Kemomi characters whenever they deserve it. <br/>
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| In particular, points of Favor should go to Treasure hunters who work hard to serve, assist, or rescue their Kin. These points can be spent in the following ways:<br/>
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| {| border="1" cellspacing="0" cellpadding="5"
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| ! Usage
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| ! Cost and Effects
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| |-
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| | Removing Stress
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| | Spend 1 Favor to remove 1 point of Stress.
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| |-
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| | Raising Attributes
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| | To raise an attribute by 1, spent a number of Favor points equal to the new attribute level desired, times 10.
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| |-
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| | Roll Bonus
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| | Spend 1D6 Favor to add +1 to either the die roll or your attribute score for one action.
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| |-
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| | Random Event
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| | Spend 1D6 Favor to have a Random Event occur.
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| |-
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| |}
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| A Kemomi whose Favor drops below 0 is banished by the Counsel or their party. <br/>
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| To avoid being dismissed, Kemomi can lower one of their attributes by one point, gaining 10 times the new attribute level in Favor (e.g., lowering Athletics from 3 to 2 provides 20 Favor), <br/>
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| until the maid has 0 or more Favor. Of course, that means that Kemomi can wind up on a downward spiral of reduced ability.<br/>
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| ==Step 8: Name and Age==
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| Finally, write down your Kemomi's name and age, determine these by choice or dice roll <br/>
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