CATastrophe Character Creation

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Character Creation

What follows are the rules for creating the standard Kemomi characters in Catastrophe: The Role-Playing Game.
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.
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.
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.

Step 1: Attributes

Roll 2D6 and divide by 3 (rounding down) for each of the six Attributes below.

Athletics Physical ability, combat ability.
Affection Your skill at forming bonds with other Kemomi.
Skill Your adeptness at using technology and mastering profession.
Cunning Your ability at tricking enemies and other Kemomi.
Luck your gift at finding shinies and making saving throws
Will 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).
Feline: +1 Luck
Canine: +1 Atletics
Leporidae: +1 Cunning


Roll a D6 to see what character archetype you have.

Type Attribute Adjustment Descryption
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 Kemomi deserve.


Each race rolls 1d6 for their racial power.

Feline

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 A Bird in the paw is worth two in the sea
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 then 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 then usual.

Canine

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 pentalty.
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.

Leporideae

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: Catching an enemy unaware renders them already dead, or at least serverely crippled.
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.

Step 3: Kemomi Colors

Roll a 2d6 to determine your hair colour

X 1 2 3 4 5 6
1 Red Purple Orange Pink Brown Vermillion
2 Purple Blue Green Sky Blue Navy
3 Orange Green Yellow Cream Beige Gold
4 Pink Sky Cream White Gray Silver
5 Brown Navy Beige Gray Black Metallic
6 Vermillion Indigo Gold Silver Metallic Brown


Step 4: Rare Qualities

The next step is to determine your 'Kemomi's rare Qualities.
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.
Keep in mind that it can be hard to make 3 or more special qualities play an actual role in the game.
For a starting game, we suggest sticking to two special qualities.
To determine the Kemomi's Special Qualities, roll 1D66 on the Rare Quality Table below.


Roll Rare Quality Description
11 Spots and stripes Your fur is textured in a unique way.
12 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 stick out more then other Kemomi.
15 Noble Your Kemomi is very well dressed and eloquent, you also feel superior to other Kemomi.
16 Well Dressed Your fur extends over more of your body then other more human Kemomi.
21 Scarred You've collected a good array of travel marks all across your body.
22 Tattooing You've been adorned with many tribal tattoos, from your tribe or from the distant ones from your travels.
23 Pierced You enjoy adorning yourself with the shinies from your travels, and wear most of them at all times.
24 Feral Your build is visibly more feral and weathered then other Kemomi, aswell as taller and more built.
25 Outrageous hair You've styled your hair in fancy or wild ways, and enjoy showing it off whenever you can.
26 Animal nose You have a more typical Kemomi nose of your respective breed.
32 Freckled Your visible skin is more freckled then most Kemomi
33 Mono chrome Your fur and skin are the same colour.
34 Elf like Your ears are to the side of your head pointing back, instead of on top.
35 Cross Dresser Your character disguises his or her real gender, to either gain or repel unwanted attention.
36 More Shiny then Kemomi You Kemomi has mechanical prosthetics in varying margins of quality, on more then 1 part on his/her body.
41 Accented You speak in a very peculiar way, foreign to most Kemomi.
42 Prowler Your Kemomi is more comfortable going around on all fours then standing tall.
43 Furrless Your Kemomi has no fur beside his or her usual (human) hair.
44 Superstitious 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 Secret agent You've been sent by a foreign city or tribe to investigate this part of the world.
51 Cross breed 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
54
55
56
60
61
62
63
64
65
66

Step 5: Roots and Stress

Roll 1D66 on the Roots and Stress Explosion tables, or the GM may allow you to choose.


Roots table

Roll Roots Description
11-12 Debts Your family wound up with massive debts, and you found yourself Treasure hunting as repayment.
13-14 Slave You are a slave, and have no choice about your line of work.
15-16 Mistress Although you appear to be a a stallward treasure hunter , you are actually all ready set with a husband and riches.
21-22 Revenge You are accumulating riches in order to exact revenge on somebody.
23-24 Orphan You are an Orphan adopted by treasure hunters.
25-26 Illegitimate child You are the illegitimate child of a wealthy or flopped treasure hunter.
31-32 Hereditary Hunter You were born into a family that has treasure hunted and explored for Generations
33-34 Extreme Conditioning You became a treasure hunter in order to become, the pinnacle of Kemomi abillity.
35-36 Mystery You’re really not quite sure how you wound up becoming a Treasure hunter.
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 Unrequited Love Following your one-sided love for a particular male or female, you have come here.
45-46 Business You are a Treasure hunter because you want the shinies. And that’s about it.
51-52 Infiltrator You are a member of a tribe that opposes another, and have been sent to spy or sabotage.
53-54 Loyalty You feel great loyalty towards a party member.
55-56 Childhood Friends As the childhood friend of a guild or party leader, you’ve used your influence to get here.
61-62 Admirer of Maids You have long admired treasure hunters, and through much hard work you’ve finally become one yourself.
63-64 Returning a Favor The City/tribe did a great service to you, and you have become a treasure hunter in order to repay them.
65-66 Distant Relative Although you are only distantly related to a party member, your parents have put you in his or her care.


Stress Table

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 Let the player to your left decide for you


Step 6: Maid Power

Find your highest Attribute, and roll 1D6 on the corresponding Maid Power Table.
If two or more attributes are tied for highest, you may choose which table to use.
Also, if the total of all your attributes is 9 or less, you can choose two Maid Powers.


Step 7: Favor and Spirit

Your starting Favor is equal to your Affection score, times two.
Your Spirit is equal to your Will score, times ten.
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) or Stress Explosions (in the case of Spirit), but something has to happen during the game for either of these to be triggered.


Step 8: Name and Age

Finally, write down your maid’s name and age.
Determine these however you wish.