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What it says on the tin. Will there be setting expansion? By the gods, anything crunch related? Will we feed the HFY/fetish trolls?

Who the fuck cares?! Either way, it's time for fun, sun, and catgirls!
>>
Are there vulture people who live in sky-ships that patrol the world, opening up global trade and acting as a mercantile fleet?

Are there vicious bands of nomadic shark people who pillage cat-folk homes and must be kept at bay by a band of select warrior-hunters?

Are there creatures of the far deep, ancient beings beyond all ken that nestle at the heart of the world?

If not, why not?
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>catgirls
>not purrlitically correct "catpeople"

Why must the meowtriarchy always be so, fellow catboys?
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Also, this should be the standard physique of the cat-men.

In fact, the whole world should b e a sea-bound take on Breath of Fire.
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>>21884126
Oh, eat a kleptomander dick. You guys were upgraded to adventurers almost immediately.
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Well, I don't really care that much, except I could probably run a single game of it like stalker the scifi. Just underwater, everything is serene instead of pressing, humans are the aliens and the characters are earpeople.
>>
I still say that this setting should be more about DIVE DEEPER.
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>>21884120
Bird-people were a definite no-go, I thought. Shark people were turned into just sharks, except glowing. Ancient horrors sound cool though.

Horrible bio-titans of war, locked away for centuries, until one day some kemomi pressed a button...
>>
How combat oriented is this system? How much of your character building focus would go into handling your combat abilities? Is combat actually bullshitting your non-combat abilities into combat ones?
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I've been tooling around with the idea of a campaign module based around the recreation of islands.

The idea is there's an underwater scientific base that includes several tethered metal platforms. Due to some unspecified reason (probably was set to a timer for a thousand years after "the end" or so), these platforms have risen to the surface and all of the major still-functioning computers are getting a signal written in the older language from pre-nekomimi.

When the party arrives, there's a massive Shiny Run under way. Apparently, this base opened up and it was filled with all sorts of fantastic shinies, including weird boxes. If the players are able to find any of these boxes, and follow the pictogram listed for the box (place on platform, push button, stand aside), the box releases a vast amount of dirt as well as seedlings or seeds. I've been considering tossing this at my players as both a game and a viable reward when there's a workable copy of the game available. What do you guys think?
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>>21884126
If there is a Meowcreacy in place it is only because males like you allow it! Pick up that iron pipe and swing it like you mean it boy. If you can't swing a 10 pound lead pipe one hundred times you're not fit to call yourself a tomcat!
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>>21884197
Sounds interesting. I like it.
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>>21884136
physique, well, varies. If anything, it should be more "swimmer athlete" than "do you even lift". Probably if we keep techpriestery mostly male job "do you even lift" too- they have to work with machines, after all.

>>21884120
eh, i just don't like to oversaturate setting. Adding too many -girls will add clutter and lead to shoehrning one type into one role. And you always can add your -girl variety after that. I'd stick with big 3 (cat,dog,rabbit), maybe 2 others hat were added later, but not fan of that.
>>21884126
it's catguys, dude. "Catboys" is a term that has... unfortunate implications, at least on /tg/.
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>>21884197
The octopigeon approves!

Okay so we have some human base meant to allow the descendents of humanity to start performing old world scale agriculture. I ask you anon. How many feels do you want to hit your player with?

I for one would set up the entire island as a gift from humanity to their creations, a solemn gesture of hope that life on earth will continue in some fashion we recognize.

But I'm a sucker for feels. How did you want to play it?
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>>21884184
it's... not much combat-oriented. You can roll your ough to whack away a particularly lonely hugtopus, but that's it.
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>>21884197
But crows are some of the smartest animals in the world. If anyone was going to replace us, its them.
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>>21884087
There's nothing wrong with HFY.

>>21884197
>"Shiny run"
Needs a better name, than that.

>>21884238
How about of being set to release ona timer the players need to actually get there and unlock them themselves. Fluff it as actually being set to be released on a timer, but it got a malfunction.

And since that base will be probably way too deep to dive in, the players need first to find a way to get there, like a ancient bathysphere. And that's something for an earlier quest.
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>>21884238

Pretty heavy on feels too, with a bigger emphasis on hope. It's an attempt to give the new races a chance to start the world over, to not just be stuck on platforms and boats and cities that tower over the sea, but to feel grass under their feet and eat strawberries, real strawberries, not the artificial sticky strawberry candies that come from vending machines.

I think it's a good way of tying my players into the setting too, with giving them a set goal (make an island work) as well as both keeping the area open enough for sandbox-style play (even if all of the islands are built, there's still a big scientific base full of shinies under there, at least) as well as possible allies and antagonists (rival bands of Kemomimi looking to loot other people's shinies or bully them away from the islands out of selfishness).
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>>21884291
What do you think the name should be then?
It fits the idea since the kemomi use shiny as a catch all term for human junk they dig up
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>>21884120
>>21884233
why don't we just come up with benefits that can be applied to the kemomimi? If one of your players wants to be a bug guy/girl let him. (provided they don't ruin the game's ambience...) But we'll just stat out the standard animu kemomimi (cat, dog, rabbit as you mentioned) and let the GM worry about races and stuff.
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>>21884307
For now, artifact will have to do unless a better name is found. "Shiny" just sounds unprofessional.
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>>21884314
Alternatively, don't stat them and apply point-buy.
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>>21884291

The ancient Bathysphere is a good idea. Maybe there's a rush of sudden submerging Bathyspheres (meant to be released before the base) but due to the malfunction, the plates need to be released manually? That way, the party can quest to find the Scientific Base under water, or even just decide "FUCK IT, FREE BATHYSPHERE, WE OWN ALL THE DEEP SHINIES NOW"
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>>21884318
That was kinda the point, wasn't it?
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>>21884291
>>21884297
Shiny is a good cute term and this is a cute setting but maybe we should ease back the cute-o-meter a bit. Perhaps just call it treasure to suit the nautical theme?

Either way I like the idea of the islands being a tie inb to the old world, a symbol of hope and a piece of nature from before things got bad. The Bathysphere thing has merit, maybe have the base run by an ancient AI and some selfish group of looters wants to keep the treasure of the base to themselves so they've sabotaged the timer in the hopes of keeping the wonders of the old world on the ocean floor for ever.

Add a bit of old school selfishness to balance out the cute.
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>>21884291
>there's nothing wrong with HFY
I got my eyes on you...
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I like that it emphasis exploration over 'action' but a setting without violence is a rather driftless, toothless setting. Miyazaki films, for example, are dream like and peaceful for the most part, but there is always lurking danger of violence in the margins of the work, the fear of danger 'out there'.

This setting, I feel, lacks that undertone that is necessary to make it feel alive.
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>>21884318
Who the FUCK gives a shit if it's professional?

It's a game about cute catgirls scuba diving and having beach parties. It is for fun. FUN AND FUN ALONE.

Stop trying to make this something it's not. If you want a serious, professional game, FIND ANOTHER GAME.
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>>21884360
Woah woah woah, tone it back a notch, anon. This thread has been pretty good so far. Let's be reasonable.
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>>21884348
>>21884342
>>21884318
Some anon's can't stand the "Nyaan" catgirl archetype.

We'll use Treasure for those who prefer a less cut term and Shiny for those who prefer a "Nyaan" approach. How does that sound?
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>>21884314
>>21884331
Okay. When i come home i'll copypast all the shit i and other anons came up with from sup/tg/ and update it with my new thoughts.
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>>21884360
Dude. Chill.

We can still call 'em shinies. We can just call 'em treasure too. Everyone can have cake. Some just prefer chocolate cake to carrot cake.
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>>21884371
I'm all for catgirls, but if any of my players say nyaan, I'll punch them. I wouldn't put something like 'shinies' on the nyaan side anyway. It's slang.
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>>21884348
Or an AI that thinks that "the world is not ready yet", and will not reason with "subhumans", thus having to unlock the islands by force or by reason if the DM allows living humans

>>21884359
Agreed.

>>21884360
I like to think of this setting as "Waterworld that doesn't suck" rather than "Waterworld with cat people and fun all the time", damnit!
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>>21884359

I feel like we need some more dangers and villains, but they either need to be more spectral, almost spiritual, or they need to be things not exactly evil but definitely unpleasant and troublesome. Like the Kleptomander ideas, on both counts. Ghostly, black salamander monsters that turn the party's most precious items into junk because they consume electricity. They may not be bad people, but they do ruin your day and can even make things really dangerous (imagine a Kleptomander infestation in the party's main watercraft, leaving them stranded and with a dwindling supply of water and food (besides fish and seaweed. So much damn fish and seaweed. What you'd kill for a canned Burger, but nope, fish and seaweed.)

I especially like the idea of more spiritual-esque enemies. Things that are just alien and out of the Kemomimi mind grasp. Things that are natural, old, real and long lived, even longer than their species, and almost alien to them.
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>>21884389
No, I'm tired of this. There's this weird contingent of people who see a silly catgirl rpg as an opportunity to be serious and professional and that's WRONG. Seriously check the article on this thing, it's fucking stupid.
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Allright.
Less terminology, more DUNGEONS.
What will make a good DUNGEON?
also thinking of how to do overwaer runs (parkour?)
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>>21884401
Hell, if there are more than one found bathysphere in pssesion of competing groups, we can have a veritable rush for the ancient scientific base, trying to be the first to get there and unlock the islands. Cat people have a concept for "fame and fortune", right?
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>>21884401
Too fucking bad, that's wrong. This isn't a waterworld RPG it's a catgirl beach party rpg. If you want a waterworld rpg, go make or find one.
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>>21884407
Except the "spirits" are actually ancient and still working hologram machines, obviously lootable if small enough.
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>>21884407
It's in keeping with the original art, some of which has almost a Miyazaki sort of "Spirited Away" feel.

but with cats on a beach.
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>>21884417
>>21884409
Did your cat die that this setting must be all catgirls doing catgirl things all the goddamn time?
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>>21884414

Hell, they might not even realize there's things like islands to discover. It might even be, to most people save for anyone who does the proper research, the most amazing treasure dive in the world.
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>>21884417
why can't it be both?

Also, comedy angle on antagonists, dammit! Maybe some captain watched too much pirate holotypes and now roams the seas trying to teach its crew how to properly "yo-ho-ho" (so far the most progress they made is "nya-ha-ha"), speaking VERY hammy, wearing exceedingly silly corsair hat and armed with the worst weapon knwn to catkind - wet mops?
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>>21884417
Oi, I'm all for keeping it lighthearted, but I feel you're overeacting a bit. This kind of thing was good against the HFY grimdark faggots from the last threads, but not so here. Not everyone can have fun without a smidgen of danger. Really anon, just try to cool it a little bit.
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>>21884436
Of course. They most probably don't know what is really down here, they all think that there MUST be something really good in there.

Like some sort of gold rush, except they don't know that there's "gold".
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>>21884448
That's fucking retarded.
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>>21884434

That's the entire concept of the fluff though. It's like going to a thread about Big Motherfucking Crab Truckers and being mad that no one is making TMNT suppliments and keeping the Foot Clan and radioactive teenage turtle men in mind. Sure, it's not too different from the main idea and, if you change out the fluff for the crunch, you can probably support radical turtle adventures with the same system, but man, there's a definite idea already and it's a little silly to get mad when people are trying to follow it.
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>>21884454
You can have danger. It's just not serious danger.

Hell in the original conception it's -impossible to die-.

Your character just retires because they feel like their luck is running out so they quit while they're ahead.
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>>21884417
You and your attitude are exactly the reason most of /tg/ thinks this is a rubbish idea to begin with.
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>>21884469
yeah, probably overdid that one.
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>>21884477
> not serious danger

That is a contradiction in terms. Danger is inherently serious, or it isn't danger.
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>>21884477
You can have lighthearted fun in the sun and still be able to die. When did the 'impossible to die' thing come up anyway? I don't recall that.
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>>21884483
I don't care what "most of /tg/" thinks. This is a thread for people who don't think that, who are interested in the idea and want to see something come out of it.

And to accomplish that, people have to understand the core concept, and that does not include seriousface no fun allowed drama whores. This is a stupid game about stupid cats on the stupid beach. If you don't like that, go find your entertainment elsewhere and stop trying to twist things so that you get to be satisfied instead of everyone else.
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>>21884448
Glorius, we should totally have a pirate captain attempting to recreate pirate culture based on old movies and books.


Okay antagonists. We're gonna have 'em in places. Sometimes they'll be adventurers sometimes they'll be environmental hazards. But what if we had some intelligent computer systems? AI designed to run securit for say, a shopping mall that is some how perfectly intact? It won't see the last children of humanity it will see teenaged looters and react appropiately. It will appear in a stern fatherly visage and demand the girls report to the brig and tell them their paraents phone numbers. When the catgirls freak out he'll start locking doors and sending in robot dogs to capture them.

Klepto manders are also a good idea.
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>>21884477
Lets put the danger to the DM's discretion, don't you think. So the catgirl fetishist will have to fear nothing more harmful than tummy aches while the more serious players can have actually fatal accidents.
Do cat people even understand death?

>>21884473
Well, Big Motherfucking Crab Truckers was promptly forgotten a day after for a reason.

>>21884484
It is a good start, though.
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>>21884491
No, danger is danger regardless of seriousness. A splinter is dangerous because splinters hurt and you want to avoid them.

You, the player, stand to lose your character if you take too many risks, the danger is real, it just isn't serious.
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>>21884500
In Thread. One.
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>>21884504
>I don't care what "most of /tg/" thinks.
Then no one but a handful will play this setting. If you want this to be succesful, it needs to be made more palatable to a wider range of fa/tg/uys.

Feel free to make your own branch of the setting.
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>>21884504
Yo, bro. Calm yo tits. I'm all for silliness too, but there should be some repercussions for player acions.

I liked yhe idea "you pass out and activate safety device/your teammates help you get up/you wash up somewhere". Opportunity for failure without much risk of death (well, unless player insists.)
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>>21884523
Irrelevant.
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>>21884448

Maybe it can be malfunctioning animatronic pirates, or even malfunctioning animatronics in general? Like some machines survived the massive flood but ended up being glitched horribly, and end up doing things like taking over cities and large ports en-masse?

They don't actively hunt down or attempt to injure the Kemomimi; thankfully, there's still a Killproof safe that's been enabled in all of them. That doesn't mean that the Nannybot 9000 isn't going to force the party to TAKE YOUR NAP NOW, GO TAKE A NAP, IT IS NOW NAPTIME on infinite loop and chase them into dark rooms. Or for a pirate crew animatronic set from a theme park hijacking their boat and doing nothing but attempting to take over more ships, drinking all of their beverage and singing loudly all the time (apparently, it was a kid-friendly show). If you want to go more dangerous, we can include things like unintentional dangers from the machines (vending machine bot spitting out drinks at several miles an hour, damages like being hit with a brick from a speeding car) or even due to malfunctions (constantly sparking, loss of strength control, spitting out nauseating fumes).
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>>21884483
Actually most of tg thinks this is rubbish because most of tg can't make anything themselves and so they just rip on everyone else's ideas

This project from the start has been cute animal girls doing cute animal girl things. Hell a large part of the original idea was that men were so scarce that the reason shiny hunting is a major occupation is so that you could attract a mate.

now we have people coming on about it being professional and not liking the distribution of male vs female and even thinking that having humans dead makes the setting grimdark
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>>21884504
Most of this thread seems to think you're overeacting, bub.
>I don't care what most of /tg/ thinks
Then at least care what some of /tg/ thinks. Namely, the gents in this thread.
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>>21884537
There's already plenty of interest. /tg/ is not just ten guys all arguing back and forth, no matter what we might joke. There are a LOT of people here, and we by no means need all of them or even half of them to have a decent player base. Enough people are interested in this idea that we don't need to pander to seriousfags to get players.

We can have a lighthearted, fun rpg without a whiff of grimdark seriousness. You are allowed to enjoy stupid things, that's the POINT of this game.

Wanting CATastrophe to be serious is like wanting DND to be about criminal proceedings or wanting Call of Cthulu to be upbeat and optimistic.
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>>21884537
We aren't making this for tg to play.
People came together to make this because they wanted to play it.

We aren't trying to make a profitable game or make something that will get hugely famous, this is just a simple game people are making in order to get what they want
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>>21884547
So far the gents in this thread seem to think we don't need that shit.
>>
GUYS. SERIOUSLY.

This is a non issue. We can just include a passage that says "The GM sets up danger level. If the campaign is serious death is included. If its fun there is no death."

Rule 0: Change whatever you like so it suits your campaign.

We don't need to argue about this because it literally does not matter in anyway shape or form.

Let the cute players have their cute.

Let the serious players have their Miyazaki film.

We can both have what we want and we don't have to argue about it when it literally amounts to the end result of losing your last HP equivilent.,
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>>21884567
I demand a cute miyazaki film.
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>>21884517
> a splinter is dangerous

Okay, you don't understand what 'danger' means.
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>>21884544
Admit it, you're the one that was shitting on the threads some weeks ago and now you decided to go all the other way to keep trolling.

>>21884542
-Why would animatronics have their own AI that can malfunction?
-Because its cool
I like it. Now we just need the wannabe pirate captain cat person meet with the pirate animatronic band for high seas adventures.
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>>21884567

Hell, it's not even that. It's an argument based around whether losing your character means your dead or you leave forever. It's a silly fight that's not changing the fact that you can still lose your character. Can we please drop this and work on actual campaign ideas, antagonists and maybe even some crunch rather than Semantics Argument #37?
>>
Okay, gentlemen.
What would you prefer
a dice pool
or
exhaustible stats roll-over system?
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>>21884583
Kiki's delivery service?

Seriously. We can just have the GM come up with a contrive plot device to keep the character alive if you won't want to bother with rerolling and stuff like that.

In the mean time we can include ghostly AIs that haunt the players through flooded tunnels, malfuntioning robots in city ruins and Kleptomanderswhich drain electricity from electronic devices.

and if an anon wants to use the setting to follow the adventures of some humans in a world they didn't makle that's his business. I would prefer it if the anon in question to be tactfully silent about it at this point however.
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>>21884597
Actually no I have been in here since the start and I always have kept the same point of view

I followed this from when the other team who tried to make it kept it from tg because they knew we would have arguments about this sort of crap all the time.

Too bad they didn't get their shit together and finish it but at least now it is back on track
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>>21884603

I've always been fond of dice pools myself, especially D6-based pools. D6s are easy to find and easy to get a lot of.

Should there be a cap for the highest level possible strength-wise?
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>>21884603
Dice pool is my personal choice
I like them better than expendable stats is all
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>>21884603
I like dice pools, specifically d6s but that's just me.
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>>21884407

Hologram AIs, like in >>21884424 are a nice thing that fills the niche. I'm thinking they could be damaged or simply not programmed with the catgirl language so they're barely comprehensible, doing things that seem meaningless to the catpeople, but fulfill their original programming.

>>21884426
>>21884359

I like the Miyazaki film angle, and if I were to run a CATastrophe campaign, that's the mood I'd have. Hell, I could rip some plot right out of Mononoke and have a catgirl village elder BBEG awaken a bunch of old machines and use them to better the life in her village at the expense of the surrounding ecosystem, making the local conservationist AIs pissed off at her and provoking a conflict. I'm not sure I'd do it as bloodily as Mononoke, though - I get the feeling this setting is more like Moomin than Nausicaa.
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>>21884603
Dice pools.

>>21884613
And that other team had the right idea.
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>>21884603
Dice pool. Because water.
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>>21884636
>And I think Hitler was right.
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>>21884651
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>>21884629
>>21884621
>>21884636
>>21884623

so, i was thinking of various stats represented by their own number of die (d6, from 1 to 5)
it goes kinda like FATE's success/failure (1-2,3-4,5-6), but you can remove one die from the pool (until the ebnd of dive or some kind of energy drink as was stated in previous thred) to turn failure into success. Default number of die is 3. if your die pool for stat shrinks to 0 you are exhausted and must swim to surface.

Hows that?
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>>21884651
I fucking love puns. Dice Pool it is.
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>>21884671
I'm sorry, I couldn't help myself. Perhaps this scantily-clad felinid will make amends?
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>>21884597

To be fair, I don't think the original builders of the AI were expecting them to be submerged underwater for centuries, dregged up and haphazarded jury-rigged back together by flakey cat girls. I'm sure the attached AI embedded into Park Attendant Mickey works a lot better in the hands of an official technician instead of Midge, who found a guide with the shiny and is going to figure out how to make him do things, despite not being sure what the guide says or even if it's a guide for the giant man-mouse doll or the couch.
>>
>>21884597

Or maybe the reason she dresses and acts like a pirate is because she found an animatronic pirate band and discovered that if she acts like a pirate, the band obeys her?
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>>21884686

I do like the idea, especially if we can use some of the other FATE items in the game, like the descriptive taglines that grant bonuses thing.
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>>21884686
Aw yeah, now we're getting places!
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>>21884660
Godwin much?
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>>21884686

What about in non-dive situations, like some of the foe ideas listed or research? Will fail-to-success show up as an option on the boat, or only in high-danger situations, like deep sea exploration?
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>>21884630
So Monanoke with les sblood shed? I'd play that. I'd probablu use a sufer cat who is totally bummed by the environmental disaster because he can't surf without getting coated in pollutants.

>>21884720
>>21884711
See this is what I like about the AI, the can't understand whatever language it is the catgirls are speaking, the catgirls can't understand them and may very well be suffering from substance abuse issues or ADHD. Plus they've taught themselves to read english or whatever and may wind up a little bit like animu fans who think they can speak japanese but instead just spew disjointed words that sound appropiate to them.

The AIs have no idea how to handle this so a lot of them will try to pawn off the responsability on the nearest authority figure, which could be anything from a security robot to an old military AI that's stored on one of the catgirls shinies.
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>>21884769
The moment they find an ancient artifact that lets the user instantly learn English really interesting things are going to happen.

Especially if in the hands of some BBEG analogue.
>>
>>21884748
on a boat you can safely dump all your fails into successes (and take a nap afterwards), so i guess no? Of course it all depends, could be really difficult research.
>>21884724
or penalties. Yes, in narrative-heavy game that would be nice.

I'll also think about cooperative actions or "traits" (as of now, things that automatically turn one "neutral" result in success), but alas, work for now.
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Finding character images for this game will be ridiculously easy, I think.
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>>21884813

I think there should be at least four categories of traits; positive traits, negative traits, a background or maybe some form of "career" traits that can tie in with what the player wants their character to specialize in and a race trait. Each character gets at least two positives, one or two negatives, a career and a race trait.
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>>21884823

The one in the middle has PTSD, judging from her thousand-fathoms stare.
>>
Well I gotta bpounce and get some groceries but I'll be back soon. In the meantime.

>>21884788
Exactly anyone who can speak the language of the Earless is about as close to being earless as humanly possible.

This will basically be the closest thing to sorcery you're gonna find since they could use it to decipher all kinds of information.

Also it would be interesting to try and see a ditzy cat girl explain a history of humanity from the stone age to their extinction to her friends.
>>
>>21884856

You weren't there man! You can't possibly understand!

So many Clerkbots... So many shinies, in all of their hands... So many bitter sprayings, when you'd take them but then they'd get mad unless you gave them papes. I have smelt so much bitter spraying, I can't even look at a Polo Shirt without breaking into sweats! The horror... The stinky, bittery horror...
>>
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>>21884885
Oh yeeeeah...lighthearted setting. Tentacle-raped by pleasure bots wouldn't make sense.
>>
>>21884873
This puts me in mind of a catgirl standing in front of a door doing the whole ceremony, she speaks some arcane words which none of the others can understand
"dammit I knew I had my keys here somewhere, hey house open up!"

And the override on the door locks activates opening the door for her to the amazement of her audience
>>
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>>21885034
It's decided. My BBEG shall be an earless-mancer.
>>
>>21885176
That made me think of a cat person who went mad trying to understand earless technology and language, and promptly cut it's own cat ears.
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>>21885213
Nyan Gogh?
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>>21885723
>What has science done?!

Okay so we've got Earless-Mancy which is a practice made use of by only a few kimomimi. Mostly BBEGs and BBGGs. But on the other hand we have Kemomimi running around and using Earless tech left and right.

How do they do that? Who taught them, did the Earless leave behind instructions and documents that would help the kemomimi learn their language? Did they encounter a teaching hologram? We need answers!
>>
>>21886010
They just figured it out. Perhaps it's an inherent genetic trait the humans gave them, the ability to dick around with their toys?

I'm gonna go with they just figured it out, though. The kemomi are intelligent.
>>
>>21886048
No rreason they shouldn't be able to use logic and experimentation to figure things out. Probably by watching movies and using search engines to figure out words.

I kinda like the idea that everytime there's a new piece of fiction discovered Kemomimi Earless nerds fanslate it for the rest of the community to enjoy.
>>
>>21885028
>human ears
>cat ears

IMPOSTOR
>>
>>21886113
Perhaps an eartaku?
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>>21886113
Never enough ears.
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>>21886113
Man Ear-takus are so weird. I used to have a girlfriend who would make me give her pillow talk in earless.

I drew the line at wearing Earless cosplay.

On a more serious note Ear-Takus should probably be a profession. They can be the keepers of earless lore.
>>
>be male
>walk into catgirl city
>all the catgirls look at you with those piercen eyes that mock you that only girls can have
>they all turn to each other and laugh while looking at your direction

Oh god I'm getting panic attacks just thinking about it I don't ever wanna get close to catgirl city never ever
>>
>>21886188
Wrong, there can always be too many ears, and catgirls should have just the cat ones, else they look like people pretending to be catpeople
>>
>>21886188
>dark elf catgirl

I-I...

Oh my god. Oh jesus.

Somebody pass me a towel.
>>
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>>21886214
YOU PUTRESCENT WHINING BALL OF SNOT!

How dare you represent our gender in such a manner.

You think you'll get anywhere in life cowering under the gaze of bitches and whores?!

There's only one thing to do anon.

Training montage.

http://www.youtube.com/watch?v=ZSS5dEeMX64

If you aren't manly as fuck after this I suggest you go see a doctor because you are DEAD.
>>
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>>21886366
>>
>>21884136
>>21884210
>>21886382
Well its official wqhile most cat guys are athletic in the swimmer way there are a chosen few who are MANLY AS FUCK.

And it is the solemn duty of these chosen few to make certain that each generation of cat guys grows up to be MANLY AS FUCK as well.

That's their view point on the matter anyway.
>>
So moving away from manly cat men and the cat girls who love them lets look at towns.

What do they look like? Enormous boats, a community built on the tops of towering sky scrapers, junk heaps rendered habitable via cunning use of shinies...

What are we looking at here?
>>
>>21886575
Partially submerged cities the catpeople have recently discovered and beginning to retake. See OP's picture for reference
>>
What's the source on the original images, and are there more that we can use for inspiration?
>>
>>21886640
Okay cool, I can totally see the Kemomimi retaking abandoned megacities one hab-block at a time. Dealing with predators, half crazed robots, busted wiring and all manner of hazards.

Half the fun of your game would probably be finding ways around the problems that arise in busted up ancient ruins submerged in the freshwater ocean.

Oh and searching for island mite b cool.
>>
>>21886575
Everything from remaining cruise ships, rafts made of thrown together junk, tops of skyscrapers, small islands and purpose built structures and anything else you can imagine

The kemomi might not be very bright but the earless left a lot of tech around that can be used by anyone with half a brain and that's exactly what they are

I think the idea of a cruise ship being a giant party barge with a casino could be interesting as far as transport goes
>>
I think that the earlessmancy should be more in depth control of AI's and other leftover creations.

Kemomi speak a sort of debased version of whichever language was prevalent in the region probably English or Japanese due to the widespread use of the former and the setting for the latter but earlessmancers can speak more of the dead language or even a different one which works on other machines

The machines would probably have special codes programmed so that they can help in an emergency for anyone or respond to a greeting but to someone who speaks the right dialect they can get it to do much more like open vaults, move machinery etc

They shouldn't be any sort of mechanics but more like a cross between otaku and scholars, really enthusiastic and they study it but they don't always understand it or get it right
>>
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>>21886729
So a never ending party barge that is also a casino that serves as the base fpor a group of adventurers who want to loot the ruins of the Earless Folk? Sounds cool.
>>
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>>21886772
I think that is precisely what we should go for. Anyone disagree?

I still want to call them Ear-Takus
>>
>>21886803
Yeah, it is run by the party who found it ( or their descendants if the game takes place further along the timeline ) and it caters to groups going diving with equipment, relaxation and games of chance while taking the routes that are more dangerous for smaller vessels out to the best areas for loot
>>
>>21886836
Well eartaku's are the ones who are a bit over interested in earless while earlessmancers are their actual job description

Sort of like the difference between a movie critic and an enthusiast. They do the same thing ( watch movies ) but they do it for different reasons and with different methods
>>
>>21886836

I see an ear-taku as a person interested in Earless culture, tradition, stuff like that.but an earlessmancer is a person that knows commands and codes in Earless language and can operate some of the old robotic machinery and stuff. Both would probably be useful on a dive, since both could read Earless signs and manuals and whatnot, but one would be able to provide fluff exposition and be able to tell where the party is going, explain where the loot is likely to be found, while the other would be able to solve more practical problems. Like ordering a builder robot to move out of the way.
>>
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>>21886857
>>21886893
As long as Ear-Takus are a thing I'm happy.


so....

What if the Kemomimi wound up in antartica? What if they ignore the warnings left by the Earless? What if they discovered the place of their birth? The files documenting all the miss steps the earless made in their quest to create a humanoid life form that could survive this brave new world?
>>
>>21887000

Now I know previous threads established that the Doctors were an optional thing and it's not required canon, but if I ran this and my players' party made it to the main base I'd have a bunch of half-senile AIs based on the Doctors greet them. I'd do it in the style of the Big MT in Fallout: New Vegas.
>>
>>21887000
They have a heartfelt moment of understanding before throwing a fuckhueg party?
>>
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These two for antagonists.

>thieving, conniving, cunning
>pirates, based on a sub
>like looting and shiny things

They fit in with the setting perfectly.
>>
>>21887056
>>21887062
It always ends in a party doesn't it...?

I can see one AI doing its best to shuffle the PCs out of the facility trying to get them to go somewhere, anywhere, even offering them shinies if they'll just LEAVE.

and then the other AIs come along and decide they want to enter the outside world. The adventure could go from there.
>>
>>21887179

I see it more as the scene in big MT when you meet the Brains. "THE MUTANT... IT TALKS?!" "Doctor M, can't I take a sample of their brains? Just a little one?"
>>
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>>21887179
It's never gonna not end in parties! My catgirl will be a DJ, she will rock the beach/boat/ruins, and will drown in bitches.

Also, I put forth the idea of a class that is music/dance based. For kicking ass as well as rocking parties.
>>
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>>21887296
>>21887333
Well remember doctor mobius?> I was thinking that figure would meet up with the Kemomimi first and try to get them to leave before they can unravel his carefully prepared layer of lies and chicanery so he doesn't have to kill/reboot his friends.

Okay I can see us having a class based around music, obvious bard analogue. (bonus points for SICK BURNS like "Tick Tock you just got rocked!") But I can only allow that if we get a class based around being manly as fuck.
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>>21887425
>manly as fuck
Pic related except catgirl instead of earless.
>>
>>21887572
I can buy it. They can be an inspirational class with a combat subtype. Or vice versa... Well I think we're going more with professions than classes.

Anyway we need to figure out what type of skills a Manly As Fuck/DJ character would bring to the table.
>>
Now there's the big question: how the fuck did a cat person learn to operate the ancient equipment for DJing?
>>
>>21887425
>>21887617
>I shiggidy fo' rizzley. Ya diggity?
>>
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>>21887661
fuck. forgot the pic
also: >filename
>>
>>21887333

No classes. Just skills, traits, maybe even FATE-like Aspects. But no classes. We've got the racial stat bonus thing, that should be enough.
>>
>>21887712
Very well.
>>
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>>21887644
After spending weeks toying with a particular kind of shiny, she becomes proficient enough to drop some sick beats.
>>
>>21887797

That, and I don't really see that a culture of catpeople living in small communities digging in the ruins of humanity would have "professions" as such. You'd have people with special interests, particular skills or valuable knowledge that they've picked up during adventures or while growing up, but fundamentally there's no set path of learning one would embark on. It'd be pretty random, you hung out with a particular gang and learned their way of operating a mini-sub, then you picked up a DJ deck on a run once and managed to figure out how to operate it (maybe you watched music videos or something), then you trained with Master Leo and he taught you how to spear a shark. So a character's skills reflect their personal, unique lifepath. That's what I'm getting at.
>>
>>21887870
So yeah, classless then.
>>
>>21887967
Of course. Race dictates abilities to some degree, but classes are for rigid complex fantasy RPGs.
>>
>>21887967
Do away with classes, just have skill and feat points?
>>
>>21888080
Looks like a yes.
>>
>>21888080

It's kind of hard to do away with something we never had to begin with.

Anyway, I'm thinking we can tie the feat/skill system to the basic stats. Maybe skills could be attribute specific and the more points you have in an attribute/stat, the more skills specific to that stat you can have?
>>
>>21888149
WHat about skill level? Maybe the higher the stat, the more skilled you are at using that skill.
>>
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You can't have a beach party without a band.
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>>21888287
>>21888274
>>21888260
That art is awful. The faces are downright spooky.
>>
Crunchy anon here.
Okay. So. System.
Each character has 4 stats: Toughness, Agility, Intelligence and luck.
Each of these stats is represented by a dice pool. Default "size" for a stat pool is 3. Race and player choice affects this. Dice are d6. If die rolls 1,2 it's failure, 3-4 is partial success and 5-6 is full success.
When a situation calls for a roll DM specifies attribute and player rolls all dice in his corresponding pool. To succeed at action player must have resulting number of successes more than 0 (DM can change the number of successes needed for particularly tough tasks). Each success adds 1 success, partial successes do not add anything and failure subtracts one success. From this:
-if overall number of successes is -1 or less action fails.
-if overall number of successes is 0 action succeeds only partially - whatever result player tried is not achieved, but if you are going to try again the number of successes needed is reduced by 1 (yes, that means that if the needed number of sucesses is 0 next partial success will do the trick).
>>
>>21888349
Your face is spooky
>>
>>21888512

I thought we had five stats. Otherwise, do go on.
>>
>>21888349
It isn't that bad.
>>
>>21888512
cont:
-if number of successes is more than 0 but not enough for action to succeed, the number of successes needed for this action next time is reduced by number of successes rolled.

When rolling, player may turn any number of dice that rolled failure into success. However "overexerting" removes that die from your dice pool until you take a rest or drink an energy drink.
>>
>>21888562
i asked myself: can we do without CON stat? Yes, we can, i think.

Also, darn. I meant to say that maximum number of die in pool is 5.

Pools also serve as HP of sorts. Generally everything that will potentially harm a catgirl reduces toughness or agility stat by 1. When you reach 0 dice in pool you are too tired and battered to continuea dive and must swim to safety.

So, course of action for each conflict is:
1.DM specifies a stat to roll and needed number of successes
2. Player rolls, sees if he has enough successes
-If he has enough, yay!
-If he doesn't have a failure, but has not enough successes, the result needed is reduced by that number (min.1) for next action of that player
-If player has 1 or more failure, the action fails.

And now we go into Traits and Joint actions.
>>
>>21888723
Traits are simple enough. They let your character turn one partial success into success or one failure into success without spending die. Each trait your character have either affects all actions linked to attribute or specific set of actions (though traits that affect specific set of action tend to be stronger).
Example:
"Gutsy" trait affects all actions linked with toughness and lets you turn one partial success into full success.
But "glowbox freak" trait, while affecting only actions related to computers, lets you turn one FAILURE into success.

Joint actions:
Simple enough, when number of successes needed is very high, several divers can roll for one action. Of course in this case consequences of failure affect all of them.

Next: luck stat and how does it work.
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I'm a dev working on CATastrophe currently. I'll try and answer some questions that need answering.

>>21884840
The way we're doing it, is an Advantage system. Advantages are basically specialization feats, that grant you bonuses for certain things, usually a positive dice pool modifier, or a random bonus. For example: Strong Swimmer grants a 10 foot bonus to your swimming speed. Most Advantages have a second-tier that cannot be acquired through the free amount on Char-gen, and must be purchased through the game's Merit system. It's similar to Karma from Shadowrun.

>>21884748
Yes. There are plenty of ways that you can outright fail. Most of the time, if you have the ability to succeed, you should, unless the GM notes that you'll have trouble. Say, you have to avoid debris jutting out of the water, like tops of buildings, derelict ships, Olumide flotillas, etc. he would call for a roll, and incur a negative modifier based on the difficulty.
>>
>>21888819
While other stats are straightforward "roll to x", luck is quite different. Basically, after each action you can also roll any number of die from your luck pool and add successes from this roll to overall number of successes. Any failure or partial success on luck dice is discarded and said die is returned to luck pool.
On the other hand, luck dice that rolled a full success are removed from the pool until the end of a session.

And that's it when it comes to stats. Pardon shitty wording, i am sleepy and russian.
>>
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>>21888903
Same as^

>>21884686
That's not were we're going with checks. So far it's going to be D10, roll under. How you derive what you roll under is the main stat for the check, and half of a secondary stat, with situational modifiers and advantage modifiers added and subtracted in to derive the total. The only stats that can take damage and be rejuvenated by Cryo-Cola Corp's brands is the Luck stat. Luck acts as HP, and is usually a secondary stat to tests like dodging, and searching etc. When you take damage, you "Luck out" and avoid damage barely. Of course, your luck will run out eventually, and you will gain an injury (or two) if you keep taking damage.

>>21885028
Eh. If a GM wants to add something like that in, he surely can, but we Devs aren't going to.

>>21884542
Robots are a thing. We're still working on it. So far we have a decent list, but I want to expand on it. I like your ideas of pest-robots. The term for them is Oldguard, but that might change. For the most part we've been devising Security bots and bots that are trying to sell you things that either A. bring the attention of other things to your party or B. distract the poor catgirl while diving with shiny blury lights on it's vid-screen while showing them the "latest" in fashion.

Regarding speaking earless-tongue, there is an Advantage for that. For everything else you'd need to roll Deciphering checks.

>Obedience eerlyth
Yes, captcha.
>>
I played a session of Catastrophe on the weekend. We used the Savage Worlds ruleset and spent most of the session exploring our little outpost and having a bit of slice'o'life gameplay. Was interesting coming from our usual murderhobo attitude.
>>
>>21888512
>>21888583
>>21888723
>>21888819

I like this a lot.

>>21888903
CATastrophe has devs?
>>
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>>21888944
>>21886575
What we have going currently is that towns can be anything your GM comes up with that seems plausible. The more inland you go, the less deep the water gets on most continents, creating some plateaus and such to build Stilt-homes, mobile merchant boat-fleets are a possibility, of course sky-scraper buildings turned into homes with rope bridges from building to building are a thing, whatever your GM wants.

>>21887333
Your idea of a DJ made me realize we don't have a performance check! Thanks. I'll go about adding some advantages based on perform as well, as this is a classless system.

As stated before in other threads, the stats are still 5 in total. Power, Agility, Willpower, Intelligence, Luck. AKA: PAWIL.
Each stat has it's own unique advantage for having a high number in, like POW is your swim speed, and derives your base damage in melee, for example.
>>
...wait, we have TWO roll systems already?
>>
>>21888948
Care to give some storytime about it?
>>
>>21889001

Believe it or not, yes, as much as "slowly work on the system over IRC and google docs" can be considered.
>>
>>21889036
Laptop battery is almost dead, so maybe in an hour when I get home.
>>
>>21889041

Link?
>>
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>>21889081

We're still at the point where we can't exactly show everything to the public, but I can give you some information depending on what you ask about. In it's current state, our rule set is not polished enough to stand intense scrutiny. Once finals are over we'll be able to get some more intense work done with the system, and maybe by early spring we'll have a rough WIP for people to test.
>>
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here's a quick and shitty mockup of a sheet for pool system
>>
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>>21889185

As stated, that's not where the IRC group is going with stats, and traits aren't exactly a thing. Did you come up with this by yourself, or are you working with another group?
>>
>>21889185

>Toughness
>Agility
>Intelligence
>Luck

You magnificent bastard. The TAIL system.
>>
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>>21889164
>can't exactly show everything to the public

I am hopeful, but ssuspicious. I remember that soon after CATastrophe caught on, a group of anons started a 'dev team' and then went complete fucktard with things.
>>
>>21889230

I think he's >>21888512 >>21888583 >>21888723 and >>21888819 dude.
>>
>>21889185
>>21889237
This sounds awesome. I will want to see how both systems work out.
>>
One idea would be to make humans not completely extinct.

Under the sea, still hold giant costructions made by those who come first (IE: The humans)...
Colossal vaults with a sole purpose, preservation...
Technology, recordings, art and literature, the genetic code of every living species pre-impact...
And the last humans...
In order to save their bodies and mind from decay, they created chambers capable of preserving organic matter indefinitely and mastered the ability to move themself outside of their flesh and into the Vaults...

Some chose to procreate appealing to their nature...
Other decided to extend their life beyond the normal, possessing bodies not of flesh but of cold metal...

Over the years, they are seldomly seen even near the doors of their homes... And have changed...

Some expanded, out to the surface, mostly for gathering resources or for trading...

Others became extremely protective and territorial, attacking anyone could pose a threat to their perceived peace and sense of security...

Others, maybe after years outside the flesh, grown uncaring of the world around them, simply carrying out their duties caring nothing for what or who is not their directive.
Without flinching, without esitation...
They forgot the meaning of communication outside the one of their collectivity, and those who still "speak" only emit a cacophony that was once a language never spoken again from them...

But sometimes... Even the most self absorbed of them seem to have a inclination...
They look up...
They say "We'll be waiting"...

>CONT
>>
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>>21889260

I personally wanted to go public with everything, but we decided it's for the best we don't for a while until we actually have everything clean, crisp and concise for your reading pleasure.
>>
>>21889276

I assumed, I was wondering if he's working with a group separate to the one I'm on
>>
>>21889288

If your GM decides to implement humans as still alive, sure go for it. In the system setting we're creating humans have moved on.
>>
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>>21889288
We were having such a good thread...why? Why would you do this?
>>
>>21889288
I really like this. Of course, this is more endgame stuff.
>>
>>21889288

''Do you ever feel, in your caves of steel,
The chill of an ancient fear?
Do you shudder and say, when you pass this way,
A human once walked here?"
— Newton's Wake, Ken MacLeod
>>
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>>21889288
>this thread is shaping up nicely
>we should probably post about that thing that shitstormed pretty much every thread
>FUCKING
>GENIUS
I'm hating you. To death. Right now.
>>
>>21889385
>>21889492

Did you guys miss that the humans are preserved as uploaded consciousnesses in robot frames rather than straight up biological humans? I can dig the former scenario, especially since it lets me run them as anything from comically inept, senile fools like the previously mentioned Big MT Brains, to alien, unknowable monstrocities with malevolent intent, like SHODAN or even non-malevolent but still fucking shit up like the Mononoke Forest God.
>>
>>21889655
Humans preserved as AIs? No. Crazy AIs that emulate the humans? Yes. Stop trying to start shit.
>>
>>21889651
Why is that there are still people that cry to the high heavens when someone mentions the possibility of humans?

>>21889682
And what's the difference between an human preserved as an AI and went crazy and a crazy AI that emulates humans?
>>
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>>21889761
I will answer both questions. Because, to anyone that took the time to notice, THE EXISTENCE OF HUMANS SEEMS TO BE SUPERCONDUCTING RADIOACTIVE SKUB TO THESE THREADS. You have GM discretion. Please, please, stop trying to derail the thread with this stuff.
>>
>>21884371
I guess Firefly was all about catgirls too, seeing as "shiny" was their term for cutting edge tech/anything they found cool.
>>
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>>21889843
That's actually kinda cool.
>>
>>21889813
Or we could do the fluffing now and save time to potential GMs. Haters be damned.
>>
>>21889682

Actually, to the catgirls, there's no difference because how could they possibly tell? There's Oldguard, dumb robots, and then there's smart robots that talk and holograms that look like earless. The distinction between an AI simulating a human mind or a human mind running in an AI processor is meaningless, especially to the player characters. Suffice to say some half-crazy ear-taku sect fervently belives that the AIs are actual humans, but leave it as hearsay and legends.
>>
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>>21884448
I know one idea in a previous thread was a pirate on a giant floating fortress with a malfunctioning AI first mate who mistook the captain for the president of the United States and gave her access to an Old World weapons cache, making her the most fearsome pirate of the seas. That way, you get some hammy Liberty Prime pro-America propaganda speech and a legitimate threat.

On a different note, heres something that feels like it would belong in the setting.
>>
>>21889843
No it actually was about Joss Whedon being a faggot.. again.. and still.
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>>21884823
Or if your Diver is more tacticool...
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>>21890014
>nyamirez
Lost it.
>>21889950
I like both ideas.
>>
>>21886704
Shit, you could probably have a whole campaign all about retaking the flooded ruins of Mega Neo New York.
>>
>>21889904
IMO, anything to do with humans should either be a complete mystery or a hodgepodge of conflicting stories. The latter option would probably work out best for the sake of design and flavor: People can write whatever they want about humans, and all (well, most) of it can be thrown together as myths and rumors. Stories about the possible return of humans would be like Lovecraftian works.
On the subject of robots, It could be an interesting plot for the divers to find a robot going through an existential crisis over whether it is an uploaded human or a robot programmed to think it is human (or just buggy). Naturally it would have a fragmented memory, and could even server as a "quest giver", telling the divers where to find what it needs to repair it's self and letting them keep what else they find.
>>
>>21887644
They found a turntable, added a disc and got mesmerized by the spinning, found out the disc made a funny noise when they stopped it from spinning, and it all went downhill from there.
>>
>>21890014
i think we need to stick to non-lethal weaponry. I thought of paralysis guns that just render you unable to move (and if you fall in the water, you just float on your back, possibly screaming obscenities at offender.) They usually work for 5-10 minutes, gradually (so after 3-4 minutes you can slightly wiggle towards civilisation)
>>
>>21889260
To be fair, this new group seems to be staying mostly crunchy and letting /tg/ guide the fluff, which is exactly how these /tg/ homebrews should go if you ask me.
>>
>>21890114

I like that, actually. I could even base a settlement idea around it, like so: a small "island" made out of the penthouse floor of a skyscraper, in the middle of it there's a robot that's corroded and hopelessly stuck to the floor. A few kemomimi found it and set up a community around it, there was an earlessomancer among them that could talk to the robot and interpret what it said. The community brings the robot shinies for identification, in return it asks for certain items it needs to repair itself and complete self-diagnostics so it can understand whether it's an AI or a person.
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>>21889904
>>21890114
>still using the H-word.
Stop that.
>>
>>21890195

The discussion is still civil and on the level. Don't overreact, please.
>>
>>21890167
>possibly
YOU SON OF A BITCH WHEN I CAN MOVE AGAIN I'M GONNA PULL YOUR DAMN TAIL SO FUCKING HARD HEY WHERE THE HELL DO YOU THINK YOU'RE GOING.
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>>21890167
That was mostly agreed upon last I knew. While the actual level of lethality as always will be left to the DM, the general idea is that the baseline is nonlethal but it can always be refluffed into a lethal weapon. I just like the picture of a Catmando.
>>
>>21889946
>The distinction between an AI simulating a human mind or a human mind running in an AI processor is meaningless
If I may input, there is a VAST difference between the simulation of a functioning human brain, and the actual thing.
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>>21889904
>>21890114
>people STILL trying to shove humans in
Have we learned fuck-all from the previous threads? This is obviously not the place for you HFYfags to discuss this shit. Why must you actively try to ruin these threads. What the fuck do you have against this setting being made?
>>
>>21890292

There is no "actual thing" in both of those scenarios. An "uploaded mind" is the simulation of a mind running on computer hardware, and there's no difference between that and a de novo simulation of a mind that never existed other than as a simulation.

But we're digressing, dear colleague. Shall we join the others on the lounge deck? It's been a long day, after all, and there's a wet t-shirt contest in progress between the diver teams...
>>
>>21890195
I'm in the “lets keep humans out of CATastrophe” camp myself, but I have no issue with the current discussion. Little pockets of stagnant humanity in the form of a scientist who either put his brain in a robot or copied his brain into an AI Halsey-to-Cortana style that have degraded and either gone crazy from the years of isolation or act as your very own Deckard Cain on your boat is fine with me, its when you stark talking about sustainable human settlements and making them the focus of the setting that the setting gets muddled.
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>>21890315
So I really hate all this attempt to stuff in humans. Isn't the whole point of this setting that humans are gone, and all their artifacts and ruins are mysterious and unknown to the new species?
>>
>>21890195
>>21890315
>trying to shove humans in.
That is the opposite of what I was trying to say.
beyond cultural relics left behind, information on humans should be conflicting and scarce. It's just that trying to remove the slightest mention of humans from a game where you are exploring the sunken remains of human civilization is just silly.
The robot thing was an idea, not a command.
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>>21890375

Agreed 100%, and let me point out that no one in the current thread is advocating anything else.
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Oh look, the HFY is back...yaaaay...
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>>21890375
A single, single example of that I would be perfectly fine with. Small, lonely pockets of transhumans, I can accept. But not actual humans.
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>>21890455
>>21890315
>>21890392
>>21890195

Stop ruining the thread. Either participate in the discussion or don't post anything, what you're doing just drives the thread further to autosage and contributes nothing of worth. There's no shitstorm yet, so don't provoke it.
>>
>>21890443
I'm almost convinced the other guy is -trying- to derail the thread into HFY arguments the way he just keeps reposting the same complain every few minutes or so.
>>21890478
And no one has ever said actual humans. There was that one post about a humans-turned-robots settlement, but most people shot that down pretty quickly. Just be civil and the thread wont turn to shit, people.
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>>21890502
As immature as it may sound, they arn't the ones that started this shit. The 'musthavehumans' side did. The overreaction is somewhat justified.
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>>21890655

Not everyone mentioning the word "humans" belong to some secret anti-catgirl society, man. It was just a couple dedicated trolls in the previous threads, and right now they're asleep or whatever, so how about we just move on with the discussion instead of going on about this?
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>>21890655
Not when the rest of the thread is being so civil. Right now, YOU are the problem.
>>
>>21890502
>>21890696
>>21890740
Just ignore him, as he is trying to start shit. I wouldnt be surprised if he was the same HFY troll from previous threads.
>>
>>21886214
>>21886382

> One City, Women hate you
> Other City, Men want to rape you
> All other places, rejected neckwhiskers RP being catgirls

I hate this

>>21890740
Tuff

I don't really care whether there are humans or not, just please, no grimderp stuff.
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I believe an anon in one of the other threads said it best.
>repeat after me
>catgirls
>beach parties
>exploring ruins
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I remember there was one Thanksgiving CATastrophe fluff thread that I never got to post in, so here was my idea for it

Pero-Pero has always been one of the major settlements along the trade routes, accessible from Waterbus Stop 10, home of the famous BoS Burgers. A canine founded town, its population remains heavily canine to this day. Because of this, it is more organized and machinated than most settlements. Which isn't to say its a drab military compound, only that waking up before noon isn't seen as strange and your solar panels are more likely to be functioning. In fact, the origins of the phrase “This place has gone to the dogs” being used to describe a heavily organized or scheduled village has its origins in the settlement of Pero-Pero. Of course, their affinity for tech means that Pero-Pero parties as hard as they work. Their laser-light electro-fests are legendary. Furthermore, the people of Pero-Pero are rather affectionate, even by canine standards. A customary greeting in Pero-Pero is a hug and kiss on each cheek.
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>>21891399
>a hug and a kiss on each cheek
>not just going full lesbian sex scene every time you say hello
Also, kudos on the language thing.
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>>21891560
This isn't New Japan, rape is not how you say hello here.
>kudos on the language thing.
Thanks, I'm always a sucker for wordplay.
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>>21892000
Can't rape the willing.
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>>21892176
We have ways to rape the willing, rest assured.
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>>21890167

I've been tossing the idea around of a weapon based around pepper spray mixed with Bitter Apple spray (the type used to train dogs and cats to keep off the furniture). It's a type of non-lethal spray that burns the sinuses and, more importantly, stinks to holy high heaven. It's primarily used by security mall-cop-type bots and comes in cannisters as well as spray guns.
>>
>>21891027
I only heard "exploring ruins"
DIVE DEEPER
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>>21892588
Nah, that's about as deep as you need to go to give someone a description of the system setting.
>>
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>>21891399
>Keith Bacon regrets that he is unable to meet you in person due to expiry.
>>
>>21892609
DIVE DEEPER
DIVE FOR TREASURE
DIVE FOR BEING A BETTER DIVER
DIVE TO REACH THE STRANGE LIGHTS IN THE DEEP
DIVE BECAUSE THE GLOWING BOXES TOLD YOU SO
DIVE TRYING TO FIND OUT WHAT THE EARLESS ARE TRYING TO SAY
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>>21892963
http://www.youtube.com/watch?v=R1gF0uhHsqk
The water is blue, the water is clear
The fruit is sweet, the fruit is juicy
Drink, eat, dive
Party hard with your friends on the beach
Party hard with your friends on the beach

The fruit is sweet, the fruit is juicy
The water is blue, the water is clear
Drink, eat, dive
Party hard with your friends on the beach
Party hard with your friends on the beach

The fruit is sweet, the fruit is juicy (Find Shinies)
Drink, eat, dive (Find Shinies)
Party hard with your friends on the beach (Find Shinies)
Party hard with your friends on the beach

Party hard with your friends on the beach
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>>21894915
There are probably so many shinies down there.
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>>21895687
>>21895687
>>
>Say you're gonna do some storytime in like an hour
>Get home and have a nap, wake up 5 hours after and remember you have storytime to do

Alright, so having been doing a lot of straight murderhoboing in a particularly combat heavy game of 4e, our GM was looking for something a bit different to run. We had just finished a side game run by another member of our group in Engine Heart so we thought something more light hearted and less melancholy would fit the bill. So we ended up with CATastrophe as our setting and a few minutes mashing some Savage Worlds house rules for the races and baddies together we got playing.
>>
>>21895868
I rolled up a skittish bunny guy named ‘Lops’, with the hindrance coward but with the edge of being extra lucky so I’d get extra bennies. Essentially I’m the lucky rabbit’s foot of the group.
Others were: Connie the parkouring catgirl with a phobia of the dark, Douglas the catguy who used his starting edges to be extra wealthy and start a shop, and Pearl (pronounced Puuuureal) the catgirl fisher.
The starting city was a place called Stardust Port, which was described as a crowded city similar to those of an old walled Italian city only with most of the buildings being adobe or mudbrick.

So all rolled up the GM sets the scene. Douglas is walking through an alleyway to his store which will be opening in the next few days. He’s carrying a box that jingles and jangles a bit as he goes along. I’m walking from the other direction when someone gets close to Douglas, snakes his tail between his legs and trips him, which causes the box to be thrown up into the air and into the thief’s hands. Immediately he dashes off, out of the alley and down a main street clogged with people. I started taking advantage of my long rabbit stride yelling out for the thief to stop, Douglas getting himself off the ground and hurrying after me. As we chased through the crowd dodging tails and the busy populace of the city we drew the attention of Connie who took a quick assessment of the situation and climbed up on top of some kiosk and skipped over the crowd. When she was parallel with him she jumped off and tried tackling the thief but failed miserably, grinding into the ground and getting stunned for a moment and a comical goose egg rising from her head.
>>
>>21895876
Thief changed directions, weaving through alleys and climbing buildings and had us doggedly chasing him all the way towards the city docks. As we pounded after him he hurtled groups of people bent over fishing nets one of the locals saw the box in the arms of the thief. Pearl piloted her fishing boat to the next bridge we’d have to cross and got out her fishing rod. As the thief bounded over her she made a shooting check (as she said, “Fly fishing is all about steady aim and knowing where its gonna land, should be a shooting check”) and landed the hook in the box. With a flick the box was wrenched free of the thief’s arms and into her arms. When we caught up, panting and out of breath we cheered.

A quick time warp later and Douglas had invited us to dinner back at his house/shop for our help. While we were eating he opened up the package. It contained what he was sure what would put his business above the other competitors in this part of the city, a little wax fabricator. It worked by filling a hopper with wax pebbles that’d be melted and formed into little figures and toys you could select from a menu. Douglas thought that it’d be a great way to get kids to come to his store and advocate their parents to come, encouraging repeat visits by offering a discount on returned wax toys after they get mangled (as wax tends to do).

We then fast forwarded a few months, with Pearl starting to sell her fish to Douglas to sell in his store, me renting his rooftop to start a garden which the produce I also sold at his store, and Connie being hired as a courier for packages that people ordered. In all we had a thriving little general store with a small fresh market so residents didn’t have to travel around to the docks and to the bigger market square on the other side of the city for basic goods.
>>
>>21896131
We were actually quite proud of our store, succeeding a few checks that the GM had us do to figure out how things went in the fast forward months. When it came time to take full control again it was nearing the longest day of the summer, and we started preparing for the Stardust Festival.

What is the Stardust Festival? Well old legend said that the star spirits used to come down upon Stardust Island and have such a party that they could be seen for miles away once every year on the longest day of the summer. The planners of these parties always tried to one up themselves, making the island bigger and bigger with each passing year. However the spirits stopped arriving many years ago but since the island was colonized the yearly Festival has drawn visitors from all over for one of the biggest parties anywhere, starting on the solstice and ending a week later.

To get into the spirit of this big happening party we decided to festoon the shop, banners everywhere, drawing on the walls with brightly coloured chalk pictures of stars dancing and other happy things like flowers. It soon became a competition with our neighbors, each of us trying to one up each other in decorations to impress the visitors that’d be arriving soon for the Festival. I grew lots of dandelions in a section of my garden to transplant across areas so they’d grow quickly with minimal dirt and liven the place up (while also being a delicious additive to salads), Connie placed our things where we couldn’t normally reach and did most of the drawings, Douglas ordered lots of shiny bits and bobs to make crafts out of both as decorations and to sell during the Festival, and Pearl did a ‘Friends of Fishes’ mural on one side of the shop that was pretty elaborate and other fishing related decorations (fishhooks hanging from the ceilings with streamers and stuff). I’ll have to see if I can’t get a scan of the drawing she made for the mural sometime.
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>>21896137
Anyhow it was all good fun and a bit of chatting with our neighbors, friendly competition and one-upmanship. Then the guy at the end of the street put up a massive lights display in blinking shapes and would move and dance.

We couldn’t let him win after all our work so we started thinking. We couldn’t think of anything we could top it with on hand but when Pearl was at the docks she overheard that there had been an old submerged town discovered on the island’s east side after a sediment shift opened up some of the tunnels from Lake Stardust. So hurrying to us and excitedly telling about a pristine dive area we got ready to go on an expedition in search of a bunch of shinies to make the most festive damn shop on the street.
This coming Friday we’ll be making our dive.
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>>21896147
So, yeah that's it for now. If you'd like I could expand on anything that has gone on so far. Or I know the GM browses here (we are playing CATastrophe after all) so maybe he'll even pop in with more information.
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>>21896174
>>21896147
>>21896137
>>21896131
>>21895876
>>21895868

Sounds like fun.

I kinda like the emphasis on just doin'...stuff rather than all the epic adventureing you usually get in other games. It's like a breath of fresh air.

Anyway as for the TAIL system I don't think we should even bother with assigning racial bonuses and should focus on backgrounds and character preferences for their traits and what have you.
>>
For some reason, I'm really glad this is actually seeming to work out.
>>
I really think that my group will like to run this once it is more done, we are all getting burnt out on serious combat games so this will be a nice change of pace
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>>21896174
Sounds like a very nice and fun game. Then again your GM could throw a curveball and have the dive lead to unknown horrors from beyond the stars and suddenly you're playing CATstrophe of Cthulhu.
>>
Heh I just thought, what happens if they find a cosplay shop with nekomimi headbands?

Or old earless porn
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>>21899264
3Lewd5me.

But in seriousness they would't bat an eye at the porn unless it was stuff like rape or flat out disgusting. (2Earless1cup for instance)

The head bands might lead to a bizarre fashion statement and might make for some touching scenes between mismatched couples. (catguy with dog girl for instance.)
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>>21900052
I see it being something that they all sort of get embarrassed about and sort of interested

As for the headbands I can see them being a curiosity and a real point of confusion for the kemomi since they don't know why earless would have them
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>>21896174
GM of this game, just throwing in my 2 cents that the most underdeveloped part of the fluff is locations. Stardust Port is actually a recasting of a an island by the same name from a Windwaker inspired setting I designed a couple years ago that never saw the light of day but I thought the concept would fit well in the CATastrophe setting. Simply put, its a dormant volcanic island with the greatest resource in a salt-water covered world imaginable: Fresh water.

What used to be the caldera is now a brimming lake filled by rainwater. The city developed on the south side of the island where a natural harbor had formed, acting as a trading post and resupply port for merchant fleets before coming into its own. Other industries include some of the only proper mining in the hemisphere, with the local metals and jewels mined taken from mines expanding upon the old magma tubes underneath the island, fishing, and farming on the island’s east side which exports quite a bit of vegetables due to the rich nature of the volcanic soil and irrigation from Lake Stardust.
>>
>>21900464
The city proper is built of dense adobe and mud-brick dwellings ranging from one to four stories tall and I envisioned it as a cross between cleaned up Balmora and a coastal Italian city. It is meant to evoke a kind of old world charm different from other settlements in the world that are mostly stilt structures raised above old mountain ranges or floating city fleets. Some notable locations in the city are the market square, a large opening filled with bustling activity during the day as stalls and kiosks hawk their goods and by night is host to a great number of food carts making it a popular community location to hang out and hold events in the evening. Next up there’s the harbor, with a lighthouse at the entrance it is the first thing visitors see of the city. Any number of fishing boats ranging from commercial trawlers to rowboats can be found here plying their trade as well as many merchant cogs and cargo ships that trade for goods on the island and resupply with water and sundries. As such there are often market stalls at the pier ends where the sailors sell their wares. Then there’s the hot springs heated by the remains of the once active volcano, the administration district which is made up of four towers at the city center in the compass directions and is where grievances are aired in court and where the various municipal factions have their headquarters (civil engineers, firefighters, police), and the Firmament Theater which is part classical music hall and part Cineplex with a movie studio for the making of new films.

The rest of the island is fleshed out but I’m sure you’ll be able forgive me if I don’t share it since the watchful eyes of my group are present and I don’t want to spoil the surprise.
>>
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Well shit. Already storytime and it isn't even done yet. If nothing else, an appealing setting has been created.
>>
>>21900501
Best way to develop a setting is by having people play in it after all.
>>
>>21900464
>>21900472
Interesting, makes me want to develop some of my own locations.

Was leabing towards a an orbital elevator 'cause Battle Angel Alita's Scrapyared is one of my favorite settings of all time but that's a bit too high tech to be setting appropiate (unless some other anons feel that CATGIRLS IN SPACE is something we should be fluffing)

Maybe work on some city fleets? I mean Dog people, Rabbit People, and Cat people ar standard but do we ant to include Mouse People, Bird People and lizard people in the fluff too? If so what stereotypes should we give them?

So what I'm asking here is what are out stereotypes for cat people (standard cats right? Lazy and allof.) Dog people (hard working, orderly) and Rabbits (so far all I've seen is skittish and cowardly.)
>>
>>21900680
Rabbits are also lucky and particularly quick.
I'm not so sure about those particular races however, lizards would be like cats except lazier (always lying in the sun) so it feels like retread ground. Bird people maybe in low numbers. Mouse people kinda same thing as lizards where they retread the same ground as rabbits really.
>>
>>21900680

I know I'm planning on going with the dog/cat/bear/bunny/mouse configuration that was being tossed around a few weeks ago, with allowing alternate species in those lines, like a hamster girl using mouse girl stats, a dingo girl with dog girl stats or a badger boy with bear stats. I'll hold off on lizards and birds until the stats are tested and made usable, because I feel like lizards, birds and fish people would require alternate rules like flight rules or cold blooded/hot blooded alternate changes. At least with mammals, the work is 90% done for us already, thanks to the pre-built stats.

I really want to run this. I have a mini campaign idea that I want to run by players, and I'm considering running either the TAIL system that one guy made last night or the dev teams work.
>>
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If I ever run this, I'll just stick with the big three. Racial bonuses shall be small, and the players will customize their characters from there. Throwing in more races justs seems...awkward. Why would the scientists make cold-blooded lizard people? Or bird people, unable to fly?
>>
>>21900760
>>21900788
Well see my view is this: If we use the TAIL system and make the game more about narratives and puzzles (Something I think Uncle Gyggax would approve of) then stats for lizard/bird/whatever people become less important than the fluff.

If we just throw out racial stats in terms of toughness, agility, intelligence, and luck then we coimpletely side step a major design issue.

If you were to design a bird girl for instance you could include the "flight trait" at your GM's discretion but give up stuff like wealth or skills in exchange. Get where I'm coming from?
>>
>>21900900

I can kind of understand fish people, if the world is flooding and they want to absolutely make sure there's some survivors, but I probably wouldn't include them. It'd just be a logistic nightmare using a half nekomimi, half fish people party. It'd have to be one or the other, and frankly not playing nekomimi in the nekomimi game seems silly. It's like playing a mundane male science teacher in Magical Burst.
>>
im starting to go a little nuts here
does anybody know the BoS Burger's artist?
im not getting any fruitful results off of google
>>
>>21900900
WEhy would they make cat people and dog people and rabbit people as opposed to just manufacturing life support systems and work on terraforming devices so tthat they can fix earth and repopulate it with clones?

If we want to stick to Cat/Dog/Bunny trifecta fine but I don't see any reason to exclude bird people or lizard people.

Monster Girls on the beach makes as sense as catgirls on the beach after all.
>>
>>21900933

The nekos use diving equipment in the water, the fishpeople use landing equipment out of water. Presto.
>>
>>21900925

Regardless, I'd like to get the game going first before we start mucking about with the races again. We can always expand later after we have a working model and even update it when we can have parrot girls and anole boys without both breaking the system via flight mechanics or camoflage abilities or whatever.
>>
>>21900933
I was just thinking of treating the Kemomimi as a human civilization that picked up where their forefathers left off and that the animal traits are superficial.

isn't the important thing here the diving and the beach parties? Who cares if scales or feathers are present instead of fur?
>>
>>21900954

You know, I might include a fish people option in my demo run, just to see how it goes. I do like the idea of deep sea enemies, and a race of semi-hostile nymph-esque fish girls and boys who feel like "dumb stupid kitty brats who can't read earless" usurped their position as being the savers of the world seems amusing to me.
>>
>>21900954
I can't help but envision a fishgirl deploying landing gear like that of an aircraft.
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>>21900961
Right right, well my question has been answered. I'll get to work designing a floating city built on the back of large ships, yachts and all kinds of stuff like that. Any suggestions?
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>>21900986

I want them to look like this:
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>>21900995

All of the boats are either tied to each other or the center column of the city (an old cellphone tower or skyscraper). That way, if the waters get rough, the entire town doesn't float away.
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>>21900973
With cat/dog/bunnygirls, it's easy to see the traits as superficial. But with stuff like fish and bird -girls, I can't help thinking that they mean harpies and mermaids. That doesn't seem right, to me.

As long as your birdgirls don't have wings/beak, and your fishgirls don't have gills, I'm okay with it.
>>
I just ran the current fluff by my usual DM guy. His response was: "I totally wanna be a human survivor who got stuck in stasis and was an engineer and blah blah blah blah."

...Yep, nope. No special snowflakes from the get-go. We are Party People, on a mission to sip beverages, stare at women, and dive for teh shines. Fuck that survivor shit.
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>>21901065

I'm expecting this. Hell, this might be the only setting my resident Power Gamer will actually want to play a human instead of a fire demon elf angel abomination.
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>>21901065
Uh-huh...well, that's something, I guess. Perfectly innocent post.
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>>21901025

Fishpeople without gills don't seem right somehow. At least give them some kind of dolphin-like ability to hold their breath for a long time.
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>>21901065
I want to write something like that but it woould just be a guilty pleasure. It goes against the grain of the setting HARD. Stick to your guns anon, no humans allowed.

>>21901025
Well that's what I was saying, its all superficial. If I run a game and one guy says "can I play a lizard guy?" and I say no and my answer is "it doesn't fit the setting" I look a little silly. I mean for Ear's sake its literally about partying and diving in old ruins.

>>21901022
Was thinking more of a purposely built floating island, like an oil rig but without a connection to the sea bottom so it doesn't get swam,ped when the temperture rises. Have islands made of junk connected to the main body and just have the thing be so amazingly enormous that the occasional storm can sink a few auxilliary islands and no one cares becaus they can just redisitribute the survivors on the other islands.
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>>21901096
Gills are a definite no. You can have webbed hands/feet and a few scaly patches of skin. Perhaps a finned tail. But no gills.
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>>21901087
It's more an indictment of what my group usually runs like; me trying to keep things on course and within the framework of what we're running, and everybody -even the DM- trying to run six ways to Sunday with wild crazy special people ideas. And they call me the rules lawyer when they make up half their stuff on the spot and want me to stat it. Even though I'm a player.

I can't wait to see how the local Murderhobos react to a setting where killing people isn't a thing.

>>21901124
Tis the plan. With any luck, the Pathfinder game will end soon -one way or another- and I'll get a chance to run/play something lighter. I'll be nice. Really really nice.
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>>21900995
see >>21889950 for one of those.
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>>21901149
>killing people isn't a thing
How many of you are actually planning to run it like this? I'm definitely going to have fun and sun, but I'll be damned if my players aren't going to be put in situations where they might drown or get shanked by doggirl pirates.
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>>21900973
I think some people want this setting to be the catgirl diver setting while other people want it to be the “any monstergirl I can think of” diver setting. I just think its a moot point to argue over because no matter what game you run, people are gonna want to insert their homebrewed races into it, the only difference here is people are trying to stick their homebrewed races into CATastrophe before the game is even done.
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>>21901149
YYeah I have my own speshul snowflake tendencies but I try to rein them in and use events in game to make my character special. A party made up of people who have "drow but chaotic good" backgrounds can be tortorous to play in. My stance on special back grounds "A little goes a long way." I mean making a character with defining traits and a unique background is fine but you should at least try to suit the setting. My rule has always been "Sum your character up for me in a 3-8 sentence paragraph." if you can't knock it down to a single paragraph at level one its time to edit that character.
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>>21901096
>>21901202
If I were going to do fishgirls I would make them more like dolphin girls and one of their starting traits would be a bonus to any underwater activity. Including holding your breath.

As for "monster girls under the sun?" I was just advocating ditching racial stats entirely and making it an appearance thing. Whatever, its not important. Lets just stick to the cat/dog/bunny trifect since we seem to have a thread that's a skub magnet.
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>>21901190
I'm pretty much imagining that any and all BBEGs are going to be like pic related. Hell, the setting already feels a heck of a lot like Megaman Legends anyway.
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>>21901226
Typical. The cowardice of you antiskub faggots is just pathetic. Perhaps one day you will see the truth that is skub.
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>>21901227
>>21901190
My stance is to play it a bit like a animated movie. Like say Alladin or Mulan or something. Both were fun, and both had their dark moments. Death was a present danger, but it wasn't the focus of those movies, adventure was. (well that and the standard kid movie aesops.)

so yeah I'd run it with some mortal danger but I'd focus more on the adventure than getting shanked for your treasure. (but pirates would probably be a big part of anything ?I ran if only 'cause it makes sense.)
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>>21900973
Well because the actual dev team wants the races to have bonuses so adding more and more races just bogs things down

Making the basic few races and then saying "you can play any race you want but decide amongst the group which race they count as" is the vibe I am getting

Last I heard they also aren't using the TAIL system instead doing the other
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>>21901239
The surgeon general has given stated the Skub is a known cause of homosexuality, aids, and a fondness for country music.

Anyway the City: I'm thinking of Calling it Treasure Island. This has to do with the fact that a good portion of it is made, quite literally, from pieces of cities that have been dredged up by the hard working Kemomimi of treasure island. Trreasure Island has a core made up of four old Oilrigs which were raised freom the briny blue by the founders. They are the source of Treasure Island's pure water. electricity, and food. Connected to the city by enormous chains are several cargo ships and aircraft carriers. Huts made from things like chopped up city busses and cargo con tainers are fairly common. Somke of thge more ambitious ship owners will build multi stpory buildings on their decks but these structures are at risk of falling apart if not carefully made using the old teachings of the Earless.

So is this too outlandish? Should I expand on it?
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>>21901280
I like TAIL system more but whatever. cat/bunny/dog works just fine for now. We can worry about other races later.
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>>21901299
Seems like the perfect analogue for a big city in this setting. Just a bunch of big bits and pieces.
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>>21901299
Reminds me of the cityships of Judge Dredd out on the Black Atlantic.
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>>21901280
>>21901313

If "http://1d4chan.org/wiki/CATastrophe_Character_Creation" is to be believed, we're essentially running and alt version of MAID. Which, honestly, I'm cool with.

>>21901190
As the poster of that quote, yeah, I'm planning on a bit of danger and such. But my Murderhobo group is more known for killing everything that could possibly be an enemy or backstabbing whoever has the shiniest crap around. That's, from my perspective, something that just don't work in this system unless you let happen.
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>>21901409
The 1d4chan pages aside from the main one are horrendously outdated.
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>>21901409
But of course not. Shinies are something you do not fuck around with. I'm sure any form dickass thievery will lead to harsh consequences, and pirates are considered less then people.
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>>21901425
And the Cross Species Dating Advice article, which pretty much got updated as it happened. Except for the 4th thread. I think nobody remembered to get that one.
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>>21901378
>>21901369
hrmm, gonna have to get around to reading those dredd comics I downloaded. Oh and yeah,m this is meant to be the Kemomimi equivilent of say, new york or tokyo.

I figure that "Shiners" (the nick name that others have given the Inhabitants of Treasure Island) typically have a better grasp of Earless tech and culture than someone from say, an island like Star Dust Port due to the Simple Fact that everything is breaking down all the time and you wind up picking up some basic mechanical skills if you grow up there.

The Core of Treasure Island wille probably have been settled by a loose conglomeration of Dogs, Bunnies, and Cats in equal numbers since raising four sunken Oil Rigs would have been labor intensive as fuck. There's be 9 great houses, each of whom dwells on 3 enormous ships (the aformentioned aircraft carriers, oil tankers, and cargo ships) and they won't line up along species lines. Rather they'll line up along their love of parties, diving for treasure, and Earless Tech/Culture.
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>>21901440
... I almost want one of those families who're into Earless Culture to be ProtoMen Fans to the core. But I shall refrain from ever flavoring them as such when I run this.
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>>21901190

I admit, I am planning to run a slightly darker version of the game than other DMs have mentioned: a few notable NPCs that will be at the PC's boat will be retired divers who really got their shit kicked in at their last run, there's going to be electrified AI and malfunctioning bots in a lot of places and they'll even have a BBEG in the form of a SHODAN-esque AI that's at the Science Base where the island-creating shinies are. I might be even crafting deep sea pressure hazards if the players get a bathysphere and decide to go really deep.

I want to see how the system runs in a lot of situations, both light-hearted and dark. While I don't plan on going balls to the wall grimdark on it, I do want to at least try for a nobledark feel at times. And if it fails, I can always reel back on the darkness and revert to submarine hijinks.
>>
>>21901409
Don't be afraid to TPK them if they do too much bullshit. Throw them in jail or something if they murderhobo around too much. This isn't a setting where being a dick pays well.
>>21901440
The three families are, interestingly enough, made up equally of Cats, Dogs, and Bunnies. The party goers dwell on a pair of cargo ships which have basically been turned into a pair of 24/7 night clubs and they also have an old cargo ship which has been converted into a fortress.

The Divers have A pair of Air Craft carriers and, despite their best efforts, have yet to figure out how to get the planes flying. The CIWS and Missile systems work just fine though. They're unique among the families in that they own a massive "Zero Point Energy" Sibmarine which they use to raid deep ruins.

Finally we have the Earless Tech/Culture Clans who own a Super Massive Yacht and a pair of Cargo Ships all of which are heavily armed and stocked with all manner of Earless "Junk."

Anyone wanna help me name the families?
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>>21901506
For the Diver families, they could just rip the clan names right off the boat. Or do weird approximations of them. But that would require google-foo. I'll be back with some results from that shortly.

Same I guess could be done with all the others, but it's more or less up to the creative people. I'm not one of them.
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>>21901456
I'm the Treasure Island Fag.

I love the Protomen, even if their tank on Megaman is a tad too grimdark for my tastes. However while having a single family be hardcore protomen fans is a bit much having a combination of party goers and Earless Culture/tech guys cosplay as Protomen version of megaman characters and quoting the songs is perfectly fine.

>Boodsma APTS

So one of the Treasure Island ships should be run by Boodsma and have cheap housing?
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>>21901530
http://www.navy.mil/navydata/ships/carriers/cv-list.asp

^Has a listing of all US carriers past and present. Yeehaw.
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>>21901506

Diver family: Cousteau (they got it off the name of the first diving rig-equipped boat they started in).
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>>21901575
>>21901542
How about...

Costeu, Kitty-Hawk, and Boxer for the Clans? I love my country but having a Kennedy clan running around seems a bit much.
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>>21901621
Yeeeeah, no Kennedy. I can just see a 'grassy Scrapheap' incident cropping up there.
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>>21901621
This could be the city's flag. Maybe a slap an emblem over it, but this needs to be the background colors.
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>>21901506
Anyway the Families car more about your commitment to the clan than your species so there's plenty of interspecies marriage for the sake of unity and what have you...

Once you move away from the Core and the Ancestral boats you have the Rich Folk. People who own yachts or fishing boats or other large vessels that are packed with luxuries. Then you move into the Junk Towns. These are literally orbiting settlements that occasionally dock with the core to recieve fresh water power and other amenities. They're usually made out of whatever people can find and held together with glue, duct-tape, chains, rope, and spot welding.

That in a nutshell is the city's structure. It moves all around the ocean, often stopping at deep ruin sites for a few months at a time before moving on. Treasure Island is a place of innovation and industry and its said that if you can succeed there you can succeed anywhere.

Thoughts so far?
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>>21901657
A black spot. Just slap a Black Spot in the center and I think we have the perfect flag.
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>>21901711
I like it, but I think it needs a better name than Treasure Island.
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>>21901723
A kemomi head / skull? Or would that only he for pirates
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>>21901726
The Pirate of Disapproval gazes in your Direction.


My thoughts on the matter are this.

Human Relics= Treasure/Shinies.

Treasure Island is literally Made from human Relics, therefore it is an island made from Shiny/Treasure.

Also its a reference to a classic tale of adventure.

But hey, Opinions. What would you like to call it?
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>>21901786
Nah, like the Rising Sun Flag for Japan. It would look good, and it would be a loose Reference to Treasure Island.

We could say that being given "The Black Spot" is one of the best things that can happen to you since it's a mark of the approval of a powerful person.
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>>21901799

Shiny Island.
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>>21901799
>Also its a reference to a classic tale of adventure.
Thats the thing, its a blatant rip from a classic tale of adventure. You could call it something like Shine City, the city that always gleams, or Diver Bay or something that plays off of old literature without straight copying from it.
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>>21901821
>>21901848
Well I felt it was appropiate but Diver Bay is much better. (Shiny Island is just treasure Island but with a Nyaan style term for it.)

So Diver Bay, I like that.

Way I see it Diver Bay is basically New Yawk Sitty but made of junk and ships with Kemomimi living in it. Your place in it is decided by your Shiny and you can only get shiny by diving or helping out with dives so it is a City of Adventure.

Literally.

Since Diver Bay is mobile the city moves from place to place once the Families recieve good info on salvage that could makle Diver Bay a better place to live.
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>>21901889
I feel like town square should be a massive marketplace with a hole in the middle where Divers breach from their trips and go instantly to work peddling what they scavenged.
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>>21901889
Sounding a bit like the Quarian Migrant Fleet, which is a good thing, IMO. Movement between areas is facilitated by pedestrian walkways, rowing boats, and jet skis.

I know we're all about the sun and sea here, but should we talk polar adventurers? Cute animal people in parkas, guys! C'mon.
>>
This thread is firmly in autosage. Shall I archive/start a new one?
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>>21901933
>>21901967
I approve of an underwater docking bay. PRobably a docking bay for submersables in the underside of The Core where divers can dock their minisubs or just climb into the dock via some access ramps, pay their toll and take an elevator to the market place.

Hmm, polar adventures.

Continue Anon, do you have a city in mind or just happen to like snow and cold? (I hate snow and cold but what the hell? This could yield some fun adventure locations?)
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>>21901967
>polar adventurers
The idea was the whole world over flooded and became all tropical and shit. Im sure once we get the basics down we can hammer out an Ice Diver module, maybe even with a basic backstory you can use about some kind of old Earless weather machine from back when they were trying to save humanity reactivating and freezing a section of the world.
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>>21902024
Sure, sounds good.
>>21902035
I'll give you a hint: http://en.wikipedia.org/wiki/Research_stations_in_Antarctica

And I wasn't thinking of cities so much as an expedition. A bunch of eggheads stumble across a faint radio signal coming from one of the research stations and (because they're fucking cat people) decide to look into it. Eventually they establish a permanent base there and start tracking down other stations using documents they found in the first station.
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>>21902150

Thread is archived, please excuse my lack of appropiate imagery for the thread's subject matter.



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