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Cat-Nap! Version 1

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0% found this document useful (0 votes)
31 views

Cat-Nap! Version 1

Uploaded by

OswaldTSK
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CAT-

NAP! A
NEW
GAME
FOR 2-7 PLAYERS
by McKenzie Wilkes
Play as rambunctious kittens aiming to
nab an object of their little desires.
You are a litter of kittens, or just best kitten
friends, and you are living your best little
kitten lives. Suddenly, your interest is
GAME
PLAY
piqued by the most amazing thing you've To Play Cat-Nap you will need 2d6. When a skill or
ever seen. You HAVE to have it. Work challenge comes your way, roll those 2d6 and the
together and work your way through the big outcome is as follows:
world to take what you've fixated on today.
This is Cat-Nap! 2-5 - Failure. Something goes wrong with what
you're trying to accomplish.
CHARACTER 6-8 - Mixed Outcome. You succeed a little bit at
what you're trying to do, but there is a small flaw
CREATION
Decide as a group what breed your litter is, and the
in the success.
9-12 - Success. You completely succeed in what
name of your kitten! After that, roll a d6 to determine you were trying to do!
what type of kitten you are. Only one type of kitten
per litter and each kitten has their own Skill and Flaw. If you are trying to do something that utilizes the
1. THE RUNT OF THE LITTER skill of your kitten type, i.e. if you are the Runt of
a. Tiny! Can fit into small spaces other kittens the Litter attempting to shimmy through a small
can't. crack in between the fridge and the counter - you
b. Clumsy! Stubby legs and a small frame mean automatically succeed with no rolling
they are more of a klutz than other kittens. neccessary.
2. THE TROUBLEMAKER
a. Always Into Something! Can cause mischief On a similar note, your Game Master can utilize your
and retrieve things effortlessly. flaw at any time, creating a wrench in your plan that
b. What Do You Have! Humans tend to keep a
closer eye on this kitten than others. you must roll to resist, i.e. if you are the Glutton and
3. THE PERFECT ANGEL you are in the middle of helping your fellow kittens
a. Those Wittle Eyes! Can get out of being in get onto a chair by being the bottom of a totem,
trouble with humans easier than other kittens. you might spot some old salami on the floor and
b. Goodie Two-Paws! Can tend to be a little more need to roll to resist going and eating it. Even when
hesititant in breaking the rules than other not in dire straights, you are encouraged to lean
kittens. into your kitten skill and flaw. As kittens you stick
4. THE GLUTTON together, you explore the world, and most
a. Big & Strong! This kitten can do feats that importantly - you have fun.
require more strength than normal kittens.
b. HUNGY! This kitten tends to want to eat
everything.
5. THE NATURAL BORN LEADER
a. I've Got This! This kitten is good at doing tasks
alone for the benefit of their fellow kittens.
b. Let's Go! This kitten tends to rush into
situations without looking at possible downfalls.
6. THE NEUROTIC
a. What Was That! This kitten is always looking
around and tends to spot obstacles before other
kittens.
b. WHAT WAS THAT!!! This kitten is very skittish
and tends to get scared easier than others.
CREATING
SCENARIO THE This page is for the Game Master!
Here are table to help you map out a
small adventure for your kittens. You
Roll the dice listed below to figure out a can prepare ahead of time, you can roll
setting and the object of the kitten's on the fly, this game is meant to be as
attention. The item should be in a hard to simple as possible to pick up and play -
reach place so the kittens have to work
to reach it! These are pre-made just have fun!
suggestions, if you're inspired than you
are free to make up your own!
LOCATION - roll 1d4:
CREATING
OBSTACLES THE
1. A Cat Cafe Below are tables of roadblocks or obstacles
2. A Home kittens may experience on their way to their
3. A Pet Shelter goal as well as environmental features that
present challenges. Obstacles can be seen as
4. An Outdoor Sanctuary random events that the kittens need to
conquer once, enviromental features are
OBJECT OF ATTENTION - roll 1d6: roadblocks that are present for the entire game.
1. Huge tub of catnip! Game Masters are encouraged to create new
ones if it fits better for the environment or the
2. Delicious smelling human food. story - add more or less depending on how your
3. Something very shiny (and players prefer to play.
valuable and breakable). OBSTACLES - roll 1d6 twice:
4. A plant with long vines that 1. A rival litter of kittens appears!
hang down that look very fun to 2. A human closes a door or closes off a pathway
to the item.
play with. 3. A dog appears!
5. Plastic you shouldn't be eating. 4. One of the kittens gets separated from the
6. A slightly open bag of treats. group.
5. A human catches eye of them exploring!
6. The object is moved somewhere else (nearby,
but different) as the kittens are making their
way to it!
ENVIRONMENT FEATURES - roll 1d6 twice:
1. Lots of very tall things to climb up.
2. Particularly high volume of humans.
3. Lots of breakable items to navigate.
4. Mama Cat is prowling around.
5. Toys everywhere! Big distractions.
6. It's veeeeery quiet. Quiet enough to be heard
getting into mischief.
SAFETY TOOLS
CREATING THE
Pregame Agreements: Before you begin, clearly communicate the tone of the game and
SCENARIO
agreeing on which safety tools you will be using for your game. Tone is defined as “the
general character or attitude of a place, piece of writing, situation, etc.” Make sure
everyone at the table is clear on how all of your safety tools work before each session. A
good way of defining tone is to describe it using movie ratings (G, PG-13, R) and to cite
examples of popular media to make sure everyone is on the same page. The
recommended rating for this game is G/PG.

Open Door Policy: An open door policy is exactly what it sounds like, players can leave
the table or leave the game in a mature manner for any reason without being judged.
Obviously, this policy doesn’t apply to players who leave the table in a combative or
unreasonable way. This can apply to things as simple as restroom breaks, taking phone
calls, or going to another room for an emotional cool-down. Everyone at the table is an
adult and deserves the respect to take care of their own needs.

X-card: The x-card is the simplest safety tool and also the easiest to implement. A card
with a large X is placed on the table where everyone can reach it. If anyone feels
uncomfortable, they simply touch the x-card. The GM and other players will change the
scene immediately by skipping it or changing what is happening. The person who
activated the x-card is not expected to explain their reasons.
Lines/Veils: Lines and veils are established boundaries for the story and are defined by
each player individually. Generally they are shared with the GM, either as a group or in
private, before the start of a game or campaign. Lines are hard boundaries that exclude
specified content from the game, no questions asked. Veils are softer limits where the
player is ok with it being included in the game but it isn’t explicitly described. Things that
are specified as veils will be hand-waved without going into detail or happen off-screen.
CAT-
NAP!
CHARACTER SHEET PORTRAIT

NAME
BREED
KITTEN TYPE
SKILL
FLAW

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