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Ship's cat house rule

Posted: Tue 17 Sep 2019, 21:22
by Riggswolfe
I am going to do this for my group and thought I'd share. Basically, they'll have a ship's cat (or colony cat if they choose to be colonists.) Once per session it can be petted by a PC to remove one stress, even if they've already used their own signature item. There's a catch though! They have to find it and when they do they roll a d6.

On a 3-6, they find the cat and pet it. Stress -1

On a 1 or a 2 though the cat jumps out at them from a vent, on top of a cabinet, under a table, whatever and their stress goes up by 1!

Either way, they can't use the cat again until the next session.

What do you all think?

Re: Ship's cat house rule

Posted: Tue 17 Sep 2019, 21:37
by lupex
That is awesome and thematically appropriate.

Re: Ship's cat house rule

Posted: Wed 18 Sep 2019, 00:17
by aramis
I love the concept, but not the execution.

The scare potential is too high, IMO, especially given the 1 use,

Re: Ship's cat house rule

Posted: Wed 18 Sep 2019, 05:42
by Riggswolfe
I love the concept, but not the execution.

The scare potential is too high, IMO, especially given the 1 use,
I went back and forth over whether to make it 1 or 1-2. I decided on the latter because it's an additional "group signature" item. And also because, it just seems so thematically appropriate that the damned cat might just scare the hell out of you.

Re: Ship's cat house rule

Posted: Wed 18 Sep 2019, 13:02
by HamsterOfWrath
I like it! Also if one PC goes off to find the cat it makes it easier to ambush them with a Xenomorph.  :twisted:

Re: Ship's cat house rule

Posted: Tue 08 Oct 2019, 21:52
by Gebohq
I love this idea and may steal it whenever I can run a game!

If there's a concern about 1 being too little but 1-2 being too much for a roll die, perhaps a "2" could be a temporary stress loss while a 1 is a permanent stress loss? I think it's fine as is, but just food for thought.

Re: Ship's cat house rule

Posted: Wed 09 Oct 2019, 01:50
by aramis
I love this idea and may steal it whenever I can run a game!

If there's a concern about 1 being too little but 1-2 being too much for a roll die, perhaps a "2" could be a temporary stress loss while a 1 is a permanent stress loss? I think it's fine as is, but just food for thought.
That would be introducing a new kind of stress loss. More bookkeeping generally is bad.

Re: Ship's cat house rule

Posted: Fri 15 Nov 2019, 01:32
by Imamadman
I would've loved some stats for a generic cat or dog in this game. If anyone has a rough consensus on what those might be in relation to facehuggers/chestbursters I would love to know. 

But I think stress related rules to do with pets make perfect sense given the game's suggestion as to why they might be included with the crew. It would also give the officers a bonus as to choosing a cat over the other option they are presented in character creation. It also gives people a reason to try and find the cat when it inevitably goes missing beyond being simply cat lovers. 

Re: Ship's cat house rule

Posted: Fri 15 Nov 2019, 01:44
by 2nd Ltd Niceyard
That cat thing is just a lovely rule. I definitely use this – but only with a 1 in 6 chance of being stressed.

Re: Ship's cat house rule

Posted: Fri 15 Nov 2019, 02:36
by aramis
The ship's cat is just a signature item... check the officer career.

As for stats... 
cribbing from another game in the line...
Dog:
Health 3
Close Combat 4
Mobility 3
Obs 5
Bite damage 1

Cat 
Health 1
Close Combat 1
Mobility 9
Survival 1
Observation 5
Claws and bite: Damage 1, armored target gets +2 bonus vs.

Both can be grappled, but can still attack unless grappled correctly - one more bonus prevents further attacking.
Big Dogs add +1 Health & Close Combat, -1 Mobility
Small Dogs subtract 1 from health and close combat, and do damage 0 (but this can still be raised with extra successes)