Racial Advantages: Acrobatic Talent
Racial Disadvantages: Curious
Feline Blood X: As Martial Nekos level, they gain points which they may place into any of their feline bloodlines. When they do so, they gain abilities according to the number of levels they have bought in that bloodline. A Martial Neko may place levels into multiple bloodlines as they desire. Bloodlines and the benefits granted at each level are listed below:
Cheetah:
1: The Neko gains a +1 bonus to all active defense rolls made against Strong attacks.
2: The Neko may spend 5 MP to replenish its movement by its agility rounded up to the nearest multiple of 5 once per round.
3: The Neko gets a +3 bonus on its initiative rolls.
4: The Neko deals an additional 1d6 damage with its first melee attack of a round if the opponent they are hitting was at least 30 feet away when they began their turn.
5: The Neko's base movement range increases by 10, as per the Extra Move Range advantage.
Cougar:
1: The Neko gains +2 to any accuracy rolls made during the night.
2: The Neko gains +2 to any agility rolls made to navigate unstable or uneven terrain.
3: The Neko may expend 30 feet of movement to jump up to 20 feet in any direction.
4: The Neko may choose to deal an extra 1dStr damage rather than disable an action when it lands a successful accurate critical hit.
5: The Neko gains a +2 to all defense checks when it has no allies within 50 feet.
Lion:
1: Once per encounter, the Neko can roar to grant a +2 bonus to an intimidation check.
2: The Neko gains a +2 to personality, accuracy, or intelligence rolls when dealing with someone in a position of authority.
3: The Neko's hands become Slashy weapons that deal an additional +3 damage each.
4: When an encounter begins, the Neko may make an Accuracy check against a single foe it has fought before. If the result is higher than the opponent's defense, they deal an extra 1d4 damage whenever they hit that opponent for the rest of the encounter.
5: Allies of the opposite gender within 30 feet gain +1 to all of their attack rolls.
Tiger:
1: Gain a +1 to any rolls made to hide or sneak.
2: The neko gains the Odd-sized(Large1) advantage, if they do not already have it. If they have it or a larger size, they may spend the XP cost of the advantage on other appropriate advantages.
3: The Neko gains +2 to their active defense rolls or oppose rolls made against heat-based effects or attacks.
4: After the Neko's first meal of the day, they gain a +1 bonus to all Gym or Martial Arts rolls for the next 3 hours.
5: The Neko gains a +2 to all rolls made to grapple an opponent.
Jaguar:
1: Reduce any penalties for physical rolls made in water or rain by up to 3.
2: Once per encounter, when the Neko scores an Accurate critical hit, they may choose a second action to disable along with their first choice.
3: Once per encounter, the Neko may spend their speak action to make an accurate gym melee attack that counts as an offhand action and deals 1dStr+1d4.
4: The Neko's swim speed is double normal(Up to half their normal movement speed)
5: When the Neko hits with a Strong attack, the opponent's soak is ignored(They keep their soak, and it does not reduce the damage the Neko deals with that attack).
Leopard:
1: The Neko gains +2 to their active defense and oppose rolls made against cold-based effects or attacks.
2: The Neko gains a +3 to any climbing rolls.
3: The Neko gains +2 to its strength for the purposes of calculating how much it can carry or throw.
4: The Neko can climb at twice the usual speed(up to half their normal movement speed)
5: The Neko gains a +1 to any Agility-based Oppose rolls.