THE BRUTE
Whether you take pride in it or not, you are a cat with a violent past. You have hurt others for your own benefit. You have many tricks up your sleeve and are a force to be reckoned with when things don’t go your way. You might be looking for alternatives to violent solutions now, but your past deeds still haunt you. You may not always be trusted, and you may not always trust others in return, but you can be one powerful ally when the circumstance is right.
MOVES
Intimidating - Use Strength instead of intelligence to get cats to listen to you. Against a player, if you succeed they gain +2 forward to do as you say, a partial success gives them a +1 forward if they do as you say, and on a failure you fail to intimidate them and they are not inclined to listen to you.
Grappler - +2 on Strength rolls to restrain other cats. If successful they must succeed in a Strength roll to escape.
Just a Flesh Wound- You have the ability to ignore your injuries until the end of a confrontation, when you will have to face the whole brunt of the damage you have taken at once.
Rough and Tumble - Gain +1 Armor.
Poison Master - Before battle you coat your claws in poisonous herbs which deal +1 harm ignore armor and slow down your enemies.
Silent Takedown - When undetected by another cat you may do a silent take down on them by using your paw to block their airways until they fall limp. Roll Sneak to do so, but if you must get a total success to knock them out cold. On a partial they escape from your grasp.
THE EXPERT
You are one of the most resourceful cats in your clowder. You have years of experience under your fur, and you may even be a high rank because of it.There are many cats who look up to or depend on you. You are proud of your accomplishments and would do anything to use your skills for the better.
MOVES
Really Now? - Gain a +3 to Intelligence to determine if someone is lying.
Medical Know-How - You always have a stock of healing herbs on you, you can use a poultice to heal 1 harm each scene its applied to a wound.
Pinpoint Weaknesses - To look for weaknesses in an opponent, roll Intelligence. If you use this weakness to your advantage in a fight, gain +2 Forward.
Battlefield Awareness - You have keen spatial awareness in a fight, you often dodge attacks others would be hit by. Gain +1 Armor.
I Concede - When someone proves that their plan is right, better than yours, or you are generally at fault, and you admit you are wrong, you gain +1 Forward.
Get Schooled - You have a keen knowledge in culture, history, or lore. When you get the opportunity to correct or teach another cat and it works, you and the cat who has gained knowledge gain +1 Forward.
THE WRONGED
You are someone who has been hurt in the past, in a way that will haunt you for the rest of your life. You may be a loner. You are not always trusted, and you may not be very keen to earn back anyone’s trust. You stand up for what you think is right and have a strong sense of injustice.
MOVES
Dirty Tricks - Your cat isn’t afraid to fight dirty. Gain +1 harm on all attack moves and +1 to Intelligence rolls to trick an enemy.
Grudges - One of the three clowders has deeply wronged you. Pick which one, any rolls against a member of that clowder you gain +2.
Not Again - You will not lose more friends. You may choose to protect someone and not have to roll to do so, but you will take the entire brunt of the harm that they would have taken.
Armor - You have either traded for or crafted some rudimentary armor for yourself, gain +1 armor.
Signature Move - You have a signature fighting move, when you use it gain +2 to Strength rolls to attack.
Intuition - Whenever you go check out a potentially dangerous situation alone, gain +1 exp.
Defend the Weak - When a character that you deem as innocent is threatened unfairly, gain +3 to Strength rolls to defend them.
THE JOKESTER
You are a friend at heart; a shoulder to cry on, a source of comfort and good times. You have a rather bright outlook on life compared to others in your clowder. You are always searching for the next thrill, perhaps even enough to get you in trouble. You’re trustworthy and kind, but you may not have the best relationship with your negative emotions.
MOVES
Settle Down - You can force a cat to calm down with your presence and comfort. Your cat must stay calm in the altercation however.
Punster - Every time you make a pun that makes sense in character, gain +1 forward.
Cheery Demeanor - When you keep your smile in the face of adversity, your allies are inspired by your courage and gain +1 Forward
Annoyance - You can distract an enemy from attacking an ally with a successful Intelligence roll, on a partial success you do distract the enemy, but also get hit yourself.
Sharp Wit - Cats are very receptive to your sense of humor, gain +2 Intelligence when making a joke.
Turn that Frown Upside Down - When you successfully cheer someone up from a bad mood, gain +1 Exp.
THE WANNABE
You are someone who has grown up in the shadow of greatness. You are dedicated to be just like them, to make everyone proud of your achievements, especially if they have reasons to doubt your successes. You may not have a strong sense of self or high esteem. You would do anything to make your clowder proud.
MOVES
Copycat - This move allows you to use a move from another Playbook, and you can take this move a maximum of 2 times.
Suck-Up - When giving compliments to others, they are inclined to believe you are being genuine, and often think better of you because of it. Gain +2 Intelligence to compliments.
Whoops - You often seem to stumble across important or useful things. This applies to interesting situations as well.
Mama’s Boy - Gain +2 Intelligence when interacting with family.
Gotta Get Out - When trying to get out of a bad situation, either socially or a fight, roll Intelligence with a +2 and name your escape route to see if you succeed.
Go On Without Me - When you are left to face a challenge alone, you give it your all, even to the point of pure exhaustion. No matter the outcome of this feat, you and your potential companions gain +1 Forward. You also gain +1 Strength.
THE PROVIDER
Someone or something influenced you into a passion of caring for others. You are resourceful, deeply dedicated, friendly, or parental. You are deeply concerned about the wellbeing of those around you. You want to be a positive influence in the lives of those who need it.
MOVES
Ready For Anything - You are consistently resourceful to those around you, be it through providing prey, herbs, comfort, wisdom, or more. You keep physical items on you that can help others. However, you can only have two items at a time, and if they have the potential to heal (food, herbs) they can heal 1 harm if consumed. These items refresh during scene changes.
Hunter - Gain +2 to rolls that involve hunting prey.
Healing Aura - You can use your empathy to tell when a cat is in pain, even when they are trying to hide it or it's emotional pain. Just by kindly speaking to the wounded, you may -1 harm from them and stabilize their wounds.
Valiant Protector - You would willingly put yourself in harm’s way to save another cat. When defending those weaker than yourself, gain +2 Strength.
Peacemaker - You are skilled at mediating arguments or stopping them before they start. Everyone involved gains +1 Forward if the situation is calmed.
Better Than One - You are skilled at befriending other cats and giving them reasons to trust you. You prefer to collaborate with others to problem solve or get the task done. When teamwork is successful, you get +1 Exp.
THE ADVENTURER
Ever since you set paw out of the nursery, you have had a barely containable wanderlust. You have explored every inch of your clowder’s land, perhaps even beyond. You know how to survive out by yourself. You have a strong sense of freedom and are knowledgeable of the world around you.
MOVES
Fast Reflexes - Can dodge attacks twice per confrontation. Roll Agility to do so.
Tracker - You were trained in the art of tracking, +3 Intelligence rolls to track a creature or fellow cat.
Identify Herbs - You are able to identify herbs by their look, smell, or effects. Poultices gain +1 healing effect when first applied if you also have the Medical Know-How move.
Keen Senses - You have much keener senses than the average cat. +2 to Intelligence rolls to notice details about a situation.
Hardened Paw Pads - You can travel long distances without rest. +2 Strength to rolls involving travel.
Swift Steps - You are skilled in moving swiftly across territory, gain +2 when trying to get somewhere fast.
THE SOCIALITE
You are one popular cat; be it heritage, skill, looks. You are very good at influencing others and making them do what you want them to do, even if you may not do much to repay them. You may have a deep insecurity driving you to act the way you do.
MOVES
The General - If your character is leading a patrol, all patrol members, including yourself, gain +1 forward.
Encouraging Tone - When you speak positively of others, they are inclined to believe you. Allies gain +1 forward after receiving a rousing speech.
Lead the Way - Cats are inclined to follow you and what you say. +2 to rolls to convince someone to do something. If a player character does as you say, they gain +1 Forward to doing what you suggested.
Hot Shot - You claim to do things beyond your skillset. On a successful roll, you gain +1 forward. On a failed roll, you lose -2 Forward.
All Bark, No Bite - You are a gossip at heart; you like to stir up trouble with your influence, some of which may come back to bite your tail. Cats often come to you for gossip and you are known for being influential.
And You Are? - You come off as a bit selfish or arrogant, even if it isn’t your actual intention. You have many connections, but not everyone is on good terms with you. When you put yourself before other cats, either in a social or physical confrontation, gain +1 Forward.
THE ODDBALL
You stick out like a sore thumb compared to your clowdermates. Whether it is true or not, you believe yourself to be an outsider, a weirdo that won’t ever fit in. You can be proud or ashamed of this fact, but efforts to change may not always work in your favor.
MOVES
Social Outcast - Most Cats avoid you because of your aloof and strange nature. Gain +1 Spirit.
Strange Appeal - Your odd mannerisms can be charming to some cats, leading them to trust you in circumstances they usually wouldn’t. This can be either helpful or harmful, depending on your intentions. Use your Spirit score instead of your Intelligence score when rolling to interact with another cat.
The Sight - You can see what usually would be invisible to others, be that ghosts or other spiritual presences. These can be helpful or harmful.
Telepath - You can roll Spirit to get a weirdly good sense of what others are thinking. On a success, you gain a sentence or two of someone’s thoughts, on a partial success, you get a vibe of how they’re feeling, on a miss, the target knows something is up and gets bad vibes from you.
Not-So-Predictable - You are an unpredictable cat. Whenever you successfully make an action that surprises others or goes against their expectations, you gain +2 Forward.
Special Interest - You are a cat that fixates on specific things that others usually would not think twice about. Whenever your topic of interest becomes relevant, even in the slightest of ways, gain +2 Forward.
THE BLESSED
You or someone else believes that you are a cat destined for something more. You have a strong connection to the spiritual realms. You are talented. You are considered strong and things are expected from you for one reason or another.
MOVES
All Eyes On You - You are destined for greatness. You may add +1 to three rolls of your choosing each session.
Grace - Your graceful movements easily enamor cats. +2 to rolls to get a cat to do something for you. Against a player, if you succeed they gain +2 forward to do as you say, a partial success gives them a +1 forward if they do as you say, and on a failure you fail to enamour them and they can do as they wish.
Ponder - You are a skilled thinker or problem solver. Gain +1 Intelligence.
Challenging Fate - When you go against what is expected of you, add +1 to Strength. If your challenge successfully changes the events unfolding immediately before you, add +1 to Spirit.
The Believer - You believe in something greater in yourself; you also believe that that something is influencing your life’s journey. Whenever you come across an object or happening that you interpret as an omen, you will gain +1 Forward.
Paranoid Morals - You have a strong moral compass, and it is something that can get in the way of your decisions or perceptions of others. However, your position leads others to believe you. Every time you make a grand assumption of someone else and announce it to others, gain +1 Intelligence to the roll to convince them of it. If they are convinced of your assumption, gain +1 Exp.