Seastorm the Seacat

SEACAT Roleplaying

S. — trength
E. — ndurance
A. — gility
C. — harisma
A. — ura
T. — hought

With Exalted Funeral we’re preparing to launch our deliciously smooth and squiggly roleplaying game, SEACAT, over the next few weeks before the celebrations of Cattus Invictus. The Ultraviolet Grasslands already contain a skeleton of SEACAT, plus some skinning for that setting.

The following posts are a breakdown of the skeleton plus additional skins as I prepare and release them as a series of posts. A .pdf and an art-heavier physical version are on their way. Slowly.

  1. Play and Games: high-falutin’ talk about the difference between play and games, which informs a lot of SEACAT’s mechanical structure.
  2. Heroes and the Cat: the two basic player roles, heroes and game runner, and their shared stake in creating a fun play time.
  3. Superbasics: the core mechanics. These are familiar to anybody who’s played an rpg before.
  4. Heroes: the player characters. The protagonists, if you will.
  5. Creatures: the antagonists and supporting cast. Mostly run by the game runner.
  6. Stats and Skills: a deeper dig into what these do in a SEACAT game … and most other RPGs.
  7. Abilities: the para-human abilities that change how heroes interact with the world differently from ordinary gameworld humans.
  8. Customizing heroes: this is the part that is largely missing in the UVG. How to build different skins for heroes and implement them in your game.
  9. Conflict: fights between heroes and the shared game world (and often, the antagonists).
  10. Magitech and Fantascience: spells and magic for everyone.
  11. Corruption: biomagical, radiation, and other changes to characters.
  12. Experience: how different experience levers modify the game experience, and why all the players should choose how to handle experience before the game starts … and have a say in changing the agreement as the game progresses.
  13. Time: using and modifying time to change your game.
  14. Inventory: using inventory as a resource in your game.
  15. Misfortune and random events: abstracting the larger environment to help the world seem real.
  16. Encounters: similar to misfortunes, bringing the environment to play. Also, how to make it “not so annoying”.
  17. Environmental hazards: more than just starvation and thirst.
  18. Death and its alternatives: hakaba.
  19. Skins for the SeacatWizards, Thieves, and Fighters: ok, this is sneaky of me, listing this last, since it’s something I’ll pepper around and throughout. It’s essentially classes, backgrounds, abilities, and equipment all rolled together.

Last edit: 2019–10–18

Questions, thoughts, and ideas? Bring ’em on and we’ll try to answer.

Now for a standard pitch closing. To support more of my creative rpg writing and art, the Stratometaship patreon is a good place to start. Alternatively, you can buy the .pdf of the Ultraviolet Grasslands at Exalted and on DTRPG. You might also consider the Slumbering Ursine Dunes books, which are heavily arted-out by yours truly. That link leads to What Ho!, by the way.

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