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PLAYERS: CREATE YOUR SHIP

FLUFF & FANG 1. As a group, pick from the following tables or roll 3d6 to determine 2 advantages and 1
disadvantage for your ship:

A fantasy-themed hack of John Harper’s Lasers & Feelings YOUR SHIP HAS…

YOU ARE CAT EXPLORERS – A crew of anthropomorphic felines who love a good adventure. 1 A tiny alchemical garden 3 A fancy kitchen 5 A magical laboratory
You’ve expended all nine of your lives and now sail among a sea of clouds on a flying ship that
runs on magic crystals, exploring the floating islands of Purrgatory. Before he went on to take the 2 Secret compartments 4 Comfy beds 6 A library filled with old tomes
Biggest Nap, your former captain Alcibiade left you a mysterious map…
BUT IT IS…

PLAYERS: CREATE YOUR CHARACTER 1 Slow, it’s a big vessel 3 Capricious, handles poorly 5 Conspicuous, very distinctive

1. Pick from the following tables or roll 2d6 to determine your role and background:
2 Stolen, it spells trouble 4 In constant need of crystals 6 Old,patched up over and over

YOU ARE A… 2. Give your ship an elegant name, like The Siren, or the Mousehunter.

1 Navigator 3 Mate 5 Carpenter NEKOMANCY: CAT MAGIC


At the start of each mission, you get 9 soul tokens. It costs 0 to 3 tokens to attempt to cast a spell depending
2 Quartermaster 4 Boatswain 6 Master Gunner on its potency (weak, standard, strong, extreme), and you regain 1 token for each roll of FLUFF & FANG (you
can hold a maximum of 9 tokens).
WHO USED TO BE A…

1 Guard 3 Aristocrat 5 Vagabond


ROLLING THE DICE
When you do something risky, roll 1d6 to find out how it goes. Roll +1d for a favorable situation and +1d if
you’ve got the right skills/equipment. (The GM tells you how many dice to roll, based on your character and
2 Priest 4 Trader 6 Pirate
the situation.) Roll your dice and compare each die result to your number.

2. Choose your number, from 2 to 5. A high number means you’re better at FLUFF (diplomacy, \/ If you’re using FLUFF (diplomacy, intellect, magic), you want to roll under your number.
intellect, magic). A low number means you’re better at FANG (intuition, physicality, violence).
/\ If you’re using FANG, (intuition, physicality, violence) you want to roll over your number.
3. Give your character a stylish name, worthy of a cloudfaring feline. Like Socks or Princess Whiskers.
0 - If none of your dice succeed, it goes wrong. The GM says how things get worse.
You have: 1 - If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost.
A weapon of choice (saber, flintlock pistol, claws, etc.) 2 - If two dice succeed, you do it well. Good job!
An otherworldly cat power called nekomancy, the art of spirit magic.
A unique outfit (tricorn hat, ruffled shirt, leather pants, etc.) 3 - If three dice succeed, you get a critical success! The GM tells you some extra benefit you get.
All the basic adventuring gear (rations, torch, rope, survival kit, etc.) !! - If you roll your exact number, you are a true master of FLUFF & FANG.
You get a special insight into what’s going on. Ask the GM a question and they’ll answer
Player goal: Get your character into wild adventures among the Islands of the Cloud Sea! you honestly. Some good questions:
What are they really feeling? Who’s behind this? How could I get them to _____? What should I be on the
Character goal: Choose one or create your own: Become Powerful, Meet Wise Spirits, Destroy Your lookout for? What’s the best way to _____? What’s really going on here?
Enemies, Explore the Islands, Solve Occult Mysteries, Prove Yourself, or Keep Being Awesome (you (A roll of FLUFF & FANG counts as a success and gives you back 1 soul token.)
have nothing to prove).
HELPING: If you want to help someone else who’s rolling, say how you try to help and make a roll. If you
succeed, give them +1d.
GM: CREATE THE ADVENTURE GM: SET THE SCENE

Roll 4d6 or pick from the tables below to create an adventure: Need a cool cat or place for your players to run into? Pick or roll from the tables below!

THE CREW WILL NEED TO… LOCATIONS

1 Destroy/Kill 3 Sabotage/Disarm 5 Recover/Rescue 1 A tavern atop a hill 3 The wreck of a big ship 5 A ruined villa

2 Protect 4 Investigate 6 Steal/Kidnap 2 A skull-shaped volcano 4 An old lighthouse 6 A jungle temple

A… NPCs

1 Old renegade 3 Unscrupulous merchant 5 Enchanted compass 1 An honorable fencer 3 An extravagant ghost 5 A grumpy docker

2 Lost soul 4 Treasure chest 6 Mystic Ornate skull 2 A giggling retiree 4 A famous musician 6 A lost cartographer

ON… ENEMIES

1 A series of small islands linked 3 A busy island-city 5 A gargantuan warship 1 Pirates with their own theme 3 A ghost ship with skeleton crew 5 Wild storm elementals
together song

2 A big island with gorgeous 4 The back of a flying creature 6 A giant crystal mining platform 2 Some big monster with plenty 4 A tiny bandit 6 A flying sea serpent
waterfalls of teeth

BUT… CATS

1 Enemies are expecting you 3 The place is haunted 5 The target is on the move 1 Maine Coon 3 Bengal 5 Munchkin

2 For one of you, it’s personal 4 The clouds are turbulent 6 Someone else is after it 2 Persian 4 Sphynx 6 Norwegian

FLUFF & FANG is a hack of Lasers & Feelings by John Harper, and its hack CYBER//PUNK by David
GM: RUN THE GAME Brunell-Brutman, and is distributed under a Creative Commons BY-NC-SA 4.0 License.
creativecommons.org/licenses/by-nc-sa/4.0/
Introduce the ship’s crew by asking each player 2 questions about their character. This can be a short
flashback to a “job interview” scene between the player and Alcibiade. Lasers & Feelings can be found at onesevendesign.com
Some good questions: Why did you decide to become a sailor? What in your former life prepared you for your CYBER//PUNK can be found at cyberpunk-rpg.com
current role? What do you think of [Character X]?
Modifications & design by Aerolithe42
Play to find out how the adventure is going to turn out.
Begin the game with the ship arriving at a starting location, or by having another ship approaching them. You can download this pdf at https://aerolithe42.itch.io/fluff-and-fang
Before a threat does something, show signs that it’s about to happen, then ask what the characters do. “The
spirit is unhappy and starts hissing at you. What do you do?” Check out my other L&F hacks: SPELLSWORD and WARRIOR PRINCESS
Call for a roll when the situation is uncertain. Don’t pre-plan outcomes – let the chips fall where they may.
Use failures to push the action forward. The situation always changes after a roll, for good or ill.
In loving memory of T’challa ♥
If you don't know something, ask the players! “Who do you know here? What’s the name of the island? What
kind of cat is this?”

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