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So I don't have a name for my game yet, I've always been terrible with names, but my setting and theme is basically Disney's The Aristocats as an RPG. It's set in Victorian era America and everyone's playing as house cats (called Proper Cats, or PCs) that are meant to be pets of the aristocratic upper class folks. The game is just about getting into hijinks and going on little cat adventures, fairly low stakes and light hearted. 

My main addition to the mechanics already present in 3d6d is having specific attributes for the 2d6 actions (Cute, Curious, Cautious, and Caring) which players can put points into in order to get bonuses to their normal, non-special-power-using rolls, and to give some sort of guidance towards what actions are considered typical for the game, since every action the Proper Cats take will be something which is either cute, curious, cautious, or caring. 

My main problem and why I'm posting in the brainstorming thread here is that I have no idea what to do for the abilities (or powers as they're called in 5 Second Rule). I've named them all after different idioms about cats, so I've got Nine Lives, Out of the Bag, Grey at Night, Cat & Mouse, Herding Cats, and What the Cat Dragged In, but I've got nothing on what to actually have these abilities do in game that wouldn't just be covered by an Attribute test. I'm looking for suggestions cause I've got nothing lol 

oh yeah, I'm also making the age of the cat an important factor as well. Kittens have a lot more points in their ability pool than older cats, but have less points to spend on attributes at character creation. Elder cats have a much smaller ability pool, but a lot more points to spend in their attributes, and adult cats are kind of a middle ground between the two. 

If this is a game with a GM, you might have powers put some things that are usually handled by the GM into the hands of a PC. Like maybe all PCs could use Curious to search an area and the GM tells them what they find, but with What the Cat Dragged In, the PC can roll it and tell the GM what they found (even if it’s a little out-of-place). Or for Out of the Bag, the player doesn’t have to make multiple rolls for set up and play out an interrogation scene, they can just ask the GM to reveal information and then the player explains how their PC exposes it in fiction. That maybe makes them more powerful than the attribute rolls usually are.

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this is an excellent idea! I love stuff in games that puts narrative control in the players' hands like that, and with the consequences the GM could easily twist anything the players come up with to actually cause a lot of trouble for them. Thank you so much for this suggestion! 

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You’re welcome! I’m looking forward to checking out your game!

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I'm really looking forward to your game, it sounds awesome from everything you've posted here!!