Advertisement
mllaneza

World of Creeks n Crawdads

May 8th, 2013
80
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.65 KB | None | 0 0
  1. Creeks & Crawdads Playbooks
  2.  
  3. Warrior. 10+claw HP. d10 damage. 1-armor.
  4. Soldier
  5. Worker
  6. Talker
  7. Thinker
  8. Tinker
  9. Scout
  10. Chief
  11. Prophet
  12. Queen
  13.  
  14. Claw
  15. Think
  16. Use
  17. Talk
  18. Plan
  19. There is no instinct stat. Players are required to provide that themselves. Being clever has its downsides for even the brightest sentient mutant crawdad.
  20.  
  21. The Unknown Future
  22. When you try and make a plan, roll +plan.
  23.  
  24. Red of Claw
  25. When you try and reduce an opponent to finely chopped bits, roll +claw.
  26.  
  27. Gift of Gab
  28. When you try to persuade other critters you can talk to to do what you say, roll +talk.
  29.  
  30. Deft claws
  31. When you attempt to to use tools or manipulate your environment roll +use.
  32.  
  33. Even a sentient mutant crawdad isn't all that bright.
  34. When you have an idea, roll +think. On a 10+ you actually have the idea and can begin to execute it. On a 7-9 you've got the gist of it, but the GM will complicate matters for you as you implement it. Obvious bits of the idea that bypass the obstacle are not a new trigger for this move, clever plans to get around obstacles are; roll +think again. On a miss, describe how it goes hilariously wrong.
  35. Players are encouraged to roll this move on their own initiative when they come up with an idea, the GM is advised to moderated the results out of sheer kindness.
  36.  
  37. Nasty, brutish, and short.
  38. When you try and escape a danger, say how you're doing it and roll
  39. +talk when you try and tak your way out of trouble.
  40. +claw when you right your way out.
  41. +think when you do something smart.
  42. +use when you use tools or the environment to dodge danger.
  43. +plan when you expected this all along.
  44. On a 10+ you get away unscathed. On a 7-9 you either pay a price or end up in trouble that might cost you more. On a miss, you'll at least get a one liner before inevitably succumbing.
  45.  
  46.  
  47.  
  48.  
  49. Maps of the creek.
  50. The creek is represented in a node and branch map style. Each node on the map is of one of a few types.
  51. * Run. A free-flowing segment characterized mainly by a strong current. A few quiet or developed areas might be found in a Run node, but generally it is just a place you pass through, not stay in.
  52. * Bend. A bend in a pool, creates an open, gentle flowing space in the creek. Good hunting here, and there's room and safety to develop.
  53. * Locks. A series of pools that allows the creek to gently decrease in elevation.
  54. * Dam. A pool created by an artificial or natural blockage, with a nasty stretch of rapids leading downstream. Good foraging in the pool, not so much just downstream,
  55. * Rapids. Like a Run, but dangerous somehow, not necessarily from white water. There's never enough time in one of these nodes to do any gathering or hunting.
  56. * Source.
  57. * Outlet
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement