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- Creeks & Crawdads Playbooks
- Warrior. 10+claw HP. d10 damage. 1-armor.
- Soldier
- Worker
- Talker
- Thinker
- Tinker
- Scout
- Chief
- Prophet
- Queen
- Claw
- Think
- Use
- Talk
- Plan
- There is no instinct stat. Players are required to provide that themselves. Being clever has its downsides for even the brightest sentient mutant crawdad.
- The Unknown Future
- When you try and make a plan, roll +plan.
- Red of Claw
- When you try and reduce an opponent to finely chopped bits, roll +claw.
- Gift of Gab
- When you try to persuade other critters you can talk to to do what you say, roll +talk.
- Deft claws
- When you attempt to to use tools or manipulate your environment roll +use.
- Even a sentient mutant crawdad isn't all that bright.
- 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.
- 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.
- Nasty, brutish, and short.
- When you try and escape a danger, say how you're doing it and roll
- +talk when you try and tak your way out of trouble.
- +claw when you right your way out.
- +think when you do something smart.
- +use when you use tools or the environment to dodge danger.
- +plan when you expected this all along.
- 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.
- Maps of the creek.
- The creek is represented in a node and branch map style. Each node on the map is of one of a few types.
- * 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.
- * 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.
- * Locks. A series of pools that allows the creek to gently decrease in elevation.
- * 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,
- * 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.
- * Source.
- * Outlet
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