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Much like the original game, this game uses a d6 dice pool. If you
don't know what that means, don't worry, just grab a bunch of six-
sided dice and read on.
Character Creation
There are four characteristics in this version of Creeks and
Crawdads, unlike the original, which had nine. Nonetheless, I feel
confident in saying that these four attributes COMPLETELY and
REALISTICALLY define the TOTAL parameters of a crawdad,
only with less attributes. So shut up.
Originality
Small leaps of logic are easier than very large ones - the
CreekMaster should try to imagine every separate new idea that
would be needed, and add an additional required success for each
one. Don't take too long at this, however - just wing it, go with
your gut. If your characters get something too advanced, they'll
forget about it soon enough.
Oh, yeah, by the way, if crawdads get hungry, both loyalty and
attention get worse. Add one success needed to all actions for
every "sleep" passed without food. Sleeps, for those who don't own
the main book, is "one sleep/wake cycle" and is the longest length
of time most crawdads understand. The general pattern for
crawdads is to wake, find food, and sleep again.
(The game goes much faster when the players take the initiative
and start rolling the IQ and Awareness dice themselves. Encourage
this!)
FIGHTING
Crawdads strive. Sometimes they fight. It's a dangerous mutated
world out there. Besides, the original game had fighting
mechanics, and there is an entire caste called Fighters. So, without
further ado...
When in a fight, all participants on both sides roll Fighting Ability
(for Tool Users, keep in mind that weapons are "tools" for the
purpose of counting 1s). If a combatant is facing multiple
opponents, he may split his dice before rolling. Whoever gets more
successes gets to inflict "damage" on the loser. Ties mean both
sides are unhurt - and if it's crawdads, maybe they'll wander away
before any more pounding happens.
Every success rolled over the minimum can be used to reduce the
attributes of the loser - in any way the winner chooses, although
the winner may not reduce the "primary statistic" of a casted
crawdad unless all the other attributes are reduced to zero. All
crawdads except Fighters pass out when any one of their attributes
goes to zero - Fighters don't pass out until they die. Crawdads die
when all of their attributes reach zero.
HEALING
Damage heals "Eventually." Fastest for Fighters, slowest for
Thinkers. Even proles heal faster than Thinkers. A good rule of
thumb is one attribute point per sleep or two.
NOTE
The entire game should happen entirely underwater. It is a three-
dimensional environment, even though crawdads generally walk
on the bottom. Also, the environment is constantly in motion. Keep
this in mind.
CHARACTER ADVANCEMENT
No. Shut up.