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How To Play Everything’s Going To Crab
Description
How to play Everything’s Going To Crab.
Hi everyone, this is a special episode of Firebreathing Kittens. I’m the game master for an upcoming session using the rules for Everything Is Going To Crab. This episode is a summary of what I learned after reading the rule book. Hopefully this will be a handy guide for how to play for my players, will help me organize myself, and will be useful for you listeners, too, who are looking to play Everything Is Going To Crab yourselves.
The sections I’ll talk about are:
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Writing prompt
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Character creation
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How to use skills
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How to attack
Writing prompt: The general idea of this system is that you start in your normal forms and must turn into a crab if you want to survive a giant wave that will hit your town in 24 hours. If you can convince a Non Player Character (NPC) that they need to become a crab, too, then they’ll head to the beach and do their best, and will also survive. The more NPCs you can save, the better. How good are you at convincing people of something they don’t want to believe? This games finds out.
Character creation: There are three categories of traits: eyes, hands, and feet. Each has analogies in your starting and crab forms. Eyes in your starting form, versus crab eyes stalks. Hands in your starting form, versus crab pincers. Feet in your starting form, versus crab legs. Eyes are used for guessing at how much someone believes you that they need to turn into a crab, or reading a book or a town sign. Crab eyestalks are good at seeing through disguises and spotting hidden predators. Hands are used for repairing broken items and high fiving someone, while crab pincers are good at holding on to someone against the might of the sea or snipping something small. Feet are used for driving a car, walking in high heels, and sneaking, while crab legs are good at climbing up rock walls and for scampering at speed. To create your character, put 100 percentage points each into these three categories. Split the percentage points between your current and crab form. The maximum you can start with is 79 percent crab during character creation. Please start with fewer than 80 on the crab side so you don’t have to explain why you look like a crab at the start of the game.
Here is an example. Yolanda puts 70 percent into eyes, and 30 percent into crab eye stalks. She puts 60 percent into hands, and 40 percent into crab pincers. Lastly, she puts 75 percent into feet and 25 percent into crab legs. Yes, you can start with 100 percent in the starting form traits.
How to use skills: Rolling lower than your trait means you succeed in what you try to do. If Jerome wants to spot a hidden lever, he’d roll a d100 and tr