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# Giraffe
There is a giraffe who wants to get the best leaves but his neck is too short

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1. Name your giraffe
2. Choose one ADJECTIVE (mental, personality, physical, etc) to describe your giraffe.
2. Choose one ADJECTIVE (mental, physical, personality, etc) to describe your giraffe.
3. You have one attribute called GIRAFFE. It starts at 3.
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## Special Rolls
- **GIRAFFE?!!**: If you roll your GIRAFFE number exactly, you have a profound epiphany. A moment of insight into the ways of the universe. You learn one secret or one thing you wouldn't ordinarily be able to know.
- GIRAFFE?!!: If you roll your GIRAFFE number exactly, you have a profound epiphany. A moment of insight into the ways of the universe. You learn one secret or one thing you wouldn't ordinarily be able to know.
- **Exceptional Rolls**: When highs are high, and lows are low
- Exceptional Rolls: When highs are high, and lows are low
- Exceptional Success: If you're trying to roll low and roll a 1, or if you're trying to roll high and roll a 6, that's an exceptional success! Things go great and you get a bonus.
- Exceptional Failure: If you are trying to roll low and roll a 6, or if you are trying to roll high and roll a 1, that is an exceptional failure. Things don't go as planned, plus there is an unforeseen consequence, and/or you gain a lingering condition such as #confused or #sprainedankle.
- If you're trying to roll low and roll a 1, or if you're trying to roll high and roll a 6, that's an exceptional success! Things go great and you get a bonus.
- Same is true for failures: If you are trying to roll low and roll a 6, or if you are trying to roll high and roll a 1, that is an exceptional failure. Things don't go as planned, plus there is an unforeseen consequence, and/or you gain a lingering condition such as #confused or #sprainedankle.
- **EVOLVING**: Whenever you have an *Exceptional Roll*, your GIRAFFE number changes.
- EVOLVING: Whenever you have an Exceptional Roll, your GIRAFFE number changes.
- If you exceptionally succeed while attempting to do something giraffe-like, add one to GIRAFFE. If you exceptionally fail while attempting something giraffe-like, subtract one from GIRAFFE.
- If you exceptionally succeed while attempting to do something giraffe-like, you become more giraffe-like: add one to GIRAFFE. If you exceptionally fail while attempting something giraffe-like, you become more human-like: subtract one from GIRAFFE.
- Do the opposite for attempting human-like stuff: exceptional success = subtract one; exceptional failure = add one.
## End

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# Giraffe Supplement
Here are some settings and encounters for *There is a giraffe who wants to get the best leaves but his neck is too short*.
Each setting includes a brief description, a couple or rumors, and a "d666 table".
To use the table, roll a six sided die three times, once for *creature*, once for *want/behavior*, and once for *complication*. Skip any crossed out items as you count down each column. Hopefully this gives you an interesting combination! When you have resolved the encounter, cross off the table entries. Repeat as needed.
## Settings
Choose or roll d6:
### 1. The African Serengeti
A sparsely wooded grassland. This is where giraffe come from! Zebras, lions, gazelles, elephants, and more
Rumors:
- the hyenas run the show and the lions are scared of them
- The matriarch of the elephants is starting to suffer memory loss
- the crocodile down by the watering hole knows how to stop the poachers
Encounters:
| d6 | creature | want/behavior | complication |
| ---- | ---------- | --------------- | -------------- |
| 1 | crocodile | hungry | toothache |
| 2 | giraffe | wants best leaves | neck too short |
| 3 | lion | hunting | lazy/bored |
| 4 | warthog | wallowing in mud | wounded/injured |
| 5 | zebra | on pilgrimage | fleeing someone/thing |
| 6 | wildebeast | passing through | paranoid |
| 7 | humans | poaching | lost |
| 8 | wild dogs | care for the dead | it was all a ruse! |
| 9 | cheetah | laying an ambush | blackmailed |
|10 | giraffe | looking for a mate | way too ugly/awkward |
|11 | elephant | digging for water | sick child at home |
|12 | hyena | set up a lair | blackmailed/tricked |
### 2. Jungle
You're lost in the jungle! Bears, tigers, cobras, elephants
Rumors:
- a bear is raising a man-cub
- the orangutangs can talk to humans, but refuse to because they're afraid the humans will make them get jobs
- the parrots have learned to build tools
Encounters:
| d6 | creature | want/behavior | complication |
| ---- | ---------- | --------------- | -------------- |
### 3. Zoo
You're trapped in a zoo. Maybe one of those nice ones where you can wander around a natural enclosure. But you know you're not free.
Rumors:
- a very quiet gorilla escaped the zoo in 1897
Encounters:
| d6 | creature | want/behavior | complication |
| ---- | ---------- | --------------- | -------------- |
### 4. Exotic Pet
The personal collection of an eccentric Columbian drug lord.
Rumors:
- the feral hippos are planning to take over
Encounters:
| d6 | creature | want/behavior | complication |
| ---- | ---------- | --------------- | -------------- |
### 5. Mars
The red planet has successfully been terraformed and you are one of the first seeder animals to emerge from Neo's Ark.
Rumors:
- enormous, white, four-armed apes are terrorizing the red wastes
Encounters:
| d6 | creature | want/behavior | complication |
| ---- | ---------- | --------------- | -------------- |
### 6. Beach
A fun trip to the beach! Seals, sharks, crabs, jellyfish, sea lions, penguins
Rumors:
- The sharks have developed an anti-snorkle so that they can breathe water on land
-
Encounters:
| d6 | creature | want/behavior | complication |
| ---- | ---------- | --------------- | -------------- |