Introduction
Tripkee are a small tree-frog ancestry from Player Core 2 built around Dexterity, Wisdom, low-light vision, and climbing support. Their ancestry feats add forest movement, darkvision, intimidation, nets, poison, gliding, touch-range tongue tricks, disease and poison interaction, and huge late-game leaps.
That combination makes Tripkee strongest when the player uses the map like a scout. Ask where the water and trees are, who can be dragged off position, who can be made off-guard, which creature has the natural trait, and how the terrain can work against the enemy.
Monster Core 2 backs that up. Tripkee scouts use stealth, nets, jungle movement, darts, and climbing. Tripkee rain-callers lean into Wisdom, Nature, primal weather magic, and community leadership. That gives players and GMs a useful north star: Tripkee are patient terrain users, not tiny warriors pretending the floor is the only surface in the encounter.

Rating Key
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Excellent. Build-defining or unusually efficient. -
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Strong. Good in normal campaigns. -
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Situational. Strong only when the campaign supports it. -
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Weak. Rarely worth the slot.
Tripkee Snapshot
| Trait | Tripkee Details |
|---|---|
| Source | Player Core 2 |
| Rarity | Uncommon |
| Hit Points | 6 |
| Size | Small |
| Speed | 25 feet |
| Attribute boosts | Dexterity, Wisdom, free |
| Attribute flaw | Strength |
| Languages | Common, Tripkee, plus Intelligence-based extra languages |
| Vision | Low-light vision |
| Special ancestry feature | Natural Climber gives a +2 circumstance bonus to Athletics checks to Climb |
| Best roles | Scout, Wisdom caster, climber, swimmer, net controller, poison user, terrain skirmisher |
The ancestry tells you what it wants. Dexterity helps AC, Reflex, Stealth, Acrobatics, ranged attacks, and finesse weapons. Wisdom helps Druid, Cleric, Ranger, Monk, Nature, Medicine, Survival, Perception, and Will saves. The Strength flaw means big weapon builds need to fight uphill.
Why Play A Tripkee
Play a Tripkee if you want movement, patience, and problem-solving to be part of your ancestry.
You want the map to matter. Tripkee features reward forests, jungles, foliage, water, climbing, falling, leaps, and terrain. If every fight happens in a flat square room, some of the ancestry's best features lose value. If the GM uses vertical spaces and environmental texture, Tripkee gain useful options.
You want a strong Wisdom ancestry. Dexterity plus Wisdom is excellent for Druids, Rangers, Clerics, Monks, scouts, medics, and survival experts. It also makes Tripkee feel naturally aware and cautious, which matches the Player Core 2 culture writeup.
You want nonstandard control. Nets, off-guard, tongue maneuvers, Shove, Trip, Reposition, climb routes, poison retaliation, and frightened support give Tripkee tactical hooks beyond direct damage.
You want a character with community stakes. Tripkee are framed as cautious treetop survivalists who build with the environment, maintain hidden orchards and causeways, and avoid outsiders' wars until something threatens their home. That is clean adventurer motivation.
Heritage Rankings
| Heritage | Best For |
|---|---|
| Stickytoe Tripkee ● | Climbing, anti-Shove/Trip/Reposition defense, foliage maps |
| Snaptongue Tripkee ● | Touch spells, remote interactions, later tongue feats |
| Thickskin Tripkee ● | Durability, poison and disease defense |
| Riverside Tripkee ● | Aquatic campaigns, rivers, swamps, coastal travel |
| Windweb Tripkee ● | Vertical maps, fall protection, glide path |
| Poisonhide Tripkee ● | Punishing touch, unarmed hits, Grapples, touch spells |
Stickytoe Tripkee ●
Stickytoe gives a +2 circumstance bonus to your Fortitude and Reflex DC against attempts to Disarm, Shove, Reposition, or Trip you. It also upgrades successful Athletics checks to Climb into critical successes when ascending trees, vines, and other foliage.
This is the best default Tripkee heritage if your campaign uses terrain. It protects your positioning, improves climbing in the ancestry's favored environment, and stacks beautifully with Natural Climber, Jungle Strider, and Prodigious Climber.
Snaptongue Tripkee ●
Snaptongue lets you use your tongue to deliver touch-range spells and perform very simple Interact actions, such as opening some unlocked doors. It cannot perform tasks that need fingers, checks, manual dexterity, or item holding.
This is excellent for touch-range casters and utility players. It also unlocks Long Tongue and Tongue Tether, so it has one of the better long-term feat paths. The only caution is that the feature is precise. Do not try to turn it into a universal third hand. The book is very clear that it is not that.
Thickskin Tripkee ●
Thickskin increases your ancestry Hit Points from 6 to 8 and gives a +1 circumstance bonus to saves against diseases and poisons. Simple, reliable, useful.
This is the best pick for players who do not know what terrain the campaign will use. It does not need water, trees, enemies touching you, or vertical maps. It just helps you survive.
Riverside Tripkee ●
Riverside gives a 15-foot swim Speed. In aquatic, river, swamp, coastal, or ship-heavy campaigns, that is a strong advantage. In a landlocked dungeon crawl, it becomes a narrow benefit.
Take this when the adventure makes water a repeated problem, not when you hope one puddle becomes your origin story.
Windweb Tripkee ●
Windweb prevents falling damage as long as you have one hand free. It also unlocks Tripkee Glide at level 5.
This is strong on vertical maps, canopy exploration, cliffs, towers, airships, and games where falling matters. If the campaign rarely uses elevation, Stickytoe and Thickskin usually do more.
Poisonhide Tripkee ●
Poisonhide gives Toxic Skin once per hour when a creature touches you, such as by Grappling you, hitting you with an unarmed attack, or using a touch-range spell against you. The creature takes scaling poison damage with a basic Fortitude save using your class DC or spell DC, whichever is higher.
This is flavorful and occasionally very funny. It punishes enemies for grabbing or touching you, but you do not fully control when it triggers. It is best in campaigns with Grapples, monsters using unarmed attacks, and enemies who think "small frog" means "free snack."
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Ancestry Feat Rankings
Level 1 Feats
| Feat | Why It Matters |
|---|---|
| Hunter's Defense ● | Nature DC can replace AC against many natural and primal creatures |
| Jungle Strider ● | Ignores forest and jungle difficult terrain, improves plant Balance checks |
| Tripkee Lore ● | Nature, Stealth, and Tripkee Lore are exactly the right skills |
| Nocturnal Tripkee ● | Darkvision, but only selectable at level 1 |
| Tripkee Weapon Familiarity ● | Opens Tripkee weapons plus blowgun, dart, hatchet, scythe, shortbow |
| Terrifying Croak ● | Demoralize without language penalty and frightened floor |
| Croak Talker ● | Amphibian communication and Diplomacy with amphibians |
Hunter's Defense is a once-per-hour reaction requiring trained Nature. When a creature with the animal, beast, elemental, fey, fungus, or plant trait attacks you and you can see it, the attack targets your Nature DC instead of AC. This is excellent in the right campaign and still broadly useful because those traits cover a lot of wilderness threats. It pairs with Nature, Encounter Building, and Creature Traits.
Jungle Strider ignores difficult terrain in forests and jungles. It also makes plant-material Balance checks safer: you are not off-guard, and successes become critical successes. If your campaign spends time in wilderness terrain, this feat is a top pick. In a city intrigue campaign, it politely waits outside.
Tripkee Lore trains Nature and Stealth, with flexible replacement if you already have them, and gives Additional Lore for Tripkee Lore. This is the best simple choice because those skills are central to how Tripkee play.
Nocturnal Tripkee gives darkvision, but it can only be taken at 1st level and cannot be retrained into or out of. If darkvision matters to your table, decide immediately. This is not a "maybe later" feat.
Tripkee Weapon Familiarity grants access to uncommon weapons with the Tripkee trait and familiarity with those weapons plus blowgun, dart, hatchet, scythe, and shortbow. At 5th level, critical hits with those weapons gain critical specialization. Take it for weapon builds, net-and-dart scouts, and characters who want the ancestry's tool culture on the sheet.
Terrifying Croak requires trained Intimidation. It lets you Demoralize a creature within 30 feet without taking the penalty for not speaking a language, and a successful check prevents the target from reducing frightened below 1 for 1 round. That is good support for Intimidation, especially on characters who want social pressure and combat debuffs.
Croak Talker lets you communicate with simple frogs and similar amphibians, ask and receive answers, and use Diplomacy with amphibian animals. It is charming and campaign-dependent. In a swamp campaign it is reconnaissance. In a desert campaign it is a hobby.
Level 5 Feats
| Feat | Why It Matters |
|---|---|
| Prodigious Climber ● | Climb Speed 10 feet, or 20 feet for Stickytoe |
| Fantastic Leaps ● | Longer horizontal and vertical Leaps |
| Tenacious Net ● | Better net Escape DC and off-guard rider after escape |
| Tripkee Glide ● | Windweb glide movement with one hand free |
| Long Tongue ● | Snaptongue reach improves touch and simple Interact options |
| Vomit Stomach ● | Anti-sickened and ingested poison emergency button |
Prodigious Climber gives a 10-foot climb Speed, or 20 feet if you are Stickytoe. This is the clearest level 5 payoff for terrain Tripkee. If you took Stickytoe, this jumps from good to excellent.
Fantastic Leaps increases maximum horizontal Leap distance by 10 feet and vertical Leap distance by 5 feet. It sets up the late-game Unbound Leaper and helps Tripkee play the map aggressively.
Tenacious Net raises the DC to Force Open or Escape your nets from 16 to 18. After a creature you grabbed with a net Escapes or Forces Open the net, strands cling to it and keep it off-guard until the beginning of its next turn. This is better than it looks because off-guard is everyone's favorite team project.
Tripkee Glide requires Windweb and one free hand. You descend slowly and can move forward through the air, staying aloft as long as you spend at least 1 action gliding each round and have not reached the ground. Great for canopy play, cliffs, and weird vertical maps.
Long Tongue requires Snaptongue and extends your tongue-based touch spell and simple Interact reach by 5 feet beyond usual reach. It is narrow but important if Snaptongue is your main trick.
Vomit Stomach is once per day when you gain sickened or fail a save against ingested poison. It reduces sickened by 2 and gives an immediate save with a +2 circumstance bonus against recent ingested poisons, but leaves you off-guard for 1 round. Disgusting? Yes. Useful? Also yes. The action economy of survival rarely looks dignified.
Level 9 Feats
| Feat | Why It Matters |
|---|---|
| Tongue Tether ● | Snaptongue can Disarm, Grab an Edge, Reposition, or Trip without free hands |
| Absorb Toxin ● | Can protect others from area disease or poison effects |
| Ricocheting Leap ● | Wall Jump extension using larger creatures |
| Moisture Bath ● | Fire/cold persistent damage recovery chance plus temporary resistance |
Tongue Tether requires Snaptongue. If your mouth is free, you do not need free hands to Disarm, Grab an Edge, Reposition, or Trip. If you have Long Tongue, you can do those things 5 feet beyond normal reach. This is the Snaptongue payoff and one of the ancestry's strangest tactical options.
Absorb Toxin triggers when you save against an area disease or poison effect. You attempt a counteract check, and if you counteract it, you end the effect for all other creatures in the area while still saving yourself with a penalty. This is a self-sacrificial support feat. It is campaign-dependent, but when it works, it is heroic in a very sticky way.
Ricocheting Leap requires Wall Jump. It lets you use larger creatures as walls for additional jumps and once per turn attempt to Shove or Trip one as a free action after doing so. This is cool, but it asks for a specific skill feat and a table that enjoys movement geometry.
Moisture Bath is once per day. You attempt a DC 10 flat check to recover from persistent fire or cold damage, then gain fire and cold resistance equal to half your level for 1 minute. Good when those damage types matter. Forgettable when they do not.
Level 13 Feats
| Feat | Why It Matters |
|---|---|
| Envenomed Edge ● | Persistent poison damage on critical slashing or piercing Strikes |
| Hop Up ● | Stand for free when you lose unconscious, no reactions triggered |
Envenomed Edge adds 1d4 persistent poison damage when you critically hit with a slashing or piercing weapon or unarmed Strike. This is strongest on characters making accurate weapon attacks, especially Fighter, Rogue, Ranger, Monk, and Swashbuckler. It also ties into Persistent Damage and Afflictions.
Hop Up triggers when you lose unconscious and lets you Stand as a free action without triggering reactions. That is a good recovery feat for front-line or risk-taking Tripkee, especially alongside Dying And Death.
Level 17 Feat
| Feat | Why It Matters |
|---|---|
| Unbound Leaper ● | Huge no-check Leaps in any direction, bigger with Fantastic Leaps |
Unbound Leaper lets you Leap up to 30 feet in any direction without touching the ground and without an Athletics check, as long as you land on solid ground within 30 feet or fall after your next action. If you have Fantastic Leaps, the distance becomes 40 feet horizontally and 35 feet vertically.
At high levels, Unbound Leaper lets you cross hazards, change elevation, jump past chokepoints, and make the GM reconsider whether drawing ledges was a mistake.
Feat Path Recommendations
Canopy Scout
- Jungle Strider or Tripkee Lore
- Prodigious Climber
- Ricocheting Leap if using Wall Jump, otherwise Tongue Tether or Absorb Toxin
- Envenomed Edge or Hop Up
- Unbound Leaper
This is the classic Tripkee exploration build. It wants Acrobatics, Athletics, Stealth, and maps with actual terrain.
Snaptongue Caster
- Tripkee Lore or Nocturnal Tripkee
- Long Tongue
- Tongue Tether
- Hop Up
- Unbound Leaper
This build starts with Snaptongue and uses touch-range spell delivery, simple remote interactions, and later hands-free maneuvers. It is best on Druid, Cleric, Oracle, Witch, and Primal Spell builds that care about positioning.
Net Controller
- Tripkee Weapon Familiarity
- Tenacious Net
- Tongue Tether, Absorb Toxin, or Ricocheting Leap
- Envenomed Edge
- Unbound Leaper
This path plays like a small battlefield controller. Use nets to create off-guard enemies, darts or shortbows for ranged pressure, and terrain to force awkward enemy movement. Read Grapple And Control Actions, Conditions In Combat, and Weapon Traits.
Poisonhide Survivor
- Hunter's Defense
- Vomit Stomach
- Absorb Toxin
- Envenomed Edge or Hop Up
- Unbound Leaper
This path is best in monster-heavy, wilderness, swamp, dungeon, and poison-heavy campaigns. It turns Tripkee into the character who keeps making toxic problems less toxic, which is more useful than it sounds and exactly as gross as it sounds.
Best Classes
| Class | Why It Works |
|---|---|
| Druid ● | Wisdom, Nature, primal themes, rain-caller support |
| Ranger ● | Dexterity, Wisdom, Survival, Stealth, terrain play |
| Rogue ● | Dexterity, Stealth, Thievery, nets, off-guard setup |
| Monk ● | Dexterity/Wisdom, movement, leaping, climbing |
| Cleric ● | Wisdom, support magic, Snaptongue touch utility |
| Fighter ● | Accuracy, critical specialization, Envenomed Edge |
| Swashbuckler ● | Dexterity, Acrobatics, movement, style |
| Investigator ● | Skills, careful play, scouting, knowledge |
| Witch ● | Caster utility, Snaptongue flavor, Nature or occult angles |
Druid ●
Tripkee Druid is the obvious standout. Wisdom and Dexterity are both useful, Nature is central, and Monster Core 2's rain-caller example reinforces the connection between Tripkee communities and primal weather magic. Use Primal Spells, Nature, and Environment to make the build feel like it belongs in the world.
Ranger ●
Ranger loves Dexterity, Wisdom, Survival, terrain, Stealth, and ranged weapons. Riverside, Stickytoe, Jungle Strider, Tripkee Lore, Prodigious Climber, and Tripkee Weapon Familiarity all support a Ranger who scouts ahead, controls angles, and knows when the forest is doing half the work.
Rogue ●
Rogue uses Dexterity, Stealth, Thievery, mobility, and off-guard better than most classes. Tenacious Net is especially interesting because it helps create off-guard moments even after enemies escape. Tripkee Rogue is not the most obvious ancestry/class combo, which is good. Obvious builds have to stand in line.
Monk ●
Monk likes Dexterity and Wisdom, and Tripkee movement feats make the class even more map-aware. Fantastic Leaps, Ricocheting Leap, and Unbound Leaper all fit the "the floor is optional" martial fantasy. The Strength flaw can matter for some maneuvers, so build carefully if you plan to Shove or Trip often.
Cleric ●
Cleric gets direct value from Wisdom and can use Snaptongue for touch-range spell positioning. Tripkee also fits patient religious communities, nature deities, psychopomp connections, and protective support roles.
Fighter ●
Fighter makes weapon familiarity and Envenomed Edge better because Fighter accuracy and criticals matter. A Tripkee Fighter is probably not the heavy Strength wall. It is more likely a precise dart, shortbow, hatchet, hand adze, or net user with excellent positioning.
Attributes And Skills
Attribute Priorities
| Build | Key Attribute Plan | Notes |
|---|---|---|
| Wisdom caster | Wisdom first, Dexterity second | Druid, Cleric, Witch, Oracle support |
| Dexterity scout | Dexterity first, Wisdom second | Ranger, Rogue, Investigator, Swashbuckler |
| Monk | Dexterity or Strength plan, Wisdom important | Strength flaw makes Dex Monk easier |
| Control martial | Dexterity, Constitution, enough Strength if needed | Nets and maneuvers may need Athletics support |
| Heavy melee | Strength investment required | Works only if you intentionally compensate for the flaw |
Best Skills
| Skill | Why |
|---|---|
| Nature ● | Hunter's Defense, Tripkee Lore, primal themes, rain-caller identity |
| Stealth ● | Tripkee Lore, scouting, Monster Core 2 scout pattern |
| Athletics ● | Climb, Leap, Shove, Trip, nets, movement tricks |
| Acrobatics ● | Balance, Jungle Strider, movement, Swashbuckler |
| Survival ● | Wilderness travel, tracking, community survival themes |
| Medicine ● | Wisdom support and party utility |
| Intimidation ● | Terrifying Croak |
| Diplomacy ● | Croak Talker and cautious community play |
| Crafting ● | Treetop building, tools, adzes, community infrastructure |
| Thievery ● | Dexterity utility for scouts and Rogues |
Equipment
Tripkee equipment should support climbing, scouting, control, and ranged play. Do not load a Small Strength-flaw character like a pack animal unless the bit is "heroically encumbered frog."
Best Weapons
| Weapon Or Category | Best Users | Notes |
|---|---|---|
| Cruuk | Scouts and thrown-weapon builds | Tripkee thrown club designed for treetop hunting |
| Hand adze | Dexterity martials and crafters | Agile, finesse, thrown 10 feet, Tripkee trait |
| Adze | Strength-leaning builds | Bigger cutting tool weapon, but Strength flaw makes it less default |
| Blowgun | Poison and stealth concepts | Supported by Tripkee Weapon Familiarity |
| Dart | Rangers, scouts, rain-caller style builds | Simple, thrown, and appears in Monster Core 2 Tripkee examples |
| Shortbow | Ranger, Rogue, scout builds | Familiarity support and practical ranged option |
| Net | Controllers | Tenacious Net makes this a core ancestry tactic |
| Hatchet and scythe | Weapon familiarity builds | Use when the class and attributes support the weapon plan |
Read Weapons, Weapon Traits, Ranged Weapons, and Adventuring Gear And Tools before finalizing the loadout.
Armor And Gear
Most Tripkee prefer light armor unless class training says otherwise. Armor, Bulk And Carrying Capacity, and Bulk And Encumbrance matter because Small size and a Strength flaw make careless gear choices more painful.
Useful gear themes:
- Climbing gear, rope, and exploration tools for canopy play.
- Nets for Tenacious Net builds.
- Darts, shortbows, and thrown weapons for mobile scouts.
- Healer's tools for Wisdom support builds.
- Antidotes, antiplagues, and Consumables for poison and disease-heavy games.
- Weather and water gear for Riverside, rain-caller, swamp, or coastal campaigns.
Example Builds
Stickytoe Canopy Ranger
- Heritage: Stickytoe Tripkee
- Starting feat: Tripkee Lore or Jungle Strider
- Later feats: Prodigious Climber, Absorb Toxin, Envenomed Edge, Unbound Leaper
- Skills: Nature, Survival, Stealth, Athletics
- Equipment: Shortbow, darts, hand adze, climbing gear, light armor
This build scouts, climbs, and uses the environment as a weapon. It is best when the GM draws more than one elevation line.
Snaptongue Druid
- Heritage: Snaptongue Tripkee
- Starting feat: Hunter's Defense or Tripkee Lore
- Later feats: Long Tongue, Tongue Tether, Hop Up, Unbound Leaper
- Skills: Nature, Medicine, Survival, Diplomacy
- Equipment: Staff, healer's tools, darts, light armor, primal utility items
This is the player-facing cousin of the Monster Core 2 rain-caller idea: Wisdom, Nature, weather, support, and weirdly practical tongue reach.
Thickskin Net Fighter
- Heritage: Thickskin Tripkee
- Starting feat: Tripkee Weapon Familiarity
- Later feats: Tenacious Net, Envenomed Edge, Hop Up, Unbound Leaper
- Skills: Athletics, Acrobatics, Crafting, Intimidation
- Equipment: Net, hand adze, shortbow or darts, light armor
This is a control martial that uses accuracy, nets, off-guard, and criticals. It is an unusual Fighter shape, so build it deliberately.
Poisonhide Survival Rogue
- Heritage: Poisonhide Tripkee
- Starting feat: Nocturnal Tripkee or Tripkee Lore
- Later feats: Vomit Stomach, Absorb Toxin, Envenomed Edge, Unbound Leaper
- Skills: Stealth, Thievery, Acrobatics, Nature
- Equipment: Darts, shortbow, hand adze, thieves' tools, light armor
This build is sneaky, hard to pin down, and unpleasant to touch. That is a full character thesis.
GM And Monster Core 2 Notes
Tripkee are easy to run well if the GM remembers that they are terrain people.
Tripkee settlements should change the map. Player Core 2 describes hidden orchards, camouflaged causeways, fish traps, fruit-bearing trees, and landscape shaping. Use Environment, Hazards, and Adventure Hooks to make their homes feel integrated with nature.
Monster Core 2 scouts show the combat model. Tripkee scouts use Stealth, Nature, Survival, climbing, darts, nets, and forest movement. That supports player builds that prioritize Stealth In Combat, Movement Actions, and control tools.
Rain-callers show the caster model. Monster Core 2 Tripkee rain-callers are Wisdom-heavy primal casters with weather and water magic. That reinforces Tripkee Druid, Ranger, and primal support builds without requiring every Tripkee PC to be a caster.
Neutrality is a story engine, not a muzzle. Tripkee communities often avoid outside wars, but adventurers are the ones who step out when something threatens the forest, village, river, or balance of the world. That is enough motivation for a campaign without making the character reckless.
Common Mistakes
Building a Strength bruiser by accident. Tripkee have a Strength flaw. You can build around Strength, but it should be intentional.
Taking terrain feats in a terrainless campaign. Jungle Strider, Stickytoe, Windweb, Glide, and climbing feats want maps that reward them. Talk to the GM.
Treating Snaptongue as a full extra hand. It can deliver touch spells and perform very simple Interact actions. It cannot hold items or do finger-dexterity tasks.
Forgetting Natural Climber. The ancestry starts with a climbing bonus. Use it. The tree frog should not be afraid of the tree.
Taking Croak Talker without amphibians. It is wonderful in the right campaign and almost invisible in the wrong one.
Ignoring nets. Tenacious Net and Monster Core 2 Tripkee scouts both point toward nets as part of the ancestry's control identity.
Hot Take
Stickytoe is the broadest heritage because it protects against forced movement and improves foliage climbing. Snaptongue creates the strangest choices: touch-spell delivery, remote simple interactions, and hands-free maneuvers later in the feat tree. Rangers make especially good use of the Dexterity, Wisdom, Stealth, Survival, and terrain package. Tenacious Net turns an escaped target's off-guard condition into meaningful team pressure. Flat maps lower the ancestry's ceiling, while Vomit Stomach remains an unpleasant but useful survival button.
Final Verdict
Tripkee are a strong ancestry overall and especially effective in terrain-heavy, Wisdom-based, scouting, or control-oriented campaigns. They excel when they climb, leap, poison, net, glide, hide, wait, and make the environment count.
If your campaign includes forests, jungles, swamps, rivers, vertical spaces, natural creatures, poison, disease, or community defense stories, Tripkee are excellent. If every fight is a flat room with no terrain and every social scene ignores ancestry culture, they lose some shine. The solution is simple: let the frog use the room.


