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Mimicry
Game Master Guide
Designed by Kylee Kemlage
TSMF V.1
x=x=
Table of Contents
Map
Introduction
Qualities of an Effective GM
Getting Player Feedback
GM Incentives
Setting & Background
Basic Gameplay
TSMF Module V.1
Character Stats
Rainforest Levels
Resources and Points
	Resources
	Points
	 Types of Points
Tools at Your Disposal
Player Incentives
Useful Locations
Character Classes
Leveling
Items
Organism Information
	 Type of Organisms
	 Conservation Status
	 Cash Rewards
	 Ethos Penalties
	 Injuries from Organisms
Organism Map Placement
Researchable Organism Information
	 Table Guide
	 Researchable Organisms
	 Map Placements
Discoverable Organism Information
	 Discoverable Organisms
	 Map Placements
Making a Randomized Table
Organism Encounters
	 Basic Instructions
	Observation
	 Data Capture
	Analysis
		Analysis Results
	Creation
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Table Index
Table Index
Basic Tables
Cash Rewards
Ethos Points Penalties
Researchable Organism Spot DC
Conservation Status Shorthand
Rainforest Levels
Types of Points
Injury Types
Basic Success Table
Organism Encounter Success Tables
	 Observation Success Table
	 Data Capture Success Table
	 Analysis Success Table
	 Creation Success Table
Organism Tables
	 Researchable Organisms
		Map Placements
		Analysis Results
	 Discoverable Organisms
		Map Placements
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Introduction
This documents represents the first iteration of a guide for future Game Masters running
Mimicry. In this document, the materials and methods used by the creator in early
development are reproduced to be as informative as possible.
6
Qualities of an Effective GM
As Mimicry grows and develops, the intention is to broaden the game’s accessibility not
only to players, but to individuals interested in running the game. As of V.1, the following
qualities will aid a potential GM:
•	 An intermediate-to-expert level of experience with biomimicry practices and case
studies. As Mimicry grows and more accessible material is produced on up-to-date
biology information, this aspect of the game may become more accessible. However,
as a GM you must understand the biomimicry case studies featured in game enough to
communicate them and guide players in understanding them.
•	 An intermediate-to-expert level of experience in biology is recommended. Future
developments with different biology specialists would be useful in fleshing out a greater
variety of biodiversity represented in game. For example, V.1 lacks fungal diversity, and
there may be more potential in that regard with a mycologist in the GM seat.
7
Getting Player Feedback
Collecting player feedback at the end of each session is crucial in developing Mimicry
further and achieving an enjoyable balance of challenge and fun with players. Below are
some tips for getting player feedback:
•	 Consider what method of feedback you players are most receptive to. Surveys or verbal
expression? As a group or one on one?
•	 Be specific about what aspects of the game you want feedback about.
•	 Look out for what aspects of the game players are most excited about. What are the
most fun aspects of the experience? Is that in line with your intentions? For example, if a
core aspect of the game is not enjoyable, what can be done to change that?
•	 Pay special attention to how your players feel, and get feedback on the emotional states
they found themselves in while playing.
8
GM Incentives
•	 Make players aware of what their goals and objectives are, and the tools at their
disposal, while also giving them the freedom to find solutions.
•	 Reward actions that move players towards success, and gently guide players back
toward success when they stray.
•	 Present organisms and their strategies in a way that captivates players and keeps them
interested; this may vary based on who your players are and what interests them.
•	 Maintain a setting and tone where players are working with nature, not against it.
9
Setting & Background
General Game Setting & Background
•	 Modern day
•	 Set in a world where biomimicry is growing and garnering interest, just as it is in real life!
•	 The world and its mechanics are realistic and based in biology, but not too concerned
with all the nitty gritty details. This game is not a hyper-realistic survival simulator.
You are a team of researchers and specialists (Biologists, Engineers, Designers, Chemists,
etc.) who have been brought together by an outside investor to explore a specific biome
and uncover the secrets of the organisms that dwell there. The game is divided up into
expeditions on individual maps, and each expedition takes place in one of the major global
biomes as defined by the World Wildlife Fund:
•	 Tropical and subtropical moist broadleaf forest
•	 Tropical and subtropical dry broadleaf forest
•	 Temperate broadleaf and mixed forest
•	 Temperature coniferous forests
•	 Taiga
•	 Tropical and subtropical grassland, savanna, and shrubland
•	 Flooded grassland and savanna
•	 Montane grassland and shrubland
•	 Tundra
•	 Mediterranean forest, woodland, and scrub
•	 Desert and xeric shrubland
•	 Mangrove
Game Setting (TSMF V.1)
This version of the game takes place in the Tropical and subtropical moist broadleaf forest
(TSMF) Biome. The wildlife encountered in the game are found in this Biome type in the
real world, but the map does not accurately reflect geographic proximity.
10
Basic Gameplay
•	 Expeditions are divided up into Biomes, each with their own map. V.1 of Mimicry is set in
the Tropical Rainforest Biome.
•	 Players determine their own route through the map. A starting point is given by the GM.
•	 The outcome of most actions will be determined by a d10 roll. The GM will decide when
an action requires a roll.
•	 When encountering and learning from an organism, a d10 is also used. More information
can be found in the Organism Encounters and Research section.
•	 Players travel around the map, made of 7 Hexes made up of 6 triangular Zones.
Teamwork Bonus
Biomimicry can’t be done alone! Just as real life biomimics must work together to combine
their skill sets, your players are encouraged to use teamwork. Helping a fellow player with
a task adds a +1 bonus to a player’s roll. The bonus increases by +1 for every player who
offers to help.
11
TSMF Module V.1
What is a Module?
A module is an adventure with pre-written elements. This version of the game does not
yet have a complete module, but the scene-setting material used in playtests is included
below.
Setting the Scene: At the Cliffs
Your team has been sent on an expedition into a dense tropical rainforest to collect
biological data. The expedition has been sponsored by Elden Green, founder of Green
Textiles; however, your team members have not yet been briefed on what he is sending
you to find. Green is interested in the potential of biomimicry, and is willing to compensate
you handsomely for every interesting biological strategy you discover. You are additionally
collecting data on the species diversity of the area, and will receive compensation for every
organism you record, regardless of whether it is useful to you or your sponsor. Your party
is led by Harper Byrd, PhD, an eccentric ecologist with lots of energy and a tendency to
forget things.
After parking your vehicles and trekking to the edge of the rainforest, your team has set up
camp for the night (Hex 1 Zone 3), with plans to reach a research station in the morning.
The station sits at the top of a sheer cliff, but Harper assures you that it will not be an issue.
You all wake up early in the morning, so early it’s still dark out. You can hear the dense
buzzing of insects outside your tents, and when you emerge you see a foggy mist gathering
around the campsite. You also notice that one of the tents is missing, as well as your team
leader. In its place is a pile of backpacks of different colors- yellow, blue, and green—and a
note stuck between two packs written on waterproof paper.
The note reads:
Hey team- Sorry about this one! I couldn’t sleep last night- too much coffee- and I SWORE I heard the call of
a purple-winged ground dove! Critically endangered, less than 300 in the wild! Sound was over above the cliffs, so
I figured why not get a head start up to the station? Don’t worry, I left behind the rest of the climbing gear in
the red backpack. Cliffs shouldn’t be too hard to scale, but just in case I left the Emulator with you. With that
thing, you can emulate any strategy you find in nature to solve your challenge- and there’s lots of strategies to
discover here! Just look for organisms that achieve the function you’re looking for!
-Cheers, H.B.
•	 The yellow pack contains portable research equipment, the blue pack contains raincoats
and food, and the green back contains the Emulator in its case. There is no red pack.
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Character Stats
Observation (OBSV)
The ability to glean information from observing only. Also applies to
perception of the greater environment.
Analysis (ANLYS)
The ability to analyze and understand information.
Creation (CRE)
The ability to apply what is learned to items and create new items.
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Rainforest Levels
This map is set in a TSMF Biome, and tropical rainforests are known for having multiple
stories, or levels. The Levels of this rainforest are outlined below.
Some Levels may have specified Level Types to differentiate between different aspects
of the landscape. For example, when referring to the Ground Level, you may refer to the
ground in general, or, if they are present in that part of the map, the river or riverbank.
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Resources and Points
Resources
Time
An expedition must be completed within a certain timespan. The duration of an expedition
may vary by biome or campaign, and is up for future development.
Timeframes
Time is divided up into 5 Timeframes:
•	 Dawn
•	 Morning
•	 Afternoon
•	 Evening
•	 Night
5 Timeframes is equivalent to 24 hours in the real world. Each player may complete 3
actions per Timeframe, after which the next Timeframe starts. Future versions of Mimicry
will include Timeframe Tracking tables you can use to keep track of player actions.
Moving from one triangular Zone to another counts as an action. Moving from one Hex to
another takes 1 Timeframe.
Money
Expeditions are funded by research grants. Each expedition in a Biome starts with your
players getting a research grant of a certain amount. In this first version of the game,
money is in USD, but this may be subject to change.
When preparing a Biome expedition, it is up to you and future Modules to set up the story
of the expedition: what are players looking for? Who is sending them?
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Resources and Points
Points
Item Points
Item Points are used to access certain items and actions. Your players start with 20 Item
Points. More Item Points may be bought with money; one Item Point costs $200.
In-game uses for Item Points:
•	 Use items (See Items section)
•	 Treat injuries
•	 Succeed in partial rolls or penalties for failed rolls
•	 Send injured organisms to the Rehabilitation Center
The 3 Essential Elements as Crucial Points
Just as Ethos, Emulate, and (Re)connect are crucial elements of the biomimicry methodology, they
are also crucial concepts in the game. Each Element is represented as a points system that impact
your players’ success.
Ethos Points
A good biomimic respects nature and is conscious of their footprint on the environment. Your
players start with 20 Ethos Points, which can be lost when they take actions that are detrimental
to the environment, either by choice or through a failed roll. For example, a critical failure could
cause a team member to accidentally step on a rare beetle. The Conservation Status of an
organism will determine how many Ethos Points they can lose. The expedition ends if your Ethos
Points reach 0.
Emulation Points
For every strategy your players successfully emulate using the Emulator, they gain 1 Emulation
Point. During the expedition, players will encounter challenges that require them to emulate the
strategies they have learned. Successfully applying these strategies to the challenge is crucial to
their success.
(Re)connection Points
Regardless of whether they learn a natural strategy, your players are collectively awarded a cash
reward for every organism they discover. Rarer organisms mean a larger reward. Your players will
also collectively gain (Re)connection Points, which count towards your success.
16
Resources and Points
Types of Points
17
Tools at Your Disposal
These are tools that your players start out with and has access to for the
duration of your expedition.
Field Guide
A soft cover book full of useful information about the Biome you are exploring.
Players are able to obtain more information (ex. Identifying an organism) by having their
characters consult their field guide, spending 1 Item Point. This mechanic is still being
developed, but as of now the Field Guide can be used to…
•	 Identify an organism if it cannot be identified through observation
•	 Aid in lower rolls on Organism Encounters (see Organism Encounters)
•	 Ask if an organism exhibits a strategy
•	 Ask what an organism’s threat level is
Emulator
A hard white case shaped like a rounded rectangle.
Inside the case is a solar-powered device that
resembles a 3D printer. The device is 25 cm x 43 cm
x 50 cm, with a 25 cm x 35 cm opening though it that
items could be passed though to modify them. Its
carrying case has straps allowing it to be carried on
the back, and has an opening for the solar panel on
the top to allow it to recharge.
This device is what makes Emulation and Creation
possible. For more information on Creation, see the
Organism Encounters: Creation section.
Camera Drone
A small drone with a video camera.
This device allows your team to glimpse into the
Canopy Level, which you are unable to reach. Using
the Camera Drone requires a D10 roll.
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Player Incentives
Discover as many organisms as possible
	 Reward: Cash, (Re)connection Points
Your players will encounter two types of organisms in the map: Discoverable Organisms and
Researchable Organisms. Researchable Organisms have set locations on the map known by the
GM, and can be studied to learn their strategy and emulate it. Discoverable Organisms can have
set or randomized locations on the map, but cannot be studied to learn a strategy. When players
spot (become aware of) and identify (successfully roll OBSV) a Discoverable Organism, they earn a
cash reward based on that organism’s Conservation Status.
Learn as many strategies as possible
	 Reward: Cash
Emulate strategies to apply them to existing items or create new
items that solve a challenge
	 Reward: Emulation Points
See Organism Encounters: Creation section for more details.
Avoid harming or negatively impacting the local ecosystem
	 Penalty: Loss of Ethos Points
Your players start with 20 Ethos Points. These points are lost if a player decision or critically bad
roll results in the harm or death of an organism. How many Ethos Points are lost is determined by
the type of harm (injury or death) and the Conservation Status of the organism.
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Useful Locations
Research Station
	 Location: Center of map
The Research Station is a key location at the center of the map that your players will need to return
to at key junctures in your journey. You may need to travel to the Research Station to...
•	 Succeed in a partial Analysis roll
•	 Heal an injured team mate
•	 Acquire new equipment
Rehabilitation Center
	 Location: Center of map
If a player rolls poorly on a risky action, it is possible to accidentally injure an organism, which
costs Ethos Points. The only way to regain Ethos Points is to send injured organisms to the
Rehabilitation Center, attached to the Research Center. This action costs 2 Item Points. Players
may also send organisms to the Rehabilitation Center if you find one that is already injured.
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Character Classes
Biologist + on Observation and Analysis
Special ability: 3 times every 5 Timeframes, can
use Field Guide to identify if an organism is a
Researchable Organism without spending Item
Points.
Level 1: +1 OBSV, +1 ANLYS
Level 2: +2 OBSV, +2 ANLYS, +1 CRE
Level 3: +3 OBSV, +3 ANLYS, +2 CRE
Level 4: +4 OBSV, +4 ANLYS, +3 CRE
Level 5: +5 OBSV, +5 ANLYS, +3 CRE
Engineer + on Analysis and Creation
Special ability: Bonus +1 CRE when emulating
strategy that involves moving parts.
Level 1: +1 ANLYS, +1 CRE
Level 2: +2 ANLYS, +2 CRE, +1 OBSV
Level 3: +3 ANLYS, +3 CRE, +2 OBSV
Level 4: +4 ANLYS, +4 CRE, +3 OBSV
Level 5: +5 ANLYS, +5 CRE, +4 OBSV
Designer+ on Observation and Creation
Special ability: TBD
Level 1: +1 OBSV, +1 CRE
Level 2: +2 OBSV, +2 CRE, +1 ANLYS
Level 3: +3 OBSV, +3 CRE, +2 ANLYS
Level 4: +4 OBSV, +4 CRE, +3 ANLYS
Level 5: +5 OBSV, +5 CRE, +4 ANLYS
Naturalist ++ on Observation
Special ability: 3 times every 5 Timeframes, can
use Field Guide to identify an organism without
spending Item Points.
Level 1: +2 OBSV
Level 2: +3 OBSV, +1 ANLYS, +1 CRE
Level 3: +4 OBSV, + 2 ANLYS, +2 CRE
Level 4: +5 OBSV, +3 ANLYS, +3 CRE
Level 5: +6 OBSV, +4 ANLYS, +4 CRE
Chemist ++ on Analysis
Special ability: Bonus +1 ANLYS on rolls
determining the chemical makeup of something.
Level 1: +2 ANLYS
Level 2: +3 ANLYS, +1 CRE, +1 OBSV
Level 3: +4 ANLYS, +2 CRE, +2 OBSV
Level 4: +5 ANLYS, +3 CRE, +3 OBSV
Level 5: +6 ANLYS, +4 CRE, +4 OBSV
Fabricator ++ on Creation
Special ability: TBD
Level 1: +2 CRE
Level 2: +3 CRE, +1 ANLYS, +1 OBSV
Level 3: +4 CRE, +2 ANLYS, +2 OBSV
Level 4: +5 CRE, +3 ANLYS, +3 OBSV
Level 5: +6 CRE, +4 ANLYS, +4 OBSV
At the start of an expedition, each player descides what Character Class they will play as.
As of V.1, character creation and customization is still limited, but will be improved upon in
later versions as gameplay develops further.
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Leveling
In Development
How players and specific character classes achieve higher levels will be determined by
further game development and balancing of Point and reward mechanics.
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Items
This game does not have a set list of items that players must remember, but Item Points
that they can spend to use items they believe their character would have. As the GM, you
have the final say on what items players can use to avoid unrealistic items from being used.
Players can make a case for the item, but you have the final say. Items generally fall under 4
categories:
1. Item is simple or mundane.
Is this something someone would most likely have with them on an expedition like this, and
is it a simple item?
Ex. A rope, a raincoat, boots, a lighter, a compass
GM response: Let player use the item with no cost.
2. Item is not simple or mundane.
Is this something not everyone would bring on an expedition like this, or is a complex
object?
Ex. A GPS device, a radio
GM response: Let player use the item for 1 Item Point, after which they can continue using
it with no extra cost.
3. Item is too large to transport.
Is this something that is typically not carried on foot?
Ex. An x-ray machine
GM response: Let player use the item if the team travels to the Research Station and
spends the Timeframes necessary to travel.
4. Item is out of character or is not in line with the themes of the game.
Is this something that would impede gameplay or otherwise not work in game?
Ex. A machine gun
GM response: Politely decline to give the player the item and request they think of
something else.
Organism Information
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Organism Information
Types of Organisms
Researchable
Researchable Organisms have set locations on the map and can be studied to learn their
strategy and emulate it.
Discoverable
Discoverable Organisms can have set or randomized locations on the map, but cannot be
studied to learn a strategy.
Conservation Status
Organisms in this game are classified by their real life Conservation Status as outlined by
the IUCN Red List.
	 Critically endangered (CR): Extremely high risk of extinction in the wild
	 Endangered (EN): High risk of extinction in the wild
	 Vulnerable (VU): High risk of endangerment in the wild
	 Near threatened (NT): Likely to become endangered in the near future
	 Least concern (LC): Lowest risk; does not qualify for a higher risk category. Wide		
	 spread and abundant.
In the game, Conservation Status will affect how many instances of an organism can be
found in the map, how difficult they are to spot, and how much of a penalty you will receive
for accidentally harming one. Conservation Status will also determine the cash rewards
players earn from discovering or researching an organism.
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Organism Information
Cash Rewards
When players discover or successfully research an organism, they gain a cash reward
based on the organism’s conservation status. If your players discover an organism and
then successfully study it, the reward for learning a strategy overrides the initial discovery
reward.
Cash Rewards for Discovering an Organism
Discovering an organism means your players have successfully Spotted and Observed a
organism, and now know its name.
Cash Rewards for Learning a Strategy
Learning a Strategy means your players have completed the Organism Encounter
process up to the Analysis phase and have succeeded in Analysis. They now understand
the Strategy enough to apply it to a future challenge, or present it to their expedition
benefactor.
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Organism Information
Ethos Penalties
(See Resources and Points: Points section)
When a player fails a roll or otherwise takes an action that results in the harm or death of an
organism, the team loses Ethos Points based on the Conservation Status of the organism.
This mechanic is crucial in emphasizing the importance of respecting nature in game. The
only way to regain Ethos Points is by transporting injured organisms to the Rehabilitation
Center (see Useful Locations section)
As the GM, use this mechanic in a realistic and even handed manner. Players should be
rewarded for taking steps to avoid harming nature, and this means only enforcing Ethos
Penalties in critically poor rolls or in situations where an organism is more susceptible to
harm. Although V.1 does not yet have a fully fleshed out sytem for determining the relative
toughness or weakness of an organism, as the GM you may decide to increase the DC of a
roll if you believe the weakness of the organism would make it more difficult. For example,
if your players want to catch an extremely small and delicate butterfly by hand, you may
decide to increase the DC of the roll by 1.
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Organism Information
Injuries from Organisms
On the other hand, some organisms may have adaptations that they use to defend themselves.
In some cases, such as when players are attempting to get closer or capture an organism, they
may become injured or harmed by the organism. In their full information tables, each organism
will have an injury rating that reflects the type of injury they can inflict. Again, as the GM, your
goal should not be to paint nature as inherently scary or dangerous, and injuries should only be
sustained in the case of low rolls or plans that make injury more likely.
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Organism Map Placement
How organisms are placed on maps
•	 Researchable Organisms all have established map placements before the game starts
•	 Discoverable Animals (or any Discoverable Organisms that can move) are determined
using randomized roll tables prepared before the game starts
•	 Discoverable Plants (or any Discoverable Organisms that cannot move, such as fungi) are
given established map placements before the game starts. This is because plants do not
move or have active Timeframes.
Researchable
Organism Information
30
Researchable Organism Information
Table Guide
31
Researchable Organisms
32
Researchable Organisms
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Researchable Organism Map Placements
Hex 1
Hex 2
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Researchable Organism Map Placements
Hex 3
Hex 4
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Researchable Organism Map Placements
Hex 5
Hex 6
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Researchable Organism Map Placements
Hex 7
Discoverable
Organism Information
38
Discoverable Organisms
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Discoverable Organisms
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Discoverable Organisms
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Discoverable Organisms
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Discoverable Organisms
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Discoverable Organisms
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Discoverable Organisms
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Discoverable Organisms
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Discoverable Organism Randomized Map Placements
Hex 1
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Discoverable Organism Randomized Map Placements
Hex 2
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Discoverable Organism Randomized Map Placements
Hex 3
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Discoverable Organism Randomized Map Placements
Hex 4
50
Discoverable Organism Randomized Map Placements
Hex 5
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Discoverable Organism Randomized Map Placements
Hex 6
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Discoverable Organism Randomized Map Placements
Hex 7
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Making a Randomized Table
To make a randomized table for a map, use the following steps:
•	 Each Hex on your map gets one randomized table.
•	 Determine what types of Levels are present in each Hex. These may vary depending
on the type of Biome. Think of what distinct areas are present that your players may be
interested in.
•	 In each Level, try to populate the table with organisms that have different active cycles
(nocturnal and diurnal). This will include even more variability, as players are able to spot
different organisms at different Timeframes.
•	 Start collecting potential organisms to populate the table with.
•	 The most useful resource is the IUCN Redlist site, which has many options for finding
organisms by biome, location, organism type, and conservation status. Organisms listed
on this site are also likely to have a conservation status, making it easier to use in game.
•	 Organisms without an official conservation status can be assigned one for the purposes
of the game.
In general, the randomized tables used in V.1 follow this formula:
	 • Critically Endangered: 1 individual on the map
	 • Endangered: 2 individuals on map
	 • Vulnerable: 3-4 individuals on map
	 • Near Threatened: 5-6 individuals on map
	 • Least Concern: No limitation on number of individuals
Organism Encounters
55
Organism Encounters
Basic Instructions
When your players encounter a Researchable Organism and wants to learn its
strategy, the Organism Encounter follows a series of steps:
		Observation
		 Gain information through observation alone
		Data Capture
		 Capture data in the form of a sample or organism
		Analysis
		 Analyze the data to learn the strategy
		Creation
		 Emulate the strategy by making a new design or modifying an existing design
Each step leads into the next. Attempts to skip over one step to the next (ex. Create
before successfully Analyzing) will result in a -1 disadvantage on rolls for the following
steps.
56
Organism Encounters:
Observation
Gain information through observation alone
Before the Encounter: Spotting
Before an Organism Encounter can begin and players can begin research, a player must
spot the organism. Spotting refers to the player becoming aware that something is there,
and a following Observation roll determines how much they see.
Steps to Spotting and Observation
•	 In a given Zone, (ex. Hex 5 Zone 3), a player will have
their character look for organisms in a certain Level of
the forest (ex. On the ground, on the tree trunks).
•	 Secretly roll a D6 to determine which Discoverable
Organism is present, using the randomized Discoverable
Organisms table. Do not inform the player which
organism it is yet.
•	 Ask the player roll to Spot (D10), which will determine
how much the player can see, based on the Observation
Success Table.
•	 If a Researchable Organism is in the same Zone and
Level, the use the player’s last roll (with OBSV bonus) and
compare it to the Spot DC of the organism (see Basic
Organism Information). This will determine whether the
team spots the organism.
•	 If they spot the organism, you may allow the same player
or a different player to roll Observation (D10 + OBSV),
prompting that there is something else there and they
can take a closer look. This roll determines how much
they see of the organism and how much they learn (see
Observation Success Table).
*Note*
Players only gain the Cash reward for
discovering an organism if they identify its
name.
57
Organism Encounters
Data Capture
Capture data in the form of a sample or organism
If an organism looks promising for research, your players may decide to obtain
more data in order to move on to the next step. In the case of a plant, this may
mean taking a leaf sample. In the case of an animal, this may mean capturing it to
get a closer look or to take a sample.
When your players want to capture an organism, first have them describe to you
what they intend to do. Encourage them to be detailed. Then have one player
roll a D10. Players may specify the use of an item in their plan; if this item has not
been mentioned in game before, refer to the Items section and your personal
judgement to determine whether the item will cost them an Item Point. If players
are capturing an organism to obtain data, refer to the Data Capture Success
Table.
Your job as a GM is to present Researchable Organisms in a way that allows for
data collection the players need with minimal harm to the organism. Ask yourself
these questions:
•	 What do the players need to analyze to learn the strategy?
•	 Do they need the whole organism to analyze it?
•	 Can it be removed from the organism or found with minimal harm? (Ex. Bird feathers,
shed snake skin)
•	 Can it be observed while the organism is alive? (Ex. Watching its behavior)
•	 Can it only be observed if the organism is dead? (Ex. Players find a carcass or bones)
•	 With the above information in mind, how can the players analyze the strategy in a
way that inflicts the least amount of harm?
Be sure to encourage teamwork and reward players a Teamwork Bonus (see Basic
Gameplay section), and reward creative problem solving.
Examples of Data Capture opportunities that do not involve live capture:
•	 Players spot a flock of Scarlet Macaws up in the trees. As they flap their wings, a
single bright red feather drifts down. Players can now analyze the feather to learn
about the compounds that cause its color.
•	 Players find the carcass of a huge Arowana washed up on the riverbank. It’s partically
eaten, but most of its body remains protected by armor-like scales. Players can now
remove a scale and analyze it. At the same time, they might see a live specimen in
the water that is unbothered by the bites of Piranha.
58
Organism Encounters
Analysis
Analyze the data to learn the strategy
Once the data has been obtained in the form of a sample or organism, one player
must roll a D10 + ANLYS to determine what the organism’s strategy is and how it
achieves this strategy. A successful analysis roll means your players have learned
what the strategy is, how it works, and are now able to emulate it. See the Analysis
Success Table to determine what a roll reveals. Your players also earns a cash
reward for learning a new strategy.
Analysis Methods
It is up to your players to decide how they want to analyze their data. It can be as simple as looking at
something through a microscope, or as complex as designing their own experiment. Encourage your
players to be creative in their analysis and don’t expect them to know exact analysis methods used in real
life. Encourage whatever level of complexity players are open to based on their experinece with research
and biology.
Future versions of the game will incorporate more options for analysis, but as of V.1 the steps are as
follows:
•	 Have your players tell you how they intend to analyze
the data. Players may specify an item they want to use,
and it is up to your discretion if this costs them an Item
Point (see Items section). Players may also suggest
the use of larger equipment; as a rule of thumb, any
item that cannot be transported, such as a scanning
electron microscope, will require the players to return
to the Research Station.
•	 Players roll a D10 + ANLYS
*Note*
The cash reward for learning a strategy
cancels out the previous cash reward for
discovering the organism.
59
Analysis: Researchable Organism Analysis Results
This table outlines the full information players are able to learn from each organism.
60
Organism Encounters
Creation
Emulate the strategy by making a new
design or modifying an existing design
Once players have successfully analyzed a strategy, they can use
the Emulator (See Tools at Your Disposal section) to create a
new design or modify an exiting item they have.
If your players want to modify an item that has not yet been
referenced in game, they must spend 1 Item Point.
The Emulator is limited by the size of its opening (25 cm x 35
cm). As long as an item can be physically passed through the
Emulator, it can be modified. This included items that are folded
or bundled up.
To have players Create, have one player specify what they want
to create or modify. Encourge them to use as much detail as
possible, and encourage players to present designs in whatever
way is easiest for them. This can include allowing players to
quickly sketch their design. Your players should brainstorm their
idea together, but only one player at a time can roll to Create
(D10 + CRE).
Depending on the success of the roll, players may need to roll a
D10 each time they use the item. As of V.1, this will be a straight
roll (see the Basic Success Table).
Remember, this is the most fantastical part of the game as
well as the area where players are given the most creative
freedom. Avoid nitpicking players for complete accuracy,
and encourage and reward them for brainstorming
designs that reflect an understanding of the strategy.
Table Index
62
Basic Tables
Cash Rewards
Cash Rewards for Discovering an Organism
Cash Rewards for Learning a Strategy
Ethos Points Penalties
Researchable Organism Spot DC
Conservation Status Shorthand
Rainforest Levels
63
Basic Tables
Types of Points
Injury Types
Basic Success Table
64
Organism Encounter Success Tables
Observation Success Table
65
Organism Encounter Success Tables
Data Capture Success Table
66
Basic Tables: Organism Encounter Success Tables
Analysis Success Table
67
Basic Tables: Organism Encounter Success Tables
Creation Success Table
68
Organism Tables: Researchable Organisms
69
Organism Tables: Researchable Organism Map Placements
70
Organism Tables: Researchable Organism Analysis Results
71
Organism Tables: Discoverable Organisms
72
Organism Tables: Discoverable Organism Map Placements

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Mimicry GM Guide V.1

  • 1. Mimicry Game Master Guide Designed by Kylee Kemlage TSMF V.1
  • 2. x=x= Table of Contents Map Introduction Qualities of an Effective GM Getting Player Feedback GM Incentives Setting & Background Basic Gameplay TSMF Module V.1 Character Stats Rainforest Levels Resources and Points Resources Points Types of Points Tools at Your Disposal Player Incentives Useful Locations Character Classes Leveling Items Organism Information Type of Organisms Conservation Status Cash Rewards Ethos Penalties Injuries from Organisms Organism Map Placement Researchable Organism Information Table Guide Researchable Organisms Map Placements Discoverable Organism Information Discoverable Organisms Map Placements Making a Randomized Table Organism Encounters Basic Instructions Observation Data Capture Analysis Analysis Results Creation 4 5 6 7 8 9 10 11 12 13 14 14 15 16 17 18 19 20 21 22 23 24 24 25 26 27 28 29 30 31 33 37 38 46 53 54 55 56 57 58 59 60
  • 3. Table Index Table Index Basic Tables Cash Rewards Ethos Points Penalties Researchable Organism Spot DC Conservation Status Shorthand Rainforest Levels Types of Points Injury Types Basic Success Table Organism Encounter Success Tables Observation Success Table Data Capture Success Table Analysis Success Table Creation Success Table Organism Tables Researchable Organisms Map Placements Analysis Results Discoverable Organisms Map Placements 61 62 62 62 62 62 62 63 63 63 64 64 65 66 67 68 68 69 70 71 72
  • 4. 4
  • 5. 5 Introduction This documents represents the first iteration of a guide for future Game Masters running Mimicry. In this document, the materials and methods used by the creator in early development are reproduced to be as informative as possible.
  • 6. 6 Qualities of an Effective GM As Mimicry grows and develops, the intention is to broaden the game’s accessibility not only to players, but to individuals interested in running the game. As of V.1, the following qualities will aid a potential GM: • An intermediate-to-expert level of experience with biomimicry practices and case studies. As Mimicry grows and more accessible material is produced on up-to-date biology information, this aspect of the game may become more accessible. However, as a GM you must understand the biomimicry case studies featured in game enough to communicate them and guide players in understanding them. • An intermediate-to-expert level of experience in biology is recommended. Future developments with different biology specialists would be useful in fleshing out a greater variety of biodiversity represented in game. For example, V.1 lacks fungal diversity, and there may be more potential in that regard with a mycologist in the GM seat.
  • 7. 7 Getting Player Feedback Collecting player feedback at the end of each session is crucial in developing Mimicry further and achieving an enjoyable balance of challenge and fun with players. Below are some tips for getting player feedback: • Consider what method of feedback you players are most receptive to. Surveys or verbal expression? As a group or one on one? • Be specific about what aspects of the game you want feedback about. • Look out for what aspects of the game players are most excited about. What are the most fun aspects of the experience? Is that in line with your intentions? For example, if a core aspect of the game is not enjoyable, what can be done to change that? • Pay special attention to how your players feel, and get feedback on the emotional states they found themselves in while playing.
  • 8. 8 GM Incentives • Make players aware of what their goals and objectives are, and the tools at their disposal, while also giving them the freedom to find solutions. • Reward actions that move players towards success, and gently guide players back toward success when they stray. • Present organisms and their strategies in a way that captivates players and keeps them interested; this may vary based on who your players are and what interests them. • Maintain a setting and tone where players are working with nature, not against it.
  • 9. 9 Setting & Background General Game Setting & Background • Modern day • Set in a world where biomimicry is growing and garnering interest, just as it is in real life! • The world and its mechanics are realistic and based in biology, but not too concerned with all the nitty gritty details. This game is not a hyper-realistic survival simulator. You are a team of researchers and specialists (Biologists, Engineers, Designers, Chemists, etc.) who have been brought together by an outside investor to explore a specific biome and uncover the secrets of the organisms that dwell there. The game is divided up into expeditions on individual maps, and each expedition takes place in one of the major global biomes as defined by the World Wildlife Fund: • Tropical and subtropical moist broadleaf forest • Tropical and subtropical dry broadleaf forest • Temperate broadleaf and mixed forest • Temperature coniferous forests • Taiga • Tropical and subtropical grassland, savanna, and shrubland • Flooded grassland and savanna • Montane grassland and shrubland • Tundra • Mediterranean forest, woodland, and scrub • Desert and xeric shrubland • Mangrove Game Setting (TSMF V.1) This version of the game takes place in the Tropical and subtropical moist broadleaf forest (TSMF) Biome. The wildlife encountered in the game are found in this Biome type in the real world, but the map does not accurately reflect geographic proximity.
  • 10. 10 Basic Gameplay • Expeditions are divided up into Biomes, each with their own map. V.1 of Mimicry is set in the Tropical Rainforest Biome. • Players determine their own route through the map. A starting point is given by the GM. • The outcome of most actions will be determined by a d10 roll. The GM will decide when an action requires a roll. • When encountering and learning from an organism, a d10 is also used. More information can be found in the Organism Encounters and Research section. • Players travel around the map, made of 7 Hexes made up of 6 triangular Zones. Teamwork Bonus Biomimicry can’t be done alone! Just as real life biomimics must work together to combine their skill sets, your players are encouraged to use teamwork. Helping a fellow player with a task adds a +1 bonus to a player’s roll. The bonus increases by +1 for every player who offers to help.
  • 11. 11 TSMF Module V.1 What is a Module? A module is an adventure with pre-written elements. This version of the game does not yet have a complete module, but the scene-setting material used in playtests is included below. Setting the Scene: At the Cliffs Your team has been sent on an expedition into a dense tropical rainforest to collect biological data. The expedition has been sponsored by Elden Green, founder of Green Textiles; however, your team members have not yet been briefed on what he is sending you to find. Green is interested in the potential of biomimicry, and is willing to compensate you handsomely for every interesting biological strategy you discover. You are additionally collecting data on the species diversity of the area, and will receive compensation for every organism you record, regardless of whether it is useful to you or your sponsor. Your party is led by Harper Byrd, PhD, an eccentric ecologist with lots of energy and a tendency to forget things. After parking your vehicles and trekking to the edge of the rainforest, your team has set up camp for the night (Hex 1 Zone 3), with plans to reach a research station in the morning. The station sits at the top of a sheer cliff, but Harper assures you that it will not be an issue. You all wake up early in the morning, so early it’s still dark out. You can hear the dense buzzing of insects outside your tents, and when you emerge you see a foggy mist gathering around the campsite. You also notice that one of the tents is missing, as well as your team leader. In its place is a pile of backpacks of different colors- yellow, blue, and green—and a note stuck between two packs written on waterproof paper. The note reads: Hey team- Sorry about this one! I couldn’t sleep last night- too much coffee- and I SWORE I heard the call of a purple-winged ground dove! Critically endangered, less than 300 in the wild! Sound was over above the cliffs, so I figured why not get a head start up to the station? Don’t worry, I left behind the rest of the climbing gear in the red backpack. Cliffs shouldn’t be too hard to scale, but just in case I left the Emulator with you. With that thing, you can emulate any strategy you find in nature to solve your challenge- and there’s lots of strategies to discover here! Just look for organisms that achieve the function you’re looking for! -Cheers, H.B. • The yellow pack contains portable research equipment, the blue pack contains raincoats and food, and the green back contains the Emulator in its case. There is no red pack.
  • 12. 12 Character Stats Observation (OBSV) The ability to glean information from observing only. Also applies to perception of the greater environment. Analysis (ANLYS) The ability to analyze and understand information. Creation (CRE) The ability to apply what is learned to items and create new items.
  • 13. 13 Rainforest Levels This map is set in a TSMF Biome, and tropical rainforests are known for having multiple stories, or levels. The Levels of this rainforest are outlined below. Some Levels may have specified Level Types to differentiate between different aspects of the landscape. For example, when referring to the Ground Level, you may refer to the ground in general, or, if they are present in that part of the map, the river or riverbank.
  • 14. 14 Resources and Points Resources Time An expedition must be completed within a certain timespan. The duration of an expedition may vary by biome or campaign, and is up for future development. Timeframes Time is divided up into 5 Timeframes: • Dawn • Morning • Afternoon • Evening • Night 5 Timeframes is equivalent to 24 hours in the real world. Each player may complete 3 actions per Timeframe, after which the next Timeframe starts. Future versions of Mimicry will include Timeframe Tracking tables you can use to keep track of player actions. Moving from one triangular Zone to another counts as an action. Moving from one Hex to another takes 1 Timeframe. Money Expeditions are funded by research grants. Each expedition in a Biome starts with your players getting a research grant of a certain amount. In this first version of the game, money is in USD, but this may be subject to change. When preparing a Biome expedition, it is up to you and future Modules to set up the story of the expedition: what are players looking for? Who is sending them?
  • 15. 15 Resources and Points Points Item Points Item Points are used to access certain items and actions. Your players start with 20 Item Points. More Item Points may be bought with money; one Item Point costs $200. In-game uses for Item Points: • Use items (See Items section) • Treat injuries • Succeed in partial rolls or penalties for failed rolls • Send injured organisms to the Rehabilitation Center The 3 Essential Elements as Crucial Points Just as Ethos, Emulate, and (Re)connect are crucial elements of the biomimicry methodology, they are also crucial concepts in the game. Each Element is represented as a points system that impact your players’ success. Ethos Points A good biomimic respects nature and is conscious of their footprint on the environment. Your players start with 20 Ethos Points, which can be lost when they take actions that are detrimental to the environment, either by choice or through a failed roll. For example, a critical failure could cause a team member to accidentally step on a rare beetle. The Conservation Status of an organism will determine how many Ethos Points they can lose. The expedition ends if your Ethos Points reach 0. Emulation Points For every strategy your players successfully emulate using the Emulator, they gain 1 Emulation Point. During the expedition, players will encounter challenges that require them to emulate the strategies they have learned. Successfully applying these strategies to the challenge is crucial to their success. (Re)connection Points Regardless of whether they learn a natural strategy, your players are collectively awarded a cash reward for every organism they discover. Rarer organisms mean a larger reward. Your players will also collectively gain (Re)connection Points, which count towards your success.
  • 17. 17 Tools at Your Disposal These are tools that your players start out with and has access to for the duration of your expedition. Field Guide A soft cover book full of useful information about the Biome you are exploring. Players are able to obtain more information (ex. Identifying an organism) by having their characters consult their field guide, spending 1 Item Point. This mechanic is still being developed, but as of now the Field Guide can be used to… • Identify an organism if it cannot be identified through observation • Aid in lower rolls on Organism Encounters (see Organism Encounters) • Ask if an organism exhibits a strategy • Ask what an organism’s threat level is Emulator A hard white case shaped like a rounded rectangle. Inside the case is a solar-powered device that resembles a 3D printer. The device is 25 cm x 43 cm x 50 cm, with a 25 cm x 35 cm opening though it that items could be passed though to modify them. Its carrying case has straps allowing it to be carried on the back, and has an opening for the solar panel on the top to allow it to recharge. This device is what makes Emulation and Creation possible. For more information on Creation, see the Organism Encounters: Creation section. Camera Drone A small drone with a video camera. This device allows your team to glimpse into the Canopy Level, which you are unable to reach. Using the Camera Drone requires a D10 roll.
  • 18. 18 Player Incentives Discover as many organisms as possible Reward: Cash, (Re)connection Points Your players will encounter two types of organisms in the map: Discoverable Organisms and Researchable Organisms. Researchable Organisms have set locations on the map known by the GM, and can be studied to learn their strategy and emulate it. Discoverable Organisms can have set or randomized locations on the map, but cannot be studied to learn a strategy. When players spot (become aware of) and identify (successfully roll OBSV) a Discoverable Organism, they earn a cash reward based on that organism’s Conservation Status. Learn as many strategies as possible Reward: Cash Emulate strategies to apply them to existing items or create new items that solve a challenge Reward: Emulation Points See Organism Encounters: Creation section for more details. Avoid harming or negatively impacting the local ecosystem Penalty: Loss of Ethos Points Your players start with 20 Ethos Points. These points are lost if a player decision or critically bad roll results in the harm or death of an organism. How many Ethos Points are lost is determined by the type of harm (injury or death) and the Conservation Status of the organism.
  • 19. 19 Useful Locations Research Station Location: Center of map The Research Station is a key location at the center of the map that your players will need to return to at key junctures in your journey. You may need to travel to the Research Station to... • Succeed in a partial Analysis roll • Heal an injured team mate • Acquire new equipment Rehabilitation Center Location: Center of map If a player rolls poorly on a risky action, it is possible to accidentally injure an organism, which costs Ethos Points. The only way to regain Ethos Points is to send injured organisms to the Rehabilitation Center, attached to the Research Center. This action costs 2 Item Points. Players may also send organisms to the Rehabilitation Center if you find one that is already injured.
  • 20. 20 Character Classes Biologist + on Observation and Analysis Special ability: 3 times every 5 Timeframes, can use Field Guide to identify if an organism is a Researchable Organism without spending Item Points. Level 1: +1 OBSV, +1 ANLYS Level 2: +2 OBSV, +2 ANLYS, +1 CRE Level 3: +3 OBSV, +3 ANLYS, +2 CRE Level 4: +4 OBSV, +4 ANLYS, +3 CRE Level 5: +5 OBSV, +5 ANLYS, +3 CRE Engineer + on Analysis and Creation Special ability: Bonus +1 CRE when emulating strategy that involves moving parts. Level 1: +1 ANLYS, +1 CRE Level 2: +2 ANLYS, +2 CRE, +1 OBSV Level 3: +3 ANLYS, +3 CRE, +2 OBSV Level 4: +4 ANLYS, +4 CRE, +3 OBSV Level 5: +5 ANLYS, +5 CRE, +4 OBSV Designer+ on Observation and Creation Special ability: TBD Level 1: +1 OBSV, +1 CRE Level 2: +2 OBSV, +2 CRE, +1 ANLYS Level 3: +3 OBSV, +3 CRE, +2 ANLYS Level 4: +4 OBSV, +4 CRE, +3 ANLYS Level 5: +5 OBSV, +5 CRE, +4 ANLYS Naturalist ++ on Observation Special ability: 3 times every 5 Timeframes, can use Field Guide to identify an organism without spending Item Points. Level 1: +2 OBSV Level 2: +3 OBSV, +1 ANLYS, +1 CRE Level 3: +4 OBSV, + 2 ANLYS, +2 CRE Level 4: +5 OBSV, +3 ANLYS, +3 CRE Level 5: +6 OBSV, +4 ANLYS, +4 CRE Chemist ++ on Analysis Special ability: Bonus +1 ANLYS on rolls determining the chemical makeup of something. Level 1: +2 ANLYS Level 2: +3 ANLYS, +1 CRE, +1 OBSV Level 3: +4 ANLYS, +2 CRE, +2 OBSV Level 4: +5 ANLYS, +3 CRE, +3 OBSV Level 5: +6 ANLYS, +4 CRE, +4 OBSV Fabricator ++ on Creation Special ability: TBD Level 1: +2 CRE Level 2: +3 CRE, +1 ANLYS, +1 OBSV Level 3: +4 CRE, +2 ANLYS, +2 OBSV Level 4: +5 CRE, +3 ANLYS, +3 OBSV Level 5: +6 CRE, +4 ANLYS, +4 OBSV At the start of an expedition, each player descides what Character Class they will play as. As of V.1, character creation and customization is still limited, but will be improved upon in later versions as gameplay develops further.
  • 21. 21 Leveling In Development How players and specific character classes achieve higher levels will be determined by further game development and balancing of Point and reward mechanics.
  • 22. 22 Items This game does not have a set list of items that players must remember, but Item Points that they can spend to use items they believe their character would have. As the GM, you have the final say on what items players can use to avoid unrealistic items from being used. Players can make a case for the item, but you have the final say. Items generally fall under 4 categories: 1. Item is simple or mundane. Is this something someone would most likely have with them on an expedition like this, and is it a simple item? Ex. A rope, a raincoat, boots, a lighter, a compass GM response: Let player use the item with no cost. 2. Item is not simple or mundane. Is this something not everyone would bring on an expedition like this, or is a complex object? Ex. A GPS device, a radio GM response: Let player use the item for 1 Item Point, after which they can continue using it with no extra cost. 3. Item is too large to transport. Is this something that is typically not carried on foot? Ex. An x-ray machine GM response: Let player use the item if the team travels to the Research Station and spends the Timeframes necessary to travel. 4. Item is out of character or is not in line with the themes of the game. Is this something that would impede gameplay or otherwise not work in game? Ex. A machine gun GM response: Politely decline to give the player the item and request they think of something else.
  • 24. 24 Organism Information Types of Organisms Researchable Researchable Organisms have set locations on the map and can be studied to learn their strategy and emulate it. Discoverable Discoverable Organisms can have set or randomized locations on the map, but cannot be studied to learn a strategy. Conservation Status Organisms in this game are classified by their real life Conservation Status as outlined by the IUCN Red List. Critically endangered (CR): Extremely high risk of extinction in the wild Endangered (EN): High risk of extinction in the wild Vulnerable (VU): High risk of endangerment in the wild Near threatened (NT): Likely to become endangered in the near future Least concern (LC): Lowest risk; does not qualify for a higher risk category. Wide spread and abundant. In the game, Conservation Status will affect how many instances of an organism can be found in the map, how difficult they are to spot, and how much of a penalty you will receive for accidentally harming one. Conservation Status will also determine the cash rewards players earn from discovering or researching an organism.
  • 25. 25 Organism Information Cash Rewards When players discover or successfully research an organism, they gain a cash reward based on the organism’s conservation status. If your players discover an organism and then successfully study it, the reward for learning a strategy overrides the initial discovery reward. Cash Rewards for Discovering an Organism Discovering an organism means your players have successfully Spotted and Observed a organism, and now know its name. Cash Rewards for Learning a Strategy Learning a Strategy means your players have completed the Organism Encounter process up to the Analysis phase and have succeeded in Analysis. They now understand the Strategy enough to apply it to a future challenge, or present it to their expedition benefactor.
  • 26. 26 Organism Information Ethos Penalties (See Resources and Points: Points section) When a player fails a roll or otherwise takes an action that results in the harm or death of an organism, the team loses Ethos Points based on the Conservation Status of the organism. This mechanic is crucial in emphasizing the importance of respecting nature in game. The only way to regain Ethos Points is by transporting injured organisms to the Rehabilitation Center (see Useful Locations section) As the GM, use this mechanic in a realistic and even handed manner. Players should be rewarded for taking steps to avoid harming nature, and this means only enforcing Ethos Penalties in critically poor rolls or in situations where an organism is more susceptible to harm. Although V.1 does not yet have a fully fleshed out sytem for determining the relative toughness or weakness of an organism, as the GM you may decide to increase the DC of a roll if you believe the weakness of the organism would make it more difficult. For example, if your players want to catch an extremely small and delicate butterfly by hand, you may decide to increase the DC of the roll by 1.
  • 27. 27 Organism Information Injuries from Organisms On the other hand, some organisms may have adaptations that they use to defend themselves. In some cases, such as when players are attempting to get closer or capture an organism, they may become injured or harmed by the organism. In their full information tables, each organism will have an injury rating that reflects the type of injury they can inflict. Again, as the GM, your goal should not be to paint nature as inherently scary or dangerous, and injuries should only be sustained in the case of low rolls or plans that make injury more likely.
  • 28. 28 Organism Map Placement How organisms are placed on maps • Researchable Organisms all have established map placements before the game starts • Discoverable Animals (or any Discoverable Organisms that can move) are determined using randomized roll tables prepared before the game starts • Discoverable Plants (or any Discoverable Organisms that cannot move, such as fungi) are given established map placements before the game starts. This is because plants do not move or have active Timeframes.
  • 33. 33 Researchable Organism Map Placements Hex 1 Hex 2
  • 34. 34 Researchable Organism Map Placements Hex 3 Hex 4
  • 35. 35 Researchable Organism Map Placements Hex 5 Hex 6
  • 36. 36 Researchable Organism Map Placements Hex 7
  • 46. 46 Discoverable Organism Randomized Map Placements Hex 1
  • 47. 47 Discoverable Organism Randomized Map Placements Hex 2
  • 48. 48 Discoverable Organism Randomized Map Placements Hex 3
  • 49. 49 Discoverable Organism Randomized Map Placements Hex 4
  • 50. 50 Discoverable Organism Randomized Map Placements Hex 5
  • 51. 51 Discoverable Organism Randomized Map Placements Hex 6
  • 52. 52 Discoverable Organism Randomized Map Placements Hex 7
  • 53. 53 Making a Randomized Table To make a randomized table for a map, use the following steps: • Each Hex on your map gets one randomized table. • Determine what types of Levels are present in each Hex. These may vary depending on the type of Biome. Think of what distinct areas are present that your players may be interested in. • In each Level, try to populate the table with organisms that have different active cycles (nocturnal and diurnal). This will include even more variability, as players are able to spot different organisms at different Timeframes. • Start collecting potential organisms to populate the table with. • The most useful resource is the IUCN Redlist site, which has many options for finding organisms by biome, location, organism type, and conservation status. Organisms listed on this site are also likely to have a conservation status, making it easier to use in game. • Organisms without an official conservation status can be assigned one for the purposes of the game. In general, the randomized tables used in V.1 follow this formula: • Critically Endangered: 1 individual on the map • Endangered: 2 individuals on map • Vulnerable: 3-4 individuals on map • Near Threatened: 5-6 individuals on map • Least Concern: No limitation on number of individuals
  • 55. 55 Organism Encounters Basic Instructions When your players encounter a Researchable Organism and wants to learn its strategy, the Organism Encounter follows a series of steps: Observation Gain information through observation alone Data Capture Capture data in the form of a sample or organism Analysis Analyze the data to learn the strategy Creation Emulate the strategy by making a new design or modifying an existing design Each step leads into the next. Attempts to skip over one step to the next (ex. Create before successfully Analyzing) will result in a -1 disadvantage on rolls for the following steps.
  • 56. 56 Organism Encounters: Observation Gain information through observation alone Before the Encounter: Spotting Before an Organism Encounter can begin and players can begin research, a player must spot the organism. Spotting refers to the player becoming aware that something is there, and a following Observation roll determines how much they see. Steps to Spotting and Observation • In a given Zone, (ex. Hex 5 Zone 3), a player will have their character look for organisms in a certain Level of the forest (ex. On the ground, on the tree trunks). • Secretly roll a D6 to determine which Discoverable Organism is present, using the randomized Discoverable Organisms table. Do not inform the player which organism it is yet. • Ask the player roll to Spot (D10), which will determine how much the player can see, based on the Observation Success Table. • If a Researchable Organism is in the same Zone and Level, the use the player’s last roll (with OBSV bonus) and compare it to the Spot DC of the organism (see Basic Organism Information). This will determine whether the team spots the organism. • If they spot the organism, you may allow the same player or a different player to roll Observation (D10 + OBSV), prompting that there is something else there and they can take a closer look. This roll determines how much they see of the organism and how much they learn (see Observation Success Table). *Note* Players only gain the Cash reward for discovering an organism if they identify its name.
  • 57. 57 Organism Encounters Data Capture Capture data in the form of a sample or organism If an organism looks promising for research, your players may decide to obtain more data in order to move on to the next step. In the case of a plant, this may mean taking a leaf sample. In the case of an animal, this may mean capturing it to get a closer look or to take a sample. When your players want to capture an organism, first have them describe to you what they intend to do. Encourage them to be detailed. Then have one player roll a D10. Players may specify the use of an item in their plan; if this item has not been mentioned in game before, refer to the Items section and your personal judgement to determine whether the item will cost them an Item Point. If players are capturing an organism to obtain data, refer to the Data Capture Success Table. Your job as a GM is to present Researchable Organisms in a way that allows for data collection the players need with minimal harm to the organism. Ask yourself these questions: • What do the players need to analyze to learn the strategy? • Do they need the whole organism to analyze it? • Can it be removed from the organism or found with minimal harm? (Ex. Bird feathers, shed snake skin) • Can it be observed while the organism is alive? (Ex. Watching its behavior) • Can it only be observed if the organism is dead? (Ex. Players find a carcass or bones) • With the above information in mind, how can the players analyze the strategy in a way that inflicts the least amount of harm? Be sure to encourage teamwork and reward players a Teamwork Bonus (see Basic Gameplay section), and reward creative problem solving. Examples of Data Capture opportunities that do not involve live capture: • Players spot a flock of Scarlet Macaws up in the trees. As they flap their wings, a single bright red feather drifts down. Players can now analyze the feather to learn about the compounds that cause its color. • Players find the carcass of a huge Arowana washed up on the riverbank. It’s partically eaten, but most of its body remains protected by armor-like scales. Players can now remove a scale and analyze it. At the same time, they might see a live specimen in the water that is unbothered by the bites of Piranha.
  • 58. 58 Organism Encounters Analysis Analyze the data to learn the strategy Once the data has been obtained in the form of a sample or organism, one player must roll a D10 + ANLYS to determine what the organism’s strategy is and how it achieves this strategy. A successful analysis roll means your players have learned what the strategy is, how it works, and are now able to emulate it. See the Analysis Success Table to determine what a roll reveals. Your players also earns a cash reward for learning a new strategy. Analysis Methods It is up to your players to decide how they want to analyze their data. It can be as simple as looking at something through a microscope, or as complex as designing their own experiment. Encourage your players to be creative in their analysis and don’t expect them to know exact analysis methods used in real life. Encourage whatever level of complexity players are open to based on their experinece with research and biology. Future versions of the game will incorporate more options for analysis, but as of V.1 the steps are as follows: • Have your players tell you how they intend to analyze the data. Players may specify an item they want to use, and it is up to your discretion if this costs them an Item Point (see Items section). Players may also suggest the use of larger equipment; as a rule of thumb, any item that cannot be transported, such as a scanning electron microscope, will require the players to return to the Research Station. • Players roll a D10 + ANLYS *Note* The cash reward for learning a strategy cancels out the previous cash reward for discovering the organism.
  • 59. 59 Analysis: Researchable Organism Analysis Results This table outlines the full information players are able to learn from each organism.
  • 60. 60 Organism Encounters Creation Emulate the strategy by making a new design or modifying an existing design Once players have successfully analyzed a strategy, they can use the Emulator (See Tools at Your Disposal section) to create a new design or modify an exiting item they have. If your players want to modify an item that has not yet been referenced in game, they must spend 1 Item Point. The Emulator is limited by the size of its opening (25 cm x 35 cm). As long as an item can be physically passed through the Emulator, it can be modified. This included items that are folded or bundled up. To have players Create, have one player specify what they want to create or modify. Encourge them to use as much detail as possible, and encourage players to present designs in whatever way is easiest for them. This can include allowing players to quickly sketch their design. Your players should brainstorm their idea together, but only one player at a time can roll to Create (D10 + CRE). Depending on the success of the roll, players may need to roll a D10 each time they use the item. As of V.1, this will be a straight roll (see the Basic Success Table). Remember, this is the most fantastical part of the game as well as the area where players are given the most creative freedom. Avoid nitpicking players for complete accuracy, and encourage and reward them for brainstorming designs that reflect an understanding of the strategy.
  • 62. 62 Basic Tables Cash Rewards Cash Rewards for Discovering an Organism Cash Rewards for Learning a Strategy Ethos Points Penalties Researchable Organism Spot DC Conservation Status Shorthand Rainforest Levels
  • 63. 63 Basic Tables Types of Points Injury Types Basic Success Table
  • 64. 64 Organism Encounter Success Tables Observation Success Table
  • 65. 65 Organism Encounter Success Tables Data Capture Success Table
  • 66. 66 Basic Tables: Organism Encounter Success Tables Analysis Success Table
  • 67. 67 Basic Tables: Organism Encounter Success Tables Creation Success Table
  • 69. 69 Organism Tables: Researchable Organism Map Placements
  • 70. 70 Organism Tables: Researchable Organism Analysis Results
  • 72. 72 Organism Tables: Discoverable Organism Map Placements