Mimicry RPG:

Designer: Mendel Schmiedekamp
Editor: Irena Rothaug

Her eyes open, looking around in sudden fear. Then, calming with measured breaths, she sits up.

5:35 a.m.

Memorize name.

She opens the wallet lying on the bedside table in her rundown motel room, opens it and pull s out a few cards.

"Jaclyn Rice"
"Jaclyn Rice"
She repeats to herself, closing her eyes and furrowing her eyebrows.

5:39 a.m.

Look into mirror.

She stands, then walks slowly, determinedly, to the bathroom door. She pushes it carefully and enters. Bracing herself with one white knuckled hand, she reaches for the light switch.

She is slight, with shoulder length dirty blond hair and hazel eyes.

"Right, that ditzy receptionist . . . now, why did I take her? Think!"

She looks down. There is a small black pistol lying on the counter. She examines it for a few seconds and then shudders slightly.

Sigh "Her husband needs to die. Now if only I could remember where she lives. . . "
 

Some things in the world we take for granted assuming them to be inviolate and unchanging. Perhaps the most fundamental of these is our notion of individual existence, of self. In Mimicry you play a creature that has lost this simple feature and has been cast out of their once familiar form. Now these beings wander between bodies trying to achieve an end to this state. Some how ever have chosen different paths and try to change the world around them, for better or worse. The Mimics are the inspiration for werewolves, dryads, vampires, and demonic possession. They exist everywhere, fighting the Shells they leave behind into inevitable corruption, and occasionally finding their one true escape, joining with one of the great forces of the world, called True Forms.

Definitions:
    True Form - The purest of all Forms, these are the heavens and hells which all Forms eventually reach.
    Self - An identity, a unique and individual Form, metaphysically known as a soul.
    Nature - These are the many beings that may contain a Self, usually any physical being that has been named.
    Aspects - These are incarnations of the True Forms that lie within all Natures.
    Draw - The spiritual connection with the True Forms that drew the remnants of your Self back from destruction.
    Shell - The result of a Nature vacated by a Mimic, it slowly becomes a perversion of its previous self, often developing Entropy aspects to the exclusion of all else.
    Between - The spiritual places that contain the True Forms. By venturing through this surreal space the different True Forms may be encountered and their realms may be entered. However the only way to be able to exist indefinitely in such a realm is to join with the True Form it represents.

Making a Character

Attributes: (split 17 points among them) 

Draw is set equal to your lowest attribute.
(You gain draw when you support your current form, you lose it when you deny your chosen form.)  

Choose:


Mechanics:

         
Attribute:

Opposed:

Blatancy

Intuition

Memory
Blatancy

Intuition

Memory

Entropy

Hope

Hope 

Entropy

Mendacity:
        When Draw drops to zero the Mimic becomes Mendacious, in denial of its current Nature. In this state the Mimic loses all aspects of the current Nature, except those listed for free use. Those aspects now require a success. In this state the mimic is so weakly linked to the current Nature a single entropy attack could dislodge it.

Free Mimic:
        A Mimic that leaves it's Nature, loses all aspects listed under Intuition and a successful entropy attack may destroy it permanently.


True Forms:

        Over time true forms have been known to change, sometimes they merge or separate, and occasionally wholly new true forms grow from selves. As such there is always the opportunity for new forms to arise, and the referee should feel free to produce more if needed. The Aspirant is the positive aspect of this true form, developed by a Mimic who has this from has it's ideal. The Thrall quality describes the negative qualities which a Mimic who Base lies in this true from tries to overcome. Lastly Realm describes the nature of the afterlife achieved with pure achievement of this true form.

House:
Aspirant: This form draws the mimic to shelter other forms, preventing unwanted change.
Thrall: This form causes the mimic to keep others and itself from the truth.
Realm: An afterlife of comfortable boredom, nothing need change, and nothing ever will.

Shadow:
Aspirant: You bring what is needed to any situation, keeping a happy medium.
Thrall: You live within deception preventing you from ever fully taking a position.
Realm: This afterlife is the muted in all ways, falling between passion and contemplation.

Blade:
Aspirant: You act with fine distinction and clarity in all you do.
Thrall: Your need to separate has driven you to judge all you see no matter the consequences.
Realm: This is the afterlife of dichotomy, at once joyful and painful.

Discord:
Aspirant: You strive to subvert the rules that harm yourself and others.
Thrall: You are a slave to disorder, you must keep things changing.
Realm: A realm of pure change.

Wind:
Aspirant: You ease yourself off of dependency on other Natures.
Thrall: Without a basing in anything else you find yourself rootless and unconnected.
Realm: Freedom, in both in suffering and joy.
 

Natures:

Likewise, a variety of natures exist, far to many to describe here. These act as a sample list, feel free to use them as inspiration to produce more natures for your characters.

Human:

Tree:

Wolf:

Rabbit:

Sword:

Bear:

Flame:

Computer:

Automobile:

Horse:

Hawk:

Hill:

Lake:

Cloud:

 

Other Aspects:

Blatancy provides aspects from any of those listed in the above natures.

Hope Aspects:

Entropy Aspects:

Hope and Entropy Aspects: (May be selected under either attribute)


Improving your Mimic:

At the completion of a gaming session you may make a different choice of aspects under an attribute.


Making Free Natures and Shells:

    Free Natures:
        Intuition = 8, Memory = 3 (no aspects), Blatancy =  Hope = Entropy = 0, Draw = 0

    Shells: (stage = number of major corruptive features):
        Intuition = 8, Memory = 3 (no aspects), Blatancy = stage / 2 (round down),  Hope = 3 (no aspects),
        Entropy = stage, Draw = stage / 2 (round down)
 

Sample Shells:

Dire Wolf: (stage = 1)   Intuition 8, Memory 3, Blatancy 0, Entropy 1, Hope 3, Draw 0
    Nature: Wolf
    Entropy Aspects: Weakening

Dark Tree: (stage = 3)   Intuition 8, Memory 3, Blatancy 1, Entropy 3, Hope 3, Draw 1
    Nature: Tree
    Entropy Aspects: Distract, Derange, Destroy
    Blatancy Aspects: Natural Attacks

Ghoul: (stage = 6)   Intuition 8, Memory 3, Blatancy 3, Entropy 6, Hope 3, Draw 3
    Nature: Human
    Entropy Aspects: Weaken, Derange, Destroy, Blast, Complexity, Hamper
    Blatancy Aspects: Natural Attacks, Sturdy, Smell / Taste Sense

Mimic Hunter: (stage = 10)   Intuition 8, Memory 3, Blatancy 5, Entropy 10, Hope 3, Draw 5
    Nature: Blade
    Entropy Aspects: Weaken, Derange, Destroy, Blast, Complexity, Hamper, Distract, Gateway, Wandering, Resonance (Blade)
    Blatancy: Mobile, Flight, Senses, Language, Memory
 
 
© 2001, 2005 Mendel Schmiedekamp