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[[Capybara Capers|start]]
[[Crafting the Heist|heist]]
[[Character Creation|character]]
[[Win Conditions|win]]
[[Resolving Tasks and Challenges|mech]]
[[Trust Tokens: Aiding and Hindering|trusttokens]]
[[Escalation Tokens: Learning and Failing Together|escalation]]
[[Game Resolution|resolution]]
[[Summary|summary]]
[[Generate a Heist|heistgenerator]]
<img src="img/vertical.png" />
<h1>Capybara Capers</h1>
<img src="img/cover.png" />
<h1>The Gist</h1>
You have all been assembled as an elite task team of capybaras, with the grand goal of stealing the Awesome Lemon: the one citrus that can enhance hot spring baths to hitherto unachieved levels of ecstasy and comfort.
There’s a twist, though – you are strangers, called to this mission from all four corners of the Earth. There may be a traitor in your midst. Can you afford to trust one another?
[[Main Menu|mainmenu]]<h1>Crafting the Heist</h1>
At the beginning of the game, the Game Master must roll against the following tables to build up a few base details about the heist.
The Awesome Lemon’s owner is known to be…
(Roll once)
1.Loathsome towards capybaras
2.Paranoid and hyper-vigilant
3.Sly and cunning
4.Crazy and unpredictable
5.Rich beyond compare
6.Devastatingly charming, but untrustworthy
The Awesome Lemon is located at…
(Roll twice; refer to the first list using the result of your first roll, and the second list for your second roll)
1.Abandoned…
2.Tranquil…
3.Dangerous…
4.Creepy…
5.Lavish…
6.Mystical…
1.Water park
2.Children’s zoo
3.Fishing village
4.Wizard’s hideout
5.Jungle base
6.Office compound
The Awesome Lemon is being guarded by…
(Roll twice)
1.Armed guards
2.Sharks
3.Lasers
4.Nanomachines
5.Llamas
6.Magical girls
But there’s a twist…
(Keep this a secret from all players…except for the Traitor(s) (see Win Conditions))
1.The Awesome Lemon’s owner is expecting the players all along!
2.The Awesome Lemon is actually hidden in a second location!
(Roll again to generate the true location)
3.There is a princess capybara imprisoned within the location!
4.Poison gas is slowly venting in!
5.There is not one, but TWO Awesome Lemons!
6.Everyone was raised in the same orphanage all along!
[[Character Creation|character]]
<h1>Character Creation</h1>
Once the basic heist details have been built, each player must then pick a Capybara Trope below. Each Trope has a list of four adjectives; players must pick two from the list, and then make up a third, unique adjective. These will be used to help players succeed in dice rolls.
<ul>
<li>Sheltered Capybara</li> Cute Behaved Popular Neat
<li>Jungle Capybara</li> Hardy Intimidating Vigilant Athletic
<li>Crazy Capybara</li> Creative Energetic Unpredictable Tricky
<li>Corporate Capybara</li> Savvy Eloquent Cunning Impressive
<li>Scholar Capybara</li> Cultured Steady Trustworthy Diligent
<li>Urban Capybara</li> Sneaky Adaptive Dexterous Small
</ul>
[[Win Conditions|win]]<h1>Win Conditions</h1>
In addition, each player must select a card from the Win Condition deck. They must share their Win Condition with the Game Master, but keep it secret from all other players.
There are up to 5 unique Win Conditions in the game. These are…
<ul>
<li>Straight-Laced. You win if the heist is successful. No more, no less.</li>
<li>Traitor. You win if the heist is unsuccessful, and if you are not identified by a Detective as a Traitor at the end of the game.</li>
<li>Detective. You win if the heist is successful, and you successfully identify all Traitors at the end of the game. If there are no Traitors, you win if you correctly identify that there are no Traitors in the game.</li>
<li>Friend of All. You win if the heist is successful, and if you receive a Trust Token from all other players. (See Trust Tokens for more information)</li>
<li>Capybara Nihilist. You win if you avoid uttering the word “capybara” once the game story begins (You may utter “capybara” anytime during character creation).</li>
<li>Multihat Versatilist. Pick any of the following combinations:<ul>
<li>Detective and Friend of All</li>
<li>Detective and Capybara Nihilist</li>
<li>Traitor and Capybara Nihilist</li></ul>
You win if either of these Win Conditions have been met.</li></ul>
The Win Condition deck is assembled depending on the number of players.
If there are 3 players:
<strong><ul><li>Straight-Laced [1 copy in the deck].</li>
<li>Traitor [1 copy in the deck]. </li>
<li>Detective [1 copy in the deck]. </li>
<li>Friend of All [1 copy in the deck].</li></ul></strong>
If there are 4 players:
<strong><ul><li>Straight-Laced [2 copy in the deck].</li>
<li>Traitor [2 copy in the deck]. </li>
<li>Detective [1 copy in the deck]. </li>
<li>Friend of All [1 copy in the deck].</li></ul></strong>
If there are 5 or 6 players:
<strong><ul><li>Straight-Laced [2 copy in the deck].</li>
<li>Traitor [2 copy in the deck]. </li>
<li>Detective [2 copy in the deck]. </li>
<li>Friend of All [1 copy in the deck].</li>
<li>Capybara Nihilist [1 copy in the deck].</li>
<li>Multi-hat Versatilist [1 copy in the deck].</li>
</ul></strong>
[[Resolving Tasks and Challenges|mech]]
<h1>Resolving Tasks and Challenges</h1>
Whenever someone wishes to overcome an obstacle, they must roll dice. Players start with one dice, and pool additional dice for each adjective that can help or that applies in the situation.
A dice roll of four, five, or six counts as a success. Different challenges require different number of successes:
Task requires…
1 SUCCESS …average for a Capybara
2 SUCCESSES …difficult for a Capybara
3+ SUCCESSES …requires a Super Capybara
Easy or mundane tasks do not require rolling.
[[Trust Tokens: Aiding and Hindering|trusttokens]]
<h1>Trust Tokens: Aiding and Hindering</h1>
Each player starts with two Trust tokens.
Whenever somebody rolls dice, each other player has the option of giving them a Trust token. The receiving player gets plus one dice to their rolls for each Trust token they receive.
On the other hand, players can also Hinder someone else’s roll. Whenever somebody rolls dice, each other player has the option of surrendering a Trust Token to the Game Master. The active player must remove one dice from their pool for each Trust Token surrendered this way.
Trust Tokens cannot be recovered. If there are zero trust tokens left in the game, then the team has lost its unity and the heist automatically fails.
[[Escalation Tokens: Learning and Failing Together|escalation]]<h1>Escalation Tokens: Learning and Failing Together</h1>
Start the game with zero Escalation Tokens. Add one Token whenever players, as a group, fail tasks three or more consecutive times in a row.
If an Escalation Token is added to the pool, all players add another adjective to their capybara. This represents learning and growth from their mutual failures.
Once there are three Escalation Tokens, the heist is automatically considered as failed. The capybaras did not succeed!
[[Game Resolution|resolution]]
<h1>Game Resolution</h1>
The game ends when either one of three things occur:
The Awesome Lemon is successfully stolen, or
There are three Escalation Tokens, or
There are no Trust Tokens left in the game.
When the game ends, if any of the players picked the Detective Win Condition, they must guess who the traitors are, if there are any.
The Game Master narrates the ending and epilogue for each character, depending on the status of their Win Condition.
[[Summary|summary]][[Capybara Capers|start]]
[[Crafting the Heist|heist]]
[[Character Creation|character]]
[[Win Conditions|win]]
[[Resolving Tasks and Challenges|mech]]
[[Trust Tokens: Aiding and Hindering|trusttokens]]
[[Escalation Tokens: Learning and Failing Together|escalation]]
[[Game Resolution|resolution]]
[[Summary|summary]]
[[Generate a Heist|heistgenerator]]
<em>Note: You can use the sidebar on the top left to navigation to different sections.</em><<remove "#menu">><h1>Summary</h1>
• Each player has their own win condition. For most, it will be succeeding in the heist. But some may have a win condition of failing the heist.
• Roll dice to resolve challenges and tasks. A result of 4, 5, and 6 means a success. More successes are required for difficult tasks.
• Roll additional dice if a character adjective applies. You choose character adjectives at the start of the
game.
• Roll additional dice if another player gives you a trust token. Everyone starts with 2 Trust Tokens.
• However, you roll less dice if other players surrender a Trust Token to the GM. Trust Tokens can’t be recovered.
• If the group fails three or more times in a row, they receive an Escalation Token. When this happens, they can add a character adjective to their capybara.
• Any number of players can spend up to 3 Trust Tokens to remove escalation.
• The game ends when the heist is successful, or if there are no Trust Tokens left, or if there are 3 Escalation Tokens in play.<div class="credits"><a href="https://momatoes.itch.io/">game by momatoes</a>
<a href="https://momatoes.itch.io/capybara-capers/">support Capybara Capers here</a>
converted to HTML by 8bitLogik
</div>
<<set $owner = [ "Loathsome towards capybaras", "Paranoid and hyper-vigilant", "Sly and cunning", "Crazy and unpredictable", "Rich beyond compare", "Devastatingly charming, but untrustworthy" ]>><<set $locationadj = [ "Abandoned", "Tranquil", "Dangerous", "Creepy", "Lavish", "Mystical" ]>><<set $location = [ "Water park", "Children’s zoo", "Fishing village", "Wizard’s hideout", "Jungle base", "Office compound" ]>><<set $guard = [ "Armed guards", "Sharks", "Lasers", "Nanomachines", "Llamas", "Magical girls" ]>><<set $twist = [ "The Awesome Lemon’s owner is expecting the players all along!", "The Awesome Lemon is actually hidden in a second location!", "There is a princess capybara imprisoned within the location!", "Poison gas is slowly venting in!", "There is not one, but TWO Awesome Lemons!", "Everyone was raised in the same orphanage all along!" ]>>
<h1>Heist generator:</h1>
The Awesome Lemon’s owner is known to be <strong><<print $owner.random()>></strong>
The Awesome Lemon is located at <strong><<print $locationadj.random()>></strong> <strong><<print $location.random()>></strong>
The Awesome Lemon is being guarded by <strong><<print $guard.random()>></strong> and <strong><<print $guard.random()>>
</strong>
But there is a twist <strong><<print $twist.random()>>
</strong>
[[Generate a new heist|heisttwo]]
<<set $owner = [ "Loathsome towards capybaras", "Paranoid and hyper-vigilant", "Sly and cunning", "Crazy and unpredictable", "Rich beyond compare", "Devastatingly charming, but untrustworthy" ]>><<set $locationadj = [ "Abandoned", "Tranquil", "Dangerous", "Creepy", "Lavish", "Mystical" ]>><<set $location = [ "Water park", "Children’s zoo", "Fishing village", "Wizard’s hideout", "Jungle base", "Office compound" ]>><<set $guard = [ "Armed guards", "Sharks", "Lasers", "Nanomachines", "Llamas", "Magical girls" ]>><<set $twist = [ "The Awesome Lemon’s owner is expecting the players all along!", "The Awesome Lemon is actually hidden in a second location!", "There is a princess capybara imprisoned within the location!", "Poison gas is slowly venting in!", "There is not one, but TWO Awesome Lemons!", "Everyone was raised in the same orphanage all along!" ]>>
<h1>Heist generator:</h1>
The Awesome Lemon’s owner is known to be <strong><<print $owner.random()>></strong>
The Awesome Lemon is located at <strong><<print $locationadj.random()>></strong> <strong><<print $location.random()>></strong>
The Awesome Lemon is being guarded by <strong><<print $guard.random()>></strong> and <strong><<print $guard.random()>>
</strong>
But there is a twist <strong><<print $twist.random()>>
</strong>
[[Generate a new heist|heistgenerator]]Capybara Capers