TEXT: A Lightweight RPG of Escape and Pursuit
  by Chris Hopper
  
  Little Mimic in the Big City 
  As a merchant ship arrives in port, a miracle
    
   
   
   
   
    
   
  happens
  belowdecks.
  Baby
  mimics
  have
   
   
   
   
   
  spawned amid the boxes and buckets and
   
   
   
   
   
   
   
  barrels being unloaded to the docks. Some
   
   
   
   
   
   
   
  bounce across the deck, disguised as the tool no
   
   
   
   
   
   
   
   
   
  one remembers leaving out. Others transform
   
   
   
   
   
   
  into little chests and barrels so the crew will
   
   
   
   
   
   
   
   
   
  haul them ashore. Still others find their way
   
   
   
   
   
   
   
   
  into the belongings of mysterious passengers.
   
   
   
   
   
   
  Each mimic has a single goal: find the next
   
   
    
   
   
   
   
   
  meal without getting caught. 
  Little Mimic in the Big City is a stat-free, 2d6
   
   
   
   
   
     
   
   
  game of casual storytelling. You and your
   
   
   
   
   
   
   
  friends
  play
  newborn
  mimics
  trying
  to
   
   
   
   
   
   
  survive in a bustling port. This game is
   
   
   
   
   
   
   
   
  playable by as few as two people (one mimic,
   
   
   
   
   
   
   
   
   
  one game master) and up to six. You’ll need at
   
   
   
   
   
   
   
   
   
   
  least 2 six-sided die, pens, and paper. Tests of
    
   
   
   
   
   
   
   
  skill, combat, and movement are all resolved
   
   
   
   
   
   
   
  on a 2d6 roll against a difficulty defined by
    
   
   
    
   
   
   
  the gamemaster (GM). You’ll find storytelling
   
   
   
   
   
   
  tips and suggestions at the back of the book. 
  Your mimic character and your siblings begin
   
   
   
   
   
   
   
  on the docks. Work together to find food
   
   
   
   
   
   
   
   
  without getting caught by the city watch, the
   
   
   
   
   
   
   
   
  magical community, or any roaming strays in
   
   
   
   
   
   
   
  the area. Though you are small and easy to
   
   
   
   
   
   
   
   
   
  kill, your cunning and transformative abilities
   
   
   
   
   
   
  give you an edge. Adventure through the
   
   
   
   
   
   
   
  maze-like city in search of your treasured
   
   
   
   
   
   
   
  meal, but do so quickly: you only have so
   
   
   
   
   
   
   
   
   
  many
  moves
  before
  hunger
  saps
  your
   
   
   
   
   
   
  strength! 
  Character Creation 
  Your mimic is defined by a ​favorite form​, 
  hunger​ and ​traits​.  
  Your ​favorite form ​is whatever you first 
  learned to disguise yourself as while on the 
  boat. It should be immobile, approximately 
  the same size as you (as small as 1 cubic foot, 
  up to 5 cubic feet) and made of a firm natural 
  substance like wood, stone, or leather. 
  Common 
  forms include chests, barrels, 
  footlockers, books, or boulders. Take ​+1 to 
  your transformation roll whenever you 
  take this form, in addition to any other 
  bonuses. 
  Your ​hunger motivates everything you do. 
  You begin the game with 7 move actions, and 
  the only way to gain move actions is to feed. If 
  you cannot move, it’s only a matter of time 
  before some adventurer comes along and 
  chops you up or sells you off for alchemical 
  parts.  
  Roll 2d6 to determine your ​hunger​:  
  Little Mimic in the Big City 
   1 
  
  Little Mimic in the Big City 
   2 
  
  Gameplay 
  Each player begins the game with 7 actions to
   
   
   
   
   
    
   
   
  get from docks to food. For timekeeping, an
   
   
   
   
   
   
   
   
  action takes a few minutes to complete. Each
   
    
   
   
   
   
   
  action, the GM describes the area, then the
   
   
   
   
   
   
   
   
  players decide what they want to accomplish
   
   
   
   
   
   
   
  in that scene and roll dice to determine the
   
   
   
   
   
   
   
   
   
  result.
  Most actions are accomplished with
   
   
   
   
   
   
  movement​, ​fighting​, or ​transformation​. If
   
   
   
   
   
  you’ve found food, ​eating ​refills your action
   
   
   
   
   
   
   
  meter. 
  Threats and Opportunities 
  Every action involves a change of place
   
   
   
   
   
   
   
  (​movement​),
  state
  (​transformation,
   
   
   
  eating​), or condition (​fighting​). In order to
   
   
   
   
   
   
   
  know the stakes before choosing which action
   
   
   
   
   
   
   
  to take the GM will provide you with details of
   
   
   
   
   
   
   
   
   
   
  the
  nearby
  ​threats
  and
  ​opportunities​.
   
   
   
   
   
  Threats may include things like a suspicious
   
   
   
   
    
   
  looking beggar, a hungry alley cat, or a
   
   
   
   
   
   
   
   
  mysteriously smoking box. ​Opportunities
   
   
   
   
  could be that nearby vendor cart, a wagon
   
   
   
   
   
    
   
  trundling your direction, or a hapless meal
   
   
   
    
   
   
  alone in an alleyway.  
  Position 
  Your position tracks how likely ​threats are to
   
   
   
   
   
   
   
   
  notice you. Taking action always changes
   
   
   
   
   
   
  your position, for better or worse.  
  Undetected - You are one with your
   
   
   
   
   
   
   
  surroundings, do as you please. 
  Exposed - You’re out in the open. If you
    
   
   
   
   
    
   
  don’t make a move or transformation,
   
    
   
   
   
  you’ll be noticed! 
  Noticed - Attention has been drawn and
    
   
   
   
   
   
  unless you move quickly, you’ll be
   
   
   
   
   
   
  attacked. 
  Threatened - You’re under attack! (see
    
   
   
   
   
  fighting​) 
  Movement 
  The type of movement you take determines
   
   
   
   
   
   
   
  how likely you are to be noticed by those
   
   
   
   
   
   
   
   
   
  around you.  
  Blend In - move as a semitransparent
   
    
   
    
   
  liquid across flat surfaces.  
  Larceny - slide under doors, through
   
   
   
   
   
   
  cracks in windows, or bust open locks. 
  Sneak - keep to the shadows, staying out
    
   
   
   
   
   
   
  of sight.  
  Walk - amble through the crowd like a
    
   
   
   
   
    
  normal biped, hoping no one notices
   
   
   
   
   
   
  your pseudopods. 
  The GM will tell you the difficulty of these
   
   
   
   
   
   
   
   
   
  movements based on your surroundings..
   
   
   
   
   
  Failing a movement exposes you, threatening
    
   
   
   
   
  a fight and preventing the next meal. 
  You may always choose not to move, in which
   
   
   
   
   
   
   
   
   
  case the GM will describe the changes in your
   
   
   
   
   
   
   
   
   
  surroundings and position at the start of the
   
   
   
   
   
   
   
   
  next action. 
  Little Mimic in the Big City 
   3 
  
  Transformations  
  1
  Transformation protectas your position and
   
   
   
   
   
  may trick a meal into coming to you. When
   
    
   
   
   
   
   
   
  not moving about unseen, a good mimic is
   
   
   
    
   
   
   
  busy maintaining a transformation. Changing
   
    
   
   
  shape comes naturally, but only to things
   
   
   
   
   
   
   
  your same size and texture. The larger,
   
   
   
   
   
   
   
  smaller, or more organic it is, the tougher it is
   
   
   
    
   
   
     
  to pull off. 
  To change your shape, decide the form you’d
   
   
   
   
   
   
   
   
  like to take and roll 2d6: 
  DC Examples 
  5 
  Box, crate, barrel, chest, stone blocks 
  7 
  Furniture, sections of walls, metals 
  10 
  Plants, clothing, weaponry, jewelry,
   
   
   
   
  anything tiny or huge 
  12 
  People, animals, complex machines 
  Success may improve your position from
   
   
   
   
   
   
  exposed to ​undetected​, but cannot remove
   
   
   
   
   
   
  noticed or ​threatened​. Failure exposes you,
   
   
   
   
   
   
  and if anyone was already wary you’ll be
   
   
   
   
   
   
   
   
  noticed​.  
  Because
  you’re
  young,
  maintaining
  a
   
   
   
   
   
  transformation is tough. Roll again each
   
   
   
   
   
   
  action
  you
  choose
  to
  maintain
  your
   
   
   
   
   
   
  transformation! 
   
  1 “​A movie director’s company of thugs pursuing a scenario 
  writer,” by illustrator Claude E. Millard, Public Domain 
  Fighting 
  If you’re ​undetected​, you can take out a
   
   
   
   
   
   
   
   
  normal
  human
  with
  a
  successful
  attack
   
   
   
   
   
   
  (typically 7+). If you succeed, you’ve killed the
   
    
   
   
   
   
   
  opponent. If you fail, the opponent is still
   
   
   
   
   
   
   
   
  killed, but you’ve been ​noticed in the process.
   
   
   
   
   
   
   
   
  You can still fight anything nearby, but you’ll
   
   
   
   
   
   
   
   
  be
  immediately
  ​threatened
  by
  other
   
   
   
   
   
  surrounding enemies.  
  Threatened mimics are in melee or under
   
   
   
   
   
   
   
  fire. The GM rolls one die per attacker. A
   
   
   
   
   
   
   
   
   
  result of five or six kills your baby mimic!  
  If you’re being ​threatened but the opponents
   
   
   
   
   
   
   
  miss, you can escape by describing your
   
   
   
   
   
   
   
  movement or to ​fight your way to a new
   
   
   
   
   
   
    
   
  position (and back to the ​noticed position, if
   
   
   
   
   
   
    
  successful). 
  Helping 
  You may spend a move action aiding a fellow
   
   
    
   
   
    
   
  sibling. Describe how your mimic renders aid. 
  If
  your
  sibling
  is
  ​fighting,
  moving,
  ​or
   
   
   
   
   
   
   
  transforming​: both mimics roll, keep the
   
   
   
   
   
   
  highest! 
  Eating 
  When you find a source of food, take an action
   
   
    
   
   
   
   
   
   
  to eat. Discard any mutations and replace
   
   
   
   
   
   
   
  your remaining action count with 2d6 fresh
   
   
   
   
   
   
   
  actions. A particularly large resource (the
   
   
   
   
   
   
  town granary, a bank vault, a wizard’s tower)
   
    
   
    
   
   
  may be eaten from multiple times, but still
   
   
   
   
   
   
   
   
  replaces the number of actions and mutations
   
   
   
   
   
   
   
  rather than adding to it. 
  If you have food, but no actions, another
   
   
   
   
   
   
   
   
  player may choose to use the help action to
   
   
   
   
   
   
   
   
   
  feed you. Their 2d6 roll becomes your new
   
   
   
   
   
   
   
   
  action total.  
  Little Mimic in the Big City 
   4 
  
  Little Mimic in the Big City 
   5 
  
  GM NOTES 
  Little Mimic in the Big City is ultimately a
   
   
   
   
   
   
   
    
  game of cat and mouse. Keep the pressure
   
   
   
   
   
   
   
   
  mounting and the stakes high. Don’t be afraid
   
   
   
   
   
   
   
   
  to put your babies in danger, the world is
   
   
   
   
   
   
   
   
   
  large and full of danger, and there’s always
   
   
   
   
   
   
   
   
  another mimic around the corner. 
  Adventure Hooks 
  A group of hungry monsters loose in the city
   
   
   
   
   
   
   
   
   
  may be more chaos than fun. If you want a
   
   
   
   
   
   
   
   
    
  little more structure in your tale, try one of
   
   
   
   
   
   
   
   
   
  these hooks.
  Begin with the block text on
   
   
   
   
   
   
   
   
  page one, then add any of these events.  
   
  Poisoned Sea  
  ...The sea boils with a blue-black ichor. Up and
   
   
   
    
   
   
   
   
  down the docks people and animals flee the
   
   
   
   
   
   
   
   
  rising tide. Sailors who moved too slowly break
   
   
   
   
   
   
   
   
  out in boils and hives, and you spot a sibling
   
   
   
   
   
   
   
    
   
  lose their shape when the water strikes them.
   
   
   
   
   
   
   
   
  Storm
  clouds
  churn
  above
  and
  the
  sea
   
   
   
   
   
   
   
  continues to rise. You have to escape inland
   
   
   
   
   
   
   
   
  before the poison ocean burns you alive! 
   
  Rescue  
  ...A black-robed man gestures your direction
   
   
   
   
   
   
  and you feel the world shift. Several nearby
   
   
   
   
   
   
   
   
  siblings revert to their natural forms. One by
   
   
   
   
   
   
   
   
  one they’re plucked into the air by an invisible
   
   
   
   
   
   
   
   
   
  force. You concentrate with all your might to
   
   
   
   
   
   
   
   
  hold on to your shape, but know you have to
   
   
   
   
   
   
   
   
   
   
  escape soon or risk the same fate. Your
   
   
   
   
   
   
   
   
  brothers and sisters float in a neat row to the
   
   
   
   
    
   
   
   
   
  man who, with a satisfied nod, walks towards a
   
   
    
   
   
   
    
  wizard’s tower at the top of the hill.  
   
  Stopping Off 
  You taste the cobblestones and realize this isn’t
   
   
   
   
   
   
   
   
  the
  ancient
  port
  of
  Lierli. This is some
   
   
   
   
   
   
   
   
  disgusting backwater human settlement. Find
   
   
   
   
   
  your way onto a boat bound for the ancient
   
   
    
   
   
   
   
   
  necropolis,
  before
  one
  of
  these
  would-be
   
   
   
   
   
   
  adventurers catches you! 
   
  Visiting Cousins 
  ...​During the long journey your parent warned
   
   
   
   
   
   
   
  you of many dangers. You were taught how to
   
   
   
   
   
   
   
   
   
  escape, hide, and fight. But most importantly
   
   
   
   
   
   
   
  you were told to Find Big Al, your house-sized
   
   
   
   
   
   
   
   
   
  cousin. He’ll mentor you in the ways of the city.
   
   
   
   
   
   
    
   
   
  Looking at the sprawling mass of houses, you
   
   
   
   
   
   
   
   
  have no idea which one might be your relative. 
   
  Hard Mode: I’m on a boat 
  SKIP the opening paragraph entirely. The
   
   
   
   
   
   
  boat never makes it to port. Try to survive
   
   
   
   
   
   
   
   
   
  undetected as long as you can on the open
   
   
   
   
   
   
   
   
   
  sea, or capture the boat and become the
   
   
   
   
   
   
   
   
  dread pirate mimics. 
  Navigating the City 
  Bring the city to life with a few concrete
   
   
   
   
   
   
   
   
   
  details and a whole lot of imagination. Bring
   
    
   
   
   
   
   
  the city to life with key details. Use the senses
   
   
   
   
   
   
   
   
   
   
  to describe what your player’s mimics see,
   
   
   
   
   
   
   
  hear, smell, feel and taste. 
   
  Sight 
  Gray skies 
  Huddled buildings 
  Busy people 
  Notable statues 
  Flickering torches 
  Bright banners 
  Sound 
  Hammering 
  Cart wheels 
  Distant music 
  Marching boots 
  Squishing mud 
  Hawkers selling 
   
  Smell 
  Touch 
  Taste 
  Cooking meat 
  Chamber pots 
  The sea 
  Alcohol 
  Perfumes 
  Sweet fruit 
  Wet  
  Cold 
  Sandy 
  Uneven 
  Smooth 
  Scorching 
  Brine 
  Charcoal 
  Fresh bread 
  Blood 
  Offal 
  Alchemy 
   
  Little Mimic in the Big City 
   
   6 
   
  
  Docks 
  Docks may be the center of activity, but
   
   
   
   
   
   
   
   
  they’re at the edge of the city. The hustle and
   
   
   
   
   
   
   
   
   
   
  bustle of sailors, guardsmen, travelers, and
   
   
   
   
   
   
  shadier sorts give fledgling mimics plenty of
   
   
   
   
   
   
   
  options right off the boat.  
  Near to the docks you’ll find warehouses,
   
   
   
   
   
   
   
  private
  storage,
  and
  nautical
  merchant
   
   
   
   
   
  houses. These buildings will have few people
   
   
   
   
   
   
   
  hanging around, but breaking in will attract
   
   
   
   
   
   
   
  the local constabulary.  
  Dry docks and nautical industry are likely the
   
   
   
   
   
   
   
   
  next
  closest
  structures.
  These
  busy
   
   
   
   
   
  assemblies
  will
  be
  much
  more
  densely
   
   
   
   
   
   
  crowded with both authorities and workmen.  
  Other
  near-the-dock
  places
  may
  include
   
   
   
   
   
  military
  barracks
  and
  shipyards
  (close
   
   
   
   
   
  enough to the public docks to get there, but
   
   
   
   
   
   
   
   
   
  far enough away to be out of immediate
   
   
   
   
   
   
   
   
  danger of surprise attack). Nearby will also be
   
   
   
   
   
   
   
   
  all the vices a sailor may require, and only
   
   
    
   
   
   
   
   
  past that will the inns, slums, and ultimately
   
   
   
   
   
   
   
   
  lower-class berger housing begin. 
   
  Town 
  Typically a defensive wall or at least a
   
   
   
   
   
   
   
   
  guarded checkpoint keeps the docks apart
   
   
   
   
   
   
  from the rest of the city. Either one may have
   
   
   
   
   
   
   
   
   
   
  back-alley
  ways
  to
  avoid,
  should
  the
   
   
   
   
   
   
  perceptive player seek them out. Then they’re
   
   
   
   
   
   
   
  within the town proper: narrow streets, busy
   
   
   
   
   
   
   
  people,
  yapping
  dogs and rattling carts.
   
   
   
   
   
   
  Medieval towns huddle in tight, so any
   
   
   
   
   
   
   
  reasonable set decoration can be found a
   
   
   
   
   
   
   
  dash away from the next one.  
   
  Merchant halls and guild centers will be as
   
   
   
   
   
   
   
   
  close to that point of entry as possible to
   
   
   
   
   
   
   
   
   
  entice travelers and offer convenience for
   
   
   
   
   
   
  captains rushing through. Inns and brothels
   
   
   
   
   
   
  will be either just inside or outside the urban
   
   
   
   
   
   
   
   
   
  perimeter, depending on legality. A place of
   
   
   
   
   
   
   
  worship specific to sailors or travelers may
   
   
   
   
   
   
   
  also be nearby.  
   
  Further into town, residences divide into
   
   
   
   
   
   
  tightly packed buildings between wide open
   
   
   
   
   
   
  plazas.
  Crossing these plazas may be a
   
   
   
   
   
   
   
  challenge
  for
  the
  particularly
  bold
  (or
   
   
   
   
   
   
  hungry) mimic. Typically there should be one
   
   
   
   
   
   
   
  every few blocks, topped with a statue or
   
   
   
   
    
   
   
  accented with a fountain or in front of a
   
   
   
   
   
   
   
   
   
  particularly welcoming cathedral.
  A plaza
   
   
   
   
   
  may host pop-up markets and jugglers and
   
   
   
   
   
   
   
  stalls, or serve as places for the destitute to
   
   
   
   
   
   
   
   
   
  beg, depending on your town.  
   
  Town Center  
  2
  The seats of governance and religion huddle
   
   
   
   
   
   
   
  in the proverbial center, if not always the
   
   
   
   
   
   
   
   
  literal
  one.
  Use
  this
  area
  to
  showcase
   
   
   
   
   
   
   
  whatever
  makes
  your
  city
  famous;
  the
   
   
   
   
   
   
  wizard’s tower, the richest vault, the ducal
   
   
   
   
   
   
   
  palaces. Expect it to be heavily patrolled,
   
   
   
   
   
   
   
  heavily guarded, and very, very profitable. 
   
  For extra difficulty, your local castle may have
   
   
   
   
   
   
   
   
  a secondary wall that surrounds the old town
   
   
   
   
   
   
   
   
  center, or natural fortifications that present
   
   
   
   
   
   
  unique obstacles. 
   
   
   
   
   
  2 “Art Deco Bavaria” pixabay.com  
   
  Little Mimic in the Big City 
   
   7 
   
  
  More Places of Note: 
   
   
   
   
   
   
  Little Mimic in the Big City 
   
   8 
   
  
  Threats and Opportunities 
  Every
  action
  begins
  with
  ​threats
  and
   
   
   
   
   
   
  opportunities​. These give the GM a chance to
   
   
   
   
    
   
   
  introduce hooks and complications for the
   
   
   
   
   
   
  players to use to shape the scene.  
   
  A ​threat is anything which may expose your
   
   
   
   
   
   
   
   
  baby mimic to the world at large. Obviously,
   
   
   
   
   
   
   
   
  nearby
  observers
  represent
  threat,
  but
   
   
   
   
   
  natural
  occurrences
  like
  a
  sudden
  rain
   
   
   
   
   
   
  shower or nearby fire may also increase risk
   
   
   
   
   
   
   
   
  for the tiny adventurer. A threat doesn’t have
   
   
   
    
   
   
   
  to be directly hostile, only an impediment to
   
   
   
   
   
   
   
   
  the mimic’s goal. 
   
  When providing information for a player’s
   
   
   
   
   
   
  initial action, you may choose to tell them as
   
   
   
   
   
   
   
   
   
  much or little about where the threat comes
   
   
   
   
   
   
   
   
  from,
  but be sure they’re clear on the
   
   
   
   
   
   
   
   
  difficulty
  before
  making
  a
  movement
   
   
   
   
   
  decision.
  They’re going to be rolling their
   
   
   
   
   
   
   
  movement against the threat DC of the area! 
   
  Threat DCs 
  DC Examples 
  5 
  Child, domestic animals 
  7 
  Average human, stray animals 
  10 
  Patrols, adventurers, monsters 
  12 
  Supernatural creatures, other mimics 
   
  You
  may use more than one threat to
   
   
   
   
   
   
   
   
  graduate the consequences of a move. It’s
   
   
   
   
   
   
   
  possible for the players to avoid that stray cat
   
   
   
   
   
   
   
   
   
  only to run right into a group of adventurers
   
   
   
   
    
   
   
   
  reveling in their latest victory.  
   
  Roll 1d6 against the right column for sample
   
   
   
   
   
   
   
   
  threats by area. 
   
   
  Dock Threats 
  1 
  Sailor 
  2 
  Customs Inspector 
  3 
  Smuggler 
  4 
  Wizard’s Familiar 
  5 
  Hungry Stray 
  6 
  Nosey Wizard 
  Town Threats 
  1 
  Beggar 
  2 
  Guardsman 
  3 
  Hungry stray  
  4 
  Adventurer 
  5 
  Spooked Carriage 
  6 
  Priest or other religious authority 
  Town Center Threats 
  1 
  Elite Guardsmen 
  2 
  Court Wizard 
  3 
  Guild Alchemist 
  4 
  Adventurer 
  5 
  Long dead monarch (ghost) 
  6 
  doppelganger 
  Underworld/Sewer threats 
  1 
  Sudden change in water 
  2 
  Extremely large lizard 
  3 
  Toxic waste 
  4 
  Secret Cultists 
  5 
  Goblin Sappers 
  6 
  Criminals fleeing the city 
   
   
  Little Mimic in the Big City 
   
   9 
   
  
  Anything the mimic may use as a tool or
   
   
   
   
   
   
   
   
   
  chance to get closer to food or further from
   
   
   
   
   
   
   
   
   
  danger is an ​opportunity​. It may be an open
   
   
   
    
   
   
   
   
  window,
  an
  unattended
  wagon,
  or
  a
   
   
   
   
   
   
  precarious
  clothesline
  connecting
  two
   
   
   
   
  rooftops.  
   
  The ​opportunities ​you present help the
   
   
   
   
   
   
  player determine what kind of movement
   
   
   
   
   
   
  they’ll prioritize.. As GM, this is your chance
   
   
   
   
   
   
   
   
  for concrete detail and scene flavor. If you
   
   
   
   
   
   
   
   
  want to ramp up difficulty, combine your
   
   
   
   
   
   
   
  opportunity with exposure to a threat (“the
   
   
   
    
   
   
  watchman is blocking the door!”) In doing so,
    
   
   
   
   
   
   
  the difficulty of the roll is determined by the
   
   
   
   
    
   
   
   
  threat​, never the reward. 
   
  Roll 1d6 on any of the following tables for a
   
   
   
   
   
   
   
   
    
  sample of opportunities by area.  
   
  Dock Opportunities 
  1 
  Cargo hauling 
  2 
  A passing cart 
  3 
  A sewer hatch opening to the sea 
  4 
  An abandoned dinghy 
  5 
  Piles of rigging 
  6 
  An unobservant food vendor 
   
  Town Opportunities 
  1 
  An abandoned chamber pot 
  2 
  A wandering group of musicians 
  3 
  A low rooftop 
  4 
  An open window or door 
  5 
  A poorly constructed door 
  6 
  An empty storefront 
   
   
   
  Town Center Opportunities 
  1 
  An overly ornate statue 
  2 
  A moat 
  3 
  Unattended sewer access 
  4 
  Ongoing setup for an upcoming event 
  5 
  Tourists 
  6 
  Gallows 
   
  Underworld/Sewer Opportunities  
  3
  1 
  Deep running water 
  2 
  Abandoned boxes and stone 
  3 
  An old basement entrance 
  4 
  Help from a local monster 
  5 
  Ocean access pipe 
  6 
  Street-level drainage 
   
   
   
  3 “Ocre Jelly” by LadyofHats, Wikimedia, public domain 
   
  Little Mimic in the Big City 
   
   10 
   
  
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  REMAINING
  ACTIONS
  Do as you please.
  Move, Transform, or be noticed!
  Move quickly to escape the threat.
  You’re under attack! 
  POSITION
  Move
  Transform
  Undetected
  Exposed
  Noticed
  Threatened
  ACTIONS
  is a 
  Mimic
  name
  trait
  trait
  mutation
  and who must consume
  and who has
  whose favorite form is
  use Blend In, Larceny, Sneak, or Walk 
  to a better position
  change your shape to avoid detection
  gain 2d6 actions and possible mutation
  Eat
  ,
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  REMAINING
  ACTIONS
  Do as you please.
  Move, Transform, or be noticed!
  Move quickly to escape the threat.
  You’re under attack! 
  POSITION
  Move
  Transform
  Undetected
  Exposed
  Noticed
  Threatened
  ACTIONS
  is a 
  Mimic
  name
  trait
  trait
  mutation
  and who must consume
  and who has
  whose favorite form is
  Use Blend In, Larceny, Sneak, or Walk 
  to a better position
  Use Blend In, Larceny, Sneak, or Walk 
  to a better position
  Gain 2d6 actions and possible mutation
  Eat
  ,
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  REMAINING
  ACTIONS
  Do as you please.
  Move, Transform, or be noticed!
  Move quickly to escape the threat.
  You’re under attack! 
  POSITION
  Move
  Transform
  Undetected
  Exposed
  Noticed
  Threatened
  ACTIONS
  is a 
  Mimic
  name
  trait
  trait
  mutation
  and who must consume
  and who has
  whose favorite form is
  ,
  Use Blend In, Larceny, Sneak, or Walk 
  to a better position
  Use Blend In, Larceny, Sneak, or Walk 
  to a better position
  Gain 2d6 actions and possible mutation
  Eat
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  REMAINING
  ACTIONS
  Do as you please.
  Move, Transform, or be noticed!
  Move quickly to escape the threat.
  You’re under attack! 
  POSITION
  Move
  Transform
  Undetected
  Exposed
  Noticed
  Threatened
  ACTIONS
  is a 
  Mimic
  name
  trait
  trait
  mutation
  and who must consume
  and who has
  whose favorite form is
  Use Blend In, Larceny, Sneak, or Walk 
  to a better position
  Use Blend In, Larceny, Sneak, or Walk 
  to a better position
  Gain 2d6 actions and possible mutation
  Eat
  ,
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Little Mimic in the Big City.pdf