Radical Catgirl Anarchy

Version 1.0

A no-GM microgame for three or more players, written by David J Prokopetz; scenario tables contributed by John Bradley; logo design by Robin Tan @ anjelica.arts

You're a bunch of scrappy catgirls out to build sustainable communities and bring down the Man, not necessarily in that order. What are you waiting for?

Create Your Characters

  1. Choose one or more styles for your catgirl: biker, glam, goth, grunge, leather, pastel, punk, raver, scene, skater, something else.
  2. Choose a role for your catgirl: courier, DIY expert, field medic, gardener, hacker, mediator, scrapper, team mom, something else.
  3. Choose your Number, from 2 to 5. A high Number means you're better at Radicalism (communication, empathy, community organising). A low Number means you're better at Catgirlism (being a batshit feral incarnation of chaos).
  4. Choose your Catgirl Name. It will be on the lips of others, so make sure it's a cool one!

As a player, your goal is to get in trouble and find creative ways to get out. As a character, choose one of the following goals or create your own: bring down the Man, fight injustice, help those in need, protect your community, prove your weird social theory, prove yourself, raise a ruckus.

Create Your Anarchist Cell

By consensus, pick two assets your group of radical catgirl anarchists enjoys: personal transportation, secure communication, convincing fake IDs, well-organised, safehouses, supportive community, favours owed.

Also pick one problem your group has to deal with: criminal records, small (no more than six people, player characters included), prone to infighting, flat broke.

Rolling the Dice

When you try to change a situation, roll 1d6 to find out how it goes. Roll +1d if you're prepared, and +1d if you're an expert. (If there's a question of how many dice you should roll, decide by group consensus.) Roll your dice and compare each result to your Number.

If you're using Radicalism, you want to roll under your Number.

If you're using Catgirlism, you want to roll over your Number.

If any of the dice roll your Number exactly, you achieve Radical Catgirl Insight. Ask the player to your left to tell you something true about the situation that you didn't know before. Good questions include:

What are they really feeling? Who's pulling the strings here? What do these people really need? What should I keep an eye out for? Who here is in danger? What's really going on?

After hearing the answer, you have a choice: you can either let your original roll stand, or you can change your approach based on what you learned and roll again.

Helping: If you want to help someone, describe how you're helping and roll. If you succeed, hand them +1d.

Finding Trouble

For each list, roll or choose one.

Your…

  1. Industrial union chapter
  2. Community foodshare
  3. Neighborhood
  4. Polycule
  5. Youth outreach program
  6. Web forum

is being…

  1. Sued
  2. Restricted
  3. Bought out
  4. Called out
  5. Overrun
  6. Infiltrated

by…

  1. Corporate
  2. NIMBY
  3. Gentrifying
  4. Fascist
  5. Rival radical
  6. Libertarian
  1. Cyborgs
  2. Trolls
  3. Regular-ass humans
  4. Toads
  5. Catgirls
  6. Catboys

Playing the Game

Players take turns framing scenes, starting with whoever most recently got into a political argument via social media and working around the table clockwise. When it's your turn to frame a scene, set up a crisis that needs dealing with (it doesn't have to be a big crisis), then ask a leading question. Any other player can volunteer to answer it, and whatever they say is true. Good leading questions include:

Who here do you recognise? Have you dealt with this before? What happened? What makes this personal?