
TEENAGE MUTANT CAPYBARA SAMURAIS
Rulebook & Adventures by Fainting Goat Games
You are a team of mutated capybaras, trained in the way of the samurai by an ancient snapping turtle, protecting the down-at-the-heels port city of Rivergate from biker gangs, exiled interdimensional warlords, and the occasional crisis of teenage self-doubt. Your dojo is a storm drain. Your van is a 1970s Econoline with a Rising Sun paintjob. Your problems are mostly social. Your enemies are mostly not.
Teenage Mutant Capybara Samurais is a lightweight RPG hack of John Harper’s Lasers & Feelings, designed for fast mutant-team adventures. It’s ideal for a one-shot game where you create characters in minutes, roll up a random adventure, and start playing immediately. No prep. No page-flipping. No two-hour character generation.
Inspired by Teenage Mutant Ninja Turtles, Biker Mice from Mars, Street Sharks, and every other show where animals with weapons protected a neighborhood from people who deserved it.
Includes:
- The full rules in a one-page-RPG-sized package
- A complete worked example: 1986 Rivergate City, Master Mossback, and the storm drain dojo
- Four ready-to-play pre-gen capybara samurais: Ember-Tide, Reedwalker, Stillwater, and Floodmark
- The Ronin Wagon, the team’s signature vehicle
- Two ready-to-run villains: Iron Tusk, warthog biker warlord; and Korrox the Undeposed, exiled techno-warlord from Dimension Q
- A GM adventure generator for instant one-shots
The system is designed for any mutant-team setting you can imagine. The capybaras are the worked example. You can play them as-is, or use the framework to build your own crew: mutant gators, cybernetic raccoons, radioactive otters, whatever.
TEENAGE MUTANT CAPYBARA SAMURAIS is available through DriveThruRPG in PDF.
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