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a game by Z Gosck

Welcome to 3 Raccoons in a Trench Coat, a game of


raccoon shenanigans and trench coat based deception
for game master and 3 players. In 3 Raccoons in a
Trench Coat you can live out your wildest fantasy of
being one of 3 raccoons masquerading as a person by
sitting on each other’s shoulders while hiding their
true form in a trench coat.
All you need to play is a handful of six-sided dice,
these rules, a few friends, and possibly a trench coat.
3 Raccoons
Each player in 3 Raccoons in a Trench Coat takes on
the role of one of 3 raccoons in a trench coat pretending
to be a people. Raccoons have the following three
attributes:
▶▶ Smarts: measure of the raccoon’s brain power,
knowing what to say, what to do, and directing
other raccoons with non-verbal communication.
▶▶ Hands: measure of a raccoon’s manual dexterity,
used in manipulating objects.
▶▶ Feets: Measure of a raccoon’s speed and balance,
used to scurry around, avoid falling over, and
navigate treacherous terrain.
Roll two dice to generate each attribute. If no attribute
is above 7 you may reroll all your attributes.
Of course characters are more than just a few numbers,
they should have names, personalities, and backstories.
Where do they come from? How do they know each
other? How did they get the trench coat?

In a Trench Coat
When not in a trench coat raccoons can more or less
do whatever they want, but this isn’t a game about 3
raccoons not in a trench coat.
While in a trench coat, raccoons have to sit on each
other’s shoulders in a stack to reach the approximate
height of a people (around 4.5–5 feet in height). As
such, their actions are restricted by the position in the
stack.
▶▶ Top: Responsible for speaking on behalf of the
person they’re pretending to be and directing the
other raccoons to act accordingly.
▶▶ Middle: Responsible for manipulating objects,
either directly or through arm extensions.
▶▶ Bottom: Responsible for moving the stack
around, maintaining balance, and doing any
other feet-related tasks.
Playing The Game
Whenever a raccoon attempts to do something (in a
trench coat or not) where there is a reasonable chance
of failure, they must test one of their attributes. This is
done by rolling two dice and adding the results together,
if the total is equal to or less than the relevant attribute
the attempt is a success. If a task is particularly easy
the roll is made versus the attribute +2, if particularly
difficult it’s made versus the attribute −2.
Things that may be considered average or difficult for
normal raccoons, but are mundane for 3 raccoons in
a trench coat, should be treated as easy. For example,
just walking around normally while balancing two
other raccoons on your shoulders would be difficult
for the average raccoon, but is the most basic skill for 3
raccoons in a trench coat, and should be treated as easy.
However, running, climbing a set of stairs, or dancing
are considerably more difficult tasks.

Maintaining the Masquerade


As 3 raccoons in a trench coat pretending to be a people,
it is of utmost importance that nobody suspects you are
in fact 3 raccoons in a trench coat. When entering a
new situation where nobody has any reason to suspect
you are 3 raccoons in a trench coat, you begin with 6
Masquerade Points which represents how well you are
maintaining your illusion of peopleness. Masquerade
Points can be lost in several ways.
▶▶ Rolling a critical failure (two 6s)
▶▶ Failing a coordination check
▶▶ Being heard while not in the top position
Masquerade Points may also be regained by rolling a
critical success (two 1s).
Masquerade Points can only be lost or gained while
being observed, and while performing action that
could reasonably affect perception of your peopleness.
The game master may also deduct or grant Masquerade
Points for regular successes and failures on particularly
crucial checks. If the Masquerade Points are reduced
to 0 the raccoons’ cover is blown, and they skitter off
defeated to plan their next scheme.
Coordinated Actions
Some actions may require the coordinated effort of two
or three raccoons. For example, eating soup requires
coordination of the top and middle raccoons, dancing
requires coordination of the middle and bottom
raccoons, and driving a car requires coordination of
all raccoons. In such a situation all involved raccoons
must make a relevant test. If all succeed, everything
goes as planned. If some succeed and some fail, the
overall action is a failure but doesn’t arouse too much
suspicion. If all fail, the action is a failure and all
raccoons involved must make a coordination check to
avoid losing a Masquerade Point.

Keeping it Together
Pretending to be a people can be a difficult undertaking
for 3 raccoons, even in a trench coat, It requires
teamwork and coordination. Any time two or more
raccoons attempt an action requiring extraordinary
coordination, all fail a test on a coordinated action,
or change positions, they must make a coordination
check. All involved raccoons roll one die, if the results
are the same number or are all lower than the current
Masquerade Points, the raccoons manage to hold
everything together. If the check is failed, the raccoons’
carefully crafted disguise begins to unravel and they
lose 1 Masquerade Point.

Changing Positions
Raccoons can switch positions at any time, but doing
so while being observed requires a coordination check.
Only the raccoons changing positions need to make
the check, unless the top and bottom raccoons are
switching, in which case all raccoons must roll.

Talking Amongst Yourself


In general, only the raccoon in the top position can
speak without drawing too much attention. Of course
the raccoons can still talk among themselves within the
trench coat. If any people are close enough to hear, this
requires a Smarts check with a loss of 1 Masquerade
Point on failure.
Fewer Than 3 Raccoons
It’s entirely possible that you can’t find three people
who want to pretend to be raccoons pretending to be
a person. In such a case you may want to have fewer
raccoons, unfortunately you cannot. There is a strict
minimum of 3 raccoons per trench coat. If you have
fewer than three players, any surplus raccoons are
played by the game master or by the other players.

More Than 3 Raccoons


On the other hand it’s also possible (and incredibly
more likely) that you’ll have more than three people
who want to pretend to be raccoons being a person. In
such a case there’s no reason you can’t have four, or even
five raccoons in a trench coat. Of course it’s up to you
to figure out what they’re all doing in there. In the event
of six or more raccoons simply divide them between an
appropriate number of trench coats.

Story hooks
The raccoons attempt to acquire a dozen eggs from the
market. Do they have money? Do they have a plan?
Probably not.

The raccoons have a very important job interview.


Can they convince the manager that they’re not only a
people, but a qualified candidate?

The raccoons have a hot date. What are their motives?


Can they keep up the act throughout the entire evening?
Is their date actually a people, or five opossums in a
trench coat?

Driving a car, that should be easy right? I mean even the


dumbest of people can do it.

Society has fallen. The remnants of mankind cling to


survival among the broken shell of their dying world.
A mysterious stranger roams the vast wasteland… in a
trench coat.

A ragtag group of raccoons need a disguise to help


further their crafty plans. Perhaps some kind of coat.
©2020 Z Gosck, Octopus Apocalypse. All rights reserved

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