Bunnies And Burrows Humans And Threats

Main.BunniesAndBurrowsHumansAndThreats History

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February 05, 2018, at 03:12 PM by 104.251.247.127 -
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See [[Bunnies and Burrows General Rules]] for natural poison.

Human poison is especially deadly. Per the "Fate Fractal," it's treated as a (very simplified) character -- with a special skill (Potency), a Stealth skill (opposed by Flora or Notice to detect the poison) and a track of single stress boxes (NPC style) -- along with an onset time (how long until it starts attacking) and cycle time (how frequently it attacks). Its Potency attacks are opposed by Physique; the winner inflicts stress on the loser that does not clear until the poison is out of the system. Stress lost to a human poison ''does not clear'' until the poison is purged! Alternatively, some poisons instead create an advantage on the victim. Either way, when the poison runs out of stress, it's run its course.

Some sample poisons:

* ''Compound 1080:'' Potency +4, Stealth +3, Stress 3, Onset one hour, Cycle 30 minutes.
* ''Pindone:'' Potency +2, Stealth +2, Stress 2, Onset one week, Cycle four hours. Every additional two days of eating poisoned meals during the onset time adds +1 to Potency and Stress!
* ''Strychnine:'' Potency +3, Stealth +1, Stress 3, Onset 30 minutes, Cycle 15 minutes. Alternates between inflicting stress and inflicting/bolstering the aspect '''Partially Paralyzed.'''

An empathic healer ([[Bunnies and Burrows Empathic Healers]]) can fight the poison directly, using Empathy versus Potency with the winner inflicting stress. As usual, the healer takes an aspect representing the poison's side effects; use the stress lost by the healer to gauge how long this aspect lasts (e.g., losing a total of 2 stress means it lasts until the end of the next scene). If the healer has to soak the stress with a consequence, this replaces the aspect; she isn't burdened with both!
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See [[Bunnies and Burrows General Rules]] for full rules.
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Scale: +2, Weapon: +2*, Armor: +2\\
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[[Bunnies and Burrows Other Creatures | Scale]]: +2, Weapon: +2*, Armor: +2\\
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Return to [[Fate Core Bunnies and Burrows]]

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!! Humans

''Inscrutable, Often Monstrous Alien''\\
''Night-Blind and Slow to React''\\
''Reliant on Technology''\\
'''+4:''' Anthropology\\
'''+3:''' Will\\
'''+2:''' Fight\\
'''+1:''' Physique\\
''Stunts:'' Can use Anthropology for any manual dexterity check; Can use Fight for ranged attacks.\\
''Anti-Stunts:'' Loses initiative to most animals; Always misses the first ranged attack against a rabbit.\\
Language: N/A\\
Scale: +2, Weapon: +2*, Armor: +2\\
Physical: 1/2/3, Mental: 1/2/3/4
-> * A ''kick'' or ''thrown rock'' is +2; firearms are Weapon +4 to +8.

Humans are the only "monsters" in '''''Bunnies & Burrows.''''' They are strange and unpredictable, swinging randomly between deadly hostility and compassion. Humans in their metal transports will swerve to avoid rabbits on the road, but then they set traps and leave out poisoned food. Their bodies are slow and ponderous, yet their hands are capable of astounding dexterity. Most terrifyingly, they have the ability to kill rabbits at a distance with their thunder-throwers -- and will do so for seemingly no reason.

!! Human Traps

Most untriggered traps require a Notice roll to spot; failure means triggering it. Success just tells the rabbit that it's "something weird," unless she has run across this ''exact trap design'' before (not all snares look alike). Success with style, or a follow-up Anthropology roll, identifies what type of trap it is, and how best to free a trapped rabbit (if applicable).

For game purposes, there are nine types of traps. These terms are not used by rabbits, who don't name traps but instead describe them as best as they can.

* ''Cage Trap:'' Trapped; no damage. This ''cannot'' be escaped from within; someone outside must use Anthropology, difficulty Average (+1) to Good (+3).
* ''Box Trap:'' Trapped; no damage. Use Physique, from inside or out, at difficulty Fair (+2) to Great (+4); teamwork is helpful.
* ''Snare:'' Trapped by the neck. Victim ''or'' rescuers (not both) must roll Anthropology or Athletics every minute, difficulty Great (+4); success frees him, but failure inflicts stress equal to the shifts. If the "identify trap" Anthropology roll succeeded with style, you found the stake and can dig it up; this reduces the escape difficulty to Fair (+2).
* ''Leg-Hold Trap:'' Trapped by the foot. Victim and rescuers must roll Anthropology or Physique per attempt, difficulty Great (+4); success frees her, but failure inflicts stress equal to the shifts. Failure by 3+ ''must'' be soaked with a "Crippled" consequence. If taken out, the victim's only way out is to chew off her own foot.
* ''Net & Sapling:'' Trapped; automatically inflicts (2 + 2dF) stress when triggered. Someone may climb the tree to free the victim: Athletics, difficulty Fair (+2) to Superb (+5) depending on the tree and how quickly you need to ascend it (rabbits are bad, slow climbers!). Or the victim can use the ''lower'' of Anthropology or Athletics, difficulty Good (+3), to wriggle out and land safely. Otherwise, chew through the net and fall, for another (2 + 2dF) stress.
* ''Pit:'' Trapped. Roll Athletics when triggered, difficulty Fair (+2); failure inflicts stress equal to the shifts. A rabbit can dig out in about 30 minutes; a successful Athletics roll, difficulty Mediocre (+0) reduces this by (shifts x 5) minutes.
* ''Pit with Stakes:'' As for pit, except falling difficulty is Good (+3) and stress is ''twice'' shifts on a failure. Any consequence involves impalement, and must be overcome as an obstacle before digging out.
* ''Crossbow:'' Take (4 + 3dF) stress. Not trapped.
* ''Deadfall:'' Take (6 + 4dF) stress. Not trapped.

!! Human Poisons

See [[Bunnies and Burrows General Rules]] for natural poison.

Human poison is especially deadly. Per the "Fate Fractal," it's treated as a (very simplified) character -- with a special skill (Potency), a Stealth skill (opposed by Flora or Notice to detect the poison) and a track of single stress boxes (NPC style) -- along with an onset time (how long until it starts attacking) and cycle time (how frequently it attacks). Its Potency attacks are opposed by Physique; the winner inflicts stress on the loser that does not clear until the poison is out of the system. Stress lost to a human poison ''does not clear'' until the poison is purged! Alternatively, some poisons instead create an advantage on the victim. Either way, when the poison runs out of stress, it's run its course.

Some sample poisons:

* ''Compound 1080:'' Potency +4, Stealth +3, Stress 3, Onset one hour, Cycle 30 minutes.
* ''Pindone:'' Potency +2, Stealth +2, Stress 2, Onset one week, Cycle four hours. Every additional two days of eating poisoned meals during the onset time adds +1 to Potency and Stress!
* ''Strychnine:'' Potency +3, Stealth +1, Stress 3, Onset 30 minutes, Cycle 15 minutes. Alternates between inflicting stress and inflicting/bolstering the aspect '''Partially Paralyzed.'''

An empathic healer ([[Bunnies and Burrows Empathic Healers]]) can fight the poison directly, using Empathy versus Potency with the winner inflicting stress. As usual, the healer takes an aspect representing the poison's side effects; use the stress lost by the healer to gauge how long this aspect lasts (e.g., losing a total of 2 stress means it lasts until the end of the next scene). If the healer has to soak the stress with a consequence, this replaces the aspect; she isn't burdened with both!

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Return to [[Fate Core Bunnies and Burrows]]