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Human

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: Always misses the first ranged attack against a rabbit; Loses initiative to most animals.
Language: N/A
Scale: +2, Weapon: +2*, Armor: +2
Physical: 1/2/3, Mental: 1/2/3/4

* For a kick or thrown rock; firearms range from 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.

Human Poisons

See Bunnies and Burrows General Rules for full rules.


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Page last modified on June 11, 2012, at 08:55 PM