Bunnies And Burrows Other Creatures

Main.BunniesAndBurrowsOtherCreatures History

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August 25, 2019, at 09:17 AM by 104.251.247.60 -
Changed lines 22-23 from:
In addition, add Scale to any strength-based rolls, and apply the difference in Scale to any Provoke attempts to intimidate via physical threats. Large animals also require more doses of herbal concoctions; see [[Bunnies and Burrows Herbalists]].
to:
In addition, add Scale to any strength-based rolls, and apply the difference in Scale to any Provoke attempts to intimidate via physical threats. (Treat known predators as +1 Scale solely for intimidation purposes, due to the inherent fear bunnies feel around them.) Large animals also require more doses of herbal concoctions; see [[Bunnies and Burrows Herbalists]].
Added lines 174-175:

'''Note:''' Treat all predators as +1 Scale solely for the purpose of intimidation attempts (see above).
April 24, 2019, at 04:22 PM by 104.251.247.60 -
Changed line 237 from:
Scale: 0, Weapon: 0, Armor: 0\\
to:
Scale: 0, Weapon: +1, Armor: 0\\
April 24, 2019, at 04:16 PM by 104.251.247.60 -
Added lines 145-157:

!!!! Rat

''Out for myself''\\
''Sly and clever''\\
'''+3:''' Anthropology\\
'''+2:''' Deceive, Stealth\\
'''+1:''' Athletics, Notice\\
''Stunts:'' Can always contribute to rat teamwork as if skilled; Can count to 100\\
Language: Rodent\\
Scale: -1, Weapon: -1, Armor: -1\\
Physical: 1/2, Mental: 1/2

February 05, 2018, at 03:26 PM by 104.251.247.127 -
Changed line 167 from:
''Stunts:'' +2 Fight in the water; +2 Stealth when swimming\\
to:
''Stunts:'' +2 Fight and Stealth in water\\
February 05, 2018, at 03:25 PM by 104.251.247.127 -
Changed line 238 from:
Venomous bite with Onset one minute, Potency +3.
to:
[[Bunnies and Burrows General Rules | Venomous bite]] with Onset one minute, Potency +3.
February 05, 2018, at 03:24 PM by 104.251.247.127 -
Added lines 226-238:

!!!! Cottonmouth

''Steady, Persistent Hunter''\\
'''+3:''' Fight\\
'''+2:''' Stealth\\
'''+1:''' Athletics, Deceive\\
''Stunts:'' +2 Athletics in water\\
Language: Herptile\\
Scale: 0, Weapon: 0, Armor: 0\\
Physical: 1/2, Mental: 1/2

Venomous bite with Onset one minute, Potency +3.
February 05, 2018, at 02:30 PM by 104.251.247.127 -
Deleted lines 238-286:


----

!! 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.

!!!! 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.

!!!! Poison

Unlike most natural poisons, which just inflict an aspect or consequence, 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!
February 05, 2018, at 02:24 PM by 104.251.247.127 -
Added lines 105-116:
!!!! Chipmunk

''Playful and Fickle''\\
''Keeper of Hidden Things and Entrances''\\
'''+3:''' Fauna\\
'''+2:''' Athletics, Empathy, Notice\\
'''+1:''' Anthropology, Rapport, Will\\
''Stunts:'' +2 Athletics for burrowing and climbing\\
Language: Rodent\\
Scale: -1, Weapon: -1, Armor: -1\\
Physical: 1/2, Mental: 1/2/3

Changed line 167 from:
''Stunts:'' +2 Stealth when swimming; Sucker-Punch (Bite)\\
to:
''Stunts:'' +2 Fight in the water; +2 Stealth when swimming\\
Added lines 203-225:

!!!! Bobcat or Lynx

''Arboreal Stalker''\\
'''+3:''' Fight, Stealth\\
'''+2:''' Athletics, Notice\\
'''+1:''' Deceive, Fauna, Physique\\
''Stunts:'' +2 to Stealth to create Fight advantages\\
Language: Feline\\
Scale: +1, Weapon: +2, Armor: +1\\
Physical: 1/2/3, Mental: 1/2

!!!! Cat (House/Barn)

''Proud and Vain''\\
''Expends Minimal Effort''\\
'''+3:''' Stealth\\
'''+2:''' Athletics, Deceive, Notice\\
'''+1:''' Anthropology, Fauna, Provoke\\
''Stunts:'' Sucker-Punch\\
Language: Feline\\
Scale: 0, Weapon: 0, Armor: 0\\
Physical: 1/2, Mental: 1/2
February 05, 2018, at 02:14 PM by 104.251.247.127 -
Changed lines 79-89 from:
!!!! Name

''Aspect 1
''\\
''Aspect 1''\\
'''+4:''' x\\
'''+3:''' x\\
'''+2:''' x\\
'''+1:''' x\\
''Stunts:'' x\\
Language: x\\
Scale
: 0, Weapon: 0, Armor: 0\\
to:
!!!! Bird, Song

''Nosy Gossip''\\
''A Bit Vain''\\
'''+3:''' Rapport\\
'''+2:''' Fauna\\
'''+1:''' Athletics, Notice\\
Language: High Avian\\
Scale: -1, Weapon: -1, Armor: -1\\
Changed lines 90-91 from:
!! Shady Animals
to:
!!!! Bird, Water

''(Duck) Silly and Confusing''\\
''(Goose/Swan) Ornery Spitfire''\\
''(Gull) Loud Glutton''\\
'''+3:''' Provoke\\
'''+2:''' Athletics, Will\\
'''+1:''' Fight, Notice, Physique\\
''Stunts:'' +2 to Athletics rolls in/on the water\\
Language: Low Avian\\
Scale: 0, Weapon: 0*, Armor: 0\\
Physical: 1/2/3, Mental: 1/2/3

Duck, goose, loon, gull, and the like. Large gulls have Weapon +1 and are often shady.

Changed lines 118-147 from:
to:
!! Shady Animals

!!!! Bird, Corvid

''Eat the Weak''\\
''What's In it for Me?''\\
'''+3:''' Deceive\\
'''+2:''' Athletics, Will\\
'''+1:''' Fight, Notice, Provoke\\
''Stunts:'' +2 to attack anyone with a Severe or Extreme consequence\\
Language: High Avian\\
Scale: 0, Weapon: 0, Armor: 0\\
Physical: 1/2, Mental: 1/2/3

Crow, raven, magpie, jay, or the like.

!!!! Name

''Aspect 1''\\
''Aspect 1''\\
'''+4:''' x\\
'''+3:''' x\\
'''+2:''' x\\
'''+1:''' x\\
''Stunts:'' x\\
Language: x\\
Scale: 0, Weapon: 0, Armor: 0\\
Physical: 1/2, Mental: 1/2

Changed line 165 from:
''Stunts:'' Can dig 25x faster than a rabbit\\
to:
''Stunts:'' Can dig about a yard per minute\\
February 02, 2018, at 10:33 PM by 104.251.247.127 -
Changed lines 18-19 from:
Every ''positive'' shift increases the animal's Weapon and Armor values. An innate value of 0 becomes Scale; anything higher is multiplied by twice Scale. For example, a cougar (Scale +2) would normally have Weapon 1 (claws) and Armor 0; this becomes Weapon 4 and Armor 2 from a rabbit's perspective.
to:
Every ''positive'' shift increases the animal's Weapon and Armor values. Those with dangerous claws, fangs, etc. have Weapon equal to twice Scale; otherwise, Weapon equals Scale. Similar, animals with armored hides have Armor equal to twice Scale, or Scale otherwise.
Changed line 22 from:
In addition, add Scale to any strength-based rolls, and apply the difference in Scale to any Provoke attempts to intimidate via physical threats.
to:
In addition, add Scale to any strength-based rolls, and apply the difference in Scale to any Provoke attempts to intimidate via physical threats. Large animals also require more doses of herbal concoctions; see [[Bunnies and Burrows Herbalists]].
February 02, 2018, at 10:31 PM by 104.251.247.127 -
Changed line 26 from:
'''''Note:''' The listed stress assumes this is a main NPC. For unimportant NPCs, go with a flat 0-2 boxes.''
to:
'''''Note:''' The listed stress assumes this is a main NPC. Unimportant NPCs have the usual 0-2 boxes.''
Deleted lines 27-29:

!!!! Name

Added lines 30-31:
!!!! Name
Deleted line 43:
January 31, 2018, at 04:27 PM by 104.251.247.127 -
Changed line 206 from:
Unlike most natural poisons, which just inflict an aspect or consequence, human poison is especially deadly. Thanks to 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 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.
to:
Unlike most natural poisons, which just inflict an aspect or consequence, 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.
January 30, 2018, at 03:24 PM by 104.251.247.127 -
Changed line 184 from:
-> * For a ''kick'' or ''thrown rock.'' Firearms are Weapon +4 to +8.
to:
-> * A ''kick'' or ''thrown rock'' is +2; firearms are Weapon +4 to +8.
January 06, 2018, at 02:23 PM by 104.251.247.127 -
Changed lines 196-197 from:
* ''Snare:'' Trapped by the neck. Victim ''or'' those helping 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 those helping 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.
to:
* ''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.
December 28, 2017, at 11:01 AM by 104.251.247.127 -
Changed line 214 from:
An empathic healer ([[Bunnies and Burrows Empathic Healers]]) can fight the poison directly, using Empathy vs. Potency to inflict 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!
to:
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!
December 28, 2017, at 11:01 AM by 104.251.247.127 -
Changed line 206 from:
Unlike most natural poisons, which just inflict an aspect or consequence, human poison is especially deadly. Thanks to 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 attacks are opposed by Physique; the winner inflicts stress on the loser that does not clear until the poison is out of the system. Alternatively, some poisons instead create an advantage on the victim. Either way, when the poison runs out of stress, it's run its course.
to:
Unlike most natural poisons, which just inflict an aspect or consequence, human poison is especially deadly. Thanks to 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 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.
December 28, 2017, at 11:00 AM by 104.251.247.127 -
Changed line 206 from:
Unlike most natural poisons, which just inflict a bit of stress or a single consequence, human poison is especially deadly. Thanks to 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 attacks are opposed by Physique; the winner inflicts stress on the loser that does not clear until the poison is out of the system. Alternatively, some poisons instead create an advantage on the victim. Either way, when the poison runs out of stress, it's run its course.
to:
Unlike most natural poisons, which just inflict an aspect or consequence, human poison is especially deadly. Thanks to 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 attacks are opposed by Physique; the winner inflicts stress on the loser that does not clear until the poison is out of the system. Alternatively, some poisons instead create an advantage on the victim. Either way, when the poison runs out of stress, it's run its course.
December 28, 2017, at 10:59 AM by 104.251.247.127 -
Changed line 206 from:
Unlike most natural poisons, human poison is especially deadly. Thanks to 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 attacks are opposed by Physique; the winner inflicts stress on the loser that does not clear until the poison is out of the system. Alternatively, some poisons instead create an advantage on the victim. Either way, when the poison runs out of stress, it's run its course.
to:
Unlike most natural poisons, which just inflict a bit of stress or a single consequence, human poison is especially deadly. Thanks to 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 attacks are opposed by Physique; the winner inflicts stress on the loser that does not clear until the poison is out of the system. Alternatively, some poisons instead create an advantage on the victim. Either way, when the poison runs out of stress, it's run its course.
December 28, 2017, at 10:59 AM by 104.251.247.127 -
Added lines 213-214:

An empathic healer ([[Bunnies and Burrows Empathic Healers]]) can fight the poison directly, using Empathy vs. Potency to inflict 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!
December 28, 2017, at 10:48 AM by 104.251.247.127 -
Changed line 212 from:
* ''Strychnine:'' Potency +3, Stealth +1, Stress 3, Onset 30 minutes, Cycle 15 minutes. Alternates between inflicting stress and bolstering the aspect '''Partially Paralyzed.'''
to:
* ''Strychnine:'' Potency +3, Stealth +1, Stress 3, Onset 30 minutes, Cycle 15 minutes. Alternates between inflicting stress and inflicting/bolstering the aspect '''Partially Paralyzed.'''
December 14, 2017, at 01:16 AM by 104.251.247.127 -
Changed line 206 from:
Unlike most natural poisons, human poison is especially deadly. Thanks to 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 attacks are opposed by Physique; the winner inflicts stress on the loser. Alternatively, some poisons instead create an advantage on the victim. Either way, when the poison runs out of stress, it's run its course.
to:
Unlike most natural poisons, human poison is especially deadly. Thanks to 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 attacks are opposed by Physique; the winner inflicts stress on the loser that does not clear until the poison is out of the system. Alternatively, some poisons instead create an advantage on the victim. Either way, when the poison runs out of stress, it's run its course.
December 14, 2017, at 01:15 AM by 104.251.247.127 -
Changed line 198 from:
* ''Net & Sapling:'' Trapped; automatically inflicts (2 + 2dF) stress when triggered. Someone may climb the tree to free the victim: Athletics, difficulty Good (+3) to Superb (+5) depending on the tree (rabbits are bad 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.
to:
* ''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.
December 14, 2017, at 01:11 AM by 104.251.247.127 -
Changed line 192 from:
For game purposes, there are nine types of traps. These are not terms used by rabbits! They generally just describe what it does as best as they can.
to:
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.
December 13, 2017, at 06:15 AM by 104.251.247.127 -
Changed line 211 from:
* ''Pindone:'' Potency +2, Stealth +2, Stress 2, Onset one week, Cycle four hours. Every additional day of eating poisoned meals during the onset time adds +1 to Potency and Stress!
to:
* ''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!
December 13, 2017, at 06:13 AM by 104.251.247.127 -
Changed lines 206-212 from:
to:
Unlike most natural poisons, human poison is especially deadly. Thanks to 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 attacks are opposed by Physique; the winner inflicts stress on the loser. 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 day 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 bolstering the aspect '''Partially Paralyzed.'''
December 13, 2017, at 05:48 AM by 104.251.247.127 -
Deleted lines 167-169:


Added lines 171-206:

''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
-> * For a ''kick'' or ''thrown rock.'' 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.

!!!! 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 are not terms used by rabbits! They generally just describe what it does 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'' those helping 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 those helping 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 Good (+3) to Superb (+5) depending on the tree (rabbits are bad 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.

!!!! Poison

December 13, 2017, at 05:04 AM by 104.251.247.127 -
Deleted line 26:
Added lines 31-32:
==== CHARACTER BLOCK ====
Added lines 44-45:
==========================
Deleted line 46:
December 13, 2017, at 05:03 AM by 104.251.247.127 -
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(:if false:)
Added lines 42-43:

(:ifend:)
December 11, 2017, at 11:09 PM by 104.251.247.127 -
Changed lines 43-53 from:
!!!! Name

''Aspect 1
''\\
''Aspect 1''\\
'''+4:''' x\\
'''+3:''' x\\
'''+2:''' x\\
'''+
1:''' x\\
''Stunts
:'' x\\
Language: x\\
Scale: 0, Weapon: 0, Armor: 0
\\
to:
!!!! Bat, Fruit

''Timid But Curious''\\
'''+2:''' Athletics, Stealth\\
'''+1:''' Fauna, Flora, Notice\\
Language: Insectivore\\
Scale: -1, Weapon: -1, Armor: -1\\
Changed lines 52-64 from:
!! Shady Animals

!!!! Name

''Aspect 1''\\
''Aspect 1''\\
'''+4:''' x\\
'''+3:''' x\\
'''+2:''' x\\
'''+1:''' x\\
''Stunts:'' x\\
Language: x\\
Scale: 0
, Weapon: 0, Armor: 0\\
to:
!!!! Beaver

''Hardworking Jargon-Loving Engineer
''\\
''My Structures Are So Beautiful''\\
'''+3:''' Anthropology\\
'''+2:''' Flora\\
'''+1:''' Athletics, Fauna\\
''Stunts:'' +2 to Flora to design structures\\
Language: Rodent\\
Scale: +1, Weapon: +1, Armor: +1\\
Changed lines 64-86 from:

!! Predators

!!!! Alligator

''Solitary Hunter
''\\
'''+2:''' Fight\\
'''+1:''' Athletics, Physique, Stealth\\
''Stunts:'' +2 Stealth when swimming; Sucker-Punch (Bite)\\
Language: Herptile\\
Scale: +3, Weapon
: +6, Armor: +6\\
Physical: 1/2/3
, Mental: 1/2

!!!! Badger

''Bloodthirsty Digger''\\
'''+2:''' Fight, Stealth\\
'''+1:''' Fauna, Notice\\
''Stunts:'' Can dig 25x faster than a rabbit\\
Language: Mustelid\\
Scale: +1, Weapon: +2, Armor: +1\\
Physical: 1/2, Mental: 1/2

to:
!!!! Bird, Ground

''Life is Serious and Dangerous''\\
'''+2:''' Fauna, Notice, Will\\
'''+1:''' Athletics, Flora, Empathy\\
Language: Low Avian\\
Scale: 0, Weapon: 0, Armor: 0
\\
Physical: 1/2, Mental: 1/2/3

Quail
, pheasant, grouse, partridge, or the like.
Added lines 87-160:

!! Shady Animals

!!!! Name

''Aspect 1''\\
''Aspect 1''\\
'''+4:''' x\\
'''+3:''' x\\
'''+2:''' x\\
'''+1:''' x\\
''Stunts:'' x\\
Language: x\\
Scale: 0, Weapon: 0, Armor: 0\\
Physical: 1/2, Mental: 1/2


!! Predators

!!!! Alligator

''Solitary Hunter''\\
'''+2:''' Fight\\
'''+1:''' Athletics, Physique, Stealth\\
''Stunts:'' +2 Stealth when swimming; Sucker-Punch (Bite)\\
Language: Herptile\\
Scale: +3, Weapon: +6, Armor: +6\\
Physical: 1/2/3, Mental: 1/2

!!!! Badger

''Bloodthirsty Digger''\\
'''+2:''' Fight, Stealth\\
'''+1:''' Fauna, Notice, Physique\\
''Stunts:'' Can dig 25x faster than a rabbit\\
Language: Mustelid\\
Scale: +1, Weapon: +2, Armor: +1\\
Physical: 1/2/3, Mental: 1/2

!!!! Bat, Flying Wolf

''Swift Night Hunter''\\
'''+2:''' Athletics, Stealth\\
'''+1:''' Fauna, Fight\\
Language: Insectivore\\
Scale: -1, Weapon: -1, Armor: -1\\
Physical: 1/2, Mental: 1/2

Usually attack in packs, for the teamwork bonus. Use the same stats for vampire bats, but replace Fight with Notice; they sneak up on sleeping animals, drain blood (a Mild consequence), then leave.

!!!! Bear

''Omnivorous Loner''\\
''Uncertain Temper''\\
'''+2:''' Flora, Fight\\
'''+1:''' Fauna, Notice, Physique\\
''Stunts:'' Rage\\
Language: Canine\\
Scale: +3, Weapon: +6, Armor: +3\\
Physical: 1/2/3, Mental: 1/2

!!!! Name

''Aspect 1''\\
''Aspect 1''\\
'''+4:''' x\\
'''+3:''' x\\
'''+2:''' x\\
'''+1:''' x\\
''Stunts:'' x\\
Language: x\\
Scale: 0, Weapon: 0, Armor: 0\\
Physical: 1/2, Mental: 1/2

December 11, 2017, at 10:47 PM by 104.251.247.127 -
Added line 36:
''Stunts:'' x\\
Added line 51:
''Stunts:'' x\\
Added line 66:
''Stunts:'' x\\
Added lines 76-95:
''Solitary Hunter''\\
'''+2:''' Fight\\
'''+1:''' Athletics, Physique, Stealth\\
''Stunts:'' +2 Stealth when swimming; Sucker-Punch (Bite)\\
Language: Herptile\\
Scale: +3, Weapon: +6, Armor: +6\\
Physical: 1/2/3, Mental: 1/2

!!!! Badger

''Bloodthirsty Digger''\\
'''+2:''' Fight, Stealth\\
'''+1:''' Fauna, Notice\\
''Stunts:'' Can dig 25x faster than a rabbit\\
Language: Mustelid\\
Scale: +1, Weapon: +2, Armor: +1\\
Physical: 1/2, Mental: 1/2

!!!! Name

Added line 102:
''Stunts:'' x\\
December 11, 2017, at 10:32 PM by 104.251.247.127 -
Changed lines 22-23 from:
In addition, apply the difference in Scale to any Provoke attempts to intimidate via physical threats.
to:
In addition, add Scale to any strength-based rolls, and apply the difference in Scale to any Provoke attempts to intimidate via physical threats.
Changed lines 56-68 from:
to:
!!!! Name

''Aspect 1''\\
''Aspect 1''\\
'''+4:''' x\\
'''+3:''' x\\
'''+2:''' x\\
'''+1:''' x\\
Language: x\\
Scale: 0, Weapon: 0, Armor: 0\\
Physical: 1/2, Mental: 1/2

Added lines 70-84:

!!!! Alligator

''Aspect 1''\\
''Aspect 1''\\
'''+4:''' x\\
'''+3:''' x\\
'''+2:''' x\\
'''+1:''' x\\
Language: x\\
Scale: 0, Weapon: 0, Armor: 0\\
Physical: 1/2, Mental: 1/2


December 11, 2017, at 10:29 PM by 104.251.247.127 -
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Weapon: 0, Armor: 0\\
to:
Scale: 0, Weapon: 0, Armor: 0\\
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Weapon: 0, Armor: 0\\
to:
Scale: 0, Weapon: 0, Armor: 0\\
December 11, 2017, at 10:28 PM by 104.251.247.127 -
Changed lines 30-37 from:
''Aspect 1''
''Aspect 1''
'''+4:''' x
'''+3:''' x
'''+2:''' x
'''+1:''' x
Language: x
Weapon: 0, Armor: 0
to:
''Aspect 1''\\
''Aspect 1''\\
'''+4:''' x\\
'''+3:''' x\\
'''+2:''' x\\
'''+1:''' x\\
Language: x\\
Weapon: 0, Armor: 0\\
Changed lines 44-51 from:
''Aspect 1''
''Aspect 1''
'''+4:''' x
'''+3:''' x
'''+2:''' x
'''+1:''' x
Language: x
Weapon: 0, Armor: 0
to:
''Aspect 1''\\
''Aspect 1''\\
'''+4:''' x\\
'''+3:''' x\\
'''+2:''' x\\
'''+1:''' x\\
Language: x\\
Weapon: 0, Armor: 0\\
December 11, 2017, at 10:28 PM by 104.251.247.127 -
Added lines 26-39:
'''''Note:''' The listed stress assumes this is a main NPC. For unimportant NPCs, go with a flat 0-2 boxes.''

!!!! Name

''Aspect 1''
''Aspect 1''
'''+4:''' x
'''+3:''' x
'''+2:''' x
'''+1:''' x
Language: x
Weapon: 0, Armor: 0
Physical: 1/2, Mental: 1/2

Added lines 42-52:
!!!! Name

''Aspect 1''
''Aspect 1''
'''+4:''' x
'''+3:''' x
'''+2:''' x
'''+1:''' x
Language: x
Weapon: 0, Armor: 0
Physical: 1/2, Mental: 1/2
December 11, 2017, at 09:51 PM by 104.251.247.127 -
Added lines 16-40:
Every ''negative'' shift gives the animal Weapon -1 and Armor -1; in other words, it inflicts less damage with and takes more damage from physical attacks.

Every ''positive'' shift increases the animal's Weapon and Armor values. An innate value of 0 becomes Scale; anything higher is multiplied by twice Scale. For example, a cougar (Scale +2) would normally have Weapon 1 (claws) and Armor 0; this becomes Weapon 4 and Armor 2 from a rabbit's perspective.

These values are already factored into the stats below!

In addition, apply the difference in Scale to any Provoke attempts to intimidate via physical threats.

----

!! Neutral Animals


!! Shady Animals


!! Predators

----

!! Humans

----

Return to [[Fate Core Bunnies and Burrows]]
December 11, 2017, at 09:36 PM by 104.251.247.127 -
Added lines 1-15:
Return to [[Fate Core Bunnies and Burrows]]

----

!! Scale

The game rules assume rabbit-sized creatures, but the world is full of a wide variety of animals. As such, Scale is used to handle massive differences in size:

* ''Scale -2:'' tarantula, minnow, mouse, scorpion
* ''Scale -1:'' rat, squirrel, robin, frog, blackbird, bat
* ''Scale 0:'' rabbit, weasel, skunk, house cat, hawk, crow, turtle, rattlesnake, duck
* ''Scale +1:'' medium-sized dog, eagle, bobcat, great horned owl
* ''Scale +2:'' cougar, human, pig, wolf
* ''Scale +3:'' bear, alligator, horse, cow