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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:

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. 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.

These values are already factored into the stats below!

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.


Note: The listed stress assumes this is a main NPC. Unimportant NPCs have the usual 0-2 boxes.

Neutral Animals

Bat, Fruit

Timid But Curious
+2: Athletics, Stealth
+1: Fauna, Flora, Notice
Language: Insectivore
Scale: -1, Weapon: -1, Armor: -1
Physical: 1/2, Mental: 1/2

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
Physical: 1/2, Mental: 1/2

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.

Bird, Song

Nosy Gossip
A Bit Vain
+3: Rapport
+2: Fauna
+1: Athletics, Notice
Language: High Avian
Scale: -1, Weapon: -1, Armor: -1
Physical: 1/2, Mental: 1/2

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.

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

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

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.

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

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

Note: Treat all predators as +1 Scale solely for the purpose of intimidation attempts (see above).

Alligator

Solitary Hunter
+2: Fight
+1: Athletics, Physique, Stealth
Stunts: +2 Fight and Stealth in water
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 about a yard per minute
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

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: +1, Armor: 0
Physical: 1/2, Mental: 1/2

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.

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


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