Bunnies & Burrows 1st Edition

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epgbtezwnd
R.

U. S. COPYRIGHT

Copyright 1976 B. Dennis Sustare and Scott Robinson


A11 rights in this book are reserved. No part
of the book may be used or reproduced in any
manner whatsoever without permission , except
in case of brief quotations in critica1
artic1es or reviews.

contact Fantasv Games

P.HjÅtJ 1"177-.

Cover by Char1es

printed in U.S.A.
TABLE OF CONTENTS

1.0 Characteristics and Professions 2

1.1 Tab1e of Characteristics , associated


Professions , and re1ated ski11s 3

2.0 Strength Ru1es 4

3.0 Speed Ru1es 5

4.0 Combat Ru1es 6

4.1 Contribution to Hit by Strength Leve1 and Defense


C1ass 8

4.2 Contribution to Hit by Fighting Mode 9

4.3 Damage De1ivered According to Fighting Mode 10

4.4 Critica1 Hits 11

5.0 Sme11 Ru1es 13

5.6 List of herbs , starting materia1s , preparation ,


16

5.7 List of herbs by 1ocation , sme11 type , and c1arity 18

5.8 poisonweed 19

Ru1es 23

6.1 Traps 23

6.2 Language Ru1es 26

7.0 Wisdom Ru1es 30

8.0 Dexterity Ru1es 34

9.0 Constitution Ru1es 37

10.0 Pests and Diseases 40

11.0 Charisma Ru1es 42

12.0 Saving Throws and the Circ1e of Professions 46

12.1 Tab1e of Saving Throws 46

13.0 Setting up the Game 49


13.2 Burrows and Warrens 50

14.0 Running the Game 56

Neutra1 Anima1 Tab1es 58

Predator Tab1es 59

Artifact/Pest Tab1e 60

Feature Tab1es 61

P1ant Feature Tab1es 62

14.3 Specia1 Predator Ru1es 63

predator Characteristics Tab1e 66

14.4 Ru1es 68

14.5 Surprise/Advantage Ru1es 68

15.0 Experience Ru1es 69

16.0 Co1or and Sources 70

Appendix - "A" - Gamb1ing Ru1es 71

Appendix - "B" - of Figures 74

LIST OF ILLUSTRATIONS

The attack of the Carrot C1an upon the B1ack Rabbit


C1an , in the War of Misty Va11ey. The B1ack Rabbit
defenders have just re1eased rocks onto the Mongooses
who are aiding the Carrot Rabbits in their attack. cover

A runner. 6

A rather pugnacious fighter. 7

A fu11y equipped ki11buck prepared to go into batt1e;


with badger pike , 1eather he1met , eye
herb pack. A ki11buck is a special1y trained high-
1eve1 fighter. 7

A ki11buck riding his fighting hare and carrying a


badger pike. 10

A fight in progress. 12
13

5.0

Sme11 is concerned with:

(a) Ab i1ity to recognize herbs


(b) Ab i1ity to prepare herbs for use and use them proper1y
(c) Ab i1ity to track

5.1 Edib1e foods.

A11 rabbits begin with a know1edge of grass , c1over , and


dande1ions. They a1so wi11 know what 1ettuce is , even if they
have never encountered it. Know1edge of a11 other foods is
based on experience , with one tria1 sufficing.

A specia1 case arises with foods such as f1owers , mushrooms


and berries. Some of these are edib1e , and some have herba1
a rabbit has never experienced the herba1
varieties , it wi11 treat a11 as edib1e. Some edib1e forms may
be converted into herba1 types by the proper preparation.

A rabbit with an innate Sme11 Characteristic of 9 or greater


has a (1 or 2 on a six-sided die) of determining if a
previous1y unknown food is "fit to eat". Such a rabbit can ,
therefore , distinguish between edib1e foods and herbs or poisonous
foods.

Various foods provide energy for the rabbit eating them , the
amount of energy dependent on the type of food. For examp1e ,
app1es are much better than 1ettuce in this regard. See Section
9.2 on Food and Energy for more detai1s.

5.2 Herbs vary in four respects these variations re1ate to both


their recognition and and to they have
when used. These variations inc1ude Location (what part of the
p1ant they originated in) , Sme11 Type , Sme11 C1arity , and the
Preparation used on the herb by a rabbit. There are nine possib1e
Locations:

Ba11 , Root , Stem , Leaf , F1ower , Nett1e , Berry , Mushroom , & Dust.

The four Sme11 Types are: Sweet , Sour , Acrid , and Pungent.

The four C1arities are: C1ear , C1oudy , Murky , and Dense.

There are nine possib1e Preparations:

Remove Dirt , Lick Surface , Pick Off Bugs , Squeeze (soften) ,


Dry (harden) , Wet (moisten) , Chew (break fibers) , Crumb1e ,
and Treat With Another Herb.
A runner just discovering that the slumber1eaf that
he bought from a wandering herba1ist is rea11y
poisonweed. 15

A herba1ist attacking another rabbit with a c1uster


of bitterberries. 22

A Scout using a badger pike to attempt to spring a


trap. 25

A Scout dashing through the countryside on the


back of his hare , f1eetfoot. 29

A high 1eve1 seer; advisor to the King. 32

A typica11y spaced-out seer. 33

An older maverick a 10ng history of cheating


(and winning) at gamb1ing. 36

An empath showing the rosy glow of hea1th; physician


to the King. 41

A storyte11er rega1ing his audience with yet another


story of the trave1ing herb-se11er and the young doe. 44

Lookout post and entryway for foxwood warren. 50

The resu1ts of esca1ation in the game; cocking a


spring powered ba11ista. 52

The King; head of the Kingdom of the Three C1ans. 55

A rabbit exp10ring a cave comes face to face with


one of the occupants. 56

An ow1 100king for a tasty rabbit to eat (or maybe


a maverick c1ever1y disguised as an ow1). 57

A ki11buck on guard duty , bored with the prospect


of having to dispatch yet another predator. 64
b.umiA &z",,.,'OIn
Bunnies and Burrows is a mu1ti-p1ayer game in which each p1ayer
may exp10re the possibi1ities , both hazardous and entertaining , of
deve10ping the character whose behavior they are contro11ing in the
game. What sets this game apart from the mu1ti-p1ayer fantasy games
that have been achieving such popu1arity in recent years is that the
character each p1ayer is running is not a person , but a rabbit. A
current1y popu1ar nove1 has demonstrated that rabbits are suitab1e
subjects for fantasy games , whi1e the bio1ogica1 approach brings a
freshness to the sty1e of game now dominated by Sword and Sorcery
orientations.

and Burrows (B&B) is not a conventiona1 board game , in


which counters are moved about on the board with comp1ete know1edge
of each situation; nor does it invo1ve a conf1ict between two oppos-
ing sides , each being commanded by one of the game p1ayers. Rather ,
there is a Gamemaster (GM) that oversees the game , designs the p1ay-
area , is expected to modify the ru1es given herein to suit his
or her fancy , and is the on1y omniscient participant in the game.
much of the fun for the p1ayers 1ies in not knowing a11 of
the ru1es , but having to deduce the ru1es of the game as the game
progresses.

Once the game has been set up by the Gamemaster (about which
more 1ater) , each p1ayer the basic characteristics of
their rabbit. The game is then typica11y run in a comfortab1e
1iving room , with the Gamemaster safe1y situated at a tab1e in one
corner , wi th screens set up so the p1ayers can not see the GM' s rr.aps,
ru1es , and notes. The p1ayers te11 the GM what they want their
rabbits to do , moving them about through unknown terrain (and thus
finding out what the GM has hidden on the map) , interacting with
other rabbits they might meet (so-ca11ed "cardboard" characters ,
designed and contro11ed by the GM) , and occasiona11y f1eeing from
or fighting predators and other enemies of rabbits. The rabbits
may fa11 into traps , 10cate "treasures" (such as especia11y good
things to eat) , be confronted with puzz1ing situations they must
attempt to solve , etc. A11 the things the rabbits do during these
adventures contribute to their experience; in turn , increasing
their experience a110ws them to perform new tasks.

The reader may be puzz1ed at this point. What , after a11 , can
a rabbit do , except eat , sleep , breed , or possib1y
end its 1ife in the jaws of a fox? our rabbits can fight
(much better than you might expect of a rabbit) , spring traps with-
out getting caught (with 1uck and inte11igence) , ta1k (with high
inte11igence , even to other species of animals) , carry things
(such as a sack 100ped around their neck; very handy for carrying
a number of sma11er things) , count (though on1y up to four , disguise
2

themselves as other animals , and tell fabulous stories to other


rabbits. Furthermore , some rabbits have the ability to foresee
the future , use a variety of herbs in many ways (the closest thing
the rabbits have to magic) , heal by the laying on of paws , and use
certain menta1 powers. Our own experience found that the game has
a tendency to evo1ve during p1ay , so that rabbits are continua11y
devising new ways to do things , and becoming much more versati1e
and powerfu1 thereby; the on1y 1imitations are the imaginations of
the p1ayers (and occasiona11y the heavy hand of the GM!).

The ru1es begin with the procedure for setting up a rabbit ,


continue with discussions of rabbit professions and ru1es perti-
nent to specific rabbit go on to the methods by
which a Gamemaster sets up a game , and conc1udes with procedures
for the actua1 running of the game by the GM. One more comment to
the prospective Gamemaster at this point; you're probab1y one step
ahead if you 1et your future p1ayers know as 1itt1e as possib1e for
now about the remaining portions of these ru1es.

1.0 Characteristics and Professions.

There are eight primary characteristics that must be determined


for each rabbit; these are Strength , Speed , Sme1l , Inte11igence ,
Wisdom , Dexterity , Constitution and Charisma. When a player is
first starting a rabbit , he ro11s three six-sided dice at once , one
time for each characteristic , with the sum of the three dice (3-18)
giving your innate va1ue for that characteristic. These va1ues
wi11 (for the most part) never change during the game , and both the
p1ayer and the GM shou1d make a record of them.

Each rabbit a1so has a Leve1 in each characteristic; the Leve1


te11s how much the rabbit has gained in that area.
Every rabbit begins at Leve1 0 in each characteristic. Again , both
p1ayer and GM wi11 have to keep track of leve1s as the game advances,
since successfu1 adventures wi11 often resu1t in increases in 1eve1
in one or more characteristics.

There is a rabbit profession corresponding to each of the basic


characteristics. Norma11y , a rabbit chooses one profession at the
of the game and stays that profession from on. Your
rabbit gains certain advantages , according to which has
been chosen; it is genera11y most advantageous to choose as a pro-
fession the one corresponding to your highest innate characteristic
va1ue , since that wi11 a110w you to take fu11 advantage of the pro-
fessiona1 abi1ities. You may free1y choose any one of the eight
professions , however. Tab1e 1.1 gives a 1ist of professions corre-
sponding to each characteristic , and a samp1e of the types of specia1
abilities corresponding to each profession , as we11 as the ski11s
associated with the primary characteristic itself.
CHARACTERISTIC SKILLS SPECIAL PROFESSIONAL SKILLS

Strength Fighting; Jumping Fighter Better fighting abi1ities

Speed Dodging; Evasion; Swimming Runner Gaining surprise; Attack and


defend simu1taneous1y

Sme11 Recognize herbs; Tracking Herba1ist Bonuses in the use of herbs

Inte11igence Springing traps; Languages Scout Better at bui1ding things;


finding things , etc.

Seeing Future; Insti11ing fear; Seer Better at basic wisdom skills;


Feigning death menta1 abi1ities

Dexterity Carrying items; Disguise; C1imb- Maverick Better chance of disguising


ing; Manipu1ating objects onese1f; cheating at

Constitution Hit points; Energy reserve; Empath Eôpathic hea1ing abi1ities


Reproduction; Saving Throws;
Avoid going into shock , etc.

Charisma Persuasion; Retaining faithfu1 Storyte11er Improved abi1ity to persuad E/


fo11owers; Obtaining a mate deceive others

1.1 Tab1e of Primary Characteristics , associated Professions , and re1ated ski11s.


4
2.0 Strength Ru1es.

Strength p1ays a ro1e in determining the fo11owing attributes:

(a) Probabi1ity of hitting in me1ee


(b) Hit points (with Constitution)
(c) Damage de1ivered after a successfu1 hit
(d) Abi1ity to jump

2.1 Your abi1ity to hit in a me1ee goes up with increasing 1eve1s


of strength , though the probabi1ity a1so depends on the Defense
C1ass of your opponent (See Speed Ru1es) and on the type of fight-
ing maneuver both you and your opponent are using. Detai1s are
given under Combat Ru1es (Section 4).

2.2 Tota1 Hit points te11 how many points of damage you may
receive in a fight , from a trap or etc. , before you have
been ki11ed. The more points , the more damage you can take.
Ca1cu1ate Tota1 Hit points by taking the sum of Strength Leve1 and
Constitution Leve1 , and adding 4 to that sum. Thus , a beginning
rabbit (Leve1 0 in Strength and Constitution) has on1y 4 hit points;
a rabbit with Leve1 6 Strength and Leve1 5 Constitution wou1d have
15 hit (6+5+4). A dec1ared Fighter (i.e. , a rabbit that has
chosen the profession of receives a hit point bonus of one
point for every five 1eve1s of strength (Leve1s 0-4 , add 1 point to
the tota1; Leve1s 5-9 , add 2 pts. , etc.). Your hit points do not
just represent how much musc1e you have , but a1so ref1ect your
abi1ity to receive a b10w on a non-critica1 part of your anatomy as
your fighting ski11s

2.3 For every 1eve1s increased in Strength , the damage that a


rabbit inf1icts with a successfu1 b10w is increased by a factor of
1. Thus rabbits of Strength 1eve1s 5-9 wou1d de1iver twice the
damage of a rabbit with Strength 1eve1 0-4; a rabbit with Leve1 10
Strength does three times the damage of a 1eve1 1 rabbit , etc. See
Combat Ru1es for more detai1s.

2.4 Rabbits are ab1e to jump a


--To
dd tus
s-ne
as
nnet
cao ea--
qbm
ubp , .l.-
1to
a--r ntwesh
hi
trl
et'ee ot- -Lh1
+EVqJe
.
va1ue of their innate strength. r WE nv ns
U
can jump 12 feet. This abi1ity •

2.5 Advantages of dec1aring as a fighter.

(a) Receive a bonus in Hit points (See 2.2)


(b) Receive a bonus of one point of damage for each success-
fu1 hit.
(c) Receive a bonus of +1 in Defense C1ass (See 3.)
(d) May receive additiona1 hit probabi1ity bonuses ,
according to innate Strength:

Strength 15-18 + for biting or c1awing

9 or be1ow: No bonus
5

3.0 Rul es

Speed is invo1ved in:

(a) Defense C1ass (abi1ity to dodge)


(b) Movement (Abi1ity to evade)
(c) Abi1ity to move in si1ence
(d) Ab i1ity to swim

3.1 Defense C1ass is ca1cu1ated by taking one ha1f of the Speed


Leve1 and rounding downwards. Thus a rabbit with Leve1 13 Speed
wou1d have a Defense C1ass of 6; rabbits of speed 1eve1s 0 or 1
have a Defense C1ass of O. See Combat Ru1es for the use of
Defense C1ass.

3.2 A11 rabbits have the same hopping rate of 10 yards per minute.
If a rabbit chooses to run (an action that a1so requires more
energy) , the rate of movement depends upon the innate speed charac-
teristic of the rabbit:

Speed Characteristic Distance Run in One Hinute

3-4 10 yards

5-8 20 yards g
9-12 30 yards 10
I
13-16 40 yards

17-18 50 yards I t{

<5
3.3 Rabbits of Leve1 5 or greater are ab1e to move'in si1ence
50% of the time; at Leve1 10 or greater they are ab1e to move in
si1ence 90% of the time; at Leve1 15 or greater they can move in
silence the any case , e1ecting to move si1ent1y
means that the rabbit moves more s1ow1y than norma11y , the amount
of s10wing being determined by the GM according to the situation
(e.g. , are there 10ts of crisp , dry 1eaves on the ground?).

3.4 Rabbits of Speed Leve1 5 or greater are ab1e to swim in sti11


water , at one tenth their running rate (See 3.2) , but with the
same energy cost as for running. Rabbits of Speed Leve1 10 or
greater may swim in running water at the same rate , though of
course the actua1 direction and speed is modified by the f10w
of the water downstream. Rabbits of Speed Leve1 15 or greater
may swim underwater in the same the 1ength of time they
may ho1d their breath is determined by Constitution (See Section 9.2).
6

3.5 Advantages of dec1aring as a Runner.

(a) Automatica11y gains the jump in me1ee


(Exceptions: when surprised; when
in shock; when faced by another
Runner with a higher Speed Leve1).
This a110ws you to get in the first
b1ow , to get running away quick1y , etc.
(b) Can both strike (cuff or c1aw on1y) and
dodge in the same turn; this improves
your Defense C1ass by 4 for that me1ee
turn.
(c) Improvement in Saving Throw (See Saving
Throw Ru1es) for any unusua1 modes of
transportation; Runners are experts in
moving around.

4.0 Combat Ru1es

The fo11owing combat ru1es are described for fights between


two rabbits. Modifications must be made in fights invo1ving other
kinds of anima1s; for wou1d be ridicu10us for a rabbit
(even one of ours!) to try Pinning a bear; whereas a bear fa11ing
on a rabbit a pin) wou1d obvious1y do more than zero points
of damage.

There are ten distinct patterns used in fighting. Each a1ters


an individua1's chance to hit and be hit; the amount of damage done
a1so varies with the pattern used. As a genera1 ru1e , i t is best
to assume that each pattern takes the same amount of time to per-
form; name1y , one me1ee round. Furthermore (though the GH has some
f1exibi1ity here) we have norma11y a110tted ten me1ee rounds to one
minute of game time , which means that a fight is usua11v a11 over
before reinforcements can come from any distance.

The combat procedure used by the GM is as fo11ows:

(a) Find out what fighting mode each rabbit is using me1ee
round (the GM shou1d work out types of advance
for "cardboard" characters , so as not to things too
bad1y at the time of combat; the more automatic the ru1es
for the "cardboard" rabbi t , the better i t probab1y is for
everyone )

(b) For the first rabbit (the one that has the "jump"; if neither
has an advantage , remember that combat is simu1taneous in
each round , even though you must figure one at a time) ,
check Tab1e 4.1 for the to based on the
Strength Level of the first (attacker) vs. the Defense
Class of the second rabbit (defender).
7

(c) To this number , add the Contribution to Hit by fighting mode


(Table 4.2); determined by the fighting patterns chosen by
the two rabbits. This sum gives you the probability that the
first rabbit will hit the second rabbit. Roll percentile
dice to see if a hit occurred; the die roll must be less than
the required number (roll on a 0-99 basis).

(d) If a hit occurred , consult Table 4.3 to see how much damage
was a critical hit was scored , go to Table 4.4.

(e) Repeat steps (b) through (d) for the second rabbit (now con-
sidered the attacker) against the first rabbit (defender);
although if the first one had jump and killed the second ,
no return blow is allowed.
DEFENSE CLASS

l 2 3 4 5 6 7 8 9 10 11 12 13

30 27 24 21 18 15 12 9 6 3

l 31 28 25 22 19 16 13 10 7 4 l

2-3 32 29 26 23 20 17 14 11 8 5 2

4-5 34 31 28 25 22 19 16 13 10 7 4 l

6-7 36 33 30 27 24 18 15 12 9 6 3

8-9 38 35 32 29 26 23 20 17 14 11 8 5 2

Strength 10-11 40 37 34 31 28 25 22 19 16 13 10 7 4 1
Leve1
12-13 42 39 36 33 30 27 24 21 18 15 12 9 6 3

14-15 44 41 38 35 32 29 26 23 20 17 14 11 8 5

16-17 46 43 40 37 34 31 28 25 22 19 16 13 10 7

18-19 45 42 39 36 33 30 27 24 21 18 15 12 9

50 47 44 41 38 35 32 29 26 23 20 17 14 11

22-23 50 49 46 43 40 37 34 31 28 25 22 19 16 13

24 50 50 48 45 42 39 36 33 30 27 24 21 18

25 50 50 49 46 43 40 37 34 31 28 25 22 19 16

4.1 Contribution to Hit by Strength Leve1 and Defense C1ass.


,

DEFENDER

BlTE & &


HOLD RELEASE BUTT CLAW KICK RIP CUFF DODGE RUN

BlTE & HOLD 50 42 46 38 30 34 50 26 1:2 22

& 47 39 43 35 27 31 50 23 10 19

PIN 38 30 34 26 18 22 42 14 tf 10

BUTT 44 36 40 32 24 28 48 20 F 16

CLAW 41 33 37 29 21 25 45 6 13

KICK 35 27 31 23 15 19 39 11 2 7

34 24 28 20 12 16 36 8 C 4

CUFF 29 21 25 17 9 13 33 5 1

4.2 Contribution to Hit by Fighting Mode.


10

FIGHTING MODE DAMAGE DELIVERED BONUS

Bite & Ho1d 1 die (1 -6 pts.) Chance to Rip

Bite & Re1ease 1 die (1-6 pts.) Critica1 Hit Option

Butt 1 point Free Chance to Hit

C1aw 2 points Critica1 Hit Option

Pin No damage Opponent

Kick 1/2 die + 1 (2-4 pts. ) Reduces damage

by one ha1f.

Rip 2 dice (2-12 pts.)

Cuff 1 point Not Considered hosti1e

Dodge No damage

Run No damage Reduces damage received

by one ha1f.

4.3 Damage According to Fighting Mode.


11

Die Ro11 Area Hit Effect of Critica1 Hit

1 Head Opponent stunned for next turn

2 Throat Trip1e damage

3 L. Fore1eg Opponent -2 in Strength Leve1

4 R. Fore1eg Opponent -2 in Strength Leve1

5 L. Opponent -2 in Defense C1ass ,

runs at ha1f speed

6 R. Hindleg Opponent -2 in Defense C1ass ,

runs at ha1f speed

7 Thorax Doub1e damage

8 Ab domen Doub1e damage

9 Miss No effect; ordinary miss

10 Miss Opponent pu11s you off ba1ance ,

pins you to ground

4.4 Critica1 Hits.

Critica1 hits are on1y possib1e with a C1aw or Bite & Re1eas e.
After determining that a hit was made , ro11 die. a
"0" , then hit is critica1; ro11 again to see what area was hi t.
Note that not a11 critica1 hits are advantageous to the attacker.
other than "0" , was initia11y ro11ed , then determine ordinary
damage , as with any other hit.)

Critica1 hits that damage the 1egs shou1d be considered per-


manent , un1ess some extraordinary curing procedure is used
(e.g. , empathic hea1ing).

4.5 Specia1 combat restrictions.

a rabbit Bites , Pins , Butts , or Rips , he may not Run in


the fo11owing turn.

(b) A rabbit may not Rip un1ess:

is being he1d by another anima1 (with the


exception of a successfu1 Pin by a rabbit) , or
12

Bites & Ho1ds in the previous turn.

(c) A successfu1 Butt gives a rabbit a free chance to hit the


the fo11owing turn (no return b1ow) .

(d) A successfu1 Pin immobi1izes the opponent , and disa110ws any


hits. The opponent rnay not escape if the pinning rabbit's
Strength Leve1 exceeds his. If the opponent's Strength
Leve1 equa1s or exceeds the Pinning Rabbit's , then the
opponent has a chance of

( upon a successfu1 Butt or Pin , an aggressor atternpts a


hit , the opponent wi11 be considered , for defensive purposes ,
as if Ripping (i.e. , the rabbit wi11 be fair1y easy to hit).
13

5.0

Sme11 is concerned with:

(a) Abi1ity to recognize herbs


(b) Ab i1ity to prepare herbs for use and use them proper1y
(c) Ab i1ity to track

5.1 Edib1e foods.

A11 rabbits begin with a know1edge of grass , c1over , and


dande1ions. They a1so wi11 know what 1ettuce is , even if they
have never encountered it. Know1edge of a11 other foods is
based on experience , with one tria1 sufficing.

A specia1 case arises with foods such as f1owers , mushrooms


and berries. Some of these are edib1e , and some have herba1
a rabbit has never experienced the herba1
varieties , it wi11 treat a11 as edib1e. Some edib1e forms may
be converted into herba1 types by the proper preparation.

A rabbit with an innate Sme11 Characteristic of 9 or greater


has a (1 or 2 on a six-sided die) of determining if a
previous1y unknown food is "fit to eat". Such a rabbit can ,
therefore , distinguish between edib1e foods and herbs or poisonous
foods.

Various foods provide energy for the rabbit eating them , the
amount of energy dependent on the type of food. For examp1e ,
app1es are much better than 1ettuce in this regard. See Section
9.2 on Food and Energy for more detai1s.

5.2 Herbs vary in four respects these variations re1ate to both


their recognition and identification , and to the effect they have
when used. These variations inc1ude Location (what part of the
p1ant they originated in) , Sme11 Type , Sme11 C1arity , and the
Preparation used on the herb by a rabbit. There are nine possib1e
Locations:

Ba11 , Root , Stem , Leaf , F1ower , Nett1e , Berry , Mushroom , & Dust.

The four Sme11 Types are: Sweet , Sour , Acrid , and Pungent.

The four C1arities are: C1ear , C1oudy , Murky , and Dense.

There are nine possib1e Preparations:

Remove Dirt , Lick Surface , Pick Off Bugs , Squeeze (soften) ,


Dry (harden) , Wet (moisten) , Chew (break fibers) , Crumb1e ,
and Treat With Another Herb.
14

5.3 Determination of Location and Sme11 Type depends on the


Sme11 Leve1 a rabbit has attained , according to the
fo11owing tab1e:

TO RECOGNIZE SMELL LEVEL

Location l

Sweet Sme11s 1

Sour Sme11s 2

Acrid Sme11s 5

Pungent Sme11s 10

Determination of Sme11 C1arity , on the other hand , depends


on the Innate Sme11 Characteristic of the rabbit , according
to the fo11owing tab1e:

TO SMELL

C1ear C1arity 7

C10udy C1arity 9

Murky C1arity 13

Dense C1arity 15

The Gamemaster wi11 not give a p1ayer information about


an herb if is not ab1e to gain that information
according to these tab1es. This 1ack of information cou1d
resu1t in a misidentification of an herb , with possib1y
drastic consequences.

5.4 Preparation techniques a110w herbs to be made ready for


use , or in some cases permit one herb to be converted into
another more powerfu1 type. Fau1ty preparation may make an
herb use1ess , or may even make it backfire and have some
detrimenta1 effect on the user. The abi1ity to herbs
varies with 1eve1 , according to the fo11owing tab1e:

SMELL SMELL
LEVEL (Non-Herba1ist) LEVEL (Herba1ist)

Wet 1

Dry 3 2
15

LEVEL LEVEL
Non-Herba1ist Herba1ist

Crumb1e 5 3

Squeeze 7 5

Remove Dirt 9 5

Chew 11 5

pick off Bugs 13 5

Treat with Another Herb


-H-
1--
oe- da-
eb-
wr-
10
1-s-t-

5.5 The Use of Herbs.

The types of herbs and their functions is another of those


aspects of the game that is on1y 1imited by the imagination of
the Gamemaster. A samp1e tab1e of herbs is given in Tab1e 5.6 ,
with the name of the herb , what (if anything) the herb might
be before preparation (For those herbs that have a b1ank entry
in that they are just a cornmon weed before prep a. ration ,
not edib1e or otherwise usefu1) , what preparation is necessary ,
how the herb shou1d be de1ivered , and what the type and duration
of effect is.

The Gamemaster is great1y encouraged to change this tab1e


before starting the game , so as to throw a monkeywrench at
any p1ayers who h a. ve a1ready read these ru1es! The herbs
become too easy to use (and thus , tend to unba1ance the game)
if the p1ayers have comp1ete know1edge about them at the start.
Note the genera1 tendencies used in generating this tab1e; the
herbs that are simp1er to identify and prepare are the 1ess
potent ones , whi1e the very strong herbs are on1y rea11y acces-
sib1e to high-1eve1 herba1ists.

Tab1e 5.7 gives a 1ist of herbs by Location , Sme11 Type ,


and C1arity. Fau1ty preparation of herbs , and sometimes
incorrect storage or care of them , may destrov them or produce
Poisonweed; this subject is dea1t with in Section 5.8.

t
5.6 List of herbs , starting materia1s , preparation and effects.
MATERIAL DELIVERY EFFECl' LASTS:
Tick 1eaf (Tick 1eaf) Wet Rub on Protects ticks 1 day
Leech flower) Lick Rub on Protects from 1eeches 1 day
Mi teweed (Mite Lick Rub on body Protects mites 1 day
Wet Rub on body Protects fræl fleas 1 day
Warb1e (WaJ:b1e Dry Rub on Protects from warb1e 1 day
Lick Rub on body Protects from llO Squi tos 1 day
S1umber1eaf Wet Eat or (up to 2 dice) 30 min.
S1umberflcwer Dry Eat or drirk Puts to s1eep dice) 30
(Snuffball) Lick Causes 10 min.
Scritchweed Dry Causes i tching 30 min.
Dodgeweed Lick F.at or Increased Def. C1ass bý 1 1
Redberry Wet Eat or drir1k CUres 1 die of
Warb1e root F1ea root Squeeze Rub on body Drives out 1arvae
S1umberroot Raro ve dirt Eat or drir1k S1eeps any 1evel Until touched
Lerronberry Wet Eat or Causes 2 dice of
Lerronberry y Dry Breathe Causes 1 die of damage

Sour Sour Crumb1e Eat or Causes 3 dice of damage


Wildroot wildroot Squeeze Eat or drir1k Causes attack 30 min.
Ra zz1eberry Lick Eat or dr ir1k Acts time on 30 min.
suggestion
Snuffbal1 Dry Causes b1indness 30 min.
dirt Eat or Def. C1ass bý 2 1 day
Bitter Sour Eat or dr ir1k bý 2 1 day
Burning nettle Burning nettle Wet Press to body Cures 2 dice of damage
Wet Ea t or Irrational behavior 30 min.
NAME OF I!ERB 5TARI'ING EFFECI' EFFECI' IAST5:

dirt Eat or drink Acts 100% of tilæ on 60


Bi tterberry Redberry Rerro ve dirt Touch juice Ha llucination on 30 min.
5ugar1eaf 51umberleaf Eat or 60 min.
51Ullber1eaf dust Crumb1e Breathe 51eeps any 1eve1 10-30
5tinging nett1e Burning nett1e Pick bugs Press to Causes 2 dice of damage
Fever1eaf (Feverleaf) Rub on fever (after 30 min.)
5haky flawer I'bsqui to flo ]er, pick body
B1indroot B1indroot 5queeze Rub on body Cures 30 min.)
Pestflower dust Crurrt> le Rub on Protects froIT\ a11 pests 1
Bitterweed 5critchweed Eat or 4 dice of damage
P1ace in sun 5tarts fire 1 min.
Rabbit flower Pick bugs Rub in wound Cures any disease

Hero Warb1e pick bugs Eat or oef. C1ass by 4; 1


by 4.
Ar raw Wildroot Ea t or drink Protects 1 day
Redberry
Orchid Ar row Treat Ea t or drink Protects all herbs 1 day ,
Bitter or until
rabbit submerged
in water
L (Jq rJ, le.r- oot R "l t- 0.. -1-
Note: Al though many ll'Ore can be devised (examp1es: herbs to increase 1eve1s in or

dexterity; an herb a sleeping , herbs in 1ist were found for most pur-

ve gametesting. the should try to add a few , to he1p

p1ayers

NOTE: ALL herbs may be delivered by p1acaænt in an open in addition de1ivery methods

g 1.ven talJ1e.
18

5.7 List of herbs by 1ocation , sme11 type , and c1arity.

SMELL TYPE HERB

F10wer Sweet Murky Leech F10wer


C10udy Warb1e F10wer
Clear
Dense Slumberf10wer
Sour C1ear Lemonberry F10wer
Acrid C1ear Shakyf10wer
pungent Murky Rabbit F10wer
Dense Hero F10wer
Leaf Sweet C10udy Tick1eaf
Murky Slumber1eaf
Acrid C10udy Sugar1eaf
C1ear Fever1eaf
Stem Sweet C10udy Miteweed
Murky Scritchweed
Dodgeweed
Acrid C1ear Locoweed

pungent C1ear Bitterweed


Nett1e Acrid Murky Burning Nett1e
Dense Stinging Nett1e
Berry Sour Murky Redberry
C1ear Lemonberry
C10udy Razz1eberry
Dense Bounceberry
Acrid Murky Purp1eberry
C1ear Bitterberry
Ball Sweet C1ear Snuffba11
Sour C1ear Powderba11
Mushroom Sour C10udy Sour Mushroom
C1ear Bitter Mushroom
Dust Acrid C10udy Slumber1eaf Dust
Dense Pestf10wer Dust
SMELL TYPE CLARITY HERB

Root Sweet C1ear F1earoot


Sour Murky Warb1e root
Dense S1urnberroot
C10udy Wi1droot
Acrid cmlw
ear B

Pungent Murl? Fireroot


C10udy Arrow root
Dense Orchid root

Note that preparations that convert one herb into another wi11

a1ways change at 1east one aspect of its sme11 , though not every

rabbit wi11 be ab1e to te11 the difference.

5.8 Mishand1ing of herbs: Poisonweed.

storage of herbs may render them ineffective. For


examp1e , buria1 in dirt wi11 destroy berries and ba11s after one
hour. Being soaked with water instant1y destroys dusts , and ren-
ders f10wers ineffective unti1 they have been 1aid out to dry for
one hour. Roots and mushrooms exposed to direct sun1ight for one
hour wi11 no 10nger function. Stems , 1eaves and nett1es 1eft in
the open air for more than one day wi11 be consumed by insects.
Note that these ru1es sti11 a110w a11 herbs to be safe1y kept in
a c1osed , dry bag without harm.

poisonweed is a genera1 term referring to those herbs that


appear to be norma1 but in fact do not function proper1y. They may
be found growing natura11y , or may be produced by using incorrect
methods of preparation. Much poisonweed a1so destroys or makes
into poisonweed other herbs that i t comes in contact with (for
examp1e , in a can be very disconcerting for a rabbit
to try to use an herb in an emergency , on1y to find that it is
poisonweed! Recognizing poisonweed depends on your innate sme11
characteristic:
CHANCE OF
SMELL
Non-Herba1ist Herba1ist
3 - 6
7 - 8 3 - 6 25%
9 - 12 7 - 8 50%
13 - 16 9 - 10 6 7%
17 - 18 11 - 12
13 - 16 90%
- 18 100%

'.
20

Recognizing poisonweed is not automatic; the rabbit must make


a conscious attempt to make the recognition before the die ro11 is
made on the tab1e takes 10 minutes to try to recognize
poisonweed , but any number of sprigs may be tested at once , as 10ng
as they are a11 of the same Sme11 Type (e.g. , a11 are Sweet).

P1acing poisonweed in contact with another herb of the same


Location (i.e. , berries with berries , or 1eaves with 1eaves)
instant1y makes those poisomveed as we11 , wi th effects
simi1ar to that produces poisonweed. The fo11owing
tab1e gives a 1ist of herbs that may be poisonweed , the fau1ty pre-
paration that can make those herbs from good herbs , and the resu1t
of attempting to use those herbs.

NAME OF HERB FAULTY PREPARATION EFFECT

Tick 1eaf Dry Attracts ticks

Leech F10wer Wet Attracts 1eeches

weed Remove dirt Attracts mites

F1ea root Crumb1e Attracts f1eas

\varb1e f10wer Wet Attracts warb1e f1ies

Mosquito f10wer Wet Attracts

Slumber1eaf Dry On1y sleeps for 1 min.

Slumberf10wer Chew On1y sleeps for 1 min.

Snuffba11 Crumb1e causes sneezing


(during preparation)

Scritchweed Pick off bugs Itching de1ayed by 1 hour

Dodgeweed Remove Decreases Def. C1ass by 2

Redberry Squeeze On1y provides 1 point of cure

Warb1e root Crumb1e Vl arb1e f1y 1arvae burrow


deeper into skin
21

NAME OF HERB EFFEcr


Cr'urrb1e No sleep; enrages the recipient
No damage; a de1icious
ben:y
LernJnberry Rerrove dirt No damage; p1easant on1y
Sour Nausea , but no damage
Wildroot Pick bugs Causes fleeing in fear
Ra zz1eberry OnlY pretends to act on
tion , but change
behavior at any time
Powderball III preparer
Eounceberry Squeeze Def. C1ass by 4
Bi tter Treat Reduces 1eve1 by 4

nettle Lick Instantly causes 2 dice of

bugs behavior wi11 1ast


fran 1 min. to Permanent
Purp1eberry Dry Effect only 1asts 1 min.
Dry Effect only 1asts 1 min.
Sugar1eaf dirt Effect only 1asts 1 min.
dust Lick Sleeps the preparer 10-60 min.
Stinging nett1e Squeeze Causes of hea1ing
Dry Takes 3 fever
Tr eat with Causes recurrence of Shakes
1-3 hours
B1indroot Pick bugs Takes 6 hours Tularemia
dust Lick Attracts a11 pests
Rarove dirt does 1 of damage
Fireroot Crumb1e Srroke on1y; no fire
Rab bit flower Squeeze Cure only 1asts
Hero f10wer Squeeze Effect on1y 1asts 10 min.
ArrCM Crumb1e Doub1es damage from poisons
Orchid root with Effect on1y v.Drks once e. ,
on1y against a sing1e herb)
No te: Natura1 these effects even for
the correct (non-poisonweed) herb is used. Correct preparation cannot
effect of Al 1 listed
or Tab1e 5.6 have no effect
22

5.9

Tracking another anima1 by sme11 depends on the Sme11 Leve1


of the tracking rabbit and the amount of time that has passed
since the other anima1 went by. Mu1tip1y the Sme11 1eve1 by 10 ,
and subtract the number of minutes since the other went by.
The resu1t is the probabi1ity of being ab1e to fo110w the trai1.
For examp1e , a Leve1 9 (Sme11) rabbit wants to track another rabbit
that passed 20 minutes ago. Mu1tip1y 9 times 10 (to get 90) and
subtract 20 (minutes); the rabbit has a chance of successfu11y
tracking. Every ten minutes of fo11owing the trai1 , this die ro11
must be done again , to see if the trai1 is the trai1
crosses water , it is 1ost , thought the tracker may attempt to pick
up the trai1 again on the other side. A snuffba11 broken on the
trai1 wi11 render the tracker unab1e to track during the time of
sneezing; a snuffba11 so deposited wi11 retain its potency for
10-60 minutes.

f\
r!
23

Ru1es.

is concerned with:

(a) Abi1ity to spring traps


(b) Abi1ity to speak 1anguages
(c) Abi1ity to find hidden objects
(d) Ab i1ity to bui1d or make things

6.1 Traps.

Traps are genera11y 1aid by men , and are of ten types:

TRAP TYPE LEVEL DAMAGE

Live trap l No damage


Box trap No damage
Snare 2 1 die damage/10 minutes
Foot trap 2 1 die damage/10 minutes
Net & sap1ing 2 3 points of damage
Pit 3 1 die of damage
Crossbow 4 2 dice of damage
Beartooth trap 5 3 dice of damage
Pit & stakes 5 3 dice of damage
Deadfa11 6 4 dice of damage

A11 traps have a of being triggered rabbit


that wa1ks through the area where the trap is the trap
is triggered , rabbit in that area has a chance of being
caught/damaged by the trap; a saving throw must be made by each
rabbit individua11y to avoid being caught by the trap (See Saving
Throw Ru1es).

Sometimes there are c1ues that a trap may be nearby; these


c1ues inc1ude man-sme11 , a glint of meta1 , crump1ed grass , a bait
object (e.g. , a carrot) , etc. C1ues are associated with certain
types of traps:

Piece of Meta1 Live trap; foot trap; beartooth


Carrot bait Live trap; foot trap; pit
Sma11 upright 10g Box trap; deadfa11
App1e bait Box trap; net & sap1ing;
crossbow; deadfa11
Crump1ed grass Snare; pit & stakes
sticks on ground Pit; crossbow; pit & stakes;
beartooth
24

Man-sme11 may be associated with any of the traps. The chance


of detecting one of these c1ues depends on the innate inte11igence
of the smartest rabbit present , according to the fo11owing tab1e:

OF
CHARACTERISTIC CLUE

3 - 5
6 - 8
9 - 12
13-14
15 - 16
17 - 18

A rabbit may take ten minutes to attempt to detect another


c1ue , according to the same tab1e.

Once a trap is known or suspected to be present , a rabbit


may try to Spring the trap; i.e. , to set off the trap safe1y
rather than triggering it by wa1king into it. A rabbit must
dec1are the intent to spring the trap. The probabi1ity of
springing the trap depends on the innate inte11igence of the
rabbit , previous experience with traps of the same type , and
the springing method used.

TRAP TYPE PREFERRED METHOD POOR METHOD

Live trap Jumping on top Throwing rocks


Box trap probing wjstick Throwing rocks
Snare Probing wjstick Fast running
Foot trap Throwing rocks Jumping on top
Net & sap1ing Probe wjstick Throwing rocks
Pit Throwing rocks Jumping on top
Crossbow Jumping on top probing wjstick
Beartooth probing wjstick Jumping on top
Pit & stakes Throwing rocks Jumping on top
Deadfa11 Fast running Probing wjstick
25
After a rabbit has been caught by a trap and the immediate
damage has been done , the rabbit must sti11 escape from the trap
(assuming he is sti11 a1ive!). Escape methods are 1isted

Live trap: can be re1eased from the outside on1y; a


high dexterity rabbit may attempt this; otherwise
a man wi11 eventua11y come to the trap (as is the
case for a11 of the traps)

Box trap: can be re1eased from the outside , by lifting


the box from the inside (high strength) , or by
chewing through the box (takes one hour).

Snare: the wire 100p re1eased by the rabbit


in the snare (though the GM might modify for very
high 1eve1 rabbits); the rabbit may find and dig
up the ho1d-down stake movement out of
the area) or another rabbit may try to he1p. Damage
continues as 10ng as the wire 100p is on.

Foot trap: can be re1eased from outside; the rabbit may


a1so chew off the foot (taking an additiona1 3 dice
of damage and becoming cripp1ed); otherwise the
rabbit continues to take damage as 10ng as in the
trap and conscious.

Net & sap1ing: a good c1imber may c1imb the tree to


re1ease another rabbit in the net; otherwise , chew-
ing through takes 10-30 minutes and the resu1ting
fa11 adds another 1 die of damage.

Pit; Pit & stakes: Must dig out of the pit; typica11y
the pit is six feet deep , so that it takes about
30 minutes to dig out if the pit is in soft earth.

Crossbow; Beartooth: Damage is done instant1y and the


rabbit is free to continue.

Deadfa11: with 4 dice of damage , this trap has a teri-


dency to ki11 any rabbit that triggers a1ive ,
the rabbit is no state to dig out from
under , though other rabbits may dig (it on1y takes
them 10 minutes). Usua11y the rabbit under the
deadfa11 is a1so in no position to use herbs.
26

If a rabbit is attempting to spring a trap , he has a basic


of successfu11y doing so. Various factors modify this
probability:

of 13-16 Add
Inte11igence of Add
Using preferred method Add
Using poor method Subtract chance
of trap triggering (and
getting you!)
Each time you have Add
successfu11y sprung is greater than 13)
this trap type before

As an examp1e , a rabbit is to spring a box trap.


He is 14 , and has successfu11y sprung one box
trap previous1y (experience with other trap types doesn't count).
He uses a stick to probe (the preferred method). His chance of
springing the trap is + 10% for Inte11igence 14 +
20% for previous experience + 10% for correct method) he
fai1s to spring the trap , he has the ordinary of
triggering the trap and possib1y catching himse1f! (The chance
of triggering wou1d have been he had thrown rocks at the
trap) .

6.2 Language Ru1es.

Every anima1 in the game speaks one or more 1anguages; these


may genera11y be divided into two major types: Fami1ia1 and
Ordina1. These types rough1y (on1y very rough1y) correspond to
the bio10gica1 divisions of Fami1y (as the Canids or dogs) and
Order (as the Carnivores , inc1uding such fami1ies as dogs (canids) ,
cats (fe1ids) , bears (ursids) , and wease1s (muste1ids)). The
Ordina1 1anguage a110ws simi1ar types of anima1s to ta1k with one
another , but you shou1d rea11y be ta1king their Fami1ia1 1anguage
if you want to to do something , te11 them something
very comp1icated , or disguise yourse1f as one of them (as a
Maverick might do). The fo110wing tab1e gives a 1ist of 1anguages
arranged by Order and Fami1y (those with extra bio10gica1 know1edge
shou1d not be too a1armed by this grouping).
27

LANGUAGES LANCUAGES EXAMPLES


Comrnon Carnivore Canine dog , wolf , fox , coyote ,
wild dog
Feline house cat , bobcat , cougar
Musteline weasel , ferret , badger ,
skunk , IIDngoose
Ursine black bear , grizzly bear ,
raccoon

Ungulate Equine horse , mule


Bovine cow , deer , elk , moose
Suine (not pig , wild , pig

Comrnon Lagomorph Lapine rabbit , hare , jackrabbit

Rodent Sciurine squirrel , marmot , chipmunk


Murine rat , mouse , packrat
Castorine beaver , muskrat , porcupine

Common Insectivore Dide1phine mt


ra
ab le--
as' lwymow
'n elo-- D om
O DLV

me
ur
sl,
qJ a b at
Chiroptine '

Comrnon Avian (birds) passerine b1açkbird ,


robin , and most other-smã11
birds; a1so crow and raven
Anatine ducks , geese , other birds
found around water , such
as herons and gu11s
Accipitrine hawks , eag1es ,
vu1turës , and ow1s
Ga11ine chickens ,
grousè , pheasant

Comrnon C01d-b100ded Repti1ine snakes , turt1es , 1izards


Am phibine frogs , toads , sa1amanders
a11 types of fish

Common Arthropod Insectine bugs , beet1es , f1ies , wasps ,


grasshoppers ,
and-a11 other insects
Arachnine spiders , scorpions , ticks ,
mites. tarantu1as. b1ack
centipedes

Common Lower-Form WO r sooe dnsD&


mlmb hlls
tlps
oeme rqd rcon
eeu
cnhi thh
uot--
elsym-
rnss
ws t-lr et
aa
qJe
28

Those Gamemasters who these 1anguage groupings


dreadfu11y distort the comp1ex re1ationships that rea11y exist
among anima1s shou1d fee1 free to make the 1anguages more numerous.
Just remember that this wi11 make thinos much more difficu1t for
d

the p1ayer trying to 1earn and use 1anguages!

Every rabbit begins the game with a know1edge of Common


Lagomorph and Lapine. Hith every leve1 of Inte11igence that is
gained , a rabbit may 1earn one additiona1 1anguage (either Ordina1
or Fami1ia1). The tota1 nillùber of languages that may be 1earned
is 1imited by the characteristic of the rabbit.
A rabbi t wi 3 may on1y know three 1anguages tota1 ,
Common Lagomorph and Lapine; so that in this case on1y
one new 1anguage cou1d ever be acquired. Dec1ared Scouts are
exceptiona1; they may 1earn two 1anguages for each Inte11igence
1eve1 gained , up to a maximum of twice their innate Inte11igence.

Languages may be 1earned from other rabbits or from any


anima1 that knows the 1anguage. As fu usua11y the case for ser-
vices performed , some payment or favor shou1d be paid the teacher.
The amount of time it takes to 1earn a 1anguage depends on the
inte11igence (innate) of the teacher (not the 1earner) , with
Ordina1 1anguages being easier to 1earn than ones. On1y
one hour per day may be àevoted to 1anguages.

HOURS TO LEARN HOUHS TO LEARN


OF TEACEER

3 - 5 30 60
(A1so Arthropods and
Lower- Forms)
6 - 8 40
(A1so Co1d-b1ooded and
Insectivores)
9 - 12 10 20
(A1so Rodents and
Ungu1ates)
13 - 14 5 10
(A1so and
Avians
15 - 16 2 4
17 l 2
18 min. 30 min.

6.3 The probabi1ity of finding a hidden an area being


searched (inc1uding a p1ug in the wa11 of a burrow) equa1s 5 X
Leve1) + 20%. Thus a rabbit with Inte1-
1igence 1eve1 8 has a (5 X 8 + 20) to find a hidden
object. Dec1ared Scouts get a
29

6.4 The abi1ity to bui1d or make things depends on


1igence 1eve1 , the difficu1ty of the object to be bui1t , and in
some cases on the dexterity of the rabbit. Because of the
infinite number of things that might be constructed (pits ,
fences , traps , 100kout posts , weapons , etc.) there can be no
hard and fast ru1es about construction. The GM shou1d be
f1exib1e , imposing reasonab1e restrictions but a110wing the
p1ayers do try things that rabbits don't "norma11y" do. We
found that a gradua1 evo1ving towards greater difficu1ty seemed
to be a natura1 progression in the game.

Any rabbit is ab1e to dig a sha110w scrape in which to


get some cover during the night. More extensive burrows shou1d
be subject to these construction ru1es , however; the smarter
rabbits wi11 be ab1e to make better (i.e. , more comp1ex and we11-
finished) burrows , though the stronger rabbits can dig them
faster. As a rough guide1ine , assume it takes about 2 minutes
to dig through a p1ug (rather than kick it out) , 10 minutes to
dig a scrape or 2 feet of tunne1 , and 20 minutes to dig a one-
hex chamber. (See Map & Burrow Ru1es)
Note that the average pit trap is 6 feet deep , so that a rabbit
must dig for more than 30 minutes to get out.

6.5 Advantages of dec1aring as a Scout.

(a) 20% better chance of detecting a trap c1ue


(b) chance of springing a trap
(c) can 1earn 2 1anguages per 1eve1
to a maximum of 2 times innate inte11igence
(d) in hidden objects
(e) Bonus (f1exib1e) in bui1ding objects or constructions
30
7.0 Wisdorn Ru1es.

Wisdorn is concerned with:

(a) Ab i1ity to view future


(b) Ab i1ity to insti11 fear in others
(c) Abi1ity to feign death
(d) For dec1ared Seers , certain other rnenta1 abi1ities

7.1 Norrna11y , a11 wisdorn-dernanding abi1ities require the


expenditure of "trance-points" (See Section 7.6). Since a
beginning rabbit is Leve1 0 in Wisdorn , he has no trance-
points. He rnay sti11 atternpt to view the
fear , or feign death , so as to try to gain wisdorn experience;
these do not require trance-points , have a 10w chance
of succeeding , and rnay on1y be done by rabbits that are sti11
Leve1 0 in Wisdorn.

Wisdorn Probabi1ity of Success (0 Leve1)

3 - 5
6 - 8 10%
9 - 12
13 - 16 30%
17 - 18

A dec1ared Seer rnay add these


the atternpt is successfu1 , see one of the fo11owing sections
for the resu1ts.

7.2 Viewing the future.

When atternpting to view the future , a rabbit goes into a


trance for a fu11 10 rninutes , during which tirne he can not rnove
(or fight , etc.). The trance rnay be directed towards sorne end
(trying to gain inforrnation about sornething) or be undirected
(here , the GM usua11y provides inforrnation about sorne
danger or disaster) .

The vision rnay be rnis1eading , according to this tab1e:

Innate Wisdorn Probabi1ity of Beinq Mis1eading

Less than 10
10-13
14-16 10%
17-18 A1ways Correct

As with a11 orac1es , the GM shou1d be sornewhat arnbigious even


with a correct vision.
i
31
fear.

The first requisite for fear is ab1e to


speak to the opponent in his own fami1ia1 1anguage. This
done , the opponent must make a saving throw (See Saving Throw
ru1es) to becoming afraid. The saving throw needed is
dependent on the difference in \'lisdom Leve1 between the two
rabbits , with possib1e modification according to profession , as
out1ined in the Circ1e of fear has been insti11ed
successfu11y , the rabbit that is afraid wi11 either go into shock
(see or run away. The effects of fear wi11
1ast one to six turns.

If a rabbit succeeds in making his saving throw against fear ,


he is immune to the of fear for the remainder of the
encounter with the other rabbit; that is , un1ess some new object
of fear comes on the scene (like another seer).

7.4 Feigning death.

death ("p1aying possum") may be attempted at any


time , shou1d be most convincing if the opponent did
not see you wa1king around , or if you just received a b10w in
combat that might have been expected to ki11 you. If death is
successfu11y feigned , a11 anima1s wi11 treat you as though you
'zjnwi were dead; some wi11 then ignore you , whi1e others (scavengers)
might proceed to eat you. The chance of feigning death depends
on your Wisdom

Wisdom Leve1 Probabi1ity of Death

(See Sect. 7.1) J

1-3 20%
4-5 30%
6-7
8-9 80%
10-11
12+

Dec1ared Seers add the probabi1ities 1isted here.


If a rabbit attempts and fai1s to feign death , he wi11 not foo1
any observers he tries again (even if he rea11y dies ,
they wi11 1ike1y think he is faking).
32

7.5 Specia1 abi1ities of dec1ared Seers.

1.n addi tion to the bonuses seers recei ve


in attempting to make their first 1eve1 in
Wisdom and in feigning death , they have
ðdditio l') a1 abi1ities that on1y they may use.
A se.er' wi th Í'lisdom Leve1 5 or grea ter may
insti11 Shock (see Constitution) in rabbits
(better than mere1y insti11ing fear) , any
may menta11y with other seers
(the 1ength of being rough1y
dependent on the range between the two
rabbits) .

A seer of Wisdom Leve1 10 or greater may


insti11 Shock in other than rabbits
(of course , they sti11 get a Saving Throw) .
They may a1so menta11y communicate with a11
professions of rabbits (not just seers).

A seer of Wisdom Leve1 15 or greater is exceptiona11y powerfu1.


He may menta11y contro1 other rabbits , and may menta11y communicate
with any form of anima1 , inc1uding man , though know1edge of the
fami1ia1 1anguage is necessary for this communication.

is up to the discretion of the Gamemaster whether to a110w


a Leve1 20 Seer to menta11y contro1 anima1s other than rabbits. 1n
any case , it shou1d be obvious that a very high 1eve1 Seer is a
force to be reckoned with. Fortunate1y for p1ay ba1ance , we found
that it is quite difficu1t to become a very high 1eve1 seer.
J

7.6 Trance-points.

Except for atterrpts done at Leve1 0 , the attempt to exercise


any of the Wisdom abi1ities requires the expenditure of
points. A non-seer may use one trance-point per wisdom Leve1 per
day; a seer may use two trance-points per 1eve1 per day. Unused
points may not be accumu1ated from day to day.

Ab ilities Cost in Trance-points

See Fear; l
Feign Death
Shock (rabbits); 2
Communicate with Seer
Shock (anima1s); 3
Communicate with rabbit
456
Contro1 rabbit
Communica te th anima1
(Contro1
33
sorne cases conditions rnay reduce the nurnber of trance-
points available to a rabbit during a day. These rnight include
severe darnage or disease; malnutrition or extreme fatigue; or
the effects of certain herbs. The GM should play this by ear.
34
8.0 Dexterity Ru1es.

Dexterity lS invo1ved with:

(a) Ability ooooo


carry items
(b) Ab ility disguise rabbits as anima1s
(c) Ab ility cheat and stea1
( d)Ab ility climb
(e) Ability manipu1ate objects

8.1 Carrying objects.

up to the size of an app1e or a sma11 head of


1ettuce , may be carried in the mouth by any rabbit. A number
of sma11 items , such as sprigs of herbs or edib1e mushrooms ,
may be carried in the fur of a rabbit. One such sma11 item
may be carried for each Dexterity Leve1 of the rabbit; dec1ared
Mavericks get a bonus of two items carried (thus a Leve1 0
maverick may a1ready carry two items).

a1so carry things in sma11 woven bags slung around


the neck and resting on the back. Each of these bags may ho1d
10 sma11 items , or 2 app1es. A rabbit with innate dexterity
greater than 9 may carry one of these bags. A rabbit with
innate dexterity greater than 14 may carry two such bags. The
bags are not waterproof , and are not too strong , so that they
occasiona11y sp1it , spi11ing the objects within. Neverthe1ess ,
i t is possib1e for a rabbit to snag a bag on bramb1es or the 1ike ,
thus damaging himse1f , especia11y if he is running.

8.2 Disguise as another anima1.

This abi1ity can be very usefu1 , and provides one of the


main advantages of having a Maverick in p1ay. Typica11y a rabbit
must accumu1ate various disguise materia1s before attempting a
disguise. These materia1s migh inc1ude mud or p1ant materia1s
to change his fur co1or , parts of other anima1s such as tufts of
fur or tai1 , white twigs to ho1d in the mouth to represent fangs ,
the rabbit has the necessary materia1s , i t takes 10
minutes to prepare the disguise to foo1 someone visua11y , or by
sme11 or touch. Usua11y it takes no preparation to try to foo1
someone sole1y by sound. The chance of deceiving someone depends
on your dexterity 1eve1 as we11 as who it is you are trying to
deceive.
35
prObabi1ity of Successfu11y
Dexterity Anima1 to be Deceived:
Leve1 Rabbit Rabbit Same species Other
(Leve1 0-5) (Leve1 6+) as disguise specles

1-3
4-5
6-7
8-9 60% 40%
10-11
12-13 60%
14-15
16-17 100%
18-19 90%
20+

Gamemasters shou1d modify the tab1e according to the extent


to which other materia1s are used to improve the disguise. A1so ,
re1y on common sense; it's hard to conceive of a grizz1y bear
be1ieving something a foot and a ha1f ta11 is another grizz1y.
(Though if the 1ighting isdim , and the rabbit pu11s some vines
to make the bushes and something is used to amp1ify his
voice...) Need1ess to say , attempting to communicate with another
species without knowing his 1anguages may cause the disguise to
fa11 apart very quick1y. A1so , once an anima1 has seen through
your disguise , youwi11 not be ab1e to foo1 him again during that
encounter.

8.3 Cheating and stea1ing.

Cheating (as in gamb1ing games invo1ving of sma11


objects; see Gamb1ing Ru1es) and stea1ing without being detected
is a1ways handy; the probabi1ity of success depends on dexterity
1eve1:
Leve1 probabi1ity of Success
0%
k
1-4 30%
5-7 50%
8-10
11-14
15+ 90%
36

Dec1ared mavericks get a bonus of 20% in this tab1e. Don't


gamb1e with a maverick! Cheating is not particu1ar1y frowned on
in the rabbit wor1d; some of their greatest heros were basica11y
cheats and thieves at heart. If you are caught at cheating ,
usua11y nothing more severe happens to you than 10sing the wager
and possib1y being cuffed.

somewhat more antisocia1 , though rabbits fee1


that 1ife is too short to worry much about possession of objects.
The big exception to this ru1e invo1ves does (fema1e rabbits) .
Rabbits are as chauvinistic as they come , and with so much of
their 1ife revo1ving around reproduction , the fastest way you can
get a warren mad at you is to ho1d a raid and stea1 some of their
does.

8.4 Climbing.

C1imbing abi1ity depends upon innate dexterity , dexterity


1eve1 , and the distance to be c1imbed. On1y rabbits with an
innate dexterity of 10 or greater may attempt a vertica1 c1imb
at a11.

Dexterity Leve1 Heiqht (in feet)


4
1-3 6
10
7-9 15
10-12 20
13-15 25
16-19 30
20+ 50

Dec1ared maveri.cks .may c1imb as though they were three


dexterity 1eve1s above their actua1 1eve1 (thus a 1eve1 1
maverick may c1imb 10 feet).

8.5 Manipu1ation of objects.

The GM must be f1exib1e in determining what types of manip-


u1ation rabbits can do. To use human objects in more or 1ess the
proper manner requires an innate dexterity of 13 or more , a
dexterity 1eve1 of 10 or more , a dec1ared maverick
a dexterity 1eve1 of 5 or more.
8.6 Advantages of dec1aring as a maverick.
(a) May carry two items per dexterity 1eve1
(b) Receives a bonus of 20% when trying a disguise.
(c) Receives a bonus of cheating or stea1ing undetected
(d) Receives a bonus in abi1ity to c1imb
(e) Better ab1e to manipu1ate objects
,

37

9.0 Constitution Ru1es.

Constitution invo1ved with:

(a) Hit points (with strength)


(b) Energy reserve , feeding , and ho1ding breath
(c) Reproduction success rate
(d) Probabi1ity of going into Shock
( e) Abi1ity for empathic hea1ing
( f) Saving throws for herbs , disease , etc.

9.1 For ru1es on ca1cu1ating poìnts , see Strength Ru1es ,


section 2.2.

9.2 Food and energy; ho1dìng breath.

You have to eat to gain energy; you burn up energy by doing ‘


a1most anything , especia11y in vigorous exercise such as running
or fighting. A rabbit on1y has a 1imited amount of energy avai1-
ab1e , no matter how much he eats; this energy maximum depends on
the Leve1 of the rabbit. A Leve1 0 rabbit has an
energy maximum of 2 energy points. It wi11 receive 2 more points
to its maximum for each constitution 1eve1 it advances. Thus a
1eve1 6 rabbit has an energy maximum of 14 energy points.

The tota1 number of energy points that a rabbit has at any


one time must be kept above zero during a day's to
avoid damage. This is done by eating. Different amounts of
energy may be obtained by foods over a 10 minute
period. This must be a continuous 10 minutes , without interruption ,
to obtain the benefit of eating.
Ini--4ll Food Energy mìnutes

Grass l

C1over; Dande1ion 2

Edib1e Mushroom; 3
Edib1e Berries

there are certain energy rich foods or foods that


are prized for their f1avor. These yie1d energy points in on1y one
minute of feeding , and are usefu1 in trading: •
Food points/minute va1ue (l ettuce)

Lettuce l
Carrot 5 2
Oats (bag-full) 6 5
App1e 7 10
Truff1e 10 100
38

A rabbit receives 1 point of damage per hour per EP (energy


point) be10w zero.

have two hopping and running. Hopping proceeds


at 10 yards per minute , and costs 1 energy (1 EP) per hour.
Running proceeds at a rate by innate speed (see Section
3.2) , and costs 1 EP per minute. Swimming has the same energy cost
per minute as running. costs 5 EP per fight. Sleeping
costs 1 EP per night .

Rabbits can not ho1d their breath very 10ng. The 1ength of
one can ho1d his breath depends on the number of energy
points the rabbit has remaining at the instant when the breath-
ho1ding begins. For every EP remaining at that instant , the
• rabbit may ho1d his breath for 5 seconds. A dec1ared Empath can

.
a
ho1d his breath for twice as 10ng. Remaining without breath for
10nger than the maximum indicated resu1ts in unconsciousness.
Being without air for three times the energy maximum 1imit (based
on how much energy store , not how much mu1-
tip1ied by 5 seconds) causes death. Thus a Leve1 0 rabbit wi11
die if deprived of air for on1y 30 seconds (2 X 3 X 5 seconds).

9.3 Reproductive success.

Reproductive success depends upon the innate constitution of


both mates. To ca1cu1ate the number of progeny produced after
successfu1 mating (see Charisma ru1es) , add the innate
va1ues of ma1e and fema1e together. Then ro11 a 6-sided die:

Ro11 # of progeny as % of combined tota1


l
2
3-4
5
6

Round to nearest who1e number to find the number of


born after 4 weeks. For the purposes of the game , the sex ratio
wi11 be (ma1es) and 30% does (fema1es). The attrition
rate of bucks in the rather high , so this keeps the va11ey
from getting overrun with does.

9.4 Going into Shock.

When a rabbit is bad1y frightened , as by the sudden appear-


ance of a predator , i t often goes into this state the
rabbit freezes , with a glazed 100k in his eye , and is
move , fight , run away , etc. 1eve1 seers are ab1e to insti11
this condition in other rabbits. Once in a state of shock , a
rabbit may remain that way for 2-12 minutes (two 6-sided dice).
39

The GM must decide when an start1ing enough to


possib1y cause a rabbit to go into shock. Being hit by a
missi1e weapon (bu11et , arrow , crossbow quarre1 , thrown rock)
automatica11y induces shock for 1 minute; after the minute is
over , ro11 to see if the shock continues.

The probabi1ity of going into shock when start1ed is


for a Leve1 0 rabbit; the probabi1ity decreases by each
constitution 1eve1 the rabbit has advanced. Thus a rabbit with
Constitution Leve1 6 has a - 6 X 2) chance of going into
shock in the face of danger.

9.5 Empathic hea1ing.

A dec1ared empath may hea1 another rabbit by touching his


paws to the body of the damaged rabbit and absorbing the damage
into his own body. Unti1 an empath reaches a constitution 1eve1 ‘
of 5 , empathic hea1ing may not be done. For 1eve1s 5 and above ,
an empath may absorb damage points equa1 to his 1eve1 minus 4
during each minute of hea1ing. A11 damage wi11 disappear from
the empath at a rate of 5 points every 10 minutes beginning the
minute after damage absorption ceases.

For examp1e , assume a 7th 1eve1 empath needs to absorb 12


points of damage from another rabbit. The empath is capab1e of
absorbing 3 points of damage every minute , so that 4 minutes are
needed for the cure. Another 30 minutes are needed for the empath
to be back up to fu11 strength.

note: Hits received by an empath in the norma1


way (as by fighting or a trap) can not be shrugged off at this
fast hea1ing rate. An empath can not empathica11y cure himse1f.

The norma1 rate of hea1ing for a11 rabbits (those not being
cured by herbs or empaths) is one point of hea1ing per 1eve1 of
constitution per day. Thus if the rabbit mentioned above had a
constitution 1eve1 of 6 , i t wou1d have taken him two days to hea1 ,
rather than 4 minutes by empathic hea1ing.

9.6 Having a good constitution he1ps you on many different types


of saving throws; re1ating to a11 those things that affect your
body as a who1e. These inc1ude the de1ivery of herbs (against
you!) , poisons , diseases , etc. See the ru1es on Saving Throws.

9.7 Advantages of dec1aring as an empath.

(a) Being ab1e to use empathic hea1ing


(b) Ho1ding breath twice as 10ng
(c) Receiving a 4 point bonus to energy 1eve1
(d) Having 1ess chance of going into
(e) RULE) Being ab1e to cause damage by reverse
empathic hea1ing; the number of points ot damage transferred is
equal to the number of EP the empath currently has .This r111e
may make empaths too powerfu1 for p1ay ba1ancê.
40

10.0 Pests and Diseases.

There are a varietyof pests (ectoparasites) that rnay affect


rabbits , either by causing darnage direct1y or by passing on a
disease to the rabbit. Pests inc1ude Ticks , Leeches , Mites ,
Warb1e F1ies , F1eas , and Mosquitoes. A11 of these rnay be rernoved
by sirnp1e groorning , but a rabbit has on1y a of
pests each ten rninutes they are infested. Pests do darnage by
rernaining undetected and on the rabbit .

10.1 Ticks cause one point of darnage per tick during each
30 rninutes they rernain on the rabbit. For exarnp1e , if 5 ticks
are not rernoved for 60 rninutes , 10 points of darnage are given.
• infested by ticks , there is a one third chance of contracting
the disease ca11ed Fever. A tick need on1y be attached for 10
rninutes to pass on Fever to the rabbit. Fever resu1ts in fee1ing
very hot , i t does not irnrnobi1ize the rabbit , and i t wi11 ki11 in
5 hours (un1ess saving throw is rnade) if the rabbit is not cured.
Fever can not be transrnitted direct1y frorn rabbit to rabbit; i t
rnust go by way of ticks. Fever rnay affect any Lagornorph or Rodent.

10.2 Leeches cause one point of darnage per 1eech during each
rninutes they ,on raqbit. They do not transrnit any
disease. 1001. Irkt

10.3 Mites cause one point of darnage per rnite during each 60
rninutes they rernain onthe"rabbit. They do not transrnit ariy
disease.

10.4 Wárb1e f1iesare nasty creatures that 1ay eggs on the skin
of the rabbit. Each warb1e f1y that rernains undetected for 20
rninutes wi11'lay two eggs. These eggs wi11 hatch in 60 rnore
rninutes , 1arvae that burrow into the f1esh of the rabbit.
The 1arvae wi11 each de1iver one point of darnage for every 30
rninutes that they stay a1ive. The f1ies rnay be detected and
groorned Eggs can not be detected (!), though they are
rernoved by sirnp1e groorning. The 1arvae cause itching (as do sorne
herbs) " and rnay be' detected in tha t rnanner. Larvae can not be
rernoved by sirnp1e groorning; they rnust be bitten out
darnage for the bite) or driven out with herbs. 24 hours after the
1arvae hatched out , adu1t warb1e f1ies wi11 ernerge frorn the body
of the rabbit (a1ive or dead) and wi11 be thus avai1ab1e to infest
rnore rabbits. Warb1e f1ies do not transrnit any disease.

10.5 F1eas cause one point of darnage per f1ea during each 60
rninutes they rernain on the rabbit. They can a1so 1eap up to three
feet to infest other anima1s. If infested by f1eas , there is a
one third chance of contracting the disease ca11ed Tu1eremia. A
f1ea need on1y be on the rabbit ten rninutes to transrnit this
disease. Tu1erernia resu1ts in b1indness in one hour , uncon-
sciousness and irnrnobi1ity in 3 hours , and death in 5 hours. There
is no saving throw; the disease rnust be cured. Tu1erernia on1y
affects rabbits and hares (Lagomorphs).

There is a1so a one tenth chance of contracting P1ague frorn


f1eas. For the garne , this disease is a cornbination of Bubonic
and Pneurnonic P1ague. a saving throw is made , the rabbit takes
41
5 points of damage tota1 , but may transmit the disease to others
unti1 no saving throw is made , 1arge sores appear on
the skin of the rabbit , who wi11 take 2 points of damage every
ten minutes unti1 cured (or dead). The disease may be transmitted
by way of f1eas at any time. P1ague may a1so be transmitted
direct1y between rabbits under the fo11owing conditions: a one
hour incubation period must first take p1ace since the f1ea bite
(or transmission from another rabbit); during the incubation
period the diseased rabbit wi11 show no symptoms and take no
damage; the other rabbit must be in c10se proximity to the diseased
rabbit for ten minutes.

a rabbit bearing f1eas enters a burrow , and remains there


for at 1east 30 minutes , consider the burrow to be infested with
f1eas. P1ague may Mamma1 (Carnivores , Ungu1ates ,
Lagomorphs , Rodents , and Insectivores) .

10.6 Mosquitoes cause itching , but no darnage. There is a one


third chance of contracting a disease ca11ed The Shakes frorn
rnosquitoes. The Shakes resu1ts in an inabi1ity to rnove faster
than 10 feet per rninute after 30 rninutes have passed. Death
resu1ts in five hours , un1ess saving throw is rnade or a cure
has been found. The Shakes rnay on1y resu1t frorn rnosquito bites ,
and on1y affect rabbits and hares (Lagornorphs).

/0. t
42
11.0 Charisma ru1es.

Charisma is invo1ved with:

(a) Ab i1ity to persuade


(b) Ab i1ity to retain faithfu1 fo11owers
(c) Probabi1ity of mating (pairing)
(d) Storyte11ing

11.1 The abi1ity to persuade depends on innate charisma ,


1eve1 , 1anguage used , specia1 offers , and profession.
Each rabbit starts with a 10% chance to persuade , modified by
the fo11owing factors:

. Charisma Bonus

3- 5 -10%
6-12 none
13-16 +10%
+20%

Charisma Leve1 Bonus

none
4-6
7-11 +20%
12-15
+16

Using Fami1ia1 1anguage: +10%


Using Ordina1 1anguage: no bonus
Using a trans1ator: -30%

Making specia1 offers: Gamemaster's option.

In addition , Storyte11ers add a Seers and Empaths


add a l-l avericks have a pena1ty of -20%. After computing
overa11 probabi1ity , ro11 percenti1e dice to determine success.
For examp1e , a dec1ared Storyte11er with 16 charisma , 1eve1 5 ,
tries to persuade another rabbit to act as a guide through a swamp.
Add up: 10% (basic) charisma) 5)
1anguage) = of persuasion. This might
be increased to as much as a1so offering something , such as
a truff1e.
43

Note: Predators can never be bargained with un1ess in a sta1e-


mate situation with the rabbit.

the face of hardship , a number of faithfu1 fo11owers may


be retained equa1 to one ha1f the rabbits charisma 1eve1 (round
fractions down). Thus a 10th 1eve1 rabbit may retain 5 faithfu1
fo110wers through adversity.

Any fo11owers above this faithfu1 number wi11 check their


a11egiance periodica11y , as we11 as at times of hardship or danger.
Fai1ing to make their saving throw , wi11 slip off during the
night , make dea1s with the other side , turn on the 1eader , etc.

This same ru1e app1ies to the number of does that one ma1e
may mate with and keep. There is a1so a that a fema1e
wi11 desert and 1eave a ma1e each time he brings a new doe home.
A buck of 1eve1 0 or 1 wi11 never be ab1e to mate with a doe from
his home warren. If he raids another warren successfu11y , bring-
ing home a doe , he may attempt to mate successfu11y with her.

11.3 Probabi1ity of mating.

Player's Charisma Leve1


205050509
15000509
3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+
22334455
50505050
11422334
12233445
nuFhdnuRdnUFhJnURJ
nuphJnvRJnUFDnuRJ
3-4 60 45 40 35
5-6 65 50 45 40
7-8 80 55 50 45
9-10 95 60 55 50
11-12 99 65 60 55
13-14 no 70 65 60
15-16 no 80 70 65 ‘
4
17-18 no no 95 90 80

A ma1e may attempt to mate once per day during the breeding
season (May 15th to Sept. 15th). The number in the tab1e must
be exceeded on percenti1e dice for success. Dec1ared
Storyte11ers get a After successfu1 mating , it takes
1-10 days for successfu1 ferti1ization , so that each buck shou1d
spend at 1east some time with his doe during each of these days.
Attempting to another buck's mate is high1y frowned
upon , by does as we11 as bucks (rabbit stories notwithstanding);
such an attempt is 1ike1y to resu1t in a fight to the death.
44

Note that the mating probabi1ity tab1e may a very


pretty doe being very un1ike1y to mate with any of the bucks in
the warren. If a doe fee1s that there is no buck worthy of her ,
she is 1ike1y to 1eave the warren in search of better stock. This
is near1y the on1y circumstance in which does wi11 become wander-
ing rabbits , whereas young bucks are quite common1y urged to 1eave
to make their fortune; Mavericks in particu1ar seem to have a very
strong desire to wander off by themse1ves.

11.4 Storyte11ing.

There are two meanings of the term common


par1ance , the word refers to an entertainment of other rabbits
throush a story , usua11y about the fabu10us
adventures of some heroic rabbit of the dis-
tant past. P1ayers shou1d be high1y encour-
aged to invent and te11 such stories , as
they add great1y to the f1avor and enjoyment
of the game. The gamemaster can encourage
such stories by giving experience die ro11s
to the rabbit of a p1ayer that te11s a good
ta1e.

The more technica1 meaning of "story-


te11ing" refers to a specia1 abi1ity of
dec1ared Storyte11ers to attempt to enthra11
or charm another , either rabbit or any other
sort of anima1. When so enthra11ed , the
anima1 wi11 act as a faithfu1 fo11ower when
in the presence of the Storyte11er unti1 one
of the fo11owing situations occurs:

(a) The enthra11ed anima1 is reduced to 1ess than ha1f his


hit points
(b) The Storyte11er or the enthra11ed anima1 goes to sleep
or becomes unconscious.

Storyte11er's Charisma Leve1 Chance of Enthra11ing

Can not enthra11


5-6
7-8
9-10
11-12
13-16 75%
17-18 80%

19+

L1
45
A Storyte11er gets a with an innate charisma of
15-16; a a charisma of 17-18.

The Storyte11er must use the Fami1ia1 1anguage of the


1istener to be ab1e to enthra11. Probab1y because of their habit
of wandering away from warrens , thus not hearing many stories ,
Mavericks are pecu1iar1y susceptib1e to enthra11ment by Story-
te11ers (See Saving throws and the of Professions).

11.5 Advantages of dec1aring as a Storyte11er.

(a) Receive a 20% bonus in persuasion.


(b) Receive a 20% bonus in mating probabi1ity.
(c) Ab i1ity to enthra11 at Leve1 5 or greater.
46
12.0 Saving Throws and the Circ1e of Professions.

The wor1d may 100k quite b1eak when you stumb1e into a trap ,
eat poison , catch a disease , or are attacked by another rabbit
using one of his specia1ized professiona1 abi1ities. Neverthe1ess ,
a11 is not necessari1y 1ost; you sti11 may be ab1e to make your
saving throw. Making the saving throw may reduce the damage done
to you or even a110w you to escape effects. The fo11owing
rather comp1icated tab1e presents the saving throw information.

12.1 Tab1e of Saving Throws.

Distance between Professions

4 3 2 1

-10 5 5 5 5 10 3
-9 , -8 5 5 5 5 15 4
-7 , -6 5 5 5 10 20 5
-5 , -4 5 5 10 15 25 6
-3 , -2 5 10 15 20 30 7
Professiona1 -1 5 15 20 25 35 8
Leve1 10 20 25 30 40 9 , 10 Innate
of Defender +1 15 25 30 35 45 11
Minus +2 , +3 20 30 35 50 12 Va1ue
of Attacker +4 , +5 25 35 40 45 55
+6 , +7 30 40 45 50 60 14
+8 , +9 35 45 50 55 65 15
+10 , +11 40 50 55 60 70
+1 2 ,+1 3 45 55 60 65 75 17
50 60 65 70 80 18

Detect Traps; Poìson Ba lanCE


pests
Weapons
10 min.

To successfu11y make a saving throw , you must than


or equa1 to the percentage va1ue in the tab1e. To find the appro-
priate the tab1e for a professiona1 abi1ity attack by
another rabbit , first find the correct co1umn according to the
distance between professions in the Circ1e of Professions (Section
12.2). Two rabbits of the same profession (e.g. , two Seers) are
o distance apart; A Seer and a Runner (for examp1e) are 4 distance
apart. Next find the Professiona1 1eve1s of each rabbit (in their
own dec1ared professions) and subtract the attacker's Leve1 from
the defender's Leve1 , to find the correct row in the Tab1e.
47
To find the appropriate va1ue in the Tab1e for
throws , first find the correct co1umn according to the
type of thing you are attempting to save against. A saving
throw against a trap that has triggered uses the midd1e co1umn ,
etc. , according to the notes at the bottom of each co1umn.
When in doubt , use the midd1e co1umn. Then find the proper
row by referring to the appropriate innate character va1ue as
shown on the right-hand side of the tab1e. Note that this uses
innate va1ue , not 1eve1.

Cause of Saving Throw Characteristic Used

Traps
Ba1ance
SDZC
extn
peno
--t
de-4t
etes
yet
tqJU
Eli
co
en
n'l
Pests
A11 others

Through years of Gamemastering , we have found that it he1ps


the games for the to be f1exib1e in the use of Saving Throws.
Rigid adherence to Saving Throw ru1es tends to be very dead1y ,
with 1ess fun for the p1ayers. According1y , we may shade die
certain key situations , so that a may
survive to p1ay again. Usua11y the p1ayer characters have many
advantages over cardboard characters anyway , so that adjustment
is on1y rare1y needed; when it is , it near1y a1ways shou1d favor
the p1ayers. The Gamemaster the temptation
to wie1d too much power; if he or she tries acting the part of God
too much , the GM wi11 soon find the temp1es empty; 1et the p1ayers
retain the i11usion that they determine their own fates and things
wi11 go much .more smooth1y.

Successfu11y making a saving throw with traps , weapons , or


poison resu1ts in ha1f damage. A saving throw for disease resu1ts
in no i11 effects from the disease (though you may sti11 be a
carrier).

12.2 The Circ1e of Professions.

Each profession is 1east effective against rabbits in the


same profession and most effective against those most un1ike
himse1f. The fo11owing figure shows which professions are most
c1ose1y re1ated:
48

To determine the distance between two professions , count


around the circle in either direction; the closest distance is
what counts. This distance is used in saving throw considerations
when a professional ability is being used.

an ability related to a certain profession is used by a


rabbit not of that profession (e.g. , the use of herbs by a
Fighter) , then you distance appropriate to the ability
or the user , whichever is less. Thus , a Fighter using an herb
against another Fighter would be considered at distance 0
(Fighter vs. Fighter) , distance 4 (use of herbs against a
Fighter); this means that the recipient of the herb (in this
case) would have a much easier saving throw to make than if an
Herbalist were using the herb against the Fighter.
49

13.0 5etting up the game.

The Gamemaster has quite a 10t of work to do before any of


the p1ayers start their first game. 1n fact , the more preparation
effort made before the game begins , the better the game is like1y
to be. The GM shou1d first daydream a 10t about the types of
things he wants in the game; do you want wandering wi1derness-
sty1e adventures , 10ts of fighting with rabbits and predators ,
exp1oration of caves , puzz1e-so1ving type adventures? A word
of warning at this point; i t is abso1ute1y impossib1e to foresee
what p1ayers do in the game. The best-1aid traps wi11 be
avoided , p1ayers wi11 do what you 1east expect , and they often
show start1ing 1ack of 10gic (at 1east according to your persona1
10gica1 ru1es!). 50 save yourse1f the headaches of 1aying out
too much detai1 of the future of the game; it's more fun to 1et
the game evo1ve for you as we11 as them anyway.

You shou1d , however , draw up a map of the area that


the game wi11 take p1ace in , showing a11 terrain features (woods ,
streams , c1iffs , rock pi1es , grass , 1akes , marshes) as we11 as key
anima1 features within the area (rabbit warrens , wo1f den , the
farm house and associated dog house , you have 10ts of
time on your hands , you might a1so 10cate a11 traps , rabbit food ,
predators , etc. withing the area. We now tend to think that the
most efficient way to 10cate such sma11 sca1e features is by con-
structing 1ists (of pests , treasures , predators , traps , etc.) and
setting them aside for 1ater reference. Whenever a rabbit enters
a new area , consu1t your 1ists to see if something is there. This
means that you avoid ever having to popu1ate the p1aces that rabbits
don't happen to enter; i t a1so makes it easier to repopu1ate 1ater
on in the game. More about this in the ru1es on Running the Game
(5ection 14).

You shou1d a1so draw up detai1ed maps of each cave and warren.
this case , it probab1y is wiser to locate every feature and
detai1 within each cave or warren as you draw them up. This he1ps
estab1ish your own fee1ings about each of these p1aces. Keep
thinking back to your daydreams when you map these out. 1s this
the cave that a11 the ghost stories have been to1d about?

13.1 The master map.

We had severa1 different master maps drawn up at various times


in the our map was of a va11ey , with a stream and
1ake on one side , and c1iffs 1eading to a p1ateau on the other side.
The map contained forests , grassy areas , brushy areas , pastures ,
and some marsh. The map was drawn on a hexagona1 grid , a
rough (and f1exib1e) sca1e of ten yards to the hex. Except for the
sma11 streams , each hex was co1ored to represent a sing1e vegeta-
tion type. Cliffs and fences ran a10ng the edges of hexes. Key
features were identified by placing specia1 symbo1s within the hexes;
e.g. , a sma11 circ1e was used to indicate a warren or major burrow.
We used a hex sheet that has each numbered. When
a new feature (such as a trap) was to be added to a hex , we wou1d
50

put a sma11 x in the hex and refer to our feature tab1es to see
what the X referred to in that hex. Using soft penci1 for these
X's a110wed them to be easi1y removed (say , when the truff1e was
picked and thus removedl.

Using the master map as a guide , you shou1d make up a sim-


p1ified copy of it to show the p1ayers , being carefu1 on1y to
indicate what they might know at the beginning. For examp1e ,
show on1y the edges of forest on the map , not the extent of the
forest. C1iffs behind brush can not be seen. Human constructions
may be indicated , but their functions shou1d not be revea1ed.
Natura11y , the of traps , good food , etc. , shou1d
not be shown. The p1ayers can use this ske1eton map as a start ,
and can fi11 in the detai1s themse1ves as the game progresses.

13.2 Burrows and warrens.

We a1so used hexagona1 gxids to p10t underground burrows and


warrens. Straight 1ines running through the center of hex sides
represent tunne1s , whi1e entire hexes are used for sma11 chambers ,
and mu1tip1e hexes for 1arge chambers. A sma11 circ1e , preferab1y
of a different co1or , may be used to show a surface opening. For
most purposes (anima1 dens; burrows of solitary rabbitsl we used
ten basic burrow p1ans , as shown on page 51.

Estab1ished warrens are much


more comp1ex than these simp1e
burrow designs. Each warren shou1d
be carefu11y drawn up , a1ways keep-
ing in mind the nature of the rabbits
1iving there. Do they keep slaves?
Have underground mushroom gardens?
Have storage areas for herbs? Are
the rabbits organized into fighting
units? Do ru1ers of the warren (if
anyl have specia1 e1aborate chambers?
Furthermore , warrens may be designed
with defense in mind. Are there
hidden connecting passages? P1ugged
tunne1s may be indicated by drawing
a square around the section of tunne1
that is blocked. A1so remember that
warrens are usua11y three-dimensiona1
in nature. Tunne1s may pass over or
under other tunne1s and chambers.
Different co1ored penci1s are very
usefu1 here. You may want to use
different symbo1s for different types
of chambers; the fema1e sleeping
quarters are often more carefu11y made ,
in for rearing of the young.
The fo11owing figure shows what a
warren might 100k 1ike.
52
A tunnel in a warren is big enough for only one rabbit to
pass at a time. It generally winds about considerably , though
it is often simplified on the map. Changes in elevation are
very difficult to detect , so that rabbits would generally have
little information about whether they are above or below the
level of another tunnel.

A single-hex chamber has room for about four rabbits at once;


two rabbits can fight two others at the same time , or two could
fight one rabbit that is entering through a tunnel. As you might
imagine , it can be difficult to fight your way into a chamber ,
since the odds are often against you. Larger chambers , or rooms ,
are figured as multiples of single-hex are
small and dead-end , and will hold one (small alcove) or two (large
alcove) rabbits.
54
Entrances to warrens may be b10cked with an earthen p1ug , pre-
venting entry unti1 the p1ug has been kicked in (if no rabbit is
ho1ding it on the other side) or dug out. Underground p1ugs are
the same as p1ugs at burrow entrances , on1y they are harder to
detect (since the burrows are dark). Any 10w 1eve1 rabbit other
than a Scout wi11 never notice an underground p1ug un1ess specifi-
ca11y searching for one (See section has a 1/6th
chance of detecting a p1ug simp1y by wa1king past i t ,
searching. For a11 rabbits , increase the chance of noticing a p1ug
without searching by 1/6th for every five Inte11igence 1eve1s the
rabbit gains. As a resu1t , a Fighter with Leve1 can
spot a p1ug whi1e passing with the same 1/6th chance as a Leve1 .0
Scout.

13.3 Caves.

Caves are bigger than burrows , and we found i t more usefu1 to


p10t them on square grid paper than on hex sheets , with about 5 or
10 feet to the a burrow , a can fee1 both sides
at once , so that mapping is re1ative1y a cave , on the
other hand , a rabbit can on1y fee1 one wa11 at a time , so that he
never knows whether ln a passage a room , un1ess at some
1ater time he goes a10ng the opposite wa11 as we11. Even then he
might miss features in the center of the room or passage. Try to
design your caves with some key feature in mind (the bear's den;
the bottom1ess pit; vampire bats; the ratt1esnake den; etc.); you
can then be very sneaky in designing so that rabbits wi11 be directed
towards or away from the points of interest. Don't forget that
un1ike burrows and warrens , that are contained within a sing1e ten-
yard hex of the master map , caves are often big enough to have
entrances in different hexes on the main map. You don't
have strict correspondence of distances between the two maps , but
at 1east keep things reasonab1e. Since rabbits can't count very
high , you can ignore precise measurements.
55
13.4 Cardboard Characters.

Fina11y (or initia11y , if you prefer) , you shou1d draw up


a number of "cardboard" characters (those run by the Gamemaster)
before starting the game. Each character shou1d have a dis-
tinctive persona1ity , though these wi11 deve10p as the game goes
on. How many you estab1ish is up to you , but as a bare-bones
it is probab1y nice to have at 1east one very high-
1eve1 rabbit in each of the eight professions. Think about them;
are they good or bad? Friend1y or antisocia1? Trustworthy or
deceptive? Powerhungry or inward1y content? Give each one a
name , set up his innate characteristics and 1eve1s , p1ace him
somewhere on the master map (head of a warren? solitary?) , and
consider giving each one some specia1 characteristic or posses-
sions not norma11y he1d by a rabbit of that profession. These
characters wi11 wind up giving much of the interest to the game ,
so they shou1d be carefu11y addition to the high-
1eve1 characters , you shou1d a1so figure out the and pro-
fessions (at 1east) of the 10w-1eve1 rabbits in a few of the
warrens; those warrens with which the p1ayers wi11 have their
ear1iest interactions.

is a1so a good idea to work out the in advance


of some of the key non-rabbit characters (though most of the
predators , for examp1e , wi11 on1y appear as the game deve1ops).
What is this particu1ar predator 1ike? Where does he 1ive?
Wh at are his hunting patterns? Does he have a cache somewhere?

L
56
14.0 Running the Game.

When you have the game a11 set up , and the p1ayers have
estab1ished their rabbits , it's fina11y time to p1ay the game.
Find a 1arge we11-1it tab1e and set up your master map on it ,
with accessory maps , tab1es , dice , etc. handy as we11. Put up
a screen so that the
can't see the map or what you are
doing. Give them the simp1ified
version of the master map and te11
them where they are to begin with.
From then on , the p1ayers te11 you
what they want to do and you te11
them the resu1ts of their action.
Use your imagination , be free-
whee1ing but fair , and try to
1iven up the game at every turn.

14.1 Record-keeping.

For each rabbit , you must keep a record of


innate characteristics , their 1eve1s in each
characteristic , their maximum and current hit
1/ points , what 1anguages they know , and what anima1s
they are ab1e to recognize. You must a1so keep
track of what their maximum and current energy
1eve1 is , how 10ng it has been since they 1ast
slept , and what time of day it is. You must know
where they are at a11 times; this is convenient1y
done by the use of a p1astic over1ay above the
master map (and accessory maps) on which you can
use co1ored acetate markers. Due to the poison-
weed and encumbrance ru1es , you must keep track
of what they are carrying with them , though this
has a tendency to become tedious.

You must a1so have reference 1ists coding ,


by hex number , every trap , treasure , and
that they have run across in the course of the
game and exists in the same hex.

14.2 Encounters.

There are two basic types of encounters in the game; the


first is due to moving into a new area and is ca11ed an Occupant
Encounter. An Occupant of a hex inc1udes terrain features , such
as a burrow; artifacts , such as a trap; p1ants , such as food or
herbs; and the residences of anima1s , such as a bird's nest. Pests
are a1so Occupants of hexes.

The second kind of encounter is due to the passage of time ,


and is ca11ed a Wandering Encounter (even though your rabbit may
be motion1ess at the time). A11 Wandering Encounters invo1ve
anima1s moving into your neighborhood , though not
necessari1y , into your own hex.
57
A Wandering Encounter shou1d be tested for after every ten
minutes when a rabbit is above ground and not concea1ed. Test
every hour when a rabbit is concea1ed above ground , or when a
rabbit is in a cave. Test every six hours (or once during the
night) when a rabbit is in a warren or vacant burrow; every ten
minutes when in an occupied burrow whose owner is current1y absent
if the owner is 1ike1y to return. Ro11 on a ten-sided die:

wanderinq Encounter Tab1e

Die Ro11 Encounter


1-8 None
9 Neutra1 Anima1 (See tab1e)
10 Predator (see tab1e)

An Occupant Encounter occurs automatica11y when a rabbit


enters a hex in which some Occupant feature is a1ready estab1ished ,
either by your initia1 p1acement (say , of a trap) or as a resu1t
of a previous encounter in the same hex (e.g. , a ferret's 1air).
If the rabbit has never been in a hex before , or a 10ng time has
passed since entry , consu1t to fo11owing tab1e to see if an
Occupant Encounter occurs , ro11ing with a 20-sided die:

Occupant Encounter Tab1e


tfatp
E n CATPN
ore-4O
ea--e
utra
nlrns
Die Ro11
/'FLaa
te-- tuec
pet-
eau
stro la-
tet
aaebe
ECMEn
l
2 rcet

3
4-20

Note: If the Gamemaster 1ikes more excitement , you can ro11 this
tab1e with a 10-sided die instead.
58

NEUTRAL TABLES

OPEN TERRAIN FOREST BRUSHLAND/SCRUB

1. Vu1ture 1. Pheasant 1. pig


2. Pheasant 2. B1ue Jay 2. Jackrabbit
3. Pigeon 3. Pigeon 3. Packrat
4. Robin 4. Grouse 4. Skunk
5. Sparrow 5. 5. Deermouse
6. Ki11deer 6. Deer mouse 6. Centipede
7. B1ackbird 7. Quai1 7. Spider
8. Squirre1 8. Packrat 8. Cockroach
9. Cow 9. Shrew 9. Garter snake
10. Horse 10. Deer 10. Raccoon
1 1. Jackrabbi t 11. Porcupine
12. Marmot 12. Oppossum M.1\. RSH/SWAMP
13. Armadi110 13. Raccoon 1. Goose
14. Mo1e 14. Skunk 2. Seagu11
15. Garter snake 15. Tree 3. Heron
16. Hog-nosed snake F1ying squirre1 4. Duck
17. Tortoise 17. Green snake 5. Beaver
18. Lizard 18. Sa1amander 6. Turt1e
19. Toad 19. Tree frog 7. Bu11frog
20. Grasshopper 20. Beet1e 8. Raccoon
21. Beet1e 2 1. Cicada 9. Dragonf1y
22. Butterf1y 22. 10. Housef1y
23. Ant nest 23. Termite nest
24. Dragonf1y 24. Honeybee MOUNTAINS
25. Earthworm 25. Earthworr:t 1. E1k
2. Marmot
3. Vu1ture
4. B1ue Jay
5. Deer mouse
6. Porcupine
7. Lizard
8. Sa1amander
9. .A.nt nest
10. Beet1e
59
PREDATOR TABLES

OPEN TERRAIN FOREST BRUSHLAND

1. Coyote (dog) 1. Fox (dog) 1. Ferret (dog)


2. Wi1d dogs (housecat) 2. Wo1f (housecat) 2.
3. Badger 3. Bobcat 3. Badger
4. Fa1con 4. Wo1verine 4. B1ack bear
5. Rough-1egged hawk 5. Great Horned Ow1 5. Ratt1esnake
6. Red-tai1ed hawk (man) 6. Red-tai1ed hawk (man) 6. B1ack widow (rna n)

7. Ferret 7. Wease1 7. Scorpion


8. Crow 8. F1ying wo1ves 8. Tarantu1a
9. Burrowing Ow1 9. Badger 9. Wease1
10. Man (see tab1e) 10. Raven 10. Wasp nest

in Hi11s or beside a1so , use numbers 1-6 on1y.

Note: If near human habitation , use predators in parentheses instead;


dog , housecat , or man.

SWAMP/MARSH MAN

1. Harrier 1. Cougar 1. Hunter


2. F1ying wo1ves 2. Wo1f 2. Trapper
3. Snapping turt1e 3. Wo1verine 3. Sportsman
4. Water spider 4. Grizz1y bear 4. Farmer
5. Cougar 5. Eag1e 5. Farmer's wife
6. Cottonmouth 6. Red-tai1ed hawk 6. Child
7. Trave11er
8. Forester
9. Picnicker
10. Birdwatcher
60

TABLE

1. trap (piece of meta1) 31. Ticks (1-6)


2. Live trap (carrot bait) 32. Ticks (2-12)
3. Live trap (man sme11) 33. Ticks (1-6; with Fever)
4. Box trap (upright 1og) 34. Leeches (1-6)
5. Box trap (app1e bait) 35. Leeches (2-12)
6. Box trap (man sme11) 36. Leeches (3-18)
7. Snare (crump1ed grass) 37. Mites (1-6)
8. Snare (man sme11) 38. Mites (2-12)
9. Snare (no c1ues) 39. Mites (3-18)
10. F' oot trap (piece of meta1) 40. Warb1e f1ies (1-6)
11. Foot trap (carrot bait) f1ies (2-12)
12. Foot trap (man sme11) 42. Warb1e f1ies (3-18)
13. Net & sap1ing (app1e bait) 43. F1eas (1-6)
14. Net & sap1ing (man sme11) 44. F1eas (1-6; with
15. Net & sap1ing (no c1ues) 45. F1eas (2-12; 1/3rd chance
16. Pit (carrot bait) of having P1ague)
17. Pit (sticks on ground) 46. Mosquitoes
18. Pit (man sme11) 47. Mosqui toes
19. Crossbow (app1e bait) 48. Mosquitoes; Shakes
20. Crossbow (sticks on ground) 49. Man thing (meta1; sma11)
21. Crossbow (man sme11) 50. Man thing (machine or
22. Beartooth trap (piece of meta1) something 1arger
23. Beartooth Trap (sticks on ground)
24. Beartooth trap (man sme11)
25. pit & stakes (crump1ed grass)
26. pit & stakes (sticks on ground)
27. Pit & stakes (man sme11)
28. Deadfa11 (upright 1og)
29. Deadfa11 (app1e bait)
30. Deadfa11 (man sme11)
61
FEATURE TABLES

OPEN FOREST BRUSHLAND

1. Haystack 1. Pi1e of 1eaves 1. Pi1e of brush


2. tab1e 2. Rotten 10g 2. Concea1ed opening
3. Human's shed 3. Remains of fire 3. Entrance to cave
4. Rock pi1e 4. Wood pi1e 4. Tang1e of thorns
5. Sandpi1e 5. Fa11en tree 5. Ove :rgrown
6. Human's construction
(rest as for (rest as for
7. Empty burrow , type 1
Open Terrain) Open Terrain)
8. Empty burrow , type 2
9. Empty burrow , type 3
10. Empty burrow , type 4 SWAMP/MARSH MOUNTAINS
1 1. Empty burrow , type 5
1. Quicksand 1. Loos.e rocks
12. Empty burrow , type 6
2. Very soft mud 2. F1imsy 1edge
13. Empty burrow , type 7
3. Spring 3. Dangerous crevice
14. Empty burrow , type 8
4. Marsh gas 4. Human's cache
15. Empty burrow , type 9
5. Boat 5. Entrance to cave
16. Empty burrow , type 10
Lair of predator (rest as for (rest as for
18. Lair of predator Open Terrain) Open Terrain)
19. Lair of predator
20. Lair of predator
2 1. Lair of neutra1 anima1
22. Lair of neutra1 anima1
23. Lair of neutra1 anima1
24. Lair of neutra1
25. Lair of neutra1 anima1
26. Scrape of sing1e rabbit
27. Sma11 warren (1-6 rabbits)
28. Buried cache (5 i tems)
29. Buried cache (10 items)
30. Dead anima1
62

PLANT FEATURES TABLES

OPEN TERRAIN FOREST BRUSHLAND

1. Tick 1eaf 1. Leechf10wer 1. F1ea root


2. Mosquito f10wer 2. Slumber1eaf 2. Snuffba11
3. Dodgeweed 3. Redberry 3. Slumberroot
4. Sour mushroom 4. v.7i1droot 4. Burning nett1e
5. Fever1eaf 5. B1indroot 5. Carrot
6. Oats b. App1e 6. Edib1e berries
7. Edib1e mushroom 7. Grubs 7. MOUNTAIN
8. Dande1ions Haze1 nuts 8. OPEN TABLE
9. C10ver 9. Acorns 9. FOREST T.ABLE
10. TABLE 10. Truff1e 10. MARSH TABLE
1 1. FOREST TABLE 1 1. OPEN TABLE
12. BRUSH TABLE 12. BRUSH TABLE

1. weed 1. l 'larb1e f10wer


2. Slumberf10wer 2. Scritchweed
3. F1ea root 3. Lemonberrv
Razz1eberry 4. Lemonberry
5. Snai1she11s 5. Shiny stones
6. C10ver 6. Dande1ions
7. Poison berries 7. Edib1e berries
8. Edib1e berries 8. Pine cones
9. OPEN TABLE 9. BURSH TABLE
10. BRUSH TABLE 10. FOREST TABLE
63
You shou1d note that the encounters do not a110w for the
possibi1ity of encountering other rabbits , except for the 10w
of finding a scrape or warren on the Terra .i n Features
tab1es. You may wish to set out the of a11 rabbits in
the area by hand , figur .i ng out the characterist .i cs according to
the d .i scussion on "cardboard characters" (Sect. 13.4). For a
major \'larren , you m.i ght want to determine the .i r forag .i ng areas ,
.,
where they might post 100kouts or guards , hat features (such as
truff1e areas) they might wish to defend , etc.

On the other hand , .i f you want rabb .i t encounters to deve10p


through the evo1ut .i on of the game , you can add rabb .i t encounters
to the tab1es as desired , 1 .i st .i ng them under neutra1 anima1s or
predators as your whim gu .i des any case , finding the scrape
of a solitary rabbit Terrain tab1es) shou1d represent one of
three types of encounters: (a) a young buck on the move after 1eav-
.i ng an overcrowded home warren , (b) a that dec .i ded to 1 .i ve
on h .i s own , or (c) a h .i gh-1eve1 (Leve1 11-20 or more) rabbit of any
profession that .i s tough enough to take care of h .imse1f and has
some particu1ar reason for not 1 .i v .i ng .i n a warren.

14.3 Specia1 Predator Ru1es.

Can .i ne predators (Fox , Coyote , Dog , Í'lo1f , IH1d dogs) have the
abi1ity to refind a 10st rabbit by fo11owing spoor (primari1y the
sme11 of the rabbit). The probabi1itv that an escaped rabbit
wi11 be found again is 33%. Wi1d dogs hunt in packs , and wi11
spread out to try to .i ntercept and cut off the escape of the .i r
prey , rather than a11 runn .i ng direct1y after the rabbit. This
feature makes them even more dangerous , beyond their mere numbers.
Foxes and wo1ves may move and hunt as mated pa .i rs.

Ursine (Gr .i zz1y and B1ack Bear) and a1so


can re10cate a 10st rabbit by the time. Bears are
omnivorous (eat anyth .i ng) , so w .i 11 be d .i stracted from the .i r pursu .i t
.i f they encounter some other good food source , such as ed .i b1e
berr .i es. Wo1verines , on the other hand , are exceptiona11y pers .i s-
tent , so that they wi11 search for a rabb .i t's tra .i 1 for a cons .i d-
erab1e 1ength of t .ime after once 10sing the scent.

Fe1ine predators (House cat , Bobcat , Cougar) w.i 11 not charge a


rabbit immed .i ate1y , as wi11 other predators. Rather , after s .i ght .i ng
the rabb .i t , they w .i 11 sta1k .i t , thus reducing their chances of being
seen by proceeds at 10 feet per minute. If they can
come c10ser than 20 feet from the rabbit (the c10ser the better) ,
they wi11 then charge , and wi11 have a of surprise on
that turn.

Muste1id predators (W ease1 , Ferret , Badger) , exc1uding the Wo1verine


(see Ursine predators) , wi11 fo11ow rabbits into burrows. Burrows
stop a11 other mamma1ian predators. P1ugs wi11 stop wease1s and
ferrets , but badgers can dig p1ugs in 1 minute , rock p1ugs in 2
minutes. Wease1s and ferrets can run through burrows ha1f again
as fast as rabbits , though they have a of taking the
wrong turn at a fork when in a we11-used burrow system that is fu11
of scen t.
64

Mongooses , though 1umped "Ti th muste1ids as far as 1anguages , hunt


In this game , they hunt in packs , and try to outwit
their prey and ambush them. A common tactic is to p1ace some
appetizing bait , such as a truff1e , on a path near some cover.
The mongooses hide on either side , and jump the unsuspecting rabbit
when he dashes over with great de1ight to seize the
the initia1 ambush fai1s , they wi11 not pursue the prey un1ess it
is bad1y wounded.

chiroptine predators (F1ying wo1ves , Vampire batsl are usua11y


encountered on1y in caves or at night , though they are sometimes
found in especia11y gloomy forests during the day. F1ying wo1ves
move in aeria1 packs , swooping down on prey and ripping it to
shreds. They are particu1ar1y dangerous to rabbits due to the
difficu1ty of fighting back against a f1ying creature. Varnpire
bats are sma11 and timid; they find a sleeping manna1 and gent1y
sett1e on them slicing surface b100d vesse1s with their raxor-
sharp teeth and 1apping up b100d without awakening their prey.
One vampire bat wi11 do 2 points of damage every 10 minutes , and
wi11 1eave , satiated , after 30 minutes (6 points of darnagel.
Ordinary bats wi11 never bother rabbits , except for the rare cir-
cumstance in which they are rabid ( as is the case for a11 of the
warm-b1ooded neutra1 anima1sl. These ru1es do not inc1ude pro-
vision for Rabies , so that Neutra1 anirna1s may be considered
fair1y safe. A nasty Gamemaster ÿlish to introduce the disease ,
65

Passerine predators (Crow , Raven) will generally not attack a rabbit.


They will , however , attack a baby rabbit in the open , or any rabbit
that is wounded or diseased or caught in a trap. They will also
feed on dead rabbits , or rabbits that appear to be dead.

Accipitrine predators (Hawks , Eagles , Falcons , and Owls;apologies


to biologists for this lumping) all attack from the air. Falcons
hover high in the air and then stoop (dive very rapidly) to attack.
They are so fast that they have a 66 of surprise.
Harriers fly patterns close to the ground , wheeling and dropping
upon a prey animal. They often hunt along the edges of brush or
forest , and their chance of surprise is these situations.
Falcons and harriers will not follow into forest or brush.
Hawks and Owls will follow rabbits into forest , but not into brush.
Burrowing Owls will follow rabbits into burrows , but will be stopped
by p1ugs. Eag1es prefer more exposed terrain , and wi11 not on1y not
pursue into forest or brush , but have a of breaking off
pursuit when adjacent to forest or brush.

Repti1ine predators (Ratt1esnake , Cottonmouth , Snapping turt1e)


respond to temperature , being more active (and dangerous) when warm
or hot. Ratt1esnakes wi11 fo11ow rabbits into burrows , but p1ugs
wil1 stop them. Cottonmouths wi1l pursue swimming rabbits. Snap-
ping turtles have a strange way of attacking. Wh i1e underwater ,
they stea1thi1y approach their prey and sudden1y open their 1arge
mouth and expand their throat , creating a suction that pu11s the
prey into the mouth with a strong force. with an air-breathing
animal , they wi1l then ho1d the prey under the surface unti1 drownìng
occurs. Snapping turt1es will occasiona11y 1eave the water to attack.

Insectine predators (Wasp nest) are very aggressive in this game ,


attacking any mamma1 that enters their hex and pursuing to con-
tinue the attack with a for each new hex entered. If
the rabbit enters a burrow or goes into the water , there is a
chance of the wasps remaining in the area for each 10 that
pass. Honeybees are much more friend1y , on1y stinging if their hive
itse1f is disturbed , and not pursuing if the animal 1eaves their hex.

Arachnine (Black widow , Water spider , Tarantula , Scorpion)


are genera11y more of a nuisance than a rea1 hazard to life , though
their poisons may do a fair amount of damage. They genera1ly must
be brushed against or stepped on to attack , and wi11 not pursue ,
with the exception of the water spider , who wi11 fo11ow an anima1
in the water and bite repeated1y if disturbed.

Human (which may inc1ude any of the human types under the
right circumstances) may use weapons in addition to setting traps.
Weapons inc1ude c1ubs , thrown rocks , bow and arrow , and rif1es.
Humans can see 60 feet in Open Terrain and Mountains , 20 feet in
Forest , Brush , and Marsh. They can fire a rif1e once each minute
(note: their first rif1e a rabbit) , shoot an
arrow once every two minutes , or throw a rock once every five
minutes. They wi11 fo11ow rabbits into Forest or Brush , but not
Marsh.
PREDATOR TABLE

NAME OF RATE HIT DICE OF PROB. PROB.


BITE CIAW A'ITAa<

Wild (1-10) 20/40 6 3 3+1 5 3 60 80


Fox 20/40 6 3 3+15 3 40 80
Coyote 20/40 B 3 3+20 3 50 80
20/40 10 3 3+25 4 60 80
W:ll f 20/50 12 4 3+50 5 70 80

House Cat 10/30 6 3 2+8 2 2 50 70


10/40 10 4 3+25 4 4 60 70
Cougar 10/50 14 5 3+90 B 10 70

Wease1 10/20 2 3 2+6 2 30 60


Ferret 10/20 4 3 2+8 3 40 60
Badger 10/20 8 4 3+30 3 5 50 60
6 4 3+50 6 6 50 50

B1ack Bear 10/30 10 6 3+1 20 12 12 60


Gr izz1y Bear 10/40 12 7 3+1 50 12 15 70 90

(1-10) 10/20 3 2 2+8 l 50 80

*
(1-10) 8 3 2+10 l l 80 80
*
Crow 20/50 2 3 1/2 1/2 60 ! (see
20/50 4 3* 2+1 0 1 1 70 60 \ rules)

Fa1con 30/90 16 3* 2+8 1/2 2 70 70


Harrier 20/70 12 4* 3+1 0 l 2 70 80
*
Ro ugh-1egger Hawk 20/70 14 4 2+1 0 2 3 60 80
Red-tailed Hawk 30/70 16 4* 3+12 2 4 80
OF PREDI\TOR MJVEMENr RATE Sl'RENJl'H DICE OF PIDB. PRoo.
(TRAVELjPURSUE) DlCE BlTE SIGHl'.

OW1 20/60 8 4* 2+1 0 l 2 70 70


Gr eat OW1 30/60 12 5* 3+15 2 4 90 90
Eag1e 30/70 20 5* 3+25 3 6 100 90

Ra ttlesnake 10/10 6 3 1 5 30 60
Cottonmouth 10/10 4 3 l 3 40 50
Snapping Turt1e 10/10 9 3+1 0 2 40 60

10/10 2 1 pt. 2 (sting) 20 40


Tarantu1a 2 2 pts. 1/2 20 40
B1ack 10/10 2 1 pt. 2 20 40
Water Spider 10/10 2 3 1 pt. l 30 50

Wasp Nest (1-20 wasps) 20/40 3 10 1 pt. 1 pt. (sting) 50 100

Man 10/20 3 3 3+50 See Weapon 80 80 (on1y

*Al 1 are De fense C1ass 10 if airborne and

PROBABILITY OF HITTING
Weapon Range (yards) : 60 50 40 30 20 10 DICE OF DAMAGE
Rifle 40 50 60 70 80* 90** 2
Bow and Arrow 10 20 30 40 50* 60** 1
Rock 10 10 20 30 40 l
* Reduce chances target is moving
** Reduce chances 30% if target is moving
Note: A11 weapons wi11 induce shock in a rabbit they hit; duration 1 minute
68

Sighting Ru1es.

genera1 , rabbits can see 40 years in grass1ands , 20 yards


in brush , marsh , or forest , and 100 yards in the air (i.e. , seeing
creatures). Other sma11 (rabbit-sized) anima1s see as do
rabbits; this inc1udes anima1s 1ike skunks , housecats , and wease1s.
Very sma11 anima1s (spiders , mice , etc.) can on1y see things within
10 yards of them , regard1ess of habitat. Medium to 1arge predators
(about dog or bobcat size , or greater) can see 50 yards on the
ground in any habitat except brush; on1y 30 yards in brush. Air-
borne predators see for 100 yards outside burshjforest; 40 yards
inside. Note that many anima1s re1y heavi1y on senses other than
vision; thus a wo1f may be tracking by sme11.

Each time a pursued anima1 passes from 1ess dense to more


dense it has a of being 10st by the pursuer.

Rabbits have a 70% chance of sighting an unaware predator


within their range of vision during each turn; note that this drops
to on1y a sta1king rabbits "post"; i.e. , stand
up on their hind 1egs , they increase chances of seeing and being
seen by they crouch , they decrease both chancesby
Any anima1 that is not specifica11y concea1ed is detected
the time when within 10 yards.

14.5 SurprisejAdvantage Ru1es.

If on1y one party in an encounter has know1edge of the pre-


sence of the other , that party has the advantage of surprise.
This means that he gets one free move , that can be used to attack ,
crouch , run away , attempt to estab1ish friend1y contact , or use
some specia1 abi1ity such as disguise , menta1 contro1 , or the 1ik0.
Even when a presumed simu1taneous encounter occurs , there is a
possibi1ity of an advantage to one side or the other. Ro11 a 6-
sided die for each individua1; a 1 means that party is surprised
or is slow to react , and forfeits one turn of action. Note that
dec1ared Runners a1ways get in situations 1ike this
(Sect.3.5).

14.6 Examp1e of a predator encounter.

Fred the rabbit is stro11ing through the forest , trying to


10cate the truff1es he knows are in there. The GM ro11s a 10 for
a wandering encounter; that means a predator is there. The pre-
dator turns out to be a Bobcat , 30 yards away. The Bobcat sees
Fred , but Fred , unfortunate1y , can not see 30 yards away in the
woods. The Bobcat begins sta1king Fred. He c10ses in to about
10 yards , Fred hears a noise and stops to 100k around , and Fred
sights a Bobcat towards him. Fred is and the
Bobcat reaches Fred before he has a chance to the first
me1ee round , the Bobcat hits Fred with c1aws , doing 12 points of
damage (four dice: 2 , 6 , 3 , 1); at the same time , Fred successfu11y
throws down the prepared Snuff Ba11 he was thoughtfu11y carrying_in
his fur. Fred_ orlly - has 2 hi t points. 1eft , _but. mél. nage l? to run off
and escape whi1e the Bobcat and nose.
Lucky Fred!
69

15.0 Experience Ru1es.

A rabbit gains experience Leve1s as the game progresses.


Each rabbit the game at Leve1 0 in each of the eight basic
categories. For each event during the game that a p1ayer rabbit
successfu11y avoids disaster or gains some important advantage or
aid to future success , the rabbit wi11 receive credit for one die
ro11 of percenti1e dice. This die ro11 wi11 be awarded in the cat-
egory that was used in gaining

For examp1e , a rabbit fights a Badger and drives him of f.


He gets a die ro11 for Strength (and maybe deserves one for
reck1essness , as we11) is best for the Gamemaster to
actua11y save these die ro11s and make them at the end of each
adventure , rather than a110wing rabbits to advance during the same
adventure , thus slowing down the f10w of the game.

Depending upon the p1ayer rabbit's innate characteristic


for the category being the probabi1ity of increasing
experience that category varies:

PROB. OF ADVANCE INNATE PROB. OF ADVANCE

3 11 13%
4 12
5 7% 13 16%
6 8% 14
7 15
B 16 26%
9 17 30%
10 13% 18

Not more than one Leve1 in any given category shou1d be


awarded per Game Day. A die Constitution shou1d be
given each time a rabbit drops be10w ha1f its hit points , each
time it survives a disease , each time it is rendered unconscious ,
and for each offspring produced. A rabbit receives a bonus of
+5% perdie ro11 in its prime category for dec1ared profession
(not app1icab1e if dec1ares in 2 professions).
70

Color and

This game derived some initial inspriation from other


role-playing games such
Petal Throne , and as well as from books in the fantasy
as Watership nevertheless , the game evolved
in its own manner as very distinct from any of these sources ,
and the players need have no familiarity with such games or books
to in and enjoy the game. The authors are both
zoologists by trade , leading to a desire to incorporate some of
their knowledge about the characteristics and ways of animals;
both authors are also game-players with broad experience ,
explains their deviations from biological accuracy for the sake
of playability and enjoyment.

In our play of the game , the player rabbits started out


few distinctions except for their names and basic characteristics.
We tended to choose names of two sorts for rabbits; those referring
to physical characteristics (Redflank , Midnight (a black rabbit))
and those referring to plants of various sorts (Bitterberry ,
Timothy , Cocksbur). As the games progressed , chance events tended
to endow our rabbits with personalities of their own. One rabbit
might have been lucky the first few times he disabled traps , and
acquired a tendency to by reckless , trusting in his luck. Another
might have been badly damaged in a fight and decide to do anything
possible to avoid fighting again. Two rabbits might acquire a
habit of daring each other to do wilder and wilder things. All
ways in which rabbits are made more distinctive adds considerable
interest to the game , and should be heartily encouraged. Once your
rabbit acquires some traits , you should try to keep his behavior
in character during future play , even when i t is not in your best
interest to do so! Believe i t or not , this makes the game more
fun in the long run.

The Gamemaster and players also can not be encouraged enough


to develop other aspects of the game besides the routine play.
legends and folktales , actual story-telling during
the game , rumors , mysterious prophecies , and similar oral
traditions. The characters of "cardboard" rabbits , and even of
other neutral and predatory animals , should be developed in the
same manner as player rabbits , so that players come to know what
to expect from George , the grumpy old wild pig that lives up on
the ridge , or from the crazy rabbit that spends his time
pictures with berry juice on the cliff face. The game should be
full of puzzles and problems , involving artifacts left around by
man , or remnants of prior the Gamemaster
should not be disturbed if the players are not able to figure out
all of these problems , since it's good to have some mystery
every rabbit's (and person's) life.

Above all , everyone should have fun playing the game. If


you only feel fatigue , worse , anger , at the conclusion
of the game , then maybe someone else should be the Gamemaster.
Let the GM and the players work together , not against each other;
then both will be happier. Enough of the lecture: enjoy the game!
71

GAMBLING RULES

and Stones (a game for three p1ayers)


1. This game represents a simp1e , traditiona1 form of gamb1ing
anong i t , rabbits have the choice of presenting
either a stick or a stone , simu1taneous1y , without prior know1-
edge by other rabbits. One choice , sticks , represents a decision
to cooperate against a common enemy , the fox. The other choice ,
stones , represents a decision to cheat in the hope of persona1

2. A vote at the beginning of the game determines the stakes


and identifies one p1ayer as the Fox at the beginning. The
other two p1ayers are ca11ed the Rabbits.
3. A11 three p1ayers ante two units of the agreed stakes (such
as two truff1es each).
4. The two Rabbits each simu1taneous1y present their choice of
sticks or stones. For convenience , the p1ayers may use objects
that may be concea1ed in one hand to represent sticks and stones ,
such as a die and a coin.
5. The choices of the two rabbits , or stones , may have
three possib1e outcomes.
both rabbits choose sticks , then they have cooperated
against the Fox , and they may equa11y divide the stakes
(three units each). The Fox 1oses.
one Rabbit cheats , but the other does not (one stick
and one stone) , the cheater (stone) receives four units of
the stakes and the Fox gets back two units.
both rabbits choose stones , representing cheating ,
then each receives on1y one unit , and the Fox gets four
units of the stakes. The Fox wins.
6. This sequence of p1ay may be repeated one p1ayer
drops out , or unti1 an agreed number of rounds have been p1ayed.
more than one round is p1ayed , the Fox has contro1 over who
wi11 p1ay the Fox during the next round. He may decide to
remain the Fox , or he may decide to choose some other p1ayer to
p1ay the Fox.

(a game for two or more p1ayers)

1. This game represents a contest in which each participating


rabbit seeks out some f1ower , picks it , and compares its number
of peta1s with the f10wers se1ected by other rabbits. This
simp1e comparison is comp1icated by the fact that rabbits can
on1y count to four. Presumab1y the number of peta1s is compared
by p1acing the peta1s in a 1ine and judging the re1ative 1ength
of the 1ine. This procedure , however , a110ws for the possibility
of cheating.
2. In effect , a p1ayer has three options of p1ay. He may
decide to p1ay fair1y; he may attempt to stea1 another p1ayer's
peta1s; and he may agree to supp1y another p1ayer with peta1s
or receive peta1s from another p1ayer in return for some out-
side favor.
K

72

3. To start , all players are given a period of time to dis-


cuss their strategy of play with the other players. Agree-
ments to supply or receive petals may be made at this time ,
usually for some agreed division of the stakes or outside
favor.
4. Each player then writes his intended play on a slip of
paper , to be given to the GM. This represents the actions of
the player's rabbit. As mentioned before , there are three
possible plays:
a. Play Fairly this case , the number of petals will
equal the roll of five six-sided dice. The player allows
for no agreements.
b. to The player has agreed to
supply a specified number of petals to another , specified ,
the number of petals to be transferred is greaær
than four , then the player may approximate by stating the
number of dice , plus four petals , to be supplied. (example:
4 plus 2 dice). The number of supplied petals is subtracted
from the five-dice total of the supplying player , and added
to the five-dice total of the receiving player. A player
may supply petals to more than one other player. Assume
that the act of supplying petals is done in secret , and that
only the supplying player is aware of it.
c. Steal x petals from name - The has decided to
cheat , and his chance of successfully cheating depends upon
his dexterity (see dexterity cheating is success-
ful , then the specified number of petals is added to the
cheater's five-dice total , and is subtracted from the total
of the named is unsuccessful , then the
cheater is discovered , and traditionally must surrender four
petals to the player he tried to rob. Thus four petals are
subtracted from the cheater's total and added to the total
of the narned player. Remember that , in stealing also , if the
number of petals to be stolen is greater than four , the num-
ber must be approximated by indicating four plus some number
of dice. A player may steal from more than one other player ,
but each attempt is judged independently for success or
failure.
5. After the GM has received orders of play from all players ,
he rolls five six-sided dice for each player and adjusts the
totals accordingly. The player with the largest net total is
the winner.
6. Example of play: Three rabbits , Fred , George , and Sam ,
decided to play Blossums. Each bets one truffle. Fred tells
Sam he will split the Sam will give him four petals.
Sam agrees , but secretly decides to play fairly. George attempæ
to steal
73

tasks (for any number)


1. A wager task is a bet between two or more p1ayers that
a certain task can or cannot be performed in a specified time
1imit. The procedure is to c1ose1y define the task. to be
performed , and a time 1imit. This information ,
and the stakes are given to a neutra1 third party , the stake-
ho1der , who is responsib1e for judging the success or fai1ure
of the task , and awarding the stakes. Some stakeho1ders may
want some reward for their service.
2. After the wager is made , the rabbit(s) invo1ved attempt
to carry out the task during the norma1 sequence of the game.
The stakes are awarded to the the end of the
time 1imi t.
3. Some GM may want to promote wager tasks by a1lowing a
bonus in experience. One possibi1ity is to give two experience
die ro11s per dangerous encounter of one for the
duration of the task (see experience ru1es).

These are on1y three of many possib1e forms of


avai1ab1e to p1ayer-characters. We open1y encourage experi-
mentation and innovation in other forms , but
remember the 1imitations of your rabbits as you draw them up.
We a1so encourage p1ayers to use gamb1ing as a means of
making group decisions , dividing spoi1s , determining the
1eader of an expedition , se1ection someone for a suicide
especia11y among rabbits , is a
usefu1 means of arbitration.
74

"B"

AVAILABILITY OF

Meta1 castings for the professiona1 types discussed in Bunnies &


Burrows are being manufactured by Grenadier at 118
Springfie1d , PA , 19064. These are detai1ed 25mmmeta1
to represent the specific rabbit types in these ru1es. They are
packaged together and are avai1ab1e through 1oca1 shops or direct
from Grenadier.

4
wanderinq Encounter Tab1e Enco u nter Table Energy points/ l O minutes
Die Ro11 Encounter nie Ro11 Encounter Grass 1
1 Artifact/Pest
1- 8 None C1over ; Dande1 ion 2 f
9 2 Terrain featu r e Edible Mushroom; 3
3 P1ant feature Edib1e Berries
10 Predator
4-20 No occupant
Food type Energy points/mi nute Tradinq value(lettuce)
CHlìNCE QF RECOGNIZING Lettuce 4 1
S r-l ELL CHARACTERISTIC
Non- lIerbalist Herba1ist
POISONWEED
Carrot • 5 2
h
qe
ta
b
ll Oats 6 s
3 - 6 lr
‘ PTK
/nu App l e ? 10
--
7 - 8 3 - 6 pe
25 Truffle 10 100
9 - 12 7 - 8 50%
av e r r yt e er
13 - 16 9 - 10 67 ‘
17 - 18 11 -
13 -
12
16
75 ‘
17-18
Oistan ce between Professions PROBABILITY OF
I NTELLIGENCE
CHARACTERISTI C DETECTING CLUE
4 3 2 l
10 3 3 - 5 0%
-10 s 5 5 5
15 4 6 - 8
-9 , -8

5 5 5 5
9 - 12
-7 , -6 5 5 5 10 20 5 50
13 - 14
-5 , -4 10 15 25 6
‘‘
5 5
15 - 1 6
-3 , -2 5 10 15 20 30 7 90
Professiona1 i 17 - 1 8 100
5 15 2a 25 35 8 Innate
Le ve1 20 25 30 40 9 , 10
10 Character
Defender +l
NinllS That
15 25 30 35 45 11
12
Va 1 ue -TRAP TYPE
Live trap
LEVEL
l No damage
+2 , +3 20 30 35 40 50
lìttacker +4 , +5 35 40 45 55 13 trap l No damage
25
60 14 Snare 2 1 die damage/ 1 0 minutes
+6 , +7 30 40 45 50
15 Foot trap 2 1 die damage/10 minutcs
+8 , +9 35 45 50 55 65
16 Net & sap1ing 2 3 points of damage
+10 , +11 40 50 55 60 70
Pit 3 1 die of damage
+12 , +1 45 55 60 65 75 17
65 70 80 18 Crossbow 4 2 dicc of damage
+14 50 60
Beartooth trap 5 3 dice of damage
petect Di sease Traps; Poison Ba1 ance pit & stakes 5 3 dice of damage
pests l'leapons
(each Deadfa1 1 6 4 dice of damage
10 mi n .)
--
fib "
MODE DAl'1AGE BONUS

-:-.::=
Bite & Ho1d 1 die (1-6 pts) Chance to Rip

Bite & Re1ease 1 die (1-6 pts) Critica1 Hit Option

Butt 1 point Free Chance to Hit

C1aw 2 points Critica1 Hit Option

Pìn No damage Immobi1izes Opponent

Kick die + 1 (2-4 pts) Reduces damage received


by one ha1f.

Rìp 2 dice (2-12 pts)

Cuff 1 point Not considered hosti1e

Dodge No damage

Run No damage Reduces damage received


by one ha1f.

Die Ro11 Area Hit Effect of Critica1 Hit

Head Opponent stunned for next turn

2 Throat Trip1e damage

3 L.Fore1eg Opponent - 2 in Strength Leve1

4 R.Fore1eg Opponent Strength Leve1

5 L.Hind1eg Opponent -2 in Defense C1ass ,


runs at ha1f speed

6 Opponent -2 in Defense C1ass ,


runs at ha1f speed

7 Thorax Doub1e damage

8 Abdomen Doub1e damage

9 Mìss No effect; ordinary miss

10 Mìss Opponent pu11s you off ba1ance ,


pins you to ground

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