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Bunnies & Burrows 1st Edition
Bunnies & Burrows 1st Edition
Bunnies & Burrows 1st Edition
' '1Iørrtnn
epgbtezwnd
R.
U. S. COPYRIGHT
P.HjÅtJ 1"177-.
Cover by Char1es
printed in U.S.A.
TABLE OF CONTENTS
5.8 poisonweed 19
Ru1es 23
6.1 Traps 23
Predator Tab1es 59
Artifact/Pest Tab1e 60
Feature Tab1es 61
14.4 Ru1es 68
LIST OF ILLUSTRATIONS
A runner. 6
A fight in progress. 12
13
5.0
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.
Ba11 , Root , Stem , Leaf , F1ower , Nett1e , Berry , Mushroom , & Dust.
The four Sme11 Types are: Sweet , Sour , Acrid , and Pungent.
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
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
9 or be1ow: No bonus
5
3.0 Rul es
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:
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?).
(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
(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
DEFENDER
& 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
by one ha1f.
Dodge No damage
by one ha1f.
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.)
5.0
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.
Ba11 , Root , Stem , Leaf , F1ower , Nett1e , Berry , Mushroom , & Dust.
The four Sme11 Types are: Sweet , Sour , Acrid , and Pungent.
Location l
Sweet Sme11s 1
Sour Sme11s 2
Acrid Sme11s 5
Pungent Sme11s 10
TO SMELL
C1ear C1arity 7
C10udy C1arity 9
Murky C1arity 13
Dense C1arity 15
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
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
dexterity; an herb a sleeping , herbs in 1ist were found for most pur-
p1ayers
NOTE: ALL herbs may be delivered by p1acaænt in an open in addition de1ivery methods
g 1.ven talJ1e.
18
Note that preparations that convert one herb into another wi11
a1ways change at 1east one aspect of its sme11 , though not every
'.
20
5.9
f\
r!
23
Ru1es.
is concerned with:
6.1 Traps.
OF
CHARACTERISTIC CLUE
3 - 5
6 - 8
9 - 12
13-14
15 - 16
17 - 18
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.
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
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.
3 - 5
6 - 8 10%
9 - 12
13 - 16 30%
17 - 18
Less than 10
10-13
14-16 10%
17-18 A1ways Correct
1-3 20%
4-5 30%
6-7
8-9 80%
10-11
12+
7.6 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.
1-3
4-5
6-7
8-9 60% 40%
10-11
12-13 60%
14-15
16-17 100%
18-19 90%
20+
8.4 Climbing.
37
Grass l
C1over; Dande1ion 2
Edib1e Mushroom; 3
Edib1e Berries
Lettuce l
Carrot 5 2
Oats (bag-full) 6 5
App1e 7 10
Truff1e 10 100
38
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).
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.
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).
/0. t
42
11.0 Charisma ru1es.
. Charisma Bonus
3- 5 -10%
6-12 none
13-16 +10%
+20%
none
4-6
7-11 +20%
12-15
+16
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.
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
11.4 Storyte11ing.
19+
L1
45
A Storyte11er gets a with an innate charisma of
15-16; a a charisma of 17-18.
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.
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
Traps
Ba1ance
SDZC
extn
peno
--t
de-4t
etes
yet
tqJU
Eli
co
en
n'l
Pests
A11 others
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?
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.
13.3 Caves.
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.
14.2 Encounters.
3
4-20
Note: If the Gamemaster 1ikes more excitement , you can ro11 this
tab1e with a 10-sided die instead.
58
NEUTRAL TABLES
SWAMP/MARSH MAN
TABLE
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.
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
*
(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)
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
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.
3 11 13%
4 12
5 7% 13 16%
6 8% 14
7 15
B 16 26%
9 17 30%
10 13% 18
Color and
GAMBLING RULES
72
"B"
AVAILABILITY OF
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
Dodge No damage