Character templates can make it easier to create a character. You start with a partially-filled character sheet that fits a certain type of character, then improve attributes and add advantages, disadvantages, quirks, and skills to customize the character. Using a character template is completely optional, but it can help if you don't know where to start.
The template's cost reflects how many character points are used up by the template. Even if the template includes disadvantages, you may still take up to -50 additional points in disadvantages. Most of the templates have average attributes and minimal skills, unless the nature of the role implies a higher level of ability. All skills and attributes can be improved (or reduced) as you please!
The Templates
The Bruiser
Cost: 43 points
You are a large, tough rabbit whose greatest asset is your physical strength and endurance.
Attributes
- ST: 13
- DX: 10
- IQ: 10
- HT: 11
Advantages
- Fit (5 points): You're hardier than your health would imply. +1 to all HT rolls, recover from fatigue (FP) at 2x the normal rate.
- Hard to Subdue 1 (2 points): It's hard to knock you out. +1 to all HT rolls to avoid unconsciousness.
Disadvantages
- Mundane Background (-10 points): You have no experience at all with the weird things in this world. You cannot learn any supernatural skills.
Skills
- Brawling (1 point) (Roll: DX+0)
- Climbing (1 point) (Roll: DX-2)
- Jumping (1 point) (Roll: DX+0)
- Running (1 point) (Roll: HT+1)
- Swimming (1 point) (Roll: HT+0)
- Throwing (1 point) (Roll: DX-2)
The Seer
Cost: 48-62 points, depending on advantages/disadvantages selected.
You often get feelings about things that turn out to be true. Sometimes you even see visions.
Attributes
- ST: 10
- DX: 10
- IQ: 10
- HT: 10
Powers
- ESP (Limitation: Uncontrollable) - Reduce point cost of ESP skills by 10%.
Advantages
- Empathy (Rabbits) (15 points): You have a "feeling" for other rabbits, and can often sense where others' true loyalties lie. The GM may ask you to roll against your IQ to try to get a feeling for someone. (On a failed roll, you may "sense" something completely false.) You also get a +3 bonus to the skills Detect Lies, Fortune Telling, and Psychology.
- Psychometry (18 points) (ESP): You can psychically sense the history of a place or inanimate object by touching it and concentrating. Use by rolling against IQ+0.
- *Danger Sense (14 points) (ESP): Sometimes you can tell something's wrong. The GM may roll against your Perception secretly in situations like ambush or impending disaster -- on success you receive enough warning to allow you to act. This power is included in Precognition -- do not take both.
- *Precognition (23 points) (ESP): You receive uncontrollable visions of future events that matter to you. (I.e. You could not predict the moon landing, but you could predict a friend being caught in a snare.) The GM may roll against your IQ secretly to determine if you get a vision. You can try to intentionally read your future or someone else's, but it's hard - requires 10 minutes of concentration, 2 FP, and a roll against IQ-8.
Disadvantages
- *Social Stigma (-5 points): Most rabbits assume seers are charlatans, and may react poorly to you if they know of your gift. Take this disadvantage only if your status as a seer is commonly known or easy to figure out.
Skills
- Detect Lies (4 points) (Level: IQ+0)
- Seekersense (1) (Level: IQ-2) - Psychically sense the direction of a creature or object you would like to find.
The Storyteller
Cost: 49 points
You are a creative rabbit with a natural charisma and love of performance that holds other rabbits spellbound.
Attributes
- ST: 10
- DX: 10
- IQ: 11
- HT: 10
Advantages
- Charisma 1 (5 points): +1 to reaction rolls for neutral or friendly animals you're actively interacting with. +1 to skills: Fortune-Telling, Leadership, and Public Speaking.
- Voice (10 points): You are the rabbit with the golden voice. +2 to reaction rolls for animals who can hear your voice. +2 to skills: Diplomacy, Fast-Talk, Performance, Acting, Public Speaking, Sex Appeal, Singing.
Skills
- Public Speaking (2 points) (Roll: IQ+0)
- Oral Literature (4 points) (Roll: IQ+0)
- History (4 points) (Roll: IQ+0)
- Performance (2 points) (Roll: IQ+0)
- Poetry (2 points) (Roll: IQ+0)
The Engineer
Cost: 57 points
You are an unusual rabbit who can see an object and imagine a novel use for it. With some time and thought, you can even understand how to operate simple machines.
Attributes
- ST: 10
- DX: 10
- IQ: 12
- HT: 10
Advantages
- Single-Minded (5 points): You are capable of incredible focus. While concentrating, +3 to success rolls on any lengthy mental task. -5 to rolls for noticing interruptions.
- Versatile (5 points): You are a very creative individual. +1 bonus on creative or inventive tasks (such as the Engineer skill).
Skills
- Scrounging (1 point) (Roll: Per+0) - Searching for and gaining familiarity with a variety of found items.
- Engineer (4 points) (Roll: IQ+0) - Figuring out a novel use for an object.
- Mechanic (1 point) (Roll: IQ-1) - Understanding how a simple mechanical object works.
- Traps (1 point) (Roll: IQ-1) - Understanding the workings of human-made traps.
The Herbalist
Cost: 60 points
You have special skills and training in the use of herbs. All rabbits can tell if a plant is food or not, but you know how to make certain plants into medicines or weapons.
Attributes
- ST: 10
- DX: 10
- IQ: 12
- HT: 10
Skills
- Botany (8 points) (Roll: IQ+0) - Searching for and identifying specific plants.
- Herbary (8 points) (Roll: IQ+0) - Botany must be 12 or higher to use. Knowing how to create herbal concoctions with certain properties.
- Holdout (1 point) (Roll: IQ-1) - Hiding small items (like herbs) in your fur.
- Fast Draw: Herb (1 point) (Roll: DX+0) - Quickly pull out a hidden herb and have it immediately ready for use.
- Merchant (1 point) (Roll: IQ-1) - Bartering and trade.
- Fiber Crafts (1 point) (Roll: IQ-2) - Weave a little pouch that is useful for carrying herbs.
The Trickster
Cost: 47 points
You absolutely cannot resist the opportunity to brave danger using only your wits. The thing is, you usually come out on top.
Attributes
- ST: 10
- DX: 10
- IQ: 11
- HT: 10
Advantages
- Charisma 1 (5 points): +1 to reaction rolls for neutral or friendly animals you're actively interacting with. +1 to skills: Fortune-Telling, Leadership, and Public Speaking.
- Luck (15 points): You are unusually lucky. Once per play hour (in real life), you may re-roll a bad die roll twice and use the best of the three rolls.
- Talent: Smooth Operator (10 points): +1 to all affected skills, even for default use. Affected skills: Acting, Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Leadership, Public Speaking, Savoir-Faire, Sex Appeal, Hedgewise.
Disadvantages
- Trickster (-15 points): You must try to outwit a dangerous foe every day. You may make a self-control roll to avoid it. However, each day you avoid satisfying your compulsion, add a modifier of -1 to the current self-control roll until it eventually fails.
- Curiosity (-5): You compulsively investigate anything that looks interesting, even if it might be dangerous.
Skills
- Acting (2 points) (Roll: IQ+0) - This is not stage acting. Acting is pretending to think and feel things that you don't.
- Disguise (1 point) (Roll: IQ-1) - Concealing your identity using natural materials.
- Escape (2 points) (Roll: DX-1) - Getting out of sticky situations.
- Fast-Talk (2 point) (Roll: IQ+0) - Convincing someone to make an impulsive decision that is not in their best interest.
- Scrounging (1 point) (Roll: Per+0) - Searching for and gaining familiarity with a variety of found items.
- Sleight of Paw (2 points) (Roll: DX-1) - Ability to manipulate objects in something like a human's precision grip.
- Ventriloquism (1 point) (Roll: IQ-2) - Throwing your voice.
- Hedgewise (1 point) (Roll: IQ-1) - Getting along with "shady" neutral animals, the kind that might attack you if you were injured.
The Diplomat
Cost: 48 points
You are very good at resolving difficulties by talking rather than resorting to blows. You keep a cool head and have a knack for bringing others around to your point of view.
Attributes
- ST: 10
- DX: 10
- IQ: 11
- HT: 10
Advantages
- Charisma 1 (5 points): +1 to reaction rolls for neutral or friendly animals you're actively interacting with. +1 to skills: Fortune-Telling, Leadership, and Public Speaking.
- Sensitive (5 points): You get an intuition about others' intentions by interacting with them. Roll against IQ-3 to try to get a "feel" for someone. +1 to Detect Lies, Fortune-Telling, and Psychology (if you can speak to the subject).
- Language Talent (10 points): You learn languages easily. In any language learned at a level above "None," you function at the next highest level. (E.g. if you learned the Canine language at a Broken level, you would speak it at an Accented level.)
Skills
- Detect Lies (2 points) (Roll: Per-1)
- Diplomacy (2 points) (Roll: IQ-1)
- Psychology (1 point) (Roll: IQ-2) - Understanding the inner workings of someone's mind.
- Hedgewise (1 point) (Roll: IQ-1) - Getting along with "shady" neutral animals.
- Leadership (1 point) (Roll: IQ-1)
- Savoir-Faire (1 point) (Roll: IQ+0) - Getting along with others of your own kind. Knowing what to do to avoid giving offense.