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Bunnies & Beasties.

A stat comparison chart comparing B&B with other systems I’ve found. An
average starting level 1 human would have a stat range of 3 to 18. For non heroes they
would have about 52 points to distribute between 5 stats. A level 1 hero as defined by
Torg, Rolemaster, Usagi Yojimbo and AD&D 4th Ed laws would have 72 points to
distribute between the 5 stats and I would allow such characters to have up to 20 in
any given stat. The maximum stat for anything considered human I would limit at 25.
Game Stat value comparisons in each game. This is highly arbitrary and modifications have been made to give favourable
systems comparisons. The average for a normal human in each system has been given the same average in B&B: 11.
B&B, D&D, 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
Runequest
Torg, 5 5 5 6 6 7 7 7 8 8 8 8 9 9 9 10 10 11 11 11 12 12
Masterbook
Earthdawn 2 2 2 3 3 4 4 4 5 5 5 5 6 6 6 7 7 8 8 8 9 9
(steps), Feng
Shui
Marvel 2 4 6 10 20
Superheroes
Marvel 1 2 3 4 5 6 7 8
(Cards)
AD&D 1st- 1 2 3 5 6 7 8 9 10 11 12 13 14 15 17 18 10 21 22 23 25
4th, Hero
system
Fuzion 1 2 3 4 5 6 7
Warhammer 1 2 3 4 5 6 7
, Shadowrun
Whitewolf 1 2 3 4 5 6
GURPS 3 4 5 6 7 8 9 10 11 12 13 14 15 16 18 19
(supers)
Rolemaster 9 13 17 21 26 31 36 40 44 48 52 57 62 67 74 82 90 99 10 10 10 104
1 2 3
Deadlands 4 5 6 7 8 9 10
(Sizes)
Game Stat value comparisons in each game. This is highly arbitrary and modifications have been made to give favourable
systems comparisons. The average for a normal human in each system has been given the same average in B&B: 11.
B&B, D&D, 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
Runequest
Torg, 13 13 13 14 14 15 15 15 16 16 17 17 17 18 18 19 19 19 20 20 21 21
Masterbook
Earthdawn 10 10 10 11 11 12 12 12 13 13 14 14 14 15 15 16 16 16 17 17 18 18
(steps), Feng
Shui
Marvel 30 49 50 75
Superheroes
Marvel 9 10 11 12 13 14 15 16
(Cards)
AD&D 1st- 26 27 29 30 31 33 34 35 37 38 39 41 42 43 45 46 47 49 50 51 53 54
4th, Hero
system
Fuzion 8 9 10 11 12 13
Warhammer 8 9 10 11 12 13 14 15 16
, Shadowrun
Whitewolf 7 8 9 10 11 12 13 14 15
GURPS 25 30 40 50 60 80 10 15
0 0
(supers)
Rolemaster 10 10 10 10 11 11 11 11 11 12 12 12 12 13 13 13 13 14 14 15 15 159
5 7 8 9 1 3 4 6 8 0 2 5 7 0 3 6 9 3 6 0 4
Deadlands 11 12 13 14 15 16 17 18
(Sizes)

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Bunnies & Beasties.
Stat value chart for the five stats: Strength, Intelligence, Dexterity, Constitution
and Charisma. Ignoring all arguments, I’ve decided that an average person of average
strength and height and weight can lift his own weight, and so the values on the chart
apply to how much a character can lift and how much they weigh. The stat
bonuses/penalties apply to the 5 stats as well as Size, Combat and Luck ‘skills’. A
character’s hit points can be worked out using the values on the chart by comparing
the hit points of the character to the hit points of an average human. An average
human by definition of the first RPG (D&D) is Level 1 or Hit Dice 1 with 1D8 hit
points (average of 4.5) Conan for example has 100 Hit points and so I would divide
100 by 4.5 getting about 22. Multiply the average human value (stat 10.5) of 79.433
(or 80) by 22 getting roughly 1750 which corresponds to a stat of 28 Hit points.

Stat Value Stat Equivalent Stat Value Stat Equivalent


(Kgs) Bonus Height (Kgs) Bonus Height
(feet) (feet)
-10 2.2 -8 23 661 5 12
-9 2.6 -7 24 794 5
-8 3.2 -7 2 25 955 5
-7 3.8 -7 26 1150 6 14
-6 4.6 -6 27 1380 6 16
-5 5.5 -6 28 1660 7
-4 6.6 -5 29 2000 7 18
-3 7.9 -5 30 2400 7
-2 9.6 -5 3 31 2880 8 20
-1 11.5 -4 32 3470 8
0 13.8 -4 33 4170 9
1 16.6 -3 34 5010 9 24
2 20 -3 35 6030 9
3 24 -3 4 36 7240 10
4 28.8 -2 37 8710 10
5 34.7 -2 38 10500 11
6 41.7 -1 5 39 12600 11 32
7 50.1 -1 40 15100 11
8 57.2 -1 41 18200 12
9 65.2 0 42 21900 12
10 74.4 0 43 26300 13
11 84.8 0 6 44 31600 13
12 96.8 0 45 38000 13
13 110 1 46 45700 14
14 126 1 7 47 55000 14
15 151 1 48 66100 15 58
16 182 2 8 49 79400 15
17 219 2 50 95500 15
18 263 3 9 51 115000 16
19 316 3 52 138000 16
20 380 3 10 53 166000 17
21 457 4 11 54 200000 17 82
22 550 4 55 240000 17 87

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Bunnies & Beasties.
There is a pattern to the values. The stat bonuses are exactly the same as D&D. And
you should find that these bonuses increase in exactly the same proportion as Torg,
Earthdawn, Warhammer, Shadowrun and Whitewolf stats on a one for one basis.
The values in kilograms increase logarithmically: every +25 stat is a 100x difference
in value. Every 25 stat you might notice is also a +10 stat bonus. This corresponds
exactly to Masterbook where a +10 stat equals x100 value. This happens to be the
same in Earthdawn where an increase in 10 steps is more or less x100 value
difference. The chart above only shows a small range and no doubt most Horrors from
Chthulhu and Earthdawn, as well as Super heroes and villains will have stats higher
than those listed.

Levels or Points or Both. When publishing the game rules as a finished product
for others to use I intend to have the game a non level based system. However most of
the games I play and use to convert rules here are level based and the game world
denizens were originally designed using D&D. Also I haven’t bothered creating spells
and for the moment use the spell lists from Rolemaster in my games, and those are
based on level. At the moment, spells in my games are the only section that has
obvious levels to them. So by necessity levels have meaning in this system, though
characters can be created on purely a point based system. In this regard, the higher
level you are, the more points you have to allocate, and levels such as in Mutants and
Masterminds can control limits to points spent in various areas. At this stage levels in
this system are the same as levels in Rolemaster on a one for one basis.

Level and Skill Comparison Table


Rolemaster, D&D AD&D Earthdawn Torg and Fuzion/ Sample
B&B 3rd level and B&B skill Gurps ‘Fighter’ Levels
Edition skill ranks adds skill
adds
0 0 0 0 0 0/-1 Children
3 1 1-2 1 1 Common
Soldiers
7 4 3-4 2 2 1/0
10 5 3 3 2/1 Torg Heroes
13 7 6-7 4 4
17 10 8-9 5 5 3/2 Knights
20 13 10 6 6 4/3 Boromir
23 16 11-12 7 7 Valeria
27 19 13-14 8 8 5/4 Conan, Aragorn
30 15 9 9 6/5
33 22 16-17 10 10 Sir Gawaine
37 25 18-19 11 11 7/6 Redcaps
40 28 20 12 12 8/7 Sir Launcelot
43 31 21-22 13 13
47 34 23-24 14 14 9/8 Miyamoto
Usagi
50 25 15 15 10/9 Max Human
53 37 26-27 16 16

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Bunnies & Beasties.

Random Character Creation Rules and how the stats are related to each other
and skills.
On a player’s character sheet he should list these stats: Strength, Intelligence,
Dexterity, Constitution, Charisma, Size, Combat, Luck, Move, Melee Adds, Parry
Adds, Missile Adds, Dodge Adds, Armour, Hit Points, Recovery, Knock-back, Mana
and Magic Rating.
Starting characters in games I run would be level 10, have 75 points to spend on the 5
stats, have 16 points to spend on skills including Combat, Hit points and Luck. Every
point spent on Hit points would increase the base value by 2. The max a character can
have in any skill is 3 points.
For every 3 levels difference, increase/decrease the pool for stats by 1 point.
Divide the character level by 10 and multiply by 16 to get the number of points to
allocate for skills. You can look on the level comparison chart to find the maximum
skill add for any level, e.g. level 50 has a max skill add of 15, 80 skill points to spend
and 88 points to spend on stats.
Important note: stats values are almost never used unless specifically mentioned in all
sections of the rules. When a stat is quoted, always use the bonus from the stat.

Move: 8 + Dex + Size-Net Armour penalty = metres walking per 6 second round.
This walking is a free action which doesn’t affect doing anything else. Move x 5 =
max running speed without pushing and taking damage. This counts as an entire
rounds action.
Melee Adds: Str + Int + Dex + Combat. This total is what you roll to hit adding the
number to 2D10 against 11+ Parry skill.
Parry Adds: Int + Dex + Combat/2 + Net Dodge Skill + PD from armour and shield.
Missile Adds: Dex + Dex + Int + Combat – Armour penalty.
Dodge Adds: Dex + Int + Combat/2 + Net Dodge Skill + PD from armour and shield
+ a modifier from Size* + Movement rate as shown on the table below– Armour
penalty.
*I may know how to work this out but I don’t know an easy formula to show others to
use. Basically the larger your size value, the easier you are to hit; this includes those
denser or fatter than normal for height. Someone with size 54(+17) would have a -6
penalty to dodge. So maybe we can create a summary formula from this and say:
Size/3 is the penalty to Dodge Adds from Size.

Move per 1 3 5- 11- 22 44-87 88- 175 350- 700- 1400 2800 5600-
round - - 1 21 - 174 - 699 1399 - - 11199
2 4 0 43 349 2799 5599
Dodge - - -3 0 3 6 9 12 15 18 21 24 27
Modifier 9 6
Sample bea human horse car Racing Jet, F15- Mach
speed limits r car sound eagle 10

Use the move value, walking speed to determine dodge modifier: average humans
have an innate -3 to dodge. When running in a round you can move up the movement
chart 2 categories, thus running adds +6 dodge modifier. This formula isn’t exact, but
it saves having to work out a persons speed each round to calculate the dodge

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Bunnies & Beasties.
modifier. The table below of various creatures and character stats converted into B&B
already have their walking speed modified into the Dodge Adds.
Recovery: 3+ Con = Hit Points healed per minute (10 rounds). Strict GMs could
refuse Hit Point recovery in combat, but baby I’m easy.
Knock-Back: damage rolled -19 –Size/2 – Con/5(subtract size mod from con first)
Positive number = metres knocked back per excess point. Damage from being
knocked back = 2D10-8+Size+Size; +1 per metre (if hits a wall or other vertical
surface) or +1 per 2 metres. Armour value reduces this damage.
Hit Points: this is for the most part = to Size. Skill points can modify this and we can
call such a skill: shock resist, for now. When converting characters from other games
it is clear that their total Hit Points are modified by Con. I have yet to look into this
concept for B&B originated characters. (makes a quick calculation while typing this)
How about: (scribbles formulae, baffles himself, rubs out formulae, tries again,
scratches head in bewilderment) ok that changes matters. Hit Points are NOT equal to
size, but Con instead. As an average human has 11 Size, Con and Hit points. Con is
directly modified by Size on a one for one basis so this method still claims that Size
and Hit points are directly related, through the Con stat. In my effort to incorporate
heroism of heroes: all PCs and special NPCs/Villains can have additional + 7 HPs
to their total.
Armour: DR of the armour or Con (add half the lower value to the higher value) +
Luck

Fantasy Damage Physical Armour Strength


Armours Reduction Defence Penalty Minimum
Shield 1 3 -1 -4/+7
Furs 1 1 0 -9
Leather 2 1 0 -6
Rigid Leather 3 2 -1 -3
Ring Mail 4 3 -3 0
Chain Mail 5 3 -5 2
Half Plate 6 4 -6 5
Plate Mail 7 4 -7 6
Full Plate 8 4 -8 7

Armour Penalty: subtract this from Move, Dodge Adds, Missile Adds and Dex skills
including Dodge. Shield penalty stacks with armour.
Strength Minimum: subtract the STR min from the characters STR score. Remove
any STR mods from Size for this. Shields add 7 to the armour STR mins. Use this net
value to find the stat bonus (or penalty in the case of those with low STR) subtract (or
add) this value from (to) the armour penalty. This excess STR can only reduce armour
penalties to 0. For example: Lancelot STR 28, Size 14, wearing Full plate penalty
-8, STR min 7. Size 14 grants +3 STR, so reduce his STR to 25. Subtract the
armour STR min of 7 = 18. STR 18 has +3 bonus so reduce the armour penalty
of -8 by 3 = -5.
These rules for armour were made up fairly quickly and haven’t been field tested. I
wanted metal armour to be highly encumbering and fairly crippling, and for wearers
of chain or higher to need high strength to wear at all. The armour penalties do the
opposite of PD (and more) it could seem to someone with high strength that metal
armour is harder to hit with missiles than for those un-armoured because of the PD

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Bunnies & Beasties.
bonus. But find me a human type character with more strength than Sir Launcelot, and
as you can see even he is encumbered by armour.

Combat: normally I used combat and luck like the other 5 stats, but that was for
conversions. Combat is a skill which has no stats, same with Dodge skill and Luck
skill. This is a purely physical ability to fight. You add combat to all attack Adds
whether melee, unarmed, missile, guns, directed spell attacks, psionic blasts and super
powered energy blasts. The type of defence depends on the attack, Parry for close up,
Dodge for ranged and new ‘skill’ of mental defence for mind blasts. For now no one
has any such defence and they us INT alone, though like parry and dodge we could
try adding Combat/2 also.
Luck: luck uses no stat. we add it to armour and damage of most attacks. Attacks, like
spells, which do not target a physical defence like parry and dodge, do not add luck to
the effect. In the case of area attacks the attacker must designate a primary target to
add luck to. If he lands his explosion in the middle of a group without targeting
anyone then none receive the extra damage. Luck is also used in various other
situations such as ‘saving throws’ to avoid harmful effects. Luck/5 rounded down is
added to all untrained skills (I haven’t been able to test if it would work for this bonus
to be applied to ALL skills). For other games: the higher level you are the higher
you’re combat and luck skills will be. Luck is sort of a trait for those with the killer
instinct. Assassins will have higher luck than paladins.
I don’t know how best to describe luck and will welcome any name suggestions for it.
I am using Tunnels & Trolls name for it, and toyed with the idea from studying the
Ambush skill in Rolemaster. It represents daring, the will to live and win, ‘luck’, the
ability of skilled heroes to cut down lesser skilled opponents in one slash, the ability
of those to avoid and survive lesser attacks: many things to describe the main hero.
Mana: spells and such are for another time. My failed version for spell casters states
that a caster’s mana = 14+INT+Magic Affinity (a number from 0-3) +level/2 (level/8
for semi spell users, level/20 for non spell users). Cost of spells= 10+ spell level. Thus
11 to 60.
Magic Rating: the skill used for casting spells = level, level/4, level/10 as with mana
above. Each point reduces the mana cost by one. Add the rating to 11 to work out a
stat bonus for casting spells. Add INT to this number. This total is used to cast
indirect spells on others which they resist with INT+Luck.
Sample Weapon Damages
Calculating Damage: 2D10 + weapon modifier + STR (for melee, unarmed and
thrown) + Luck.
I do want to come up with rules for lethal and non lethal attacks, but doing so would
require creating a new stat and changing weapon damages and decide on different
recovery rates.I really can’t be bothered with deciding on varying modifiers for
individual weapons for to hit and to parry and STR mins and effectiveness against
certain armours, until much further down the line in development. These modifiers do
add flavour but could cause problems in regards to keeping play as simple as possible.
Designers Ruling: if it doesn’t add to the flavour of the game world’s reality, then it
is not a priority.
Auto fire Weapons; machine guns and assault rifles, use the damage listed for burst
fire. To use such weapons in ‘single shot’ mode subtract the damage by 3. To use
them in full auto mode increase the damage by 3. The Thompson SMG can only fire
on full auto.

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Bunnies & Beasties.
So the average damage of a sword does 11 damage and the average human with
average stats and size and no bonus Hit Points has 11 HP. Yep, that’s D&D reality for
you. The majority of games alternate between needing a single hit to needing 2 hits
with a sword to take out an average Joe.
Feel free to add weapons to the chart. One can convert damages of weapons and spells
and such from Torg by subtracting 13 to get a damage bonus. That’s what I did with
the torpedo. (Do you really want me to write down the formula I use to convert
damages of creatures from D&D?)
Damage Weapon Examples
Modifier
to 2D10
-5 Punch
-4 Stick
-3 Dagger, Derringer
-2 Short Sword, Club, Staff, Light Pistol
-1 Great Club
0 Sword, Short Bow, Light Crossbow, Sling, Medium Pistol
1 Broad Sword, Long Bow, Heavy Crossbow, Heavy Pistol, Stun Grenade
2
3 Great Sword, Fragmentation Grenade, Arbalest, Uzi
4 Great Axe, Assault Rifle
5
6 Magnum, AK-47, Shotgun
7
8 Rifle, Tommy Gun(Full Auto)
9
10
11 Elephant Gun, FNFAL, Shotgun(12 Gauge), Light Machinegun
12 Mortar
13 Surface-to-air-Missile(Stinger)
14 Mini-gun
15 Thor’s Hammer: Mjolnir
16
17
18
19 Heavy Machinegun
20
21 Bomb(from Airplanes), Torpedo
22
23
24
25
26
27
28
29
30 Fall 150 metres!

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Bunnies & Beasties.
Skills List

Strength Intelligence Dexterity Constitution Charisma General


Climb Pilot Acrobatics Shock Resist Intimidate Dodge
Lifting Forensics Ride Charm Luck
Perception Flight Persuade Combat
First Aid Pick Lock Taunt
Drive Jump
Linguistics Manoeuvre
Scholar Sleight-o-Hand
Track Running
Trick Stealth
Sail Swim
Artistry
Medicine
Science
Test
Willpower
Survival

Points Distribution and Allocation for Customising Characters

A level 10 Hero will have 75 character points for stats +/-1 per 3 levels
Non Spell users: 16 skill points for skills, 1 spell level (barbarians) to 3 spell levels
(rogues), 0 spell levels for characters not of a fantasy origin where profession means
nothing.
Semi Spell users: 15 skill points, 5 spell levels
Pure Spell users: 10 skill points, 21 spell levels
Skill points and spell levels are linear with levels: level x2 = skills and spellsx2

You may allocate points between character points, skill points, spells and power
points using the ratio below.

1 character point = 5 skill points = 17 spell levels = 2 power points


Size: each size point above/below 11/10 costs +/-2 character points
+1 size = +1 STR, +1 CON, - 2/5 DEX, (+1/5 melee damage, -1/5 knock back
resist, +2/5 move, -2/15 dodge)
The modifiers in brackets are figured in the relevant sections.

Supers: supers use power points for all their weird abilities. At level 10 gets +7
power points free, and can have up to 50 power points worth of disadvantages to gain
the same amount of power points for more powers. Like skill points and spell levels,
this is directly proportional to level. Using these rules creates very weak Super beings,
and most characters in comics tend to have few or no skills and unexceptional stats
unless a stat is a particular strength of the Super.
Like spells, I will leave out super powers and their power point costs at this stage.

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