DEVILBUNNIES: The Fluffing
By Andrew Weitzman (a_weitz@alcor.concordia.ca) based on the efforts of
the alt.devilbunnies writers.
Copyright notice
All information in this net.supplement is considered to be copyrighted.
This is an adaptation of the alt.devilbunnies FAQs material [© Bill
Keyes] as well as a variety of concepts created by writers on the
newsgroup. Use of this material is acceptable only for the purposes
of playing the game.
Introduction
White Wolf created the World of Darkness. Permit me to introduce
another version: the World of Fluffiness.
Devilbunnies: the Fluffing is derived from the alt.devilbunnies
newsgroup, a collaborative shared-world writing project. The world it
depicts is a world just like our own. Except, of course, for the minor
detail of a world-wide conspiracy of intelligent man-eating rabbits bent
on world domination.
There is no Camarilla, Wyrm, or Technocracy in this world.
Instead, humanity must face the dread threat of the devilbunnies. These
sentient lagomorphs seek to control humanity by overwhelming our culture
in an onslaught of sickening cuteness and deadly high technology. Worse
is the fact that almost no-one knows about the "Evil that Fluffs." Only a
tiny human resistance, an ancient race, and a species of rebellious
rodents stand between freedom and Fuzzy Armageddon.
Setting
No one knows where they came from. The devilbunnies insist they
are the product of natural evolution. Humans insist that they come from
another planet, or even another reality. The ferroti talk of a
mysterious Rift that opened five thousand years ago, disgorging the
ancestors of the devilbunnies.
A few basic facts are not disputed. Devilbunnies are a lapine
race nearly indistinguishable from normal rabbits. They possess human
levels of intelligence, although most are not very smart. Technologically,
they are at least 100 years ahead of humans. They have a mysterious
power known as "ky00tness" which can warp minds. They also have a
penchant for eating human flesh, and employing their sharp claws and
fearsome vorpal fangs to getting their meals.
Humans and devilbunnies have been fighting each other since the
times of ancient Egypt. Some authorities say Set was not based on the
jackal, but was a human representation of the devilbunny god Frith.
Julius Caesar wrote of the "bunniculus daemonicus" that plagued his
legions during the conquest of Gaul. Many so-called "Indian massacres" in
the early days of the colonization of the Americas were really the work of
the devilbunnies.
The reason for all this bloodshed is a deeply-held belief of the
devilbunnies. The basis of bunny culture is a nature-worshipping religion
revolving around the sun-god Frith and Inle the lunar death-goddess. The
devilbunnies see humanity as a scourge that threatens to destroy the world
created by Frith. The "uprights" must either be destroyed or controlled
before the global ecosystem is annihilated.
Throughout history, the struggle was a scattershot affair.
Devilbunny society is based on the warren. Each warren is the equivalent
of an independent city-state; a warren-leader's word is law within its
limits. The decentralized political structure put the bunnies at a
disadvantage for any concerted action; personal conflicts and ideological
frictions caused most warrens to go it alone, attempting to battle the
human threat as a local problem.
The Industrial Revolution changed all that. The devilbunnies were
horrified when the new invention of radio brought the ill tidings coming
from England and Europe. Landscapes being ravaged by coal-mining, the
pollution of the mills, and the rapid growth of human cities terrified the
leadership of the devilbunnies. For the first time, regional military
alliances were formed to combat the ecological threat. Each warren
contributed a portion of its forces to create a common militia. These
militias went on a spree of destruction; much of the vandalism attributed
to the Luddites were actually the first attacks of the new devilbunny
armies.
However, the civilian leaders became worried. Too many overt
attacks could bring their existence out into the open. An open war
against the humans would probably have been won by the devilbunnies, who
had developed the atomic bomb in 1838. The cost to Gaia, though, would
have been unthinkable. A better way was needed. The solution was found
in a peculiar quality of the devilbunnies. They possess an odd power to
affect human minds. Called "ky00t," it can subtly sway human thought
towards a mushy urge to hug every cuddly animal in sight. The
devilbunnies had always used their inner ky00t for defense and surprise.
Now it had a new role to play. An ambitious plan was devised: control
human society via subversion by ky00tness. It was astonishingly
successful. The Victorian popular culture of the late 19th century was a
prime target; waves of cuteness spread through the mass media of the day
like wildfire, inundating humanity with large-eyed waifs and adorable
talking animals. The devilbunny conquest of the minds of humanity had
began.
Today the fluffers have a firm paw-grip on the global psyche.
Their control of the entertainment industry allows them to swamp the world
with "Baywatch," "Barney," "Dr. Quinn Medicine Woman," and "Captain Planet
and the Planeteers." Sympathisers in various sectors of human
endeavor -- including politics -- forward their agenda. The world-wide
devilbunny militia cements their power-base through more...physical means.
They are undefeatable.
Almost.
The Pro-Bunny Groups
The Civilian Warrens
The majority of devilbunnies live in the civilian warrens -- large
underground communities resembling the warrens of their normal rabbit
cousins. Devilbunny warrens, however, are rather better equipped than
those of their mundane cousins. Their technology enables them to enjoy a
standard of living equal to that of middle class humans, complete with
running water and electricity.
Being civilian does not mean they are uninvolved in the war. In fact,
they do most of work to advance ky00tness. Civilian devilbunnies seduce
humans to the Way of Ky00t, infiltrate local institutions like PBS stations
and pre-schools, and enforce their rule through their warren militias if
there isn't a military warren in the area. A civilian warren near a human
community has a great deal of subtle influence on activity in the area.
The radio stations always play Micheal Bolton; teddy bears are the best
selling item; the local fast food joints offer discounts on SpamBurgers
and Snapple. There is an atmosphere of fascistic, enforced gaiety.
One of the largest civilian warrens is DenverWarren, home to 2000
lapine souls.
The Devilbunny Militia
The devilbunny militia is the striking paw of the devilbunnies. As
the devilbunnies united, the regional militias merged to form huge lapine
armies. It was decided in the early 20th century to separate these armies
from the civilian militias from which they developed; effective command
and control would be impossible otherwise. The modern devilbunny militia
was formed as a distinct entity, dedicated to using military force to
advance the cause of Ky00tness.
The militia operates from their own military warrens. Troops are
raised through volunteers and levies on the civilian militia units. The
militia possess substantial resources: a few BunnySat spy satellites, a
BunnyNet that piggybacks on the Internet, and a variety of high-tech
weapons. However, the devilbunnies lack the industrial capacity to
maintain large stockpiles of war materiel. Their aversion to ecological
damage and relatively small population have prevented them from
establishing large factorywarrens. Much of their equipment is
manufactured under the cover of human corporations they control;
sophisticated technology tends to be scarce, the products of mentat
warrens. The militia relies on the cheaper resource of bunpower for their
strength.
Each continent has its own militia which acts semi-independently. The most
prestgious militia is the one in the United States and Canada. Their
power over Hollywood gives them unmatched influence over the global
population. The command centre for the entire militia is located near
Dayton, Ohio at Primary Assault Warren (PAW).
The Mentats
Most civilian and military warrens have their own mentats in
residence. However, the mentats themselves maintain their own warrens for
research and experiments. These are wonders of Weird Bunny Science,
stocked to the gills with the latest scientific goodies. Almost everybun
is a mentat or submentat. These warrens erect formidable defenses against
attack; raids against these institutions are considered suicide missions.
Two major mentat warrens are SFUWarren in Vancouver and the Devilbunny
Research Group near Amherst, Massacheussetts.
Symps
Short for "sympathiser", the symps are humans who have been seduced
into working for the devilbunnies. Most do not really know that they are
being manipulated; they only know that they will do anything to spread the
happiness and joy of cuteness into the world. The few symps who do know
about the devilbunnies come in two forms. One is the ky00t-befuddled
dupe, who eats Spam with abandon and sings "I Love You" in the shower. They
are the most obvious of bunny pawns. More dangerous are those drawn from
the ecological movement. These symps are freely committed to saving the
earth the bunny way; they are much less obvious targets. Corporations
controlled by symps include Hormel (makers of Spam), Disney, and MicroSoft
(small+soft=devilbunny).
Symps can be anywhere. PBS station personnel, school teachers,
and such are common niches; however, do not be surprised if the friendly
cop or supermarket grocer is one too. The devilbunnies are ever subtle.
The Anti-Bunny Factions
The Army of Fudd
The main human resistance to the devilbunnies. The roots of
movement come from the Mountain Men of the 19th century. These wild men
of the American frontier often battled the strange rabbits who could kill
a man; the legend of the Jackalope comes from third-hand versions of their
tales.
One day, a group of such hunters came across an unnamed town a
western state. It had been burned to the ground, apparently the victim of
an Indian attack. The perpetrators, though, were a local group of
devilbunnies. The buns, spotting the Mountain Men, decided to finish the
job. They got more than they bargained for. Toughened by years of
wilderness living, the humans fought off repeated attempts to destroy
them. After two days of fighting the hunters tracked down the local
warrens and destroyed it with kegs of gunpowder.
A survivor of the incident, one William Keyes, tried to warn the
Federal Army. He was laughed off as a crazy old coot. Determined to
protect his fellow Americans, he founded an informal group of hunters
dedicated to protecting the frontier from devilbunny depredation. The
underground network slowly grew, though constantly under threat of
destruction. In the 1940's, it took the name "Army of Fudd" in
recognition of the indefatigable bunny-hunter of the cartoons.
Led by Bill Keyes, a descendent of William Keyes, the AoF has
outposts in most of the U.S. and Canada. Structured like the
Indian-fighting army of the Old West, it consists of small groups of
hunters operating out of fortified regional headquarters. Recruits come
from humans unfortunate to have witnessed devilbunny attacks; a
significant number are college students, as the devilbunnies often attempt
to control human educational institutions. The Army of Fudd is the
biggest thorn in the side of the devilbunny militia.
Fuhaddi and Fuddites
Subgroups within the Army of Fudd. The Fuhaddi believe Elmer
Fudd is, in fact, a god. Known as El'Mahr, he is an avenging angel bent on
ridding the world of devilbunnies. Fuhaddi tend to be fanatical killers,
with genocidal views on eliminating the bunnies. Fuddites are non-Fuhaddi
who advocate many of their views. A hard-line against ky00tness and no
mercy towards the buns are defining characteristics.
Splinter Groups
Sadly, the AoF cannot be everywhere. They are mainly limited to
America and Canada, though recently a Fudd movement has gained ground in
Australia. Non-Fudd resistance groups like the Wanderers in England and
the Legion D'El'Mahr in France take the place of the AoF in foreign lands.
As well, several regional anti-bunny groups evolved spontaneously in
parallel to the Fudds. HUNTER, which operates in the Louisiana bayous, is
one such example. These splinter groups lack much of the Fudds'
experience, weapons, and technology. The AoF tries to help, but
differences in doctrine sometimes causes problems.
The Ferroti
One of the most unusual enemies of the bunnies. The ferroti are
giant ferrets, reaching up to fourteen feet in length. Their origins are
a mystery; their legends of a human mage indicate some sort of ancient
genetic experiment. Whatever the case, they are lethal devilbunny
killers. Hunting the "kyr-lth" (devilbunnies) is the reason for their
entire existence. Unfortunately, it has also been their downfall.
Millenia of conflict has reduced their number to a few thousand spread
across the globe. They are a dying race; titanic battles in the past
killed most of the males, leaving a bare handful to continue the fight.
Most ferroti in modern times are female. They are not expected to survive
another two generations.
The ferroti are renowned mystics and warriors. They keep to the
deep forests, to root out devilbunny warrens where most humans cannot go.
However, the Army of Fudd has many ferroti working in their service. Bill
Keyes, the AoF commander, can even speak the difficult ferroti tongue.
Some splinter groups in rural areas also have contact with the strange
beasts.
The Squirrel Resistance
The devilbunnies employed their knowledge of genetics and
nanotechnology to create a race of intelligent squirrels. Beginning in
the early days of the 20th century, the bunny mentats reared new
generations of these enhanced rodents to provide labour and cannon fodder
for the war against the humans. Today the squirrels are a downtrodden
group oppressed by their creators. Regarded as second-class citizens at
best, the squirrels spend most of their lives doing the jobs no bunny will
deign to perform.
This situation has bred a series of rebellions among the
squirrels. Most were put down with minimal trouble. However, the
squirrels learned from their mistakes. There is currently a strong
resistance movement dedicated to liberating their nut-eating brethren from
the "fluffourgeosie". Taking a leaf from human revolutions, they are
organized in small cells amid the supposedly loyal squirrel workers of the
warren.
There is also an entire warren of squirrels who managed to stage a
successful coup against the devilbunnies in the early 1970's. Located
beneath Case Western Reserve University, this secretive squirrel community
is trying to wage a guerrilla war against the devilbunnies of Ohio. The
fact that PAW, the militia headquarters, is in Ohio tends to complicate
matters. Another squirrel warren at Wake Forrest University in
Winston-Salem, North Carolina has also come to light...though they are
under constant siege by the bunnies.
Pacifists
These are devilbunnies who advocate total peace with the humans.
Ostracised by the civilians and persecuted by the militia, these lone
pacifist buns have retreated to their own warrens. A network of such
pacifists has allied themselves with the humans and ferroti in Oregon.
Led by a human woman named Sharree, they formed the Human-Ferroti-Rabbit-Joint-Resistance-League to prevent the devilbunny militia from conquering
Oregon. These are the few pacifists who actually fight the militia; most
prefer to subside into isolation. Their main activity is an underground
peace movement organized in a similar fashion to the squirrel resistance.
EARS
Everyone's Authoritative Revolutionary Syndicate is a product of
the Second World War. Many senior devilbunnies saw the Axis powers as
being incredibly dangerous; enough in the bunny leadership agreed for the
alarmists to proceed with a secret effort to defeat the Nazis and the
Japanese. Senior human scientists were approached with advanced lapine
technology; devilbunnies quietly aided the humans in the war zones.
Everything seemed to be going well.
Then came HiroshimaWarren. The American development of the bomb,
unwittingly aided by the alarmist group, came as a complete surprise. The
dropping of Little Boy on Hiroshima destroyed the largest devilbunny
warren in Japan. The alarmists, sick at heart at what they had done, now
advocated quick withdrawal of all aid to the humans. To their shock, the
mainstream militia rejected their plans. PAW had decided that the great
power of the American nuclear arsenal would eventually aid in extending
the power of the devilbunnies; an America ascendent meant a corresponding
growth in its influence...including the entertainment industries
controlled by the devilbunnies. The alarmists found themselves purged
from the ranks of the mentats and the militia. Many went into hiding, faking
their deaths. Contacting their former human allies, they founded the
organization known as EARS.
EARS is a shadowy group of humans and devilbunnies united to stop
the devilbunny militia. Anti-war radicals, they see the militaristic ways
of the militia as containing the seeds of a future apocalypse. However,
they accept the bunny view of humanity as a scourge; their experiences
with the worst of humanity in WWII have convinced that neither race can
be trusted. Their goals are twofold: to maintain a stalemate in the
devilbunny-human war; and to achieve world domination through non-military
means.
To date, this tiny organization has achieved partial infiltration
of a variety of devilbunny and human institutions. Their hold on the
intelligence communities, especially the CIA, is unchallenged. Many
former militia symps in Hollywood have been suborned by EARS. Several
important corporations are under their control. EARS also maintains
"Omega Warrens" -- secret bases filled with weapons of mass destruction,
ready to be used to destroy the human and bun militaries if things go out
of control.
Few devilbunnies know that EARS exists. Those who do tend to be
very, very cautious.
CREATING A DEVILBUNNY CHARACTER
I Concept
There are a wide range of concepts availible for devilbunny
characters. They have their scientists, artists, soldiers, and such much
as humans do. However, understand that devilbunny society works on
different principles. One's function in life is much more a defining
characteristic than one's personality. Societal roles are locked in place
early in life; a bun is unlikely to change her position in the warren
hierarchy unless under extreme circumstances. Finally, devilbunnies are
very conformist. Everybun must be ky00t, eco-friendly, and submissive to
the demands of one's superior. Oddballs, freaks, and dissidents are
either killed or banished from their warrens.
Attitudes are also shaped by a character's membership in either the
civilian world or the militia; the sense that "form follows function" is
equally strong here. Civilian devilbunnies attempt to advance ky00tness
through (largely) non-violent methods. Creation of ky00t propoganda,
enforcing the devilbunny paradigm in their region, and working for the
greater good of the warren are important goals. Militia characters are
usually far more hard-line in their attitudes; advancing the devilbunny
cause through force and manipulation is the favored strategy. They also
tend to have a wider sense of the struggle. Local issues are less
important than the big picture.
To understand the devilbunny mindset, pretend that not only do you
see the world through rose-colored glasses...but that any other color
should be banished from the spectrum.
II Nature and Demeanor
Again, choose as a human. Though more influenced by their
instincts than humans, devilbunnies are also notorious for craftiness and
deviousness. The cute Caregiver who fluffs at your feet may hide a
Conniver within...
III Breed
One of the single most defining characteristics of a devilbunny.
Position in lapine society is determined by three "castes" based on
genetic qualities; personal achievement counts, but it is rare for a bun
to escape the limits of her Breed. One can be Regbun, Alpha, or Mentat.
IV Attributes
Establish your character's Attributes in the usual 7/5/3 ratio.
However, there are some special rules that are based on the unique nature
of the devilbunny.
- Strength can never have more than 1 pip. Even the strongest of
devilbunnies cannot compete with humans in terms of brute force.
Fortunately (for them), their high Dexterity and Stamina more than
compensate.
- The Social Attributes start off with two free pips instead of one.
Let's face it -- rabbits are adorable. The most recalcitrant curmudgeon has
been known to soften in the face of a bunny's innate Appearance and
Charisma. Devilbunnies are also capable of awesome feats of Manipulation;
their understanding of Ky00tness allows them to bend minds like pretzels.
V Abilities
Again, distribute in the regular 13/9/7 split. Keep in mind,
though, that we are dealing with rabbits here. Drive and Firearms are
not likely choices. Abilities that reflect the natural nimbleness of
devilbunnies are good choices; soldier-buns are especially noted for their
Dodge, Brawl, and Athletics skills. Likewise areas which reflect
manipulative powers. Devilbunnies are notoriously adept at Subterfuge.
Your Breed should guide your choice, too. Regbuns are best in
Talents, Alphas concentrate on Skills, and Mentats learn a variety of
Knowledges.
VI Advantages
Distribute the regular 7 point for Backgrounds. Useful Backgrounds
for devilbunny characters include:
Allies
Contacts
Destiny (you just know you are fated to save Gaia)
Dream (the Cosmic Secrets of Frith are Revealed)
Influence (useful for the mentat who wants that research grant)
Resources (good thing I inherited that carrot mine...)
VII Ky00t and Willpower
VIII Health Levels
Devilbunnies cannot suffer as much damage as humans. Their health
levels are:
OK |
|
Hurt | (-1)
|
Wounded | (-2)
|
Crippled | (-5)
|
Incapacitated |
|
Freebie point costs:
Ky00t: | Six per dot
|
Attributes: | Five per dot
|
Abilities: | Two per dot
|
Backgrounds, Willpower: | One
per dot
|
Other Species
Fudds and other humans: create as for normal humans. The Fudds can by a
Lore variation called Devilbunny Lore. Symp characters usually have low
Willpower.
Ferrotti
The ferrotti are enormously strong and nimble creatures. They
have two free pips in their Physical attributes to start with, instead of
the usual one. They may not take more than 2 pips in Manipulation; they
consider lying an odd concept.
These giant ferrets cannot speak in any way intelligible to humans,
though most understand English. Direct communication with non-Ferroti is
possible if the other character can speak Ferroti through the Linguistics
knowledge. Ferroti also employ indirect means of translation, including
typing out messages on computer and simultaneous translation devices worn
about their necks.
Health levels: OK,Bruised(x2), Hurt(x2), Injured(x2), Wounded(x2),
Crippled(x2), Incapacitated
Squirrels
They tend to be at a great disadavtage. Strength may never be
more than 1, nor may Stamina be more than 2. However, they can attain a
Ky00t rating up to the second rank. They do not start with any dots in
Ky00t.
Health Levels: OK, Wounded(-2), Crippled (-5), Incapacitated
DEVILBUNNY TRAITS
I Breed
Your character's Breed is the foundation of her personality. Not
all devilbunnies are born equal; in fact, natural selection has created
three distinct strains of rabbit which differ in intelligence and
aggressiveness. Devilbunnies divide up their society on this inherent
quality. A bun's place in their culture is largely determined by their
Breed.
The three Breeds are:
Regbun
The majority of the devilbunny population is made up of
this Breed. Regbuns -- short for "regularbunnies" -- are less intelligent
than higher Breeds. They range from barely above normal rabbit
intelligence to that of humans. A Regbun character would concentrate on
Physical and Social Attributes at the expense of the Mental.
Alpha
The leaders of the devilbunnies -- highly intelligent and
motivated. They are the warren commanders, military officers, doctors,
and such. An Alpha character can choose any arrangement of Attributes,
though Mental should be primary or secondary. They tend to have higher
Willpower.
Mentat
A specialized subset of the Alpha Breed. Mentats are the
devilbunny scientists, responsible for creating the awesome technology of
their species. A Mentat must choose the Mental attributes as primary.
Note that the other Attribute concentrations may be arranged at whim; among
the most feared warriors among the devilbunnies are the soldier-mentats,
deadly combinations of physical prowess and mental craft.
Most litters of devilbunny kits will produce Regbuns; one kit out
of one hundred will be an Alpha. Perhaps one out of a thousand will be a
Mentat. Alphas and Mentats often mate within their Breed to increase the
chances of intelligent offspring; this practise often creates dynasties of
leaders and science-buns.
II Abilities
Weird Bunny Science (Knowledge)
Science deals with run-of-the-mill
science that a human can comprehend. Weird Bunny Science is quite a
different thing. Lapine technology is very advanced, and designed
on principles that make it difficult for non-bunnies to understand. This
Knowledge allows your character to interact with -- and create -- the arcane
artifacts engineered by their mentats. Humans attempting to use bunny
tech without Weird Bunny Science (this includes almost anyone, including
Fudds) has to spend a Willpower point to use it in addition to the
relevant dice rolls.
* | You can program a simple BUNIX terminal
|
** | Warren class taught you all the basics
|
*** | You're the Maytag Repairbun
|
**** | You can whip up a new design for morpharmor with one paw tied
behind your back.
|
***** | Starship? Come back in
a week...
|
Possessed by: Mentats, Engineers, Weapons Designers
Suggested Specialties: Nanotechology, Cuton Physics, BUNIX
Programming
Morpharmour Training (Skill)
Morpharmor is one of the most effective weapons
in the devilbunny arsenal. These nanite suits allow them to impersonate
almost anyone...or anything. Buns with this Skill learn the limits and
capacities of morpharmor; with rigourous training, they can morph into
your worst enemy or your best friend. Anybun who wants to use morpharmor
must have this Ability. Note that proficiency in this Skill has no direct
effect on Subterfuge -- a bun's talent at fooling others is a separate
matter.
* | You can convincingly impersonate inanimate objects.
|
** | Complex organic forms are beyond you, though lesser animals can
be portrayed convincingly.
|
*** | Authentic replicas of humans are possible.
|
**** | Your mastery is
incredible -- the smallest details are just
right.
|
***** | Send in the
clones.
|
Possessed by: Spies, Special Forces buns, Black Battalion Mentats
Suggested Specialties: a specific form, Voice Replication, Combat
Mode
Hedgewise (Talent)
A rural version of Streetwise. The Survival Skill
allows you to forage off the land. A Hedgewise bun possesses deeper
understanding of the behaviors of the natural world. She knows why crows
and owls fight, the migration patterns of birds, the best time to pick
berries. Devilbunnies remain close to nature and retain a greater
comprehension of its ways.
* | You have a rudimentary knowledge of the natural world
|
** | You know a lot of details about the interactions of nature.
|
*** | Few secrets of the forest are hidden from you.
|
**** | You can tell whether the groundhog is going to see his shadow
this year.
|
***** | The flowers don't bloom
without your advice
|
Possessed by: Country Rabbits, Rangerbuns, Herbalists
Suggested Specialities: Specific Environment, Animal Behavior,
Herbalism
III Backgrounds
Warren
A measure of the community you hail from. Devilbunnies who belong
to large warrens tend to have more opportunities than other rabbits:
better chances of snagging that lab assignment, finding a promotion in the
militia, encountering more interesting situations. A devilbunny with no
Warren Background is considered to be either homeless or not really
belonging to the warren she lives in.
* | A small backwoods warren in the middle of nowhere.
|
** | Your home has a respectable population, but nothing
spectacular.
|
*** | Even outside regbuns know about your warren.
|
**** | You belong to a bustling community.
|
***** | Your warren is the Burrow To Be.
|
Symps
The number of humans you hold in thrall. Distinct from Allies,
where a human contact is treated as an equal. Symps are people who are
utterly besotted by your ky00tness; a single fluff will send them
scurrying to dig up carrots for your pleasure. Most devilbunnies lack a
personal entourage of Symps -- they rely on the network established by the
military or their warren.
* | One symp (the sweet old lady who feeds you carrots)
|
** | Two symps (local kids can be counted on to groom your fur)
|
*** | Three symps (the schoolgirls who will buy you chocolates at a
single twitch of a whisker)
|
**** | Five symps (the school faculty you control in your duties as
an Intelligence officer)
|
***** | Seven symps (a personal retinue of dupes who obey you
without question)
|
HLV
The Human-Lapino Virus -- also known as BunnyVirus -- is a
fearsome aspect of the devilbunnies. After infecting a human, the virus
replaces her human genetic code with devilbunny DNA. This triggers a
transformation sequence that is often fatal; those who survive become
devilbunnies themselves. Not all buns produce HLV -- perhaps one in seven
have this Background. Dots in this Trait indicates whether your character
can generate the virus and her proficiency at spreading the disease.
* | You can infect someone with HLV, though not with any great chance
of success.
|
** | Your tissues make plenty of HLV, rendering you contagious.
|
*** | You know just the right places to bite for maximum effect.
|
**** | Your victims should kiss their butts good-bye and start
liking carrots.
|
***** | Typhoid Marybun
Possessed by: Anybun. Anywhere. Muhahahahaha....
|
IV Ky00t
This is what makes devilbunnies so dangerous. Many things in this
world are cute...but only they are Ky00t. Ky00tness is a distillation of
cute -- cute squared -- adorability taken to the extreme. It is a combination
of innate charm and attractiveness, coupled with a deep understanding of
how this affects other minds. There is even evidence that devilbunnies
radiate particles known as "cutons," which unbalance the human brain.
A devilbunny uses her Ky00t through through the sheer power of
will. Performing an action with Ky00t requires the expenditure of one
Willpower point and rolling Willpower at a difficulty of Ky00t level
used+4. Humans are the sole species affected by Ky00t. A victim who
knows she is the subject of a Ky00t attack may resist with a Willpower
roll of her own at a difficulty of 7. An unknowing target must make a
Perception+Alertness roll for three successes at difficulty 8 before she
can resist.
Ky00t is usually deployed "live." However, devilbunnies can
tranfer the essence of their inner ky00tness into other media. To do so,
a bunny must make the relevant roll to produce the desired medium. For
example, a devilbunny wishing to create a teddy bear that inspires love
would roll Intelligence+Expression. Two success is the least that may be
achieved on this roll for an acceptable receptacle for Ky00t. The bunny
then makes the normal Willpower roll and spends two temporary Willpower.
One specific Ky00t effect may be braided into the object in this manner.
Each success grants the object a die to "fuel" the effect. The ky00tified
object then rolls this dice pool at difficulty 6 to generate the implanted
effect. Victims may resist and detect it in the normal way. The effect
is automatically generated whenever anyone comes into contact with such an
object.
Up to level three, the devilbunny must act in a cute fashion. Only
positive emotions and thoughts can be expressed. In higher ranks, the
illusion of cuteness is taken for granted.
Ranks of Ky00t
* Fluffy
At this stage, a devilbunny has an instinctive grasp of her Ky00t
nature. The first rank of Ky00t allows a bunny to project, in behavior
and action, an engaging display of cuteness. Observers about her are
completely convinced that the performance is completely authentic.
These improvisations range from appearing harmless to being irresistably
strokable.
One performance at a time may be assumed. The reaction of those
targeted by the display depends on their own personalities. A sympathetic
child may hand-feed a devilbunny using her ky00t to look adorably
pitiable. The same performance would be less successful on a grumpy
codger. As well, the act must be convincing within the circumstances.
Talking to a adult who doesn't know about devilbunnies would cause
immediate failure; the shock and disbelief causes the illusion to fail.
This precludes the use of Ky00t in comabt.
** Cuddly
The second level of Ky00t enables the bunny to directly affect the
mind of another person. Through some mysterious force, a devilbunny can
cause a subconscious shift in mood; the victim suddenly finds herself
drifting to a happier attitude. As with Fluffy, one mood-shift at a time
may be attempted. The restriction on maintaining suspension of disbelief
applies too.
*** Adorable
This is where a devilbunny becomes truly dangerous. The need for
secrecy is discarded -- a victim of the third rank of Ky00t doesn't even
question why a rabbit got the power of speech. It's just . . . natural. An
Adorable devilbunny can weave suggestions that the target finds no compelling
reason to deny. These suggestions cannot be too extreme; telling a normal
person to mug an old lady for spare change will be rejected out of hand.
However, any reasonable request will be fulfilled. One suggestion at a
time can be planted per use of Ky00t.
**** Precious
A fearsome rank in Ky00t. Devilbunnies can grips a target's mind in a
web of fluffy love. The victim drowns in Ky00tness, unable to conceive of any
other state. A specific command of any sort will be complied with.
Mugging the old lady is ok -- after all, you're doing it so that your
special friend can eat her carrot ration. Worse, the devilbunny can break
a person's will through Ky00tness. Three successes on the Willpower roll
will remove one temporary Willpower point from the victim; successes past
3 will remove a Willpower point for each additional success.
***** Barney
The ultimate in Ky00t. A devilbunny may permanently alter a facet
of the victim's personality. Two or three successes would be enough to
cause a change in a habit, such as switching a fondness for pastrami for a
fondness for Spam. Five successes would be needed to change Demeanor.
Anywhere from 10 to 15 are needed to alter Nature.
Devilbunny Technology
BunnyArmor
The primary protection of the militia. Rabbit-shaped suits
composed of some black, chitinous substance; the plating is covered with
mysterious knobs and protuberances. BunnyArmor is one of the best forms
of protection on the planet. It will protect against Brawl attacks and
projectiles of up to handgun caliber at a Class Four armor rating with
only Class Two penalties to Dexterity. It also makes the wearer invulnerable
to liquid, sonic, or BunnyBlaster attacks. The only way to breach it is with
rifle bullets, shotgun rounds, or Melee attacks. It only offers Class One
protection against the weapons. Radio communications are assumed to be built
into the armor. BunnyArmor is rare in the civilian warren militias; only
officers can access it. It is more common in the devilbunny militia,
where 30% of BunnyTroopers wear it. Special Forces and elite units are
the few who can equip all their members with BunnyArmor.
Morpharmor
The ultimate in lapine espionage technology. Morpharmor is
made up of nanites programmed to build an organic shell that can mimic
almost any substance, including human tissue. In its dormant state, it
resembles a smooth-skinned suit of BunnyArmor. It offers less protection
while in this mode -- Class Two against Brawl and light firearms, none
against heavy firearms and Melee. However, it does provide a suite of
advanced options, such as radio communications and enhanced sensory inputs
(add 2 dice to all Perception-based dice pools). No Dexterity penalties
apply.
The true power of this device is in its Morph mode. The system
can store up two alternate forms programmed into its computer systems.
Users roll Intelligence+Morpharmor Training to enter these into memory.
One success indicates an imperfect copy; three successes mean a convincing
fake; more create an impenetrable disguise. This data cannot be improved
without erasing the file and performing another roll.
Users can morph into these preselected forms at will. These forms
have Physical Attributes, each of which has as many dots as successes scored
on the programming roll. The Appearance of the form has as many dots as
the user wishes, within the same limits as the Physicals. Health Levels
are as for humans. These altered Traits stand in for those of the suit's
wearer for as long as that form is maintained. She herself rests in an
armored cocoon deep within the suit, controlling it through a complex
array of biofeedback and sensory inputs. The suit can heal one Health
Level per three turns; only really powerful attacks (BunnyBlaster, high
magnetic fields, etc.) count as aggravated damage.
Morpharmor will revert to its dormant state once its Health Levels
reach Incapacitated. Opponents can also attack the wearer of the suit
directly if they know where to make an aimed attack on the cocoon; all
Fudds are given such training. This can be accomplished with a normal
aimed firearms or a melee attack. Any damage not soaked by the suit will be
transfered as unsoakable damage to the wearer. If she is killed while
wearing the morpharmor, the suit will self-destruct in a large explosion.
Bunnies make sore losers.
Morpharmor can be manipulated in minor ways while in any form.
Experienced users can grow short blades from the fingers, draw a tattoo,
etc. Anything which would not count as radical bodily change is
permissible. These can be done on the fly via Intelligence+Morpharmor
Training rolls, difficulties 6-9 based on the complexity of the change.
Morpharmor does have one serious weakness: it cannot mask the smell
of the wearer. Creatures with sensitive noses--animals, ferroti,
squirrels, and others -- can easily detect the lapine scent of a devilbunny
even in Morph mode.
Spam
And you thought it was just mystery meat. The devilbunnies invented
Spam as a mind-control device. Manufactured through some unknown proccess
(though the remains of captured Fudds may be involved), this pink rubbery
substance drains away one Willpower point with each consumption. Even
prolonged skin contact counts as such. Worse, it is incredibly addictive
for humans. Eating four servings in a row will create Spam-dependency;
victims must eat at least one meal of Spam a day. A Spam-addict may
attempt to break the addiction through a lengthy detoxification proccess.
She makes one Willpower roll per day at a difficulty of 7 for a required
three successes. Each failed roll causes the difficulty to go up by +1
(to a maximum of 10). The addict must resist the urge to eat Spam for
three days in a row if the bond is to be broken.
Snapple
Another seemingly-innocuous form of lapine thought control. This
"iced tea" is in fact a cocktail of neurochemical drugs that break the
human soul. Treat as for Spam, though it is non-addictive.
BUNIX
The operating system of devilbunny computers. A ky00t, twisted
version of UNIX. It is decades ahead of human computer programs, and is
designed in a way peculiar to the devilbunny frame of mind. A human
attempting to use BUNIX must possess 3 dots in Computer; she is
furthermore subject to the Willpower expenditures needed to operate bunny
technology. Only bunny characters with Computer or Weird Bunny
Science without expending Willpower. BUNIX is also a cryptography system of
great power; any attempt to employ a Cryptography roll against it requires 20
successes at a difficulty of 10. Most mentats cannot decipher an intercepted
message; the Fudds have long since given up.
BunnyMovers
The devilbunnies have an extensive system of underground
tunnels that run between their warrens. Linear induction
magnetic-levitation tracks run through them, carrying shuttle cars which
can transport 20 buns at a time.
Beer Trucks
The devilbunny militia uses beer trucks to disguise its
movements overland. Each can carry up to forty BunnyArmored rabbits, and
the more sophisticated come with BUNIX systems. Beer trucks carry both
supplies and troops. The Fudds believe they adopted these because of one
important ingredient in beer: hops.
BunnyTransport
Mysterious aircraft used by the Black Battalion, the elite
soldier-mentat brigade of the militia. Many Fudds believe they use a type
of anti-gravity technology. Picture something like a small space shuttle,
able to fly at 900 kph and outshoot a helicopter gunship.
Anti-Devilbunny Weapons
Fireaxe
The preferred weapon of the Fudds. Well-balanced, concealable
inside a trenchcoat, and unlikely to draw attention from the authorities.
It can hack through BunnyArmor like a chainsaw through tissue paper.
Melee weapon, difficulty 6 to wield, causes Strength+4 damage.
Shotgun
A Fudd doesn't have time to aim when a target the size of a teddy
bear is about to rip her stomach open. The "point-and-shoot" qualities of
the shotgun make it a perfect bunny-pacifier. The most common model is
the old-fashioned 12-gauge pump; some traditionalists prefer the
double-barreled variety, which takes a turn to reload a chamber. The main
advantage is its ability to fire both barrels at once (considered a Spray
with 16 damage dice).
BunnyShot
A shotgun round specially made for killing devilbunnies. It
fires armor-piercing pellets in a tight spread. Shotguns with BunnyShot
rounds in their chambers can add 2 dice to any Firearms roll.
Holy Vanilla Extract and Blessed
Urine
These two mundane liquids, when
sanctified by the prayers of El'Mahr, cause horrendous damage to
devilbunnies. Lapine flesh burns on contact with these substances,
resulting in unsoakable damage.
Moxie
The mustard gas of the war against the Evil that Fluffs. This
unky00t soft drink can melt devilbunny flesh away; any damage it causes
is both unsoakable and aggravated. The buns thank Frith that it can't
penetrate BunnyArmor. Fairly rare -- it is only stocked in stores in certain
New England states. The human resistance possesses small stockpiles.
SuperSoaker
A child's toy becomes a tool of salvation against the Furry
Menace. The primary delivery vehicle for HVE, BU, and Moxie. Firearm
weapon, difficulty 6 to shoot, range 15 yards, 4 damage dice, rate 4, with
20 doses of the liquid in the tank. Spray empties half the tank instead
of everything. Concealable beneath a trenchcoat.
BunnyBlaster
The ultimate sidearm. Fudd scientists have developed this
beam weapon which fires a modulated anti-matter pulse. Early uses of the
weapon rendered the Fudds nearly unbeatable -- until the devilbunnies
introduced BunnyBlaster-resistant armor. It was also very costly to
manufacture; only six are in existence today. Firearms weapon, difficulty
7 to shoot, range 20 yards, 20 damage dice, rate 3, with 10 charges.
Concealable beneath a jacket.
Squirrel laser
The favored weapon of the squirrel resistance. Consists
of a backpack containing the battery, a barrel with a pistol grip, and a
power cord running between the two. It is so tiny that it is unusable by
any creatures other than squirrels or devilbunnies. Firearms weapon,
difficulty 5 to shoot, range 10 yards, 3 damage dice, rate 1, with ten
charges.
Chainmail
Some Fudds wear this beneath their trenchcoats. Counts as
Class Three armor.
BunnyStumper
An unbreakable encryption system employed by the Fudds to
guard their communications. Treat as the BUNIX encoding programs.
Anti-Bunnies
An inoculation devised by Fudd medics to prevent conversion.
Officially designated "Bunnivax", this vaccine prevents HLV from turning
an upright Fudd into a furry Snapple-swigging devilbunny. Requires booster
shots every four months to be effective.
Uncute music
Devilbunnies find certain forms of music
extremely
objectionable. Heavy metal, gangsta rap, Stomping Tom Connors, and
recording of the Mormon Tabernacle Choir cause the buns physical pain.
Only earplugs or the sound baffles in BunnyArmor can mask out these
objectionable noises. Remove 2 dice from the dice pools of devilbunnies
when they hear uncute music without protection.
Combat
Fights between humans and devilbunnies tend to be nasty affairs. For all
their high technology, devilbunnies fight the old-fashioned way with
razor-sharp claw and vorpal fang. Firearms are a nuisance when you walk
on your "hands"; a quick bite to the jugular is more effective. The
bunnies also lack the industrial base to mass-produce weapons for their
militia. Devilbunnies compensate by favoring for rear and flank attacks,
ambushes, and bringing overwhelming numbers to bear in combat. Fudds expect
to be outnumbered 3 to 1 in any battle.
There is also the secrecy of the war to consider. Neither side
wishes to alert the general population of the devilbunny threat. Fudd and
bun alike fears a genocidal world war should the Evil that Fluffs be
publically exposed. For that reason, fighting is of the guerrilla
variety -- each side pouncing on the other in hopes of not attracting too
much attention. Major battles almost always occur in uninhabited areas.
Devilbunny Combat Maneuvers
The devilbunnies have their own unique approach to combat. All of the
following moves count as Brawl attacks.
Bite, Kick, Claw
Unchanged from the normal WoD rules. Bunny claws and fangs
are so lethal that they have the impact of those of larger animals.
Stomp
Devilbunnies have very strong hindlegs; they can break brones
with a well-placed hindpaw. A Stomp attack, rolled at difficulty 8, causes
Strength+3 damage.
Leap
Rolling Dexterity+Athletics at a difficulty of 7, a bun may perform
a mighty jump in the direction of her opponent. Each success adds a
damage die to a successful attack launched in the next round. The
disadvantage is that the bun may not Dodge during her Leap or the next
round. Any succesful attack by an opponent when she leaps results in the
automatic failure of the attempt.
Toe-rip
For bizarre reasons, devilbunnies love to eat human toes. This
may stem from ancient hunting-practises, when bunnies would disable their
meals-to-be by nibbling away their digits. The modern incarnation of this
trick is feared by the Fudds. A devilbunny who makes a successful Grapple
may try to chew away at the foot of her victim. Each three successes on
a Dexterity+Brawl roll results in the permanent loss of a dot in
Dexterity. On the downside (for the bunny) is that the Grapple does not
cause her opponent to lose any attacks, though she cannot be shaken off
until the round after the Grapple.
Fudd combat maneuvers
Pop
An age-old technique where the Fudd grabs the rabbit in a
stranglehold and pops its head with his thumbs like a champagne cork. A
human character who tries to pop a bunny must make a successful Grapple on
a difficulty of 8. Three successes on an opposed Strength+Brawl roll
against the opponent results in instant death for the devilbunny.
Whizz
Desperate Fudds sometimes resort to this maneuver. Chanting the
blessing of his choice, the human pulls down his pants and, er, "lets
fly". Treat the, um, weapon as being a single-shot weapon with a difficulty
4 to use and causing 2 damage-dice worth of Blessed Urine injuries. Range is
only point-blank. Normally employed by men, though female Fudds have been
known to be mightily inventive in tight spots.
Damage
In the world of the devilbunnies, aggravated and normal damage has
different connotations. None of the factions in the war can heal like
Kindred or Garou. Normal damage is healable only by time and medical
attention according to the standard natural healing rates. Aggravated damage
are injuries so horrible that they are permanent -- like Moxie burns or
chewed-off toes. To cure aggravated damage, a character must undergo
radical treatment such as surgery or prosthetics.
Alternatively, a Storyteller may translate aggravated damage into
loss of dots in Attributes. A devilbunny scarred by Moxie may lose her
Appearance; a Fudd with an arm chewed away by lapine nanotechnology may
find her Dexterity greatly hampered.
Aggravated damage should to be rare. If it does occur, it should
have serious effects on the character involved.
HLV
The Human-Lapino Virus is perhaps the most feared abilitY of the
devilbunnies. Fudds all over the world shudder with horror at the
prospect of winding up a ky00t, fluffy beast eagerly serving the
Spam-eating forces of evil.
A devilbunny character can infect a human -- and only a human -- if she
has the HLV background. Infection is accomplished through a successful Bite;
damage is inflicted through a Stamina+HLV roll, difficulty 6. The victim
may soak any "damage" as normal. Any damage not soaked means the victim
now has the virus.
The conversion process is fairly slow -- it takes months before the
transformation is complete. Sufferers sprout fur, grow pointed ears, and
lose weight rapidly. Each month after infection causes the loss of
a Health Level, considered incurable aggravated damage. Once at
Incapacitated, the victim must roll Stamina at a difficulty of 7. One
success means the transformation has destroyed the mind of the character
(reduce all Mental attributes to one dot). Two successes indicates a mind
largely intact, but subsumed by the ky00t devilbunny way of thinking; Nature
and Demeanor must be altered to reflect this. Three successes means the
personality has survived fairly well. Failure signifies that the
victim has died from the strain of conversion. A botch...well, let's just
say a really horrible mutation occured before the character was put out
of her misery.
Either way, the character is now a devilbunny. Human covertees tend
to be much larger than the devilbunny norm; a four foot bunny is not
unknown, though rare. Strength is reduced to a maximum of three dots, and
no extra dots are given to the Social Attributes of a converted human.
They do gain the Ky00t Trait with one free pip. Mating with a devilbunny or
fellow convertee will produce normal devilbunny offspring
The Fudds have developed the Anti-Bunny vaccine; all Fudds are
administered the serum during training. A character who has been given
Anti-Bunnies is immune to HLV for four months; any attempt to
infect her with HLV is an automatic failure. In addition, Anti-Bunnies
may be used to reduce the horrors of conversion. Regular injections of the
vaccine during an HLV infection reduce the difficulty of the final Stamina
roll to 6.
Devilbunny mentats have created their own enhanced versions of HLV.
These are unstable and must be applied via injection; they are almost
never found in the field. Enhanced HLV has its own Stamina rating (3-5 is
common). Devilbunnies using it must make their rolls based on this
Stamina and their own Medicine or Weird Bunny Science ratings. Conversion
is accomplished within days, and several types of enhanced HLV can ignore
Anti-Bunnies.
INTEGRATING DEVILBUNNIES INTO THE WORLD OF DARKNESS
Devilbunnies: the Fluffing is intended for a different game reality
than World of Darkness. However, they do make interesting additions to
the standard WoD menagerie. Devilbunnies in the Gothic-Punk world become
more sympathetic characters; the threat they pose is more ambiguous as
they become the lesser of far too many evils. How much more dangerous,
after all, is a toe-eating rabbit compared to a Black Spiral Dancer or a
Ventrue Prince? Most mortal residents of the WoD would flock to the bunny
vision of a Ky00t World.
And perhaps the proccess has already begun...
Here are a few thoughts on working devilbunnies into an ongoing campaign.
- Vampires and Devilbunnies don't have much contact. Most buns consider
them myths, though EARS knows better. A similar situation exists on the lick
side of the fence. Some Gangrel Elders know enough to stay away from local
warrens. The Toreadors are constantly battling a mysterious force which
threatens to destroy Art with cute banality. The Nosferatu know
something, but aren't telling. And the Malkavians have a long history of
ghouling devilbunnies (where do you think they get all those fluffy white
rabbits?)
- The buns and Garou are uneasy allies. The Garou consider ky00tness
a diseased philosophy, reeking of the control-fantasies of the Weaver.
The extremist tribes (Red Talons, Get of Fenris, etc.) avoid or attack
devilbunnies. Children of Gaia and Glass Walkers maintain an uneasy
detente. The rest keep a wary eye. Only a Wyrm attack will bring
werewolf and devilbunny together; a few Ahrouns have been quietly heard to
remark that bun technology does help... The buns are friendly with the
Bete tribes, though many Changing Breeds look askance at them.
Note: a Garou infected with HLV before the First Change does not become a
devilbunny. The result is much worse: instead of a wolf, her
alternate forms are those of a rabbit. We leave it to the imagination of
our fellow players to envisage such a creature in Crinos. [evilgrin]
- The Wyrm hates their guts. Dealing with a bunch of
technologically-adept bunnies who usually outnumber your forces several
times is a bit tougher than killing your average Garou hick. Pentex has
had many an unfortunate surprise when that choice toxic waste dumping spot
was the site of a territorial warren.
- On a similar note, teaming up ferroti and Garou has wonderful story
possibilities. The ferroti are still bunny-hunters, though they are a bit
less rabid about it if the buns try to battle the Wyrm.
- Magi and devilbunnies have even less contact than vampires. The
strongest connections are with naturalistic Traditions (Verbena and
Dreamspeakers). However, it may have been the Verbena who created the
ferroti as a check against the buns. Sons of Ether often try to steal
bunny technology. The Virtual Adepts are scared stiff about the BUNIX
systems invading the Digital Web; many unfortunates who tried to crash
devilbunny systems whisper horror stories of cloying prisons filled with
Gund bears and Barney reruns. The Technocracy considers the bunnies reality-deviants; however, their technological paradigm is close to the Union's. And
it is said EARS is angling to become the Sixth Convention...
Note: the Avatar survives HLV conversion of a Mage, though Arete will be
lost. Just try to imagine a devilbunny Mage with Mind 5. ;)
- Changelings are terrified of the buns. Their quest to turn the world
into a Ky00t paradise is seen as the worst possible sort of ravaging.
Worse is the effect a devilbunny has on Faerie magic. Some Kithain are
foolish enough to use Glamour on regbuns and devilbunny kits, who have
low Banality. These unwary souls find that their magic becomes
contaminated by the devilbunny paradigm. Everything they do becomes
twisted to conform to Ky00tness. Eventually, their True Forms become
warped into Hallmark-card fairies...
- Devilbunnies can become Wraiths. These lapine ghosts form their own
distinct society in the Tempest, constructing warrens in quiet spots.
They possess Arcanos that functionally parallel those of the human
Wraiths, and do not need to seek out the guilds to learn them. At one
point, the Hierarchy attempted to crush these upstarts. Now they stay
very, very far away.
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