Summer Court/Rabbit Snatch

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Rules and Regulations for Rabbit Snatch

Rules are subject to change! Draft version!

Rabbits receive no turn, and will get a +1 bonus to hide and evade each round after the first.

Players roll init.

On your turn, you may choose to search for rabbits, attempt to steal rabbits, return rabbits, or wait.

Search

Searching for rabbits is wits + composure - 2 (no Trained Observer) or wits + survival vs 5 dice (plus any rabbit bonuses). On a successful role, the hunter spots a rabbit and may move on to snatching.

Snatch a Rabbit

To snatch a rabbit, roll dexterity + brawl or dexterity + athletics or some other logical skill/power vs 5 dice (+rascally rabbit bonuses). On success, rabbit is caught!

Steal Rabbits

Stealing other people's rabbits is easier, right? Roll dexterity + larceny or strength + brawl to attempt to steal a rabbit. Opponent resists with dexterity + athletics or strength + brawl to run or fight (or whatever else makes sense). On a successful larceny roll, 1 rabbit is stolen. On a successful brawl, all rabbits are stolen and the loser of the roll takes bashing damage equal to successes rolled.

Other methods of stealing can be used... Be creative! All rolls should be two attributes or one attribute + one skill. Disciplines can be added, so long as they are approved.

Sneak

Sneaking might be easier than fighting past those waiting. Roll dexterity + stealth vs wits + composure. If caught, your opponent can attempt a steal next chance they get.

Return a Rabbit

Once you are ready to return, all players waiting will get a chance to steal, unless you are sneaking (and then all players get a chance to spot, then steal).

Winning

The game ends when all rabbits are caught, or someone scores 3 rabbits.

Disallowed Powers

  • Anything that makes you unable to be seen (no invisibility).
  • Anything that makes you intangible.

Damage

All damage is bashing, save for what rolls into lethal. When a player takes lethal, they are out!

Beaten Down

We will be using Beaten Down rules. In brief: take damage greater than your stamina and you are Beaten Down. Taking further actions (beyond leaving the field) costs 1 willpower.