The activities of Reproduction are greatly simplified for the sake of gameplay
although a GM is free to elaborate rules for greater realism
at example in this manual we do not consider stuff like social hierarchies

If Approved by the GM

Having identical Sibling or Mating can be a alternative to create another playable character aside from the classic dice-rolling method done at the beginning of the campaign

If your character dies within one year (calendar or campaign)
you can assume your litter had an identical sibling with same genetics and that has spent their AP in your same traits.

Your Sibling will have a different name and none of your possession.

You may attempt to find a mate, For game purpose we assume a animal may breed with no more than one rabbit of the opposite sex per season

Rabbits can't force mating, as both cooperate to successfully inseminate

This might be done by either an NPC or another player

No animal is ever compelled to take a mate.

Choosing an animal with better genetics is advantageous to form a stronger litter
so you are not advised to simply mate with a player you like
Note: other animal will also do the same

Once two animal has chosen to bond, simply inform the GM that the bond will remain for this year. (even if one of you dies)

Once a pair is formed, mating may occur during breeding season (March through September)
After mating gestation is 30 days, then birth occurs.

(these rules are simplified for game purposed and do not reflect real life)
Determine offspring according to these rules:
1) Determine litter size: \(1d6+\text{Female's CON Bonus}\) (Harash Condition may reduce the litter)
2) Determine the Genetics of each Rabbit: For each kit for each Trait Roll 1d6: if Even take the Female Base Value, if Odd take the Male Base Value.
3) Determine the Gender: \(1d6: Odd=Male;\ Even=Female\)
4) Determine the appearance: As you want them to be
5) Starting Traits Level: Level 0 on all Traits
6) No extra points for the kits: Unlike the classic method, you don't get to adjust the genetic.

You may choose to play another Animal by picking a new one from a litter born this year or in the last breeding season.

You may choose your or another litter
if it is from your, you may pick the one yourself
if it is from another, the pair may choose from you

Once you choose the new kit, you must chose a profession, add 1 AP to your Primary trait, and one to your choose.

If you are retiring a character and the character is in the same warren as the new animal they may pass on any of the retiring character possession. (unless GM declare otherwise)

Characters may
may be for acquiring permanent injuries, or may simply because you want to try a different profession, or because you want to play as one of your kit you have several options to retire your character

You may inform the GM that your character is retiring.
The GM may get your character sheet and use it as an NPC
although the GM as full control of your character, a wise GM will continue to play it in the style that you favored when you were in control

when you are at your home burrow (or generally a safe home)
you can inform the GM that your character is going on an hiatus
you assume your character will hang around the burrow you left in

Then at a later date you may decide to play with him again and retire the new character (if it is still alive).
Before you can do that you must an Aging check

You may choose the fate of your character, may be a peaceful death of old age, a dramatic one created by you and the GM, or simply vanishing in the unknown.

Last Edit: 2025-03-19
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