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Player Moves.

Posted by The MCFor group public
The MC
GM, 31 posts
I am Frith and Inle
all in one package.
Fri 12 Jun 2015
at 17:02
  • msg #1

Player Moves

During play, PCs will have a variety of moves available to them. There are three types of player moves: basic moves, special moves, and character moves. The basic and special moves are detailed here. Character moves are listed in the Creating Characters thread. Basic moves are moves that all PCs can make. They are also moves that PCs will frequently make because they are central to rabbits' day-to-day life.

Basic Moves

Resist Panic
When you expose yourself to new dangers, roll+Steady. On a 10+, you’re unshaken. On a 7-9, you manage to keep it together but take +1 Panic. On a miss, take +1 Panic as you cower, hesitate, or flee — the GM can offer you a worse outcome, a hard bargain, or an ugly choice. The GM may tell you that your action requires that you must resist panicking when you are exposed. That could mean crossing an open area, standing up to an authority figure, becoming trapped, or any other situation where threats might exist. If your roll succeeds, you've accomplished the action. If you exceed your maximum Panic, bad things happen.

Pay Attention
When you give your full attention, roll+Shrewd. On a 10+, hold 2. On a 7-9, hold 1. On a 6-, hold 1 but you open yourself up to danger. Hold may be spent, 1 for 1, to name a sense and ask the GM one of the questions below. The GM will tell you what your sense reveals; take +1 forward when acting on the answers.
  • What here is the greatest danger to me?
  • What will happen if I stay very still?
  • Where can I flee to?
  • Are they telling the truth?
  • What do they wish I'd do?
  • How could I get them to _____?
Giving your full attention is the way you discover additional details about a location, an NPC, or a situation after the GM has told you what you're generally experiencing.

Speak Plainly
When you reason with another animal, roll+Shrewd. On a 10+, NPCs will do as you ask given the proper assurances. On a 7-9, they do as you ask provided you meet one of their demands now. Speaking Plainly is all about getting others to go along with your ideas. It's not a move you use directly on the other PCs, it's one you use on individual NPCs or even whole groups of NPCs. Your words may only Help/Hinder other PCs or cause the two of you to Compete.

Bolt
When you make a run for it, roll+Swift. On a 10+, you run like the wind. On a 7-9, you run fast enough but choose one:
  • You don't end up exactly where you intended.
  • It takes more out of you than you would have thought, take -1 forward.
  • It's much closer than you care for, take +1 panic.
Bolting is a rabbit's first instinct and primary means of avoiding danger. Bolt can be used for short bursts of speed but, in a pinch, it can also be used when covering longer distances over land, such as attempting to reach a distant warren.

Sneak
When you take pains to avoid notice, roll+Shrewd. On a 10+, pick three. On a 7-9, pick one:
  • You are behind cover
  • You remain silent
  • You are downwind
  • You leave no tracks
Going unnoticed is the best way to avoid becoming a predator's next meal or avoid having to explain yourself.

Help/Hinder
When you help or hinder another player's rabbit, roll and add whichever stat the GM deems appropriate. On a 10+, give +1 or -1 to that player's roll or Panic. On a 7-9, do the same, but your fate is tied to theirs. Helping and hindering are your primary ways to act on other PCs. The Help/Hinder move usually requires that your PC be present when another PC makes a move and that you say or do something to them that would reasonably make it easier or harder for them to accomplish their goal. You can also use your words and actions to embolden them or cast doubt upon them by modifying their Panic level. This can be especially important when it comes time to Birth A Litter or when rabbits are close to Panic. By committing to share their fate, you are not necessarily sharing the same fictional fate; however, you might suffer a hard move from the GM if the person you are helping or hindering rolls a 6-, take Panic or a modifier on a 7-9, or suffer some similar but independent fate, depending on the move in question.
This message was last edited by the GM at 19:45, Tue 31 May 2016.
The MC
GM, 33 posts
I am Frith and Inle
all in one package.
Fri 12 Jun 2015
at 18:28
  • msg #2

Re: Player Moves

Special Moves
Special moves are also moves that all PCs can make. Like basic moves, they are central to rabbits' existence; however, these are moves that PCs will only occasionally make. The three moves with a red asterisk (*) following the move name are significant relationships. You can have a Best Friend, a Littermate, or a Mate, but not more than one at any given time.

Relax
When you play, groom, or rest in relative safety, subtract 1 from your Panic. Occasionally rabbits will find time to rest and recover, time to enjoy the wonder of nature and joy of companionship. Be it hours or days, Relax is always marked by the passage of time. A safe, quiet space can be a comfort when preparing to Birth A Litter.

Struggle
When you struggle to free yourself, roll+Strong. You may then take Panic, 1 for 1, to increase your roll. On a 10+, you manage to wriggle free. On a 7-9, you can wriggle free if you are willing to take a scar. On a 6-, you can’t escape and you take a scar anyway. Occasionally rabbits will become trapped, pinned, or snatched up by a predator. This move offers a chance to escape if you are desperate enough.

Compete
When you compete with another PC rabbit, both of you choose a value on a die and then reveal it. If one rabbit's die shows a higher face, they get their way and choose a value from one of the dice — both of you take that much Panic. If neither is higher, no one gets their way and you both take Panic equal to the die value. When similar situations arise between a PC and an NPC, always fall back to the question: What do you do? By describing your character's actions, you enable the GM to determine their consequences, be they obvious success or failure, a GM move or triggering a player move. Competing with other rabbits is stressful, even for the victor, and when competition gets heated, you can't rely on the victor to win graciously. Competition can take many forms but it always comes down to who comes out on top or who gets their way. When you Compete, others may still Help/Hinder either rabbit.

Dig
When you dig in the earth, roll+Strong. On a 10+, you scratch out a simple burrow or otherwise quickly shift some dirt. On a 7-9, choose one:
  • You can only dig enough space to squeeze yourself into.
  • Your excavation is unstable and temporary at best.
  • You take significantly longer than expected.
Rabbits build warrens as permanent places of safety as well as smaller burrows as temporary shelters. In the real world, female rabbits do much of the excavation in preparation for birthing litters, but in The Warren, rabbits are free to divide the labor as they see fit. When you dig, it's also a good time to make a map of the resulting tunnels and/or add them to a larger map of the area surrounding the warren.

Best Friend*
When you have a best friend, tell them so and take +1 ongoing to Help/Hinder that rabbit until another relationship becomes more important.

Littermate*
When you are born to the same litter, share your earliest memories and take +1 ongoing to Help/Hinder that rabbit until another relationship becomes more important.

Mate*
When you mate with another rabbit, take +1 ongoing to Help/Hinder that rabbit until you mate with someone else. If you are different genders, both of you hide zero or one die in your fist. On the count of three, open your hands — two dice means the doe is pregnant and she may give birth whenever it feels right. Mating is a crucial part of rabbit life and any rabbits may mate. Mating intensifies rabbits' relationships and provides insight into each other’s disposition. Mating can also result in pregnancy. In the wild, rabbits can birth many litters over the course of their lives but if being pregnant slowed them down, there wouldn't be nearly so many rabbits today. Of course, every litter is different — the experience of pregnancy and its aftermath is largely up to that rabbit's player.

Birth A Litter
When you birth a litter, roll and subtract your current Panic to determine the number of kits that are born. On a 10+, it's an unusually sizable litter — increase your Panic to maximum. On a 7-9, a normal-sized litter is by no means easy — take +2 Panic. On a 6-, it's all just too much and few if any survive. The GM still gets to make a hard move but this is a good time to check in and make sure other players are comfortable with the fiction. Other PCs can Help/Hinder a doe, modifying her roll or Panic to achieve a desired outcome. Birthing litters is one outcome of mating and important for the health and growth of a warren. A doe may Birth A Litter when the time feels right — the process takes about fifteen minutes in the fiction. Of course, sometimes the best times are precisely the worst times! When the birth is finished, name the kits. They are hairless and fragile now but by the next chapter, they will be out on their own. If you know you don’t want to play out the actual birthing at the table, trigger it at the end of the chapter — you'll still birth some new rabbits but it can all happen off-screen, between chapters.

Innovate
When you do something unheard of, imagine what your actions would look like as a move. Say what triggers the move and roll. On a 7+, work with the GM to write the move — it is now a Special move for the remainder of the game and your roll stands. On a miss, it's not something rabbits can ever do and there will certainly be consequences. Intelligent creatures will often discover new behaviors or capabilities that were, theretofore, unheard of. When creating a new move, write a trigger that characters can initiate by taking decisive action (e.g. "when you do a thing", not "when you try to do a thing") and write the move’s results from the perspective of that character rather than saying what an NPC or part of the world does (e.g. "you suffer a thing", not "they do a thing to you"). Move triggers are like wishes — the wording matters! The more narrowly you specify the trigger for your innovated move, the less likely you are to duplicate Character moves, which should be avoided, or to encounter other unintended effects later on. Most innovated moves will involve rolling and adding a stat and will follow the success (10+), success but… (7-9), failure (6-) structure; however, they don't have to — don't be afraid to get creative and use other move structures if it fits the setting and fiction! Innovate is a powerful move, to be used intentionally. It can be used to allow rabbits to manipulate objects or adopt new behaviors. It could also be used to permanently change the setting by introducing supernatural, mythical, or spiritual elements. It could even be used to adjust the degree of anthropomorphism on which the game is centered. Use it wisely, probably after some discussion with the other players.

Time Goes By
When weeks or months go by, roll. As a group, decide which die represents births and which represents deaths. Add one rabbit to the warren for each birth and subtract one rabbit from the warren for each death. This is a useful move for when you want to play a game of The Warren with children or when players do not wish to incorporate the Mate and Birth A Litter moves into the game. It allows the warren's population to grow and change without the PCs' direct contribution. This is also a useful move for connecting one chapter to the next. It necessarily changes life in the warren and can help set the stage for the coming chapter.

Retire
When you give up the ghost or the spotlight, hold 1 and describe how your rabbit retires from play, then make a new rabbit. The hold may be spent to give any rabbit an additional Character move. Retiring a rabbit means allowing their story to come to an end. This is a normal part of a rabbit’s life in The Warren — embrace it. This could mean letting them die or it could mean having them take on a more static role in the fiction. Whatever you choose, this is your chance to write your character's fate into the warren's history and leave your mark on the rabbits that survive you. The retiring rabbit's player retains the hold — they may opt to spend it immediately to aid another PC, spend it to introduce their new rabbit with an additional Character move, or save it for a rainy day.

Advance
During play, each PC may take one additional Character move each chapter as they learn, grow, or change. The move cannot be one already claimed by another character. When you claim this move, mark it on your rabbit playbook. If you haven't claimed it by the end of the chapter, do it at that time.
This message was last edited by the GM at 12:11, Wed 18 Sept 2019.
The MC
GM, 97 posts
I am Frith and Inle
all in one package.
Wed 1 Jun 2016
at 18:22
  • msg #3

Re: Player Moves

Character Moves

Ace In The Hole
When you negotiate tight spaces, roll +Shrewd. On a 10+, you lose any pursuers amid the twists and turns. On a 7-9, you gain a significant lead on any pursuers.


Charismatic
You can always find a rabbit or two that are willing to follow you around and do as you say.

Circles Of Life
The fight for survival makes for some strange bedfellows. When you first use this move, choose another type of animal with which you have history and rapport.


Cocky
When you boast about your future deeds and your boast proves true, hold 1 (max 3). You can then spend your hold, 1 for 1, to remind yourself and others about your deeds and take -1 Panic.

Composed
When you Relax, subtract your Steady from your Panic instead of just 1.


Conviction
When you Speak Plainly, you may roll+Steady instead of +Shrewd.

Dead Eyes
You have learned to focus through pain, probably in some terrible warren far away. At any time you can take a scar to return your Panic score to zero.

Dominant
Your influence among members of your warren is based on either fear, lineage, reciprocity, or respect. Choose which one and take +1 forward whenever you Speak Plainly using this influence.

Dull And Keen
One of your senses is dull, but another is almost supernaturally keen to compensate. You can never Pay Attention with the dull one, but treat a 7+ as a 10+ with the keen one.

Emissary
You represent another warren and are here as a guest, for now. Answer one question about your home warren from each other player now and hold 3. Holds may be spent, 1 for 1, to reveal further secrets about your home warren or the rabbits that live there.

Engineer
When you take time to survey a site, identify a feature of the site and how digging there might turn it to the warren’s advantage, take +1 forward when you Dig there.


Fertile
When you Birth A Litter, choose a number between 2 and 12 instead of rolling.

Gilded Cage
There are humans that will love and protect you if only you return to live with them. When you take this move, hold 1. When you encounter a human you may spend your hold to say why this human will take you in.

Greyfur
You are old. When others come to you and seek guidance, give it. They gain +1 forward if they do as you advise.

Hutchwise
Raised in a cage or hutch, you are familiar with humans' routines and mysteries. When you Pay Attention to humans, add "Why do humans do that?" to the list of questions you can ask. The GM will tell you a truth and a falsehood — pick whichever is more interesting or useful.


Leader Of Rabbits
When you take charge and give orders, others take +1 forward when they do as they're told.

Marked By The Black Rabbit
When others presume you dead, you're not. Return, injured but alive, at some later time — with an incredible story. Then cross off this move.

Marked For Death
You are ill-fated and everyone knows you won't last long — how will you be remembered? Start with one additional Character move when you make your next rabbit.

Not A Fighter
When you mate with a rabbit, you retain your +1 to Help/Hinder them forever.

Not Scared Of You
When you take this move, hold 1. When you encounter a predator you may spend your hold to say how you've bested this type of predator before. You no longer have to Resist Panic when you deal with this type of predator.


Nurturer
When you give another rabbit your undivided attention, you can reduce their Panic score by 2 when you Help them.


Quite The Pair
You may play an additional rabbit but only one of the two may advance each chapter.

Seer
When you have a vision of things to come, ask everyone at the table to contribute a single word about your vision. Describe your vision, taking care to include those words. The GM may ask you additional questions about it and then they will incorporate your vision into the fiction.

Sense Of Space
You've ranged near and far and if anyone knows the lay of the land, it's you. When you Pay Attention using this sense, you can also ask, "Where can I find _____?"


Sense Of Others
You know every rabbit that lives in the warren and even a few who don't. When you Pay Attention using this sense, you can also ask, "Who would know about _____?"

Squirmy
When you are smaller than what holds you, roll+Swift instead of +Strong when you Struggle.

Storyteller
When you tell a tale of your past exploits or about one or more of the Storied Characters, roll+Shrewd. On a 10+, reduce the Panic scores of your listeners by 3. On a 7-9, reduce their Panic scores by 1.


Swift Runner
You have never met an animal you couldn't outrun. When you Bolt, treat a roll of 6- as a 7-9.


Swift Warning
When you alert others to danger, they each take +1 forward when responding to it.

Thumper
When you cuff, kick, or knock another rabbit about, you may roll +Strong instead of +Shrewd when you Speak Plainly.

Tooth And Claw
When you put up a fight, roll+Strong. On a 10+, they take a scar if they don't flee. On a 7-9, you both take a scar if you don't flee.

Worrier
When you talk about your worries with another rabbit, remove their Panic, adding it to your own.
This message was last edited by the GM at 19:14, Fri 30 Sept 2016.
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