TEXT: Basic Moves 
   
  L
  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.
   
  L
  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. 
   
  L
  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. Holds 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 _____?
   
  L
  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.
   
  L
  SNEAK
  When you take pains to avoid notice, 
  roll+Shrewd. On a 10+, pick three. On a 
  7-9, pick one:
    Behind cover
    Silent
    Downwind
    No tracks
   
  L
  HELP/HINDER
  When you Help/Hinder another player 
  character’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.
  Character Moves
  www.bullypulpitgames.com/warren
  Name
  Barley, Lily, Honey, Holly, Pumpkin, Thorn, 
  Dusty, Midnight, Patches, Poppy, Snow, 
  Bine, Floppy, Basil, Misty, Nutmeg, Breeze, 
  Dewdrop, Charcoal, Sandy, Truffle, Olive, 
  Ash, Chestnut, Ivy, Meadow
  portrait  
  draw your rabbit
  Looks
  Circle one from each category 
  Body: Lean, stocky, compact, long, frail, 
  sick, runt;
  Coat: Lush, Sleek, Distinctive, Unusual 
  Color, Mangy, Cinged
  Ears: Long, Short, Floppy, Tattered,  
  ID-Tagged, Just the One
  Parts: Buck, Doe ( Pregnant)
  Stats
  Assign one to each stat: +2, +1, 0, -1.
  strong
  swift
  steady
  shrewd
  max panic
  5 +/- Steady
  current
  Starts at 0
  
  Special Moves
   
  L
  RELAX
  When you play, groom, or rest in relative 
  safety, subtract 1 from your Panic.
   
  L
  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.
   
  L
  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 dice value. 
   
  L
  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.
   
  L
  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.
   
  L
  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. 
   
  L
  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.
   
  L
  TIME GOES BY
  When months or seasons pass, roll the dice. 
  As a group, decide which die represents 
  births and which represents deaths. Add 
  rabbits to the warren according to the birth 
  die and subtract rabbits from the warren 
  according to the death die. 
   
  L
  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.
  Advancement
  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 
  character sheet. If you haven’t claimed it 
  by the end of the chapter, do it at that time.
  Notes
  
  Basic Moves 
   
  L
  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.
   
  L
  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. 
   
  L
  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. Holds 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 _____?
   
  L
  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.
   
  L
  SNEAK
  When you take pains to avoid notice, 
  roll+Shrewd. On a 10+, pick three. On a 
  7-9, pick one:
    Behind cover
    Silent
    Downwind
    No tracks
   
  L
  HELP/HINDER
  When you Help/Hinder another player 
  character’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.
  Character Moves
  www.bullypulpitgames.com/warren
  Name
  Jack, Parsley, Foxglove, Cutter, Lightning, 
  Rose, Gale, Dandelion, Tin, Willow, 
  Straw, Cotton, Thyme, Wind, Sunshine, 
  Rainstorm, Peanut, Swiftpaw, Windrunner, 
  Nibble, Digger, Squeek, Raincatcher, 
  Blackberry, Coriander
  portrait  
  draw your rabbit
  Looks
  Circle one from each category 
  Body: Lean, stocky, compact, long, frail, 
  sick, runt;
  Coat: Lush, Sleek, Distinctive, Unusual 
  Color, Mangy, Cinged
  Ears: Long, Short, Floppy, Tattered,  
  ID-Tagged, Just the One
  Parts: Buck, Doe ( Pregnant)
  Stats
  Assign one to each stat: +2, +1, 0, -1.
  strong
  swift
  steady
  shrewd
  max panic
  5 +/- Steady
  current
  Starts at 0
  
  Special Moves
   
  L
  RELAX
  When you play, groom, or rest in relative 
  safety, subtract 1 from your Panic.
   
  L
  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.
   
  L
  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 dice value. 
   
  L
  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.
   
  L
  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.
   
  L
  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. 
   
  L
  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.
   
  L
  TIME GOES BY
  When months or seasons pass, roll the dice. 
  As a group, decide which die represents 
  births and which represents deaths. Add 
  rabbits to the warren according to the birth 
  die and subtract rabbits from the warren 
  according to the death die. 
   
  L
  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.
  Advancement
  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 
  character sheet. If you haven’t claimed it 
  by the end of the chapter, do it at that time.
  Notes
  
  Basic Moves 
   
  L
  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.
   
  L
  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. 
   
  L
  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. Holds 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 _____?
   
  L
  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.
   
  L
  SNEAK
  When you take pains to avoid notice, 
  roll+Shrewd. On a 10+, pick three. On a 
  7-9, pick one:
    Behind cover
    Silent
    Downwind
    No tracks
   
  L
  HELP/HINDER
  When you Help/Hinder another player 
  character’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.
  Character Moves
  www.bullypulpitgames.com/warren
  Name
  Milkweed, Cress, Lineberry, Button, 
  Grooveburr, Mulberry, Dewberry, 
  Pansy, Marigold, , Blackthorn, Holly, 
  Ivy, Dogwood, Honeysuckle, Buttercup, 
  Snowflake, Sorrel, Bracken, Poppy, Sundew, 
  Birch, Adler, Bounder
  portrait  
  draw your rabbit
  Looks
  Circle one from each category 
  Body: Lean, stocky, compact, long, frail, 
  sick, runt;
  Coat: Lush, Sleek, Distinctive, Unusual 
  Color, Mangy, Cinged
  Ears: Long, Short, Floppy, Tattered,  
  ID-Tagged, Just the One
  Parts: Buck, Doe ( Pregnant)
  Stats
  Assign one to each stat: +2, +1, 0, -1.
  strong
  swift
  steady
  shrewd
  max panic
  5 +/- Steady
  current
  Starts at 0
  
  Special Moves
   
  L
  RELAX
  When you play, groom, or rest in relative 
  safety, subtract 1 from your Panic.
   
  L
  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.
   
  L
  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 dice value. 
   
  L
  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.
   
  L
  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.
   
  L
  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. 
   
  L
  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.
   
  L
  TIME GOES BY
  When months or seasons pass, roll the dice. 
  As a group, decide which die represents 
  births and which represents deaths. Add 
  rabbits to the warren according to the birth 
  die and subtract rabbits from the warren 
  according to the death die. 
   
  L
  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.
  Advancement
  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 
  character sheet. If you haven’t claimed it 
  by the end of the chapter, do it at that time.
  Notes
  
  Basic Moves 
   
  L
  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.
   
  L
  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. 
   
  L
  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. Holds 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 _____?
   
  L
  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.
   
  L
  SNEAK
  When you take pains to avoid notice, 
  roll+Shrewd. On a 10+, pick three. On a 
  7-9, pick one:
    Behind cover
    Silent
    Downwind
    No tracks
   
  L
  HELP/HINDER
  When you Help/Hinder another player 
  character’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.
  Character Moves
  www.bullypulpitgames.com/warren
  Name
  Rosemary, Aster, Thistle, Sedge, Cress, 
  Boxwood, Heath, Snowflake, Foxglove, 
  Primrose, Yarrow, Columbine, Heartleaf, 
  Moonbeam, Dahlia, Woodruff, Hellebore, 
  Lily, Iris, Nettle, Spot, Hyacinth, Moss, 
  Verbena, Tulip, Juniper
  portrait  
  draw your rabbit
  Looks
  Circle one from each category 
  Body: Lean, stocky, compact, long, frail, 
  sick, runt;
  Coat: Lush, Sleek, Distinctive, Unusual 
  Color, Mangy, Cinged
  Ears: Long, Short, Floppy, Tattered,  
  ID-Tagged, Just the One
  Parts: Buck, Doe ( Pregnant)
  Stats
  Assign one to each stat: +2, +1, 0, -1.
  strong
  swift
  steady
  shrewd
  max panic
  5 +/- Steady
  current
  Starts at 0
  
  Special Moves
   
  L
  RELAX
  When you play, groom, or rest in relative 
  safety, subtract 1 from your Panic.
   
  L
  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.
   
  L
  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 dice value. 
   
  L
  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.
   
  L
  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.
   
  L
  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. 
   
  L
  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.
   
  L
  TIME GOES BY
  When months or seasons pass, roll the dice. 
  As a group, decide which die represents 
  births and which represents deaths. Add 
  rabbits to the warren according to the birth 
  die and subtract rabbits from the warren 
  according to the death die. 
   
  L
  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.
  Advancement
  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 
  character sheet. If you haven’t claimed it 
  by the end of the chapter, do it at that time.
  Notes
  
  Basic Moves 
   
  L
  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.
   
  L
  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. 
   
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  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. Holds 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 _____?
   
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  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.
   
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  SNEAK
  When you take pains to avoid notice, 
  roll+Shrewd. On a 10+, pick three. On a 
  7-9, pick one:
    Behind cover
    Silent
    Downwind
    No tracks
   
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  HELP/HINDER
  When you Help/Hinder another player 
  character’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.
  Character Moves
  www.bullypulpitgames.com/warren
  Name
  Jack, Parsley, Foxglove, Cutter, Lightning, 
  Rose, Gale, Dandelion, Tin, Willow, 
  Straw, Cotton, Thyme, Wind, Sunshine, 
  Rainstorm, Peanut, Swiftpaw, Windrunner, 
  Nibble, Digger, Squeek, Raincatcher, 
  Blackberry, Coriander
  portrait  
  draw your rabbit
  Looks
  Circle one from each category 
  Body: Lean, stocky, compact, long, frail, 
  sick, runt;
  Coat: Lush, Sleek, Distinctive, Unusual 
  Color, Mangy, Cinged
  Ears: Long, Short, Floppy, Tattered,  
  ID-Tagged, Just the One
  Parts: Buck, Doe ( Pregnant)
  Stats
  Assign one to each stat: +2, +1, 0, -1.
  strong
  swift
  steady
  shrewd
  max panic
  5 +/- Steady
  current
  Starts at 0
  
  Special Moves (Kids)
   
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  RELAX
  When you play, groom, or rest in relative 
  safety, subtract 1 from your Panic.
   
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  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.
   
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  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 dice value. 
   
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  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.
   
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  BEST FRIEND
  When you have a best friend, tell them 
  so and take +1 ongoing to Help/Hinder 
  that rabbit until you decide to be best 
  friends with someone else.
   
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  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.
   
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  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. 
   
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  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.
   
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  TIME GOES BY
  When months or seasons pass, roll the dice. 
  As a group, decide which die represents 
  births and which represents deaths. Add 
  rabbits to the warren according to the birth 
  die and subtract rabbits from the warren 
  according to the death die. 
   
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  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.
  Advancement
  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 
  character sheet. If you haven’t claimed it 
  by the end of the chapter, do it at that time.
  Notes
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/PbtA/The Warren/The Warren - Playbooks.pdf