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Introducing

ANGEL KIT
Your angel kit has all kinds of crap in
THE ANGEL
it: scissors, rags, tape, needles, clamps, STOCK When youre lying in the dust of Apocalypse World guts aspilled, for whom
do you pray? e gods? eyre long gone. Your beloved comrades? Fuckers
gloves, chill coils, wipes, alcohol, injectable all, or you wouldnt be here to begin with. Your precious old mother? Shes
tourniquets & bloodslower, instant
a darling but she cant put an intestine back inside so itll stay. No you pray
blood packets (coffee reddener), tubes
of meatmesh, bonepins & site injectors, for some grinning kid or veteran or just someone with a heartshocker and
biostabs, chemostabs, narcostabs (chillstabs) a hand with sutures and a 6-pack of morphine. And when that someone
in quantity, and a roll of heart jumpshock comes, thats an angel.
patches for when it comes to that. Its big enough to fill the trunk of a car.
When you use it, spend its stock; you can spend 03 of its stock per use. a character playbook for

WORLD
You can resupply it for 1-barter per 2-stock, if your circumstances let you
barter for medical supplies.
It begins play holding 6-stock. APOCALYPSE
2k+10 D. Vincent Baker
To use it to stabilize and heal someone at 9:00 or past: roll+stock spent. www.apocalypse-world.com
On a hit, they will stabilize and heal to 6:00, but the MC will choose 1 (on
a 10+) or 2 (on a 79):
they need to be physically stabilized before you can move them.
even narcostabbed, they fight you; youre acting under fire.
theyll be in and out of consciousness for 24 hours.
ADDITIONAL RULES
stabilizing them eats up your stock; spend 1-stock more. HARM & HEALING
theyll be bedridden, out of action, for at least a week.
Harm before 6:00 heals automatically with time. Harm after 9:00 gets
theyll need constant monitoring and care for 36 hours.
worse with time, unless stabilized. If the player marks the segment 11:00 to
On a miss, they take 1-harm instead.
12:00, it means that the characters dead but can still be revived. Any harm
To use it to speed the recovery of someone at 3:00 or 6:00: dont roll. ey past that and the characters dead for reals.
choose: spend 4 days (3:00) or 1 week (6:00) blissed out on chillstabs,
immobile but happy, or do their time like everyone else.
PERIPHERAL MOVE
To use it to revive someone whos died (at 12:00, not beyond): roll+stock
spent. On a 10+, they recover to 10:00. On a 79, they recover to 11:00. When you heal another players characters harm, you get +1Hx with
On a miss, youve done everything you can for them, and theyre still them (on your sheet) for every segment of harm you heal. If this brings you
dead. to Hx+4, you reset to Hx+1 as usual, and therefore mark experience.
When you heal someone, you see them more clearly.
BARTER
If youre charging someone wealthy for your services, 1-barter is the
INFIRMARY
going rate for: one successful resuscitation (plus material costs); one weeks
full around-the-clock care (plus material costs); one months employment as
angel on call (plus material costs, if any).
When you go into your infirmary and dedicate yourself to working on a
person, decide what youre trying for and tell the MC. e MC will tell you
THE
ANGEL
sure, no problem, but and then 1 to 4 of the following:
1-barter will cover a months living expenses, if your tastes arent too
its going to take hours/days/weeks/months of work;
grand.
first youll have to get/build/fix/figure out ___;
As a one-time expenditure, and very subject to availability, 1-barter youre going to need ___ to help you with it;
might count for: two refills for your angel kit; a night in high luxury & its going to cost you a fuckton of jingle;
company; any weapon, gear or fashion not valuable or hi-tech; repair of a piece the best youll be able to do is a crap version, weak and unreliable;
of hi-tech gear by a savvyhead; a weeks hire of the protective companionship of its going to mean exposing yourself (plus colleagues & patient) to serious danger;
a battlebabe or gunlugger; a years tribute to a warlord; a months maintenance youre going to have to add ___ to your infirmary first;
and repairs for a hi-performance vehicle well-used; bribes, fees and gifts its going to take several/dozens/hundreds of tries;
sufficient to get you into almost anyones presence. youre going to have to take ___ apart to do it.
e MC might connect them all with and, or might throw in a merciful or.
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments
ajangle and expect to find hi-tech or luxe eternal.
CREATING AN ANGEL
To create your angel, choose name, look, stats, moves, gear, and Hx.
NAME
NAME LOOK LOOK ANGEL MOVES
Sixth sense: when you open your brain to the worlds psychic
Dou, Bon, Abe, Boo, T, Kal, Bai, Char, Jav, Man, woman, ambiguous, maelstrom, roll+sharp instead of roll+weird.
Ruth, Wei, Jay, Nee, Kim, Lan, Di, or Dez. transgressing, or concealed. Infirmary: you get an infirmary, a workspace with life support, a drug
Doc, Core, Wheels, Buzz, Key, Gabe, Biz, Utility wear, casual wear plus lab and a crew of 2 (Shigusa & Mox, maybe). Get patients into it and you
Bish, Line, Inch, Grip, or Setter. utility, scrounge wear plus utility. can work on them like a savvyhead on tech (cf ).

STATS Kind face, strong face, rugged STATS MOVES Professional compassion: you can choose to roll+sharp instead of

Choose one set:


face, haggard face, pretty face, or
lively face. do something HX
help or interfere; session end
roll+Hx when you help someone whos rolling.
Battlefield grace: while you are caring for people, not fighting, you get
Cool+1 Hard=0 Hot+1 Sharp+2 Weird-1 Quick eyes, hard eyes, caring under fire
+1armor.
Cool+1 Hard+1 Hot=0 Sharp+2 Weird-1 eyes, bright eyes, laughing eyes,
Cool-1 Hard+1 Hot=0 Sharp+2 Weird+1 or clear eyes.
Cool+2 Hard=0 Hot-1 Sharp+2 Weird-1
COOL highlight Healing touch: when you put your hands skin-to-skin on a wounded
person and open your brain to them, roll+weird. On a 10+, heal 1 segment.
Compact body, stout body, spare go aggro; On a 79, heal 1 segment, but youre acting under fire from your patients
body, big body, rangy body, or seize by force brain. On a miss: first, you dont heal them. Second, youve opened both
MOVES sturdy body. your brain and theirs to the worlds psychic maelstrom, without protection
You get all the basic moves. Choose 2
angel moves. GEAR HARD highlight or preparation. For you, and for your patient if your patients a fellow
players character, treat it as though youve made that move and missed the
You get: seduce or roll. For patients belonging to the MC, their experience and fate are up to
HX angel kit
1 small practical weapon
manipulate
ANGEL SPECIAL the MC.
Touched by death: whenever someone in your care dies, you get +1weird
Everyone introduces their characters by If you and another character have
name, look and outlook. Take your turn.
oddments worth 1-barter
fashion suitable to your look, HOT highlight sex, your Hx with them on your sheet (max +3).
including at your option a piece goes immediately to +3, and they
List the other characters names. read a sitch;
immediately get +1 to their Hx with
Go around again for Hx. On your turn,
worth 1-armor (you detail) read a person
you on their sheet. If that brings
GEAR & BARTER OTHER MOVES
choose 1, 2, or all 3: Small practical weapons their Hx with you to +4, they reset it
One of them put a hand in when it
mattered, and helped you save a life.
(choose 1):
.38 revolver (2-harm close SHARP highlight to +1 instead, as usual, and so mark
reload loud) experience.
Tell that player Hx+2. open your brain
One of them has been beside you and 9mm (2-harm close loud)
has seen everything youve seen. Tell big knife (2-harm hand)
that player Hx+2. sawed-off (3-harm close reload
One of them, you figure doomed to messy) WEIRD highlight IMPROVEMENT > >>improve
experience
self-destruction. Tell that player Hx-1. stun gun (s-harm hand reload)
Tell everyone else Hx+1. Youre an open
HARM __ get +1sharp (max sharp+3)
book.
IMPROVEMENT countdown __ get +1cool (max cool+2)
12 __ get +1hard (max hard+2)
Whenever you roll a highlighted
On the others turns: __ get +1hard (max hard+2)
stat, and whenever you reset
You try not to get too attached. __ get +1weird (max weird+2)
your Hx with someone, mark 9 3
Whatever number they tell you, give it __ get a new angel move
an experience circle. When you
-1 and write it next to their characters __ get a new angel move
mark the 5th , improve and erase.
name. 6 __ get 2 gigs (detail) and moonlighting
At the end, find the character with the
Each time you improve, choose
one of the options. Check it off;
stabilized
__ get a move from another playbook
__ get a move from another playbook
HOLD
highest Hx on your sheet. Ask that player
you cant choose it again. __ get +1 to any stat (max stat+3)
which of your stats is most interesting, shattered (-1cool)
and highlight it. e MC will have you __ retire your character (to safety)
crippled (-1hard)
highlight a second stat too. __ create a second character to play
disfigured (-1hot) __ change your character to a new type
broken (-1sharp) __ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
Introducing

CUSTOM WEAPONS THE BATTLEBABE


Even in a place as dangerous as Apocalypse World, battlebabes are, well.
CUSTOM FIREARMS CUSTOM HAND WEAPONS eyre the ones you should walk away from, eyes down, but you cant.
Base (choose 1): Base (choose 1): eyre the ones like the seductive blue crackling light, yknow? You
handgun (2-harm close reload staff (1-harm hand area)
mistake looking at them for falling in love, and you get too close and its a
loud) haft (1-harm hand)
handle (1-harm hand) zillion volts and your wings burn off like paper.
shotgun (3-harm close reload
messy) chain (1-harm hand area) Dangerous.
rifle (2-harm far reload loud) Options (choose 2):
Options (choose 2): ornate (+valuable)
ornate (+valuable) antique (+valuable) a character playbook for

WORLD
antique (+valuable) head (+1harm)
semiautomatic (-reload)
3-round burst (close/far)
automatic (+area)
spikes (+1harm)
blade (+1harm)
long blade* (+2harm)
APOCALYPSE
2k+10 D. Vincent Baker
silenced (-loud) heavy blade* (+2harm) www.apocalypse-world.com
hi-powered (+1harm) blades* (+2harm)
ap ammo (+ap) hidden (+infinite)
scoped (+far, or +1harm at far) *counts as 2 options
big (+1harm) ADDITIONAL RULES
YOUR CUSTOM WEAPONS HARM
When a character gets hurt, the player marks segments in her harm
countdown clock. Mark one full segment for each 1-harm, starting with the
segment 12:00 to 3:00.
Typically, when a character takes harm, its equal to the harm rating of the
weapon, attack, or mishap, minus the armor rating of the characters armor.
is is called harm as established.

PERIPHERAL MOVES
When you suffer harm, roll+harm suffered (after armor, if youre wearing
BARTER any). On a 10+, the MC can choose 1:
If youre charging someone wealthy for your services, 1-barter is the Youre out of action: unconscious, trapped, incoherent or panicked.
going rate for one murder executed or one weeks employment as bodyguard. Its worse than it seemed. Take an additional 1-harm.
Choose 2 from the 79 list below.
1-barter will cover a months living expenses, if your tastes arent too

THE
BA TILEEL
grand. On a 79, the MC can choose 1:

T
You lose your footing.
As a one-time expenditure, and very subject to availability, 1-barter
might count for: a night in high luxury & company; any weapon, gear or
fashion not valuable or hi-tech; the material costs of resuscitation by an angel;
repair of a piece of hi-tech gear by a savvyhead; a years tribute to a warlord;
You lose your grip on whatever youre holding.
You lose track of someone or something youre attending to.
You miss noticing something important.
On a miss, the MC can nevertheless choose something from the 79 list I
BE AJB
a months maintenance and repairs for a hi-performance vehicle well-used; above. If she does, though, its instead of some of the harm youre suffering,
bribes, fees and gifts sufficient to get you into almost anyones presence.
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments
so you take -1harm.
When you inflict harm on another players character, the other character
gets +1Hx with you (on their sheet) for every segment of harm you inflict. If
C I
ajangle and expect to find hi-tech or luxe eternal. this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark
experience.

When you hurt someone, they see you more clearly.


CREATING A BATTLEBABE
To create your battlebabe, choose name, look, stats, moves, gear, and Hx.
NAME
NAME LOOK LOOK BATTLEBABE MOVES
Dangerous & sexy: when you enter into a charged situation, roll+hot.
Snow, Crimson, Shadow, Azure, Man, woman, ambiguous, or On a 10+, hold 2. On a 79, hold 1. Spend your hold 1 for 1 to make eye
Midnight, Scarlet, Violetta, Amber, transgressing. contact with an NPC present, who freezes or flinches and cant take action
Rouge, Damson, Sunset, Emerald, or until you break it off. On a miss, your enemies identify you immediately as
Formal wear, display wear, luxe
Ruby. their foremost threat.
wear, casual wear, or showy
Raksha, Kickskirt, Kite, Monsoon,
Smith, Beastie, Baaba, Melody, Mar, Tavi,
armor.
STATS MOVES Ice cold: when you go aggro on an NPC, roll+cool instead of roll+hard.
When you go aggro on another players character, roll+Hx instead of
Absinthe, or Honeytree.
Smooth face, sweet face,
handsome face, sharp face, do something HX
help or interfere; session end
roll+hard.
girlish face, boyish face, striking under fire
STATS face.
Merciless: when you inflict harm, inflict +1harm.
Visions of death: when you go into battle, roll+weird. On a 10+, name
Choose one set: Calculating eyes, merciless eyes,
Cool+3 Hard-1 Hot+1 Sharp+1 Weird=0 frosty eyes, arresting eyes, or COOL highlight
one person wholl die and one wholl live. On a 79, name one person wholl
Cool+3 Hard-1 Hot+2 Sharp=0 Weird-1 indifferent eyes. go aggro; die OR one person wholl live. Dont name a players character; name NPCs
Cool+3 Hard-2 Hot+1 Sharp+1 Weird+1 seize by force only. e MC will make your vision come true, if its even remotely possible.
Cool+3 Hard=0 Hot+1 Sharp+1 Weird-1 Sweet body, slim body, gorgeous On a miss, you foresee your own death, and accordingly take -1 throughout
body, muscular body, or angular the battle.
MOVES
body. HARD highlight
Perfect instincts: when youve read a charged situation and youre
seduce or acting on the MCs answers, take +2 instead of +1.
You get all the basic moves. Choose 2 GEAR
battlebabe moves.
You get:
manipulate
BATTLEBABE SPECIAL Impossible reflexes: the way you move unencumbered counts as armor.
If youre naked or nearly naked, 2-armor; if youre wearing non-armor
If you and another character have sex,
HX
2 custom weapons
oddments worth 2-barter HOT highlight nullify the other characters sex move. fashion, 1-armor. If youre wearing armor, use it instead.
fashion suitable to your look, Whatever it is, it just doesnt happen.
Everyone introduces their characters by read a sitch;
name, look and outlook. Take your turn. including at your option
fashion worth 1-armor or
read a person GEAR & BARTER OTHER MOVES
List the other characters names. armor worth 2-armor (you
Go around again for Hx. On your turn: detail) SHARP highlight

Tell everyone Hx+1. You put yourself IMPROVEMENT open your brain
out in the public view.
Whenever you roll a highlighted
On the others turns: stat, and whenever you reset
Choose the character you trust the
least. Whatever number that player
your Hx with someone, mark
an experience circle. When you
WEIRD highlight IMPROVEMENT > >>improve
experience
tells you, ignore it; write Hx+3 next to
the characters name instead.
mark the 5th , improve and erase. HARM __ get +1hard (max +2)
Each time you improve, choose countdown __ get +1hot (max +2)
Everyone else, write whatever number 12 __ get +1sharp (max +2)
one of the options. Check it off;
they tell you next to their characters __ get +1weird (max +2)
you cant choose it again.
name. __ get a new battlebabe move
At the end, find the character with the 9 3 __ get a new battlebabe move
highest Hx on your sheet. Ask that player __ get 2 gigs (detail) and moonlighting
which of your stats is most interesting, 6 __ get a gang (detail) and leadership
and highlight it. e MC will have you stabilized
__ get a move from another playbook
__ get a move from another playbook
HOLD
highlight a second stat too.
__ get +1 to any stat (max stat+3)
shattered (-1cool)
__ retire your character (to safety)
crippled (-1hard)
__ create a second character to play
disfigured (-1hot) __ change your character to a new type
broken (-1sharp) __ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
Introducing

BRAINER GEAR THE BRAINER


implant syringe (tag hi-tech) Brainers are the weird psycho psychic mindfucks of Apocalypse World.
After youve tagged someone, if a brainer move allows you to inflict harm on ey have brain control, puppet strings, creepy hearts, dead souls, and eyes
them, inflict +1harm. like broken things. ey stand in your peripheral vision and whisper into
brain relay (area close hi-tech) your head, staring. ey clamp lenses over your eyes and read your secrets.
For purposes of brainer moves, if someone can see your brain relay, they can see eyre just the sort of tasteful accoutrement that no well-appointed
you. hardhold can do without.
receptivity drugs (tag hi-tech)
Tagging someone gives you +1hold if you then use a brainer move on them.
a character playbook for

WORLD
violation glove (hand hi-tech)
For purposes of brainer moves, mere skin contact counts as time and intimacy.
pain-wave projector (1-harm ap area loud reload hi-tech)
Goes off like a reusable grenade. Hits everyone but you.
APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com
deep ear plugs (worn hi-tech)
Protects the wearer from all brainer moves and gear.

GEAR & BARTER ADDITIONAL RULES


THREAT TYPES & IMPULSES
You cant use these theyre the MCs but you might find them interesting.
Wa rlords:
Slaver (impulse: to own and sell people)
Hive queen (impulse: to consume and swarm)
Prophet (impulse: to denounce and overthrow)
Dictator (impulse: to control)
Collector (impulse: to own)
Alpha wolf (impulse: to hunt and dominate)
Grotesques:
Cannibal (impulse: craves satiety and plenty)
BARTER Mutant (impulse: craves restitution, recompense)
Pain addict (impulse: craves pain, its own or others)
Disease vector (impulse: craves contact, intimate and/or anonymous)
If youre charging someone wealthy for your services, 1-barter is the
going rate for: one successful deep brain scan; one in-brain puppet command, Mindfucker (impulse: craves mastery)
Perversion of birth (impulse: craves overthrow, chaos, the ruination of all)
upon its execution; one weeks employment as kept brainer.
1-barter will cover a months living expenses, if your tastes arent too
Landscapes:
Prison (impulse: to contain, to deny egress)
THE
BRK AINER
grand. Breeding pit (impulse: to generate badness)
Furnace (impulse: to consume things)
As a one-time expenditure, and very subject to availability, 1-barter Mirage (impulse: to entice and betray people)
might count for: a night in high luxury & company; any weapon, gear or Maze (impulse: to trap, to frustrate passage)
fashion not valuable or hi-tech; the material costs of a crash resuscitation by Fortress (impulse: to deny access)
an angel; repair of a piece of hi-tech gear by a savvyhead; a weeks hire of the Afflictions:
protective companionship of a battlebabe or gunlugger; a years tribute to a Disease (impulse: to saturate a population)
Condition (impulse: to expose people to danger)
warlord; a months maintenance and repairs for a hi-performance vehicle well- Custom (impulse: to promote and justify violence)
used; bribes, fees and gifts sufficient to get you into almost anyones presence. Delusion (impulse: to dominate peoples choices and actions)
Sacrifice (impulse: to leave people bereft)
For better stuff, you should expect to make particular arrangements. You Barrier (impulse: to impoverish people)
cant just wander around the commons of some hardhold with oddments
ajangle and expect to find hi-tech or luxe eternal. Brutes:
Hunting pack (impulse: to victimize anyone vulnerable)
Sybarites (impulse: to consume someones resources)
Enforcers (impulse: to victimize anyone who stands out)
Cult (impulse: to victimize & incorporate people)
Mob (impulse: to riot, burn, kill scapegoats)
Family (impulse: to close ranks, protect their own)
CREATING A BRAINER
To create your brainer, choose name, look, stats, moves, gear, and Hx.
NAME
NAME LOOK LOOK BRAINER MOVES
Unnatural lust transfixion: when you try to seduce someone, roll+weird
Smith, Jones, Jackson, Marsh, Lively, Man, woman, ambiguous, instead of roll+hot.
Burroughs, or Gritch. transgressing, or concealed. Casual brain receptivity: when you read someone, roll+weird instead
Joyette, Iris, Marie, Amiette, Suselle, or High formal wear, clinical of roll+sharp. Your victim has to be able to see you, but you dont have to
Cybelle. wear, fetish-bondage wear, or interact.
Pallor, Sin, Charmer, Pity, Brace, or
environmental wear improper to
the local environment. STATS MOVES Preternatural at-will brain attunement: you get +1weird (weird+3).
Sundown.
Scarred face, smooth face, pale do something HX Deep brain scan: when you have time and physical intimacy with
STATS face, bony face, plump moist face, under fire help or interfere; session end someone mutual intimacy like holding them in your arms, or 1-sided
intimacy like theyre restrained to a table you can read them more deeply
Choose one set: or sweet face. than normal. Roll+weird. On a 10+, hold 3. On a 79, hold 1. While youre

Cool+1 Hard+1 Hot-2 Sharp+1 Weird+2


Cool=0 Hard=0 Hot+1 Sharp=0 Weird+2
Soft eyes, dead eyes, deep eyes,
caring eyes, pale eyes, ruined
COOL highlight reading them, spend your hold to ask their player questions, 1 for 1:
what was your characters lowest moment?
Cool+1 Hard-2 Hot-1 Sharp+2 Weird+2 eyes, or wet eyes. go aggro; for what does your character crave forgiveness, and of whom?
Cool+2 Hard-1 Hot-1 Sharp=0 Weird+2 seize by force what are your characters secret pains?
Awkward angular body, soft in what ways are your characters mind and soul vulnerable?
body, slight body, crippled body, On a miss, you inflict 1-harm (ap) upon your subject, to no benefit.
MOVES or fat body. HARD highlight
Direct-brain whisper projection: you can roll+weird to get the effects of
You get all the basic moves. Choose 2
brainer moves. GEAR seduce or going aggro, without going aggro. Your victim has to be able to see you, but
You get:
manipulate
BRAINER SPECIAL you dont have to interact. If your victim forces your hand, your mind counts
as a weapon (1-harm ap close loud-optional).
HX 1 small fancy weapon If you and another character have sex,
Everyone introduces their characters by
2 brainer gear
oddments worth 5-barter
HOT highlight you automatically do a deep brain scan In-brain puppet strings: when you have time and physical intimacy with
someone again, mutual or 1-sided you can plant a command inside
name, look and outlook. Take your turn.
on them, whether you have the move or
fashion suitable to your look, read a sitch; their mind. Roll+weird. On a 10+, hold 3. On a 79, hold 1. At your will, no
not. Roll+weird as normal. However, the
List the other characters names. including at your option a piece read a person matter the circumstances, you can spend your hold 1 for 1:
MC chooses which questions the other
worth 1-armor (you detail) characters player answers. inflict 1-harm (ap)
Go around again for Hx. On your turn:
Tell everyone Hx-1. You keep yourself secret. Small fancy weapons:
silenced 9mm (2-harm close
SHARP highlight they take -1 right now
If they fulfill your command, that counts for all your remaining hold. On a
On the others turns, choose 1, 2 or all 3: open your brain miss, you inflict 1-harm (ap) upon your subject, to no benefit.
hi-tech)
One of them has slept in your presence
(knowingly or un-). Whatever number that
player tells you, ignore it; write Hx+3 next
ornate dagger (2-harm hand
valuable) HOLD OTHER MOVES
to the characters name instead.
hidden knives (2-harm hand
infinite) WEIRD highlight IMPROVEMENT > >>improve
experience
One of them, youve been watching carefully
for some time, in secret. Whatever number
scalpels (3-harm intimate
hi-tech)
HARM __ get +1cool (max cool+2)
that player tells you, ignore it; write Hx+3 countdown __ get +1sharp (max sharp+2)
antique handgun (2-harm close
next to the characters name instead.
reload loud valuable) 12 __ get +1hard (max hard+2)
One of them quite evidently dislikes and __ get +1hard (max hard+2)
distrusts you. Whatever number that player
tells you, ignore it; write Hx+3 next to the
IMPROVEMENT 9 3
__ get a new brainer move
__ get a new brainer move
characters name instead. Whenever you roll a highlighted __ get 2 gigs (detail) and moonlighting
stat, and whenever you reset 6 __ get a holding (detail) and wealth
Everyone else, whatever number they tell
your Hx with someone, mark __ get a move from another playbook
you, add 1 to it and write it next to their stabilized
an experience circle. When you __ get a move from another playbook
characters name. You know everyone better
mark the 5th , improve and erase. __ get +1 to any stat (max stat+3)
than normal. shattered (-1cool)
Each time you improve, choose __ retire your character (to safety)
At the end, find the character with the highest crippled (-1hard)
one of the options. Check it off; __ create a second character to play
Hx on your sheet. Ask that player which of disfigured (-1hot) __ change your character to a new type
you cant choose it again.
your stats is most interesting, and highlight broken (-1sharp) __ choose 3 basic moves and advance them.
it. e MC will have you highlight a second __ advance the other 4 basic moves.
stat too.
Introducing

GANG THE CHOPPER


Apocalypse World is all scarcity, of course it is. eres not enough
By default, your gang consists of about 15
violent bastards with scavenged and makeshift
SIZE wholesome food, not enough untainted water, not enough security, not
weapons and armor, and no fucking discipline enough light, not enough electricity, not enough children, not enough hope.
at all (2-harm gang small savage 1-armor). en, However, the Golden Age Past did leave us two things: enough gasoline,
choose 2: HARM ARMOR enough bullets. Come the end, I guess the fuckers didnt need them like they
your gang consists of 30 or so violent thought they would.
bastards. Medium instead of small.
So chopper, there you are. Enough for you.
your gangs well-armed. +1harm. +1harm vs smaller gangs,
your gangs well-armored. +1armor. -1harm vs larger, per 1-size a character playbook for

WORLD
your gangs well-disciplined. Drop savage. difference.
your gangs nomadic at heart, and able to
maintain and repair its own bikes without a
home base. It gets +mobile.
your gangs self-sufficient, able to provide for
TAGS
APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com
itself by raiding and scavenging. It gets +rich.
And choose 1:
your gangs bikes are in bad shape and need
constant attention. Vulnerable: breakdown.
ADDITIONAL RULES
your gangs bikes are picky and high- USING A GANG AS A WEAPON
maintenance. Vulnerable: grounded.
When a character makes an aggressive move using her gang as a weapon, her
your gangs loose-knit, with members gang inflicts and suffers harm, she doesnt. A gang inflicts and suffers harm
coming and going as they choose. Vulnerable:
desertion. according to its own and its enemys sizes, weapons, and armor.
your gang is in significant debt to someone
powerful. Vulnerable: obligation. GANGS & HARM
your gang is filthy and unwell. Vulnerable:
disease. If theres a size mismatch between gangs, each step the attacker is bigger
adds +1harm, and each step the attacker is smaller knocks off -1harm.
When a gang suffers
BARTER 1-harm: a few injuries, one or two serious, no fatalities.

THE
J
If youre charging someone wealthy for your services, 1-barter is the 2-harm: many injuries, several serious, a couple of fatalities.

R
going rate for: one raiding expedition, one convoy led through hostile territory, 3-harm: widespread injuries, many serious, several fatalities.

PE
one threat delivered (loud and clear), one weeks employment of your gang as 4-harm: widespread serious injuries, many fatalities.

CHOP D
thugs and enforcers. 5-harm and more: widespread fatalities, few survivors.
1-barter will cover a months living expenses, if your tastes arent too countdown
few survivors 12 injuries, some serious
grand. many fatalities many injuries, some fatalities
9 3
As a one-time expenditure, and very subject to availability, 1-barter serious injuries, fatalities
might count for: a night in high luxury and company; any weapon, gear or 6
fashion not valuable or hi-tech; the material costs of a crash resuscitation
by an angel; a weeks hire of the protective companionship of a battlebabe or With a strong, present leader, a gang will hold together if it suffers up to
gunlugger; repair of a piece of hi-tech gear by a savvyhead; a years tribute to a 4-harm. If the leader is weak or absent, itll hold together if it suffers up to
warlord; a months maintenance and repairs for a hi-performance vehicle well- 3-harm. If the leader is both weak and absent, itll hold together if it suffers
used; bribes, fees and gifts sufficient to get you into almost anyones presence. 1- or 2-harm. If it has no leader, itll hold together if it suffers 1-harm, but no
more.
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments If a PC is a member of a gang taking harm, how much harm the PC takes
ajangle and expect to find hi-tech or luxe eternal. depends on her role in the gang. If shes a leader or a prominent, visible
member, she suffers the same harm the gang does. If shes just someone in
the gang, or if shes intentionally protecting herself from harm instead of
fighting with the gang, she suffers 1-harm less.
CREATING A CHOPPER
To create your chopper, choose name, look, stats, moves, bike, gang, and Hx.
NAME
NAME LOOK LOOK CHOPPER MOVES
Pack alpha: when you try to impose your will on your gang, roll+hard.
Dog, Domino, T-bone, Stinky, Satan, Man, woman, ambiguous, or On a 10+, all 3. On a 79, choose 1:
Lars, Bullet, Dice, Shit head, Half pint, transgressing. they do what you want
Shooter, Diamond, Goldie, Tinker, Loose, they dont fight back over it
Combat biker wear, showy biker you dont have to make an example of one of them
Baby, Juck, Hammer, Hooch, Snake eyes,
wear, scrounge biker wear, or On a miss, someone in your gang makes a dedicated bid to replace you for
Pinkie, Wire, Blues.

STATS
S&M biker wear.
STATS MOVES alpha.

Choose one set:


Weathered face, strong face,
rugged face, narrow face, or do something HX
help or interfere; session end
Fucking thieves: when you have your gang search their pockets and
saddlebags for something, roll+hard. It has to be something small enough to
under fire
Cool+1 Hard+2 Hot-1 Sharp+1 Weird=0 busted face. fit. On a 10+, one of you happens to have just the thing, or close enough. On
Cool+1 Hard+2 Hot+1 Sharp=0 Weird-1 Narrow eyes, scorched eyes, a 79, one of you happens to have something pretty close, unless what youre
Cool+1 Hard+2 Hot=0 Sharp+1 Weird-1 calculating eyes, weary eyes, or
Cool+2 Hard+2 Hot-1 Sharp=0 Weird-1 kind eyes.
COOL highlight looking for is hi-tech, in which case no dice. On a miss, one of you used to
have just the thing, but it turns out that some asswipe stole it from you.
go aggro;

MOVES
Squat body, rangy body, wiry
body, sturdy body, or fat body.
seize by force GEAR & BARTER OTHER MOVES
You get all the basic moves. You get both
chopper moves.
GEAR HARD highlight

In addition to your bike, and seduce or


HX gang detail your personal
fashion, worth 1-armor or
manipulate
CHOPPER SPECIAL
Everyone introduces their characters by 2-armor, your choice. Choose 2 If you and another character have sex,
name, look and outlook. Take your turn. no-nonsense weapons:
magnum (3-harm close reload
HOT highlight they immediately change their sheet
List the other characters names. to say Hx+3 with you. ey also choose
loud) read a sitch;
whether to give you -1 or +1 to your Hx
Go around again for Hx. On your turn: smg (2-harm close area loud) read a person
with them, on your sheet.
Tell everyone Hx+1. Youre not that sawed-off (3-harm close reload
complicated.
On the others turns:
messy)
crowbar (2-harm hand messy) SHARP highlight

One of them has stood up to you, gang


and all. Whatever number that player
machete (3-harm hand messy) open your brain HOLD
tells you, give it +1 and write it next to IMPROVEMENT
the characters name.
Everyone else, whatever number they
Whenever you roll a highlighted
stat, and whenever you reset
WEIRD highlight IMPROVEMENT > >>improve
experience
tell you, give it -1 and write it next to
their characters name. By default, you
your Hx with someone, mark
an experience circle. When you
HARM __ get +1hard (max hard+3)
countdown __ get +1cool (max cool+2)
dont really care much about, yknow, mark the 5th , improve and erase.
people. 12 __ get +1sharp (max sharp+2)

At the end, find the character with the


Each time you improve, choose __ get +1weird (max weird+2)
__ get +1weird (max weird+2)
YOUR BIKE
one of the options. Check it off;
highest Hx on your sheet. Ask that player you cant choose it again. 9 3 __ choose a new option for your gang
Strengths (choose 1 or 2): fast, rugged, STRENGTHS
which of your stats is most interesting, aggressive, tight, huge, responsive.
__ get 2 gigs (detail) and moonlighting
and highlight it. e MC will have you __ get a holding (detail) and wealth Looks (choose 1 or 2): sleek, vintage,
6
highlight a second stat too. __ get a move from another playbook massively chopped, roaring, fat-ass, muscular,
stabilized
__ get a move from another playbook flashy, luxe.
LOOKS
__ get +1 to any stat (max stat+3) Weakness (choose 1): slow, sloppy, guzzler,
shattered (-1cool)
__ retire your character (to safety) skinny, bucking, lazy, unreliable.
crippled (-1hard)
disfigured (-1hot)
__ create a second character to play
__ change your character to a new type If for some reason you need your bikes profile
WEAKNESSES
broken (-1sharp) __ choose 3 basic moves and advance them. (by default you dont), its power+1 looks+1
__ advance the other 4 basic moves. 1-armor weakness+1
Introducing

CARS THE DRIVER


Came the apocalypse, and the infrastructure of the Golden Age tore apart.
Choose one of these profiles:
Power+2 looks+1 1-armor weakness+1
FRAME Roads heaved and split. Lines of life and communication shattered. Cities,
Power+2 looks+2 0-armor weakness+1 cut off from one another, raged like smashed anthills, then burned, then
Power+1 looks+2 1-armor weakness+1 POWER LOOKS fell.

CAR #2
Power+2 looks+1 2-armor weakness+2 A few living still remember it: every horizon scorching hot with civilization
Choose its frame: in flames, light to put out the stars and moon, smoke to put out the sun.
Coupe, compact, sedan, jeep, pickup, van, ARMOR WEAK In Apocalypse World the horizons are dark, and no roads go to them.
semi, bus, limo, ambulance, 4x4, tractor,
construction/utility. a character playbook for
TAGS
APOCALYPSE
WORLD
Choose its strength or strengths:
Fast, rugged, aggressive, tight, huge,
off-road, responsive, uncomplaining,
capacious, workhorse, easily repaired. 2k+10 D. Vincent Baker
www.apocalypse-world.com
Choose as many as its power.
Choose its look or looks:
Sleek, vintage, pristine, powerful,
luxe, flashy, muscular, quirky, pretty,
handcrafted, spikes & plates, garish.
FRAME ADDITIONAL RULES
Choose as many as its looks.
POWER LOOKS VEHICLES & HARM
CAR #3

Choose its weakness or weaknesses: When a vehicle suffers


Slow, fragile, sloppy, lazy, cramped, picky,
guzzler, unreliable, loud, rabbity. ARMOR WEAK
1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can
blow through to passengers.
THE
DRK IVER
Choose as many as its weakness.
2-harm: functional damage. Fuel leak, shot-out tires, engine stall, problems
with steering, braking or acceleration. Can be field-patched. 1-harm can
TAGS blow through to passengers.
3-harm: serious damage. Functional damage affecting multiple functions,
but can be field-patched. 2-harm can blow through to passengers.
4-harm: breakdown. Catastrophic functional damage, can be repaired in a
garage but not in the field, or can used for parts. 3-harm can blow through to
passengers.

BARTER 5-harm and more: total destruction. Full harm can blow through to
passengers, plus they can suffer additional harm if the vehicle explodes or
If youre charging someone wealthy for your services, 1-barter is the going crashes.
rate for: one message or valuable delivered; one convoy led through hostile countdown
total destruction cosmetic damage, 0-harm through
territory; one months employment as personal driver. 12
breakdown, 3-harm functional damage, 1-harm through
1-barter will cover a months living expenses, if your tastes arent too grand. through 9 3
As a one-time expenditure, and very subject to availability, 1-barter might serious damage, 2-harm through
6
count for: restoration of a damaged or neglected vehicle to working order,
a months maintenance of a hi-performance vehicle well-used but not damaged; a Whether harm blows through to a vehicles driver and passengers, doesnt
night in high luxury & company; any weapon, gear or fashion not valuable or hi- blow through, or just hits them too without having to blow through,
tech; repair of a piece of hi-tech gear by a savvyhead; a weeks hire of the protective depends on the MCs judgment of the circumstances and the vehicle.
companionship of a battlebabe or gunlugger; a years tribute to a warlord; bribes,
fees and gifts sufficient to get you into almost anyones presence.
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments
ajangle and expect to find hi-tech or luxe eternal.
CREATING A DRIVER
To create your driver, choose name, look, stats, moves, gear, car, and Hx.
NAME
NAME LOOK LOOK DRIVER MOVES
A no shit driver: when behind the wheel
Lauren, Audrey, Farley, Sammy, Man, woman, ambiguous, or if you do something under fire, add your cars power to your roll.
Katherine, Marilyn, James, Bridget, Paul, transgressing. if you try to seize something by force, add your cars power to your roll.
Annette, Marlene, Frankie, Marlon, Kim, if you go aggro, add your cars power to your roll.
Vintage wear, casual wear, utility if you try to seduce or manipulate someone, add your cars looks to your
Errol, or Humphrey.
wear, leather wear, or showy roll.
Phoenix, Mustang, Impala, Suv, Cougar, scrounge wear.
Cobra, Dart, Gremlin, Grand Cherokee, STATS MOVES if you help or interfere with someone, add your cars power to your roll.
if someone interferes with you, add your cars weakness to their roll.
Jag, or Beemer.
Handsome face, gorgeous face,
stern face, fine-boned face, worn do something HX
help or interfere; session end Good in the clinch: when you do something under fire, roll+sharp instead
face, or crooked face. under fire
STATS of roll+cool.
Cool eyes, hooded eyes, hard Weather eye: when you open your brain to the worlds psychic
Choose one set:
Cool=0 Hard-1 Hot+1 Sharp+2 Weird=0
eyes, sad eyes, cold eyes, or pale
eyes.
COOL highlight
maelstrom, roll+sharp instead of roll+weird.
Cool+1 Hard=0 Hot=0 Sharp+2 Weird-1 go aggro; Daredevil: if you go straight into danger without hedging your bets, you
Cool=0 Hard+1 Hot-1 Sharp+2 Weird-1 Slim body, pudgy body, stocky seize by force get +1armor. If you happen to be leading a gang or convoy, it gets +1armor
Cool+1 Hard-2 Hot=0 Sharp+2 Weird+1 body, solid body, tall body, or too.
strong body.
MOVES GEAR
HARD highlight Collector: you get 2 additional cars.
seduce or My other car is a tank: you get an additional car. Give it mounted
You get all the basic moves. You get a no You get: machine guns (3-harm close/far area messy) or grenade launchers (4-harm
shit driver, and then choose a second
driver move.
1 handy weapon
manipulate
DRIVER SPECIAL close area messy) and +1armor.
oddments worth 2-barter If you and another character have sex,

HX
fashion suitable to your look HOT highlight roll+cool. On a 10+, its cool, no big deal. FRAME OTHER MOVES
(you detail) On a 79, give them +1 to their Hx with

YOUR CAR
read a sitch;
Everyone introduces their characters by Handy weapons (choose 1): read a person
you on their sheet, but give yourself POWER LOOKS
name, look and outlook. Take your turn. .38 revolver (2-harm close -1 to your Hx with them on yours. On
reload loud) a miss, you gotta go: take -1 ongoing,
List the other characters names.
Go around again for Hx. On your turn,
9mm (2-harm close loud) SHARP highlight until you prove that its not like they ARMOR WEAK
big knife (2-harm hand) own you or nothing.
choose 1 or both: sawed-off (3-harm close reload open your brain
One of them has been with you for days messy)
on the road. Tell that player Hx+2.
TAGS
machete (3-harm hand messy)
One of them once got you out of some
serious shit. Tell that player Hx+2.
magnum (3-harm close reload
loud)
WEIRD highlight IMPROVEMENT > >>improve
experience
Tell everyone else Hx+1. Everybody
knows a bit about who you are and where IMPROVEMENT HARM __ get +1cool (max cool+2)
countdown __ get +1hard (max hard+2)
youve been. Whenever you roll a highlighted 12 __ get +1hot (max hot+2)
On the others turns: stat, and whenever you reset __ get +1weird (max weird+2)
You arent naturally inclined to get too your Hx with someone, mark 9 3
__ get a new driver move
close to too many people. Whatever an experience circle. When you __ get a new driver move GEAR & BARTER
number they tell you, give it -1 and mark the 5th , improve and erase. __ get 2 gigs (detail) and moonlighting
write it next to their characters name. Each time you improve, choose 6 __ get a garage (workspace, detail) and crew

At the end, find the character with the one of the options. Check it off; stabilized
__ get a move from another playbook
__ get a move from another playbook
HOLD
highest Hx on your sheet. Ask that player you cant choose it again. __ get +1 to any stat (max stat+3)
which of your stats is most interesting, shattered (-1cool)
__ retire your character (to safety)
and highlight it. e MC will have you crippled (-1hard)
__ create a second character to play
highlight a second stat too. disfigured (-1hot) __ change your character to a new type
broken (-1sharp) __ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
Introducing

WEAPONS
Fuck-off big guns (choose 1):
HARM
When a character gets hurt, the player marks
THE GUNLUGGER
Apocalypse World is a mean, ugly, violent place. Law and society have broken
silenced sniper rifle (3-harm segments in her harm countdown clock. Mark down completely. Whats yours is yours only while you can hold it in your
far hi-tech) one full segment for each 1-harm, starting
with the segment 12:00 to 3:00.
hands. eres no peace. eres no stability but what you carve, inch by inch,
mg (3-harm close/far area out of the concrete and dirt, and then defend with murder and blood.
messy) Typically, when a character takes harm, its
assault rifle (3-harm close equal to the harm rating of the weapon, Sometimes the obvious move is the right one.
loud autofire) attack, or mishap, minus the armor rating of
grenade launcher (4-harm the characters armor. is is called harm as
close area messy) established.
Serious guns (choose 2): When you suffer harm, roll+harm suffered a character playbook for

WORLD
(after armor, if youre wearing any). On a 10+,
hunting rifle (2-harm far
loud)
shotgun (3-harm close messy)
smg (2-harm close area loud)
the MC can choose 1:
Youre out of action: unconscious, trapped,
incoherent or panicked.
Its worse than it seemed. Take an additional
APOCALYPSE
2k+10 D. Vincent Baker
magnum (3-harm close reload www.apocalypse-world.com
1-harm.
loud) Choose 2 from the 79 list below.
grenade tube (4-harm close On a 79, the MC can choose 1:
area reload messy)
ap ammo (ap) Add ap to all
You lose your footing.
You lose your grip on whatever youre holding. ADDITIONAL RULES
your guns. You lose track of someone or something youre
silencer (hi-tech) Remove attending to. GANGS, VEHICLES & HARM
loud from any of your guns. You miss noticing something important. When a gang suffers
On a miss, the MC can nevertheless choose 1-harm: a few injuries, one or two serious, no fatalities.
Backup weapons (choose 1): something from the 79 list above. If she
2-harm: many injuries, several serious, a couple of fatalities.
9mm (2-harm close loud) does, though, its instead of some of the harm
youre suffering, so you take -1harm. 3-harm: widespread injuries, many serious, several fatalities.
big-ass knife (2-harm hand)
4-harm: widespread serious injuries, many fatalities.
machete (3-harm hand When you inflict harm on another players 5-harm and more: widespread fatalities, few survivors.
messy) character, the other character gets +1Hx
countdown
many knives (2-harm hand with you (on their sheet) for every segment of few survivors 12 injuries, some serious
infinite) harm you inflict. If this brings them to Hx+4, many fatalities many injuries, some fatalities
grenades (4-harm hand area they reset to Hx+1 as usual, and therefore 9 3
reload messy) mark experience. serious injuries, fatalities
6
When you hurt someone, they see you more
clearly. With a strong, present leader, a gang will hold together if it suffers up to
4-harm. If the leader is weak or absent, itll hold together if it suffers up to
3-harm. If the leader is both weak and absent, itll hold together if it suffers

C N
BARTER

GU
1- or 2-harm. If it has no leader, itll hold together if it suffers 1-harm, but no
more.
If youre charging someone wealthy for your services, 1-barter is the going
rate for one act of murder, extortion or other violence; one weeks employment as
bodyguard or gang leader; one months employment as thug-on-hand.
When a vehicle suffers
1-harm: cosmetic damage. 0-harm can blow through to passengers.
THE L
2-harm: functional damage. 1-harm can blow through to passengers.
j
LUGGER
1-barter will cover a months living expenses, if your tastes arent too grand.
3-harm: serious damage. 2-harm can blow through to passengers.
As a one-time expenditure, and very subject to availability, 1-barter might
count for: a night in high luxury & company; any weapon, gear or fashion not
valuable or hi-tech; the material costs of resuscitation by an angel; repair of a
piece of hi-tech gear by a savvyhead; a years tribute to a warlord; a months
4-harm: breakdown. 3-harm can blow through to passengers.
5-harm and more: total destruction. Full harm can blow through to
passengers, plus they can suffer additional harm if the vehicle explodes or
crashes.
i
maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and total destruction
countdown
cosmetic damage, 0-harm through
12
gifts sufficient to get you into almost anyones presence.
breakdown, 3-harm functional damage, 1-harm through
For better stuff, you should expect to make particular arrangements. You through 9 3
serious damage, 2-harm through
cant just wander around the commons of some hardhold with oddments 6
ajangle and expect to find hi-tech or luxe eternal.
CREATING A GUNLUGGER
To create your gunlugger, choose name, look, stats, moves, gear, and Hx.
NAME
NAME LOOK LOOK GUNLUGGER MOVES
Battle-hardened: when you act under fire, roll+hard instead of roll+cool.
Vonk the Sculptor, Batty, Jonker, A.T., Man, woman, ambiguous, Fuck this shit: name your escape route and roll+hard. On a 10+, sweet,
Rue Wakeman, Navarre, Man, Kartak, transgressing, or concealed. youre gone. On a 79, you can go or stay, but if you go it costs you: leave
Barbarossa, Keeler, Grekkor, Crille, Doom, something behind, or take something with you, the MC will tell you what.
Scrounged mismatched armor,
or Chaplain. On a miss, youre caught vulnerable, half in and half out.
battered old armor, or custom
Rex, Fido, Spot, Boxer, Doberman, Trey,
Killer, Butch, Fifi, Fluffy, Duke, Wolf,
homemade armor.
STATS MOVES Battlefield instincts: when you open your brain to the worlds psychic
maelstrom, roll+hard instead of roll+weird, but only in battle.
Rover, Max, or Buddy.
Scarred face, blunt face, bony
face, dull face, worn face, or do something HX
help or interfere; session end Insano like Drano: you get +1hard (hard+3).
STATS blasted face. under fire
Prepared for the inevitable: you have a well-stocked and high-quality
Mad eyes, raging eyes, wise first aid kit. It counts as an angel kit (cf ) with a capacity of 2-stock.
Choose one set:
Cool+1 Hard+2 Hot-1 Sharp+1 Weird=0
eyes, sad eyes, little piggy eyes,
or cunning eyes.
COOL highlight
Bloodcrazed: whenever you inflict harm, inflict +1harm.
Cool-1 Hard+2 Hot-2 Sharp+1 Weird+2 go aggro;
Cool+1 Hard+2 Hot-2 Sharp+2 Weird-1 Hard body, stocky body, stringy seize by force NOT TO BE FUCKED WITH: in battle, you count as a gang (3-harm gang
Cool+2 Hard+2 Hot-2 Sharp=0 Weird=0 body, battered body, overbuilt small), with armor according to the circumstances.
body, compact body, or huge
body. HARD highlight GEAR & BARTER OTHER MOVES
MOVES
You get all the basic moves. Choose 3 GEAR seduce or
gunlugger moves. You get:
manipulate
GUNLUGGER SPECIAL
1 fuck-off big gun If you and another character have sex,
HX 2 serious guns HOT highlight you take +1 forward. At your option, they
Everyone introduces their characters by 1 backup weapon take +1 forward too.
armor worth 2-armor (you read a sitch;
name, look and outlook. Take your turn.
detail) read a person
List the other characters names. oddments worth 1-barter
Go around again for Hx. On your turn,
choose 1, 2 or all 3: IMPROVEMENT SHARP highlight

One of them has fought shoulder to Whenever you roll a open your brain
shoulder with you. Tell that player Hx+2. highlighted stat, and whenever
One of them once left you bleeding and
did nothing for you. Tell that player
you reset your Hx with HOLD
Hx-2.
someone, mark an experience
circle. When you mark the 5th , WEIRD highlight IMPROVEMENT > >>improve
experience
Choose which one of them you think is
prettiest. Tell that player Hx+2.
improve and erase.
HARM __ get +1cool (max cool+2)
Each time you improve, choose countdown __ get +1sharp (max sharp+2)
Tell everyone else Hx=0. one of the options. Check it off; 12 __ get +1weird (max weird+2)
On the others turns: you cant choose it again. __ get a new gunlugger move
Choose which character you think is __ get a new gunlugger move
9 3 __ get 2 gigs (detail) and moonlighting
smartest. Whatever number that player
tells you, add 1 to it and write it next to __ get a holding (detail) and wealth WEAPONS & ARMOR
the characters name. 6 __ get a gang (detail) and pack alpha ARMOR
__ get a move from another playbook
Everyone else, whatever number they stabilized
__ get a move from another playbook
tell you, write it next to their characters
name. __ get +1 to any stat (max stat+3)
shattered (-1cool)
__ retire your character (to safety)
At the end, find the character with the crippled (-1hard)
__ create a second character to play
highest Hx on your sheet. Ask that player disfigured (-1hot) __ change your character to a new type
which of your stats is most interesting, broken (-1sharp) __ choose 3 basic moves and advance them.
and highlight it. e MC will have you __ advance the other 4 basic moves.
highlight a second stat too.
Introducing

HOLDING
By default, your holding has:
THE HARDHOLDER
ere is no government, no society, in Apocalypse World. When hardholders
75-150 souls.
ruled whole continents, when they waged war on the other side of the world
for gigs, a mix of hunting, crude farming, and scavenging (surplus: 1-barter, want:
instead of with the hold across the burn-flat, when their armies numbered
hungry).
in the hundreds of thousands and they had fucking boats to hold their
a makeshift compound of concrete, sheet metal and rebar. Your gang gets +1armor
fucking airplanes on, that was the golden age of legend. Now, anyone with a
when fighting in its defense.
concrete compound and a gang of gunluggers can claim the title. What other
an armory of scavenged and makeshift weapons.
a gang of about 40 violent people (3-harm gang medium unruly 1-armor).
authority is there?

Choose 4:
your population is large, 200-300 souls. Surplus: +1barter, want: +disease. a character playbook for

WORLD
your population is small, 50-60 souls. Want: anxiety instead of want: hungry.
for gigs, add lucrative raiding. Surplus: +1barter, want: +reprisals.
for gigs, add protection tribute. Surplus: +1barter, want: +obligation.
for gigs, add a manufactory. Surplus: +1barter, want: +idle.
APOCALYPSE
2k+10 D. Vincent Baker
for gigs, add a bustling, widely-known market commons. Surplus: +1barter, want: www.apocalypse-world.com
+idle.
your gang is large instead of medium, 60 violent people or so.
your gang is well-disciplined. Drop unruly.
your armory is sophisticated and extensive. Your gang gets +1harm.
your compound is tall, deep and mighty, of stone and iron. Your gang gets +2armor
ADDITIONAL RULES
when fighting in its defense. BARTER PERIPHERAL MOVES
And choose 2: When you give 1-barter to someone, but with strings attached, it counts
your population is filthy and unwell. Want: +disease. as manipulating them and hitting the roll with a 10+, no roll required.
your population is lazy and drug-stupored. Want: +famine.
your population is decadent and perverse. Surplus: -1barter, want: savagery. When you go into a holdings bustling market, looking for some particular
your holding owes protection tribute. Surplus: -1barter, want: +reprisals. thing to buy, and its not obvious whether you should be able to just go buy
your gang is small instead of medium, only 10-20 violent people. one like that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a
your gang is a pack of fucking hyenas. Want: savagery. 79, the MC chooses one of the following:
your armory is for shit. Your gang gets -1harm. it costs 1-barter more than youd expect
your compound is mostly tents, lean-tos and wooden walls. Your gang gets no its available, but only if you meet with a guy who knows a guy
armor bonus when fighting to defend it. damn, I had one, I just sold it to this guy named Rolfball, maybe you can go get it
off him?
HOLDING sorry, I dont have that, but maybe this will do instead?
SIZE SURPLUS BARTER When you make known that you want a thing and drop jingle to speed
it on its way, roll+barter spent (max roll+3). It has to be a thing you could

HARDRK
legitimately get this way. On a 10+ it comes to you, no strings attached. On
a 79 it comes to you, or something pretty close. On a miss, it comes to you,
GIGS WANT but with strings very much attached.

GANGS
THE C
L OLDE
When a character makes an aggressive move using her gang as a weapon, her

LH
L
gang inflicts and suffers harm, she doesnt. A gang inflicts and suffers harm
GANG according to its own and its enemys sizes, weapons, and armor.
SIZE TAGS When a gang suffers

L
1-harm: a few injuries, one or two serious, no fatalities.
2-harm: many injuries, several serious, a couple of fatalities.
HARM ARMOR 3-harm: widespread injuries, many serious, several fatalities.
4-harm: widespread serious injuries, many fatalities.
+1harm vs smaller gangs, 5-harm and more: widespread fatalities, few survivors.
-1harm vs larger, per 1-size difference.
CREATING A HARDHOLDER
To create your hardholder, choose name, look, stats, moves, holding, and Hx.
NAME
NAME LOOK LOOK HARDHOLDER MOVES
Leadership: when your gang fights for you, roll+hard. On a 10+, hold
Nbeke, Allison, Kobe, Kreider, Tranh, Man, woman, ambiguous, or 3. On a 79, hold 1. Over the course of the fight, spend your hold 1 for 1 to
Marco, Sadiq, Vega, Lang, Lin, or Jackson. transgressing. make your gang:
make a hard advance
Madame, Barbecue, Grandma, Uncle, Luxe wear, display wear, fetish stand strong against a hard advance
wear, casual wear, or junta make an organized retreat
Parson, Barnum, Colonel, or Mother wear.
Superior. STATS MOVES show mercy to their defeated enemies
fight and die to the last
Strong face, stern face, cruel
face, soft face, aristocratic face, do something HX
help or interfere; session end
On a miss, your gang turns on you or tries to hand you over to your enemy.
STATS or gorgeous face. under fire
Wealth: If your hold is secure and your rule unchallenged, at the
Choose one set: Cool eyes, commanding eyes, beginning of the session, roll+hard. On a 10+, you have surplus at hand and
Cool-1 Hard+2 Hot+1 Sharp+1 Weird=0 languid eyes, sharp eyes,
forgiving eyes, or generous
COOL highlight available for the needs of the session. On a 79, you have surplus, but choose
1 want. On a miss, or if your hold is compromised or your rule contested,
Cool+1 Hard+2 Hot+1 Sharp+1 Weird-2 go aggro;
Cool-2 Hard+2 Hot=0 Sharp+2 Weird=0 eyes. your hold is in want. e precise values of your surplus and want depend on
seize by force your holding, as follows.
Cool=0 Hard+2 Hot+1 Sharp-1 Weird+1 Massive body, soft body, wiry
body, fat body, tall spare body,
MOVES or sensual body. HARD highlight GEAR & FASHION OTHER MOVES
You get all the basic moves. You get both GEAR seduce or
hardholder moves.
In addition to your holding,
manipulate
HARDHOLDER SPECIAL
HX detail your personal fashion. If you and another character have sex,

Everyone introduces their characters by


You can have, for your personal
use, with the MCs approval, a
HOT highlight you can give the other character gifts
worth 1-barter, at no cost to you.
name, look and outlook. Take your turn. few pieces of non-specialized read a sitch;
read a person
List the other characters names. gear or weapons from any
character playbook. HOLD
Go around again for Hx. On your turn:
Choose whether you are by nature IMPROVEMENT SHARP highlight
generous with your trust and resources, open your brain
or reserved. If the former, then tell Whenever you roll a
everyone Hx+1. If the latter, then tell highlighted stat, and whenever
everyone Hx=0. you reset your Hx with
On the others turns, choose 1 or both:
someone, mark an experience
WEIRD highlight IMPROVEMENT > >>improve
One of them has been with you since
circle. When you mark the 5th ,
improve and erase.
HARM
experience BARTER
before. Whatever number that player __ get +1hard (max hard+3) Your holding provides for your day-to-day living, so while youre there
tells you, give it +1 and write it next to Each time you improve, choose countdown __ get +1weird (max weird+2) governing it theres no need for you to concern yourself with that.
the characters name. one of the options. Check it off; 12 __ get +1cool (max cool+2)
you cant choose it again. __ get +1hot (max hot+2) When you give gifts, heres what might count as a gift worth 1-barter:
One of them once betrayed you or stole
__ get +1sharp (max sharp+2) a months hospitality, including a place to live and meals in common with
from you. Whatever number that player
9 3 __ choose a new option for your holding others; a night in high luxury & company; any weapon, gear or fashion not
tells you, ignore it; write Hx+3 next to
__ choose a new option for your holding valuable or hi-tech; repair of a piece of hi-tech gear by your fave savvyhead; a
the characters name instead.
__ erase an option from your holding weeks bestowal of the protective companionship of one of your battlebabes or
Everyone else, whatever number they 6 gunluggers; a months maintenance and repairs for a hi-performance vehicle
__ get a move from another playbook
tell you, write it next to their characters stabilized well-used; a half-hours worth of your undivided attention, in private audience;
__ get a move from another playbook
name. or, of course, oddments worth 1-barter.
__ get +1 to any stat (max stat+3)
shattered (-1cool)
At the end, find the character with the __ retire your character (to safety) In times of abundance, you holdings surplus is yours to spend personally
crippled (-1hard)
highest Hx on your sheet. Ask that player __ create a second character to play as you see fit. (Suppose that your citizens lives are the more abundant
which of your stats is most interesting, disfigured (-1hot) __ change your character to a new type too, in proportion.) You can see what 1-barter is worth, from the above.
and highlight it. e MC will have you broken (-1sharp) __ choose 3 basic moves and advance them. For better stuff, be prepared to make unique arrangements, probably by
highlight a second stat too. __ advance the other 4 basic moves. treating with another hardholder nearby.
Introducing

FOLLOWERS THE HOCUS


By default you have around 20 followers, loyal to you but not fanatical. Now it should be crystal fucking obvious that the gods have abandoned
ey have their own lives apart from you, integrated in the local population Apocalypse World. Maybe in the golden age, with its one nation under god
(fortune+1 surplus: 1-barter want: desertion). and its in god we trust, maybe then the gods were real. Fucked if I know. All I
Characterize them: know is that now theyre gone daddy gone.
your cult your family your students My theory is that these weird hocus fuckers, when they say the gods, what
your scene your staff your court they really mean is the miasma left over from the explosion of psychic hate
If you travel, decide whether they travel with you or congregate in their and desperation that gave Apocalypse World its birth. Friends, thats our
own communities. creator now.
Choose 2: a character playbook for

APOCALYPSE
WORLD
Your followers are dedicated to you. Surplus: +1barter, and replace want:
desertion with want: hunger.
Your followers are involved in successful commerce. +1fortune.
Your followers, taken as a body, constitute a powerful psychic antenna. 2k+10 D. Vincent Baker
Surplus: +augury. www.apocalypse-world.com
Your followers are joyous and celebretory. Surplus: +party.
Your followers are rigorous and argumentative. Surplus: +insight.
Your followers are hard-working, no-nonsense. Surplus: +1barter.
Your followers are eager, enthusiastic, and successful recruiters. Surplus: ADDITIONAL RULES
+growth.
FOLLOWERS PERIPHERAL MOVES
Choose 2:
You have few followers, 10 or fewer. Surplus: -1barter.
Your followers arent really yours, more like youre theirs. Want: judgment
AUGURY
instead of want: desertion. When you use your followers or your workspace for augury, roll+weird. On a
Your followers rely entirely on you for their lives and needs. Want: hit, you can choose 1:
+desperation. Reach through the worlds psychic maelstrom to something or someone connected
Your followers are drug-fixated. Surplus: +stupor. to it.
Your followers disdain fashion, luxury and convention. Want: +disease. Isolate and protect a person or thing from the worlds psychic maelstrom.
Your followers disdain law, peace, reason and society. Surplus: +violence. Isolate and contain a fragment of the worlds psychic maelstrom itself.
Your followers are decadent and perverse. Want: +savagery. Insert information into the worlds psychic maelstrom.
Open a window into the worlds psychic maelstrom.
FOLLOWERS By default, the effect will last only as long as you maintain it, will reach only
DESCRIPTION SURPLUS BARTER shallowly into the worlds psychic maelstrom as it is local to you, and will
bleed instability. On a 10+, choose 2; on a 79, choose 1:
Itll persist (for a while) without your actively maintaining it.
It reaches deep into the worlds psychic maelstrom.
FORTUNE WANT It reaches broadly throughout the worlds psychic maelstrom.
Its stable and contained, no bleeding.

THE
HOCUS
On a miss, whatever bad happens, your antenna takes the brunt of it.

INSIGHT
HOLD GEAR & BARTER When you use your followers for insight, ask your followers what they think
your best course is, and the MC will tell you. If you pursue that course, take
+1 to any rolls you make in the pursuit. If you pursue that course but dont
accomplish your ends, you mark experience.
CREATING A HOCUS
To create your hocus, choose name, look, stats, moves, followers, and Hx.
NAME
NAME LOOK LOOK HOCUS MOVES
Fortunes: fortune, surplus and want all depend on your followers. At the
Vision, Hope, Dust, Truth, Found, Always, Man, woman, ambiguous, beginning of the session, roll+fortune. On a 10+, your followers have
Lost, Want, Must, Bright, or Sorrow. transgressing, or concealed. surplus. On a 79, they have surplus, but choose 1 want. On a miss, they
are in want. If their surplus lists barter, like 1-barter or 2-barter, thats your
Horse, Rabbit, Trout, Cat, Spider, Snake, Tattered vestments, formal personal share.
Bat, Lizard, Jackal, Weaver Bird, or Lark. vestments, scrounge vestments,
Frenzy: When you speak the truth to a mob, roll+weird. On a 10+, hold 3.
STATS
fetish vestments, or tech
vestments. STATS MOVES On a 79, hold 1. Spend your hold 1 for 1 to make the mob:
Choose one set: Innocent face, dirty face, do something HX
help or interfere; session end
bring people forward and deliver them.
bring forward all their precious things.
Cool=0 Hard+1 Hot-1 Sharp+1 Weird+2 determined face, open face, under fire
unite and fight for you as a gang (2-harm 0-armor size appropriate).
Cool+1 Hard-1 Hot+1 Sharp=0 Weird+2 severe face, or ascetic face. fall into an orgy of uninhibited emotion: fucking, lamenting, fighting, sharing,
Cool-1 Hard+1 Hot=0 Sharp+1 Weird+2
Cool+1 Hard=0 Hot+1 Sharp-1 Weird+2 Mesmerizing eyes, dazed eyes,
forgiving eyes, suspicious eyes,
COOL highlight celebrating, as you choose.
go quietly back to their lives.
clear eyes, or burning eyes. go aggro; On a miss, the mob turns on you.
MOVES Bony body, lanky body, soft
seize by force
Charismatic: when you try to manipulate someone, roll+weird instead of
You get all the basic moves. You get body, fit body, graceful body, or roll+hot.
fortunes, and then choose 2 more hocus
moves.
fat body. HARD highlight
Fucking wacknut: you get +1weird (weird+3).
GEAR seduce or Seeing souls: when you help or interfere with someone, roll+weird
HX In addition to your followers,
manipulate
HOCUS SPECIAL instead of roll+Hx.
Everyone introduces their characters by detail your fashion according to If you and another character have sex, Divine protection: your gods give you 1-armor. If you wear armor, use
name, look and outlook. Take your turn. your look. You have oddments
worth 2-barter, but no gear to
HOT highlight you each hold 1. Either of you can spend
your hold any time to help or interfere
that instead, they dont add.
List the other characters names.
Go around again for Hx. On your turn:
speak of. read a sitch;
read a person
with the other, at a distance or despite
any barriers that would normally
OTHER MOVES
Any of them who are your followers, tell IMPROVEMENT prevent it.
their players Hx+2.
Tell everyone else Hx=0.
Whenever you roll a
highlighted stat, and whenever
SHARP highlight

On the others turns: you reset your Hx with open your brain
Choose the character whose soul youve someone, mark an experience
seen. Whatever number that player tells circle. When you mark the 5th ,
you, ignore it; write Hx+3 next to the
characters name instead.
improve and erase.
Each time you improve, choose
WEIRD highlight IMPROVEMENT > >>improve
Everyone else, whatever number they tell one of the options. Check it off;
you, give it +1 and write it next to their
HARM
experience
__ get +1cool (max cool+2)
BARTER
you cant choose it again. countdown If youre charging someone wealthy for your services, 1-barter is the
characters name. Youre a good and quick __ get +1hard (max hard+2)
12 __ get +1sharp (max sharp+2)
going rate for: one circumstance foretold, revealed and come true; a months
judge of others. employment as auger and advisor; a months employment as ceremonist.
__ get a new hocus move
At the end, find the character with the __ get a new hocus move 1-barter will cover a months living expenses, if your tastes arent too grand.
highest Hx on your sheet. Ask that player 9 3 __ choose a new option for your followers
which of your stats is most interesting, __ choose a new option for your followers As a one-time expenditure, and very subject to availability, 1-barter might
and highlight it. e MC will have you __ get a holding (detail) and wealth count for: any weapon, gear or fashion not valuable or hi-tech; the material
6 costs of a crash resuscitation by an angel; repair of a piece of hi-tech gear by
highlight a second stat too. __ get a move from another playbook
stabilized a savvyhead; a weeks hire of the protective companionship of a battlebabe or
__ get a move from another playbook
gunlugger; a years tribute to a warlord; a months maintenance and repairs for a
__ get +1 to any stat (max stat+3)
shattered (-1cool) hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into
__ retire your character (to safety)
crippled (-1hard) almost anyones presence.
__ create a second character to play
disfigured (-1hot) __ change your character to a new type For better stuff, you should expect to make particular arrangements. You
broken (-1sharp) __ choose 3 basic moves and advance them. cant just wander around the commons of some hardhold with oddments
__ advance the other 4 basic moves. ajangle and expect to find hi-tech or luxe eternal.
Introducing

GIGS THE OPERATOR


(Profit / catastrophe) CREW/CONTACTS In Apocalypse World, heres what youve got, right? Youve got Dremmer
Choose 3 paying gigs: and Balls on one side, warlord slaver and his skinny fucking enforcer,
Bodyguarding (1-barter / embattled) raiding from their stronghold of concrete and iron spikes. On the other side
Surveillance (1-barter / deceived) youve got the barge people, living their short disease-crippled lives up and
Raiding (1-barter / embattled) down the dead poisoned river. Further along and youve got Lighthouse, a
Enforcement (1-barter / overthrown) men-and-women hunger cult gone wrong barricaded in on the edge of the
Honest work (1-barter / impoverished) breeding pit burn flats.
Companionship (1-barter / entangled) You, you just want to make your way and have some freedom but this is
Deliveries (1-barter / bushwacked) what youve got to work with. Not fucking rosy.
Infiltration (1-barter / discovered)
Scavenging (1-barter / impoverished) a character playbook for

APOCALYPSE
WORLD
Brokering deals (1-barter / shut out)
Technical work (2-barter / shut out)
Fucking (2-barter / entangled)
Compound defense (2-barter / infiltrated) 2k+10 D. Vincent Baker
Doing murders (3-barter / embattled) www.apocalypse-world.com
Your crew or contacts can consist
And choose 1 obligation gig: entirely of the other players
Avoiding someone (you keep well clear /
they catch you in a bad spot)
characters, or entirely of the
MCs characters, or any mix.
ADDITIONAL RULES
Paying debts (you keep up with them / If they include any of the MCs
characters, sketch them out
GIGS ON SCREEN
they come due) names (eg Gabble, Jaim, Pe, Paying gigs on screen:
Revenge (you victimize someone / they Wasted) and 1-line descriptions Profit: the MC can choose whether to come in on the end of the successful
humilate you) with the MC. Make sure gig, or let the whole gig happen in summary, off-screen.
Protecting someone (nothing bad theyre competent and suited to Catastrophe: the MC can come in on the moment when the gig goes south,
the gigs youve chosen.
happens to them / theyre gone) or you can summarize the gig going south and come in on the aftermath.
Pursuing luxury (beauty in your life / you wind up in a bad spot) Obligations on screen:
Maintaining your honor (you keep your word and your name / you cross a Profit: the MC can choose whether to come in on the end of your
line) accomplishing it, or let it pass without much remark.
Seeking answers (you get a clue / you chase a red herring) Catastrophe: the MC should come in on the moment when it goes south, as
a rule.
THE
OPERATO
C R
Unworked: an unworked obligation is an opportunity for the MC.

L
BARTER PERIPHERAL MOVES
When you give 1-barter to someone, but with strings attached, it counts
as manipulating them and hitting the roll with a 10+, no roll required.
BARTER When you go into a holdings bustling market, looking for some particular
thing to buy, and its not obvious whether you should be able to just go buy
1-barter will cover a months living expenses, if your tastes arent too grand.
1-barter will also cover your crews cut of a couple three four profitable gigs. one like that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a
79, the MC chooses one of the following:
As a one-time expenditure, and very subject to availability, 1-barter might it costs 1-barter more than youd expect
count for: a night in high luxury and company; any weapon, gear or fashion its available, but only if you meet with a guy who knows a guy
not valuable or hi-tech; the material costs of a crash resuscitation by an angel; a damn, I had one, I just sold it to this guy named Rolfball, maybe you can go get it
weeks hire of the protective companionship of a battlebabe or gunlugger; repair off him?
of a piece of hi-tech gear by a savvyhead; a years tribute to a warlord; a months sorry, I dont have that, but maybe this will do instead?
maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and
gifts sufficient to get you into almost anyones presence. When you make known that you want a thing and drop jingle to speed
it on its way, roll+barter spent (max roll+3). It has to be a thing you could
For better stuff, you should expect to make particular arrangements. You legitimately get this way. On a 10+ it comes to you, no strings attached. On
cant just wander around the commons of some hardhold with oddments a 79 it comes to you, or something pretty close. On a miss, it comes to you,
ajangle and expect to find hi-tech or luxe eternal. but with strings very much attached.
CREATING AN OPERATOR
To create your operator, choose name, look, stats, moves, gigs,
NAME
crew/contacts, gear, and Hx. LOOK OPERATOR MOVES
NAME LOOK Moonlighting: you get 2-juggling. Whenever theres a stretch of
downtime in play, or between sessions, choose a number of your gigs to
Berg, Waters, Lafferty, Ebbs, Wilson, Man, woman, ambiguous, or work. Choose no more than your juggling. Roll+cool. On a 10+, you get profit
Marshall, Dolarhyde, Jesus, Bendrix, transgressing. from all the gigs you chose. On a 79, you get profit from at least 1; if you
Proust, Steed, Nero. chose more, you get catastrophe from 1 and profit from the rest. On a miss,
Casual wear, utility wear,
Amalia, Katinka, Dagny, Fox, Christine, vintage wear, signature wear, or catastrophe all around. e gigs you arent working give you neither profit
Clover, Olympias, Illeana, Franky, Sway, scrounge wear. STATS MOVES nor catastrophe. Whenever you get a new gig, you also get +1juggling.
Acid Burn, Cash
Worn face, pretty face, honest
face, rough face, hard face, or
do something HX
help or interfere; session end
Easy to trust: when you try to seduce or manipulate another players
character, roll+Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot.
STATS under fire
open face. Eye on the door: name your escape route and roll+cool. On a 10+ youre
Choose one set: gone. On a 79, you can go or stay, but if you go it costs you: leave something
Cool+2 Hard=0 Hot-1 Sharp+2 Weird-1
Calculating eyes, warm eyes,
sharp eyes, guarded eyes, cold COOL highlight
behind, or take something with you, the MC will tell you what. On a miss,
Cool+2 Hard+1 Hot+1 Sharp=0 Weird-1 eyes, or weary eyes. go aggro; youre caught vulnerable, half in and half out.
Cool+2 Hard-1 Hot+1 Sharp+1 Weird=0
muscular body, rangy body, full seize by force Opportunistic: when you interfere with someone whos rolling, roll+cool
Cool+2 Hard=0 Hot=0 Sharp+1 Weird-1
body, energetic body, or sturdy instead of roll+Hx. Asshole.

MOVES
body.
HARD highlight Reputation: when you meet someone important (your call), roll+cool. On
a hit, theyve heard of you, and you say what theyve heard; the MC will have
You get all the basic moves. You get GEAR seduce or them respond accordingly. On a 10+, you take +1forward for dealing with
moonlighting, and then choose a second
operator move.
You get:
manipulate
OPERATOR SPECIAL them as well. On a miss, theyve heard of you, but the MC will decide what
theyve heard.
9mm (2-harm close loud) or a If you and another character have sex,
HX signature weapon (detail with
the MC)
HOT highlight get a new obligation gig: keeping [their
name] happy (you keep them happy / you
GEAR & BARTER OTHER MOVES
Everyone introduces their characters by oddments worth 1-barter read a sitch; fucking blow it).
name, look and outlook. Take your turn. fashion suitable to your look, read a person
If you and the same character have sex
List the other characters names. including at your option a
again, dont get duplicate gigs. Just the
Go around again for Hx. On your turn,
piece worth 1-armor (you
detail) SHARP highlight first time.
choose 1 or both: open your brain
One of them once faced down dedicated IMPROVEMENT
violence to get you out of a fix. Tell that
player Hx+2.
Whenever you roll a
highlighted stat, and whenever IMPROVEMENT > >>improve
One of them once let you down in a pinch
and left you holding the bill. Tell that
you reset your Hx with WEIRD highlight experience
someone, mark an experience __ get +1cool (max cool+3)
player Hx-1. circle. When you mark the 5th , HARM __ get +1hard (max hard+2)
Tell everyone else Hx+1. improve and erase. countdown __ get +1sharp (max sharp+2)
12 __ get a new operator move
On the others turns: Each time you improve, choose __ get a new operator move
Whatever number everyone tells you, one of the options. Check it off; __ add a gig and you may change your crew
give it +1 and write it next to their you cant choose it again. 9 3 __ add a gig and you may change your crew
characters name. You depend upon clear __ abandon or resolve an obligation gig for
relationships. good
6
At the end, find the character with the stabilized
__ get a move from another playbook
__ get a move from another playbook
HOLD
highest Hx on your sheet. Ask that player
which of your stats is most interesting, shattered (-1cool)
__ get +1 to any stat (max stat+3)
and highlight it. e MC will have you __ retire your character (to safety)
crippled (-1hard)
highlight a second stat too. __ create a second character to play
disfigured (-1hot) __ change your character to a new type
broken (-1sharp) __ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
Introducing

WORKSPACE THE SAVVYHEAD


Choose which of the following your workspace includes. Choose 3: a If theres one fucking thing you can count on in Apocalypse World, its:
garage, a darkroom, a controlled growing environment, skilled labor things break.
(Carna, uy, Pamming, eg), a junkyard of raw materials, a truck or
van, weird-ass electronica, machining tools, transmitters & receivers, a
proving range, a relic of the golden age past, booby traps.
When you go into your workspace and dedicate yourself to making a
thing, or to getting to the bottom of some shit, decide what and tell the
MC. e MC will tell you sure, no problem, but and then 1 to 4 of the a character playbook for

WORLD
following:
its going to take hours/days/weeks/months of work;
first youll have to get/build/fix/figure out ___;
youre going to need ___ to help you with it;
APOCALYPSE
2k+10 D. Vincent Baker
its going to cost you a fuckton of jingle; www.apocalypse-world.com
the best youll be able to do is a crap version, weak and unreliable;
its going to mean exposing yourself (plus colleagues) to serious danger;
youre going to have to add ___ to your workplace first;
its going to take several/dozens/hundreds of tries;
youre going to have to take ___ apart to do it.
ADDITIONAL RULES
e MC might connect them all with and, or might throw in a merciful
or. GEAR & WEAPON TAGS
n-armor n-harm +nharm +bonus Alive
Once youve accomplished the necessaries, you can go ahead and AP Applied Area Autofire Close
accomplish the thing itself. e MC will stat it up, or spill, or whatever it Close/far Far Hand Hi-tech Implanted
calls for. Infinite Intimate Loud Messy Refill
Reload Remote S-harm Tag Valuable
BARTER Worn
If youre charging someone wealthy for your services, 1-barter is the
going rate for: one piece of hi-tech gear repaired, a weeks maintenance of VEHICLE STATS
THE A
SAVVDY
finicky and delicate tech; a months employment as technician on call; one solid, frame power looks armor weakness
reliable and true answer.
1-barter will cover a months living expenses, if your tastes arent too AUGURY
grand.
When you use your followers or your workspace for augury, roll+weird. On a
As a one-time expenditure, and very subject to availability, 1-barter
might count for: a night in high luxury and company; any weapon, gear or
hit, you can choose 1:
Reach through the worlds psychic maelstrom to something or someone connected
L
HEA
fashion not valuable or hi-tech; the material costs of a crash resuscitation to it.
by an angel; a weeks hire of the protective companionship of a battlebabe or Isolate and protect a person or thing from the worlds psychic maelstrom.
gunlugger; a years tribute to a warlord; bribes, fees and gifts sufficient to get Isolate and contain a fragment of the worlds psychic maelstrom itself.
you into almost anyones presence. Insert information into the worlds psychic maelstrom.
Open a window into the worlds psychic maelstrom.

L
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments By default, the effect will last only as long as you maintain it, will reach only L
ajangle and expect to find hi-tech or luxe eternal. shallowly into the worlds psychic maelstrom as it is local to you, and will
bleed instability. On a 10+, choose 2; on a 79, choose 1:
Itll persist (for a while) without your actively maintaining it.
It reaches deep into the worlds psychic maelstrom.
It reaches broadly throughout the worlds psychic maelstrom.
Its stable and contained, no bleeding.
On a miss, whatever bad happens, your antenna takes the brunt of it.
CREATING A SAVVYHEAD
To create your savvyhead, choose name, look, stats, moves, workspace,
NAME
projects, and Hx. LOOK SAVVYHEAD MOVES
NAME LOOK ings speak: whenever you handle or examine something interesting,
roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a
Leah, Joshua, Tai, Ethan, Bran, Jeremy, Man, woman, ambiguous, or 79, ask 1:
Amanuel, Justin, Jessica, Eliza, Dylan, transgressing. who handled this last before me?
Adnan, Alan, Nils, Ellen, Lee, Kim, Adele who made this?
Utility wear plus tech, scrounge
Leone, Burdick, Oliver, Goldman, Whiting, wear plus tech, vintage wear what strong emotions have been most recently nearby this?
Fauci, Hossfield, Lemma, Morrell, Ozair, plus tech, tech wear. STATS MOVES what words have been said most recently nearby this?
what has been done most recently with this, or to this?
Robinson, Lemieux, Whitmont, Cullen,
Spector
Plain face, pretty face, open
face, or expressive face.
do something HX
help or interfere; session end
whats wrong with this, and how might I fix it?
under fire Treat a miss as though youve opened your brain to the worlds psychic
STATS Squinty eyes, calm eyes, maelstrom and missed the roll.
Choose one set:
Cool-1 Hard=0 Hot+1 Sharp+1 Weird+2
dancing eyes, quick eyes, or
appraising eyes. COOL highlight Bonefeel: at the beginning of the session, roll+weird. On a 10+, hold 1+1.
On a 79, hold 1. At any time, either you or the MC can spend your hold to
Cool=0 Hard-1 Hot-1 Sharp+2 Weird+2 go aggro; have you already be there, with the proper tools and knowledge, with or
Fat body, slight body, hunched
Cool+1 Hard-1 Hot=0 Sharp+1 Weird+2 body, wiry body, stumpy body, seize by force without any clear explanation why. If your hold was 1+1, take +1forward
Cool+1 Hard+1 Hot-1 Sharp=0 Weird+2 or strange body. now. On a miss, the MC holds 1, and can spend it to have you already be
there, but somehow pinned, caught or trapped.
GEAR HARD highlight
MOVES seduce or
Oftener right: when a character comes to you for advice, tell them what
In addition to your workspace, you honestly think the best course is. If they do it, they take +1 to any rolls
You get all the basic moves. Choose 2
savvyhead moves. detail your personal fashion.
You have oddments worth
manipulate
SAVVYHEAD SPECIAL they make in the doing, and you mark an experience circle.
If you and another character have sex, Realitys fraying edge: some component of your workspace, or some
HX 3-barter, and any personal
piece or three of normal gear or
HOT highlight they automatically speak to you, as
though they were a thing and youd rolled
arrangement of components, is uniquely receptive to the worlds psychic
maelstrom (+augury). Choose and name it, or else leave it for the MC to
Everyone introduces their characters by weaponry. read a sitch; a 10+, whether you have the move or not. reveal during play.
name, look and outlook. Take your turn. read a person e other player and the MC will answer
IMPROVEMENT your questions between them. Spooky intense: when you do something under fire, roll+weird instead of
List the other characters names. roll+cool.
Go around again for Hx. On your turn: Whenever you roll a
highlighted stat, and whenever
SHARP highlight Otherwise, that move never works on
people, only things. Deep insights: you get +1weird (weird+3).
Choose the character you find most
open your brain
strange. Tell that player Hx+1. you reset your Hx with GEAR & BARTER OTHER MOVES
Tell everyone else Hx-1. Youre kind of
strange yourself.
someone, mark an experience
circle. When you mark the 5th , IMPROVEMENT > >>improve
experience
improve and erase.
On the others turns:
Each time you improve, choose
WEIRD highlight
__ get +1cool (max cool+2)
Choose the character you figure for the __ get +1hard (max hard+2)
biggest potential problem. Whatever one of the options. Check it off;
you cant choose it again.
HARM __ get +1sharp (max sharp+2)
number that player tells you, give it +1 countdown __ get a new savvyhead move
and write it next to the characters name. 12 __ get a new savvyhead move
Everyone else, whatever number they tell __ get 2 gigs (detail) and moonlighting
you, give it -1 and write it next to their __ get a gang (detail) for security, and
characters name. Youve got other stuff 9 3 leadership
to do and other stuff to learn. __ add life support to your workspace, and
now you can work on people there too
6
At the end, find the character with the
highest Hx on your sheet. Ask that player stabilized
__ get a move from another playbook
__ get a move from another playbook
HOLD
which of your stats is most interesting,
and highlight it. e MC will have you __ get +1 to any stat (max stat+3)
shattered (-1cool)
__ retire your character (to safety)
highlight a second stat too. crippled (-1hard)
__ create a second character to play
disfigured (-1hot) __ change your character to a new type
broken (-1sharp) __ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
Introducing

SKINNER GEAR THE SKINNER


You get: Even in the filth of Apocalypse World, theres food that isnt death on a
oddments worth 1-barter spit, music that isnt shrieking hyenas, thoughts that arent afraid, bodies
fashion suitable to your look (you detail) that arent used meat, sex that isnt rutting, dancing thats real. ere are
Gracious weapons (choose 1): moments that are more than stench, smoke, rage and blood.
sleeve pistol (2-harm close reload loud) Anything beautiful left in this ugly ass world, skinners hold it. Will they
ornate dagger (2-harm hand valuable) share it with you? What do you offer them?
hidden knives (2-harm hand infinite)
ornate sword (3-harm hand valuable)
antique handgun (2-harm close reload loud valuable)
a character playbook for

WORLD
Luxe gear (choose 2):
antique coins (worn valuable)
Drilled with holes for jewelry.
eyeglasses (worn valuable)
APOCALYPSE
2k+10 D. Vincent Baker
You may use these for +1sharp when your eyesight matters, but if you do, www.apocalypse-world.com
without them you get -1sharp when your eyesight matters.
long gorgeous coat (worn valuable)
spectacular tattoos (implanted)
skin & hair kit (applied valuable)
Soaps, ochres, paints, creams, salves. Using it lets you take +1hot forward.
ADDITIONAL RULES
a pet (valuable alive) EXAMPLE ARTS
Your choice and yours to detail.
For Artful & gracious:
GEAR & BARTER Singing or performing music, dancing, making jewelry, creating functional
and beautiful tools, working fur or leather, training dogs or birds any
craft or art that suits the environment and the character.

BARTER PERIPHERAL MOVES


When you give 1-barter to someone, but with strings attached, it counts
as manipulating them and hitting the roll with a 10+, no roll required.
When you go into a holdings bustling market, looking for some particular
thing to buy, and its not obvious whether you should be able to just go buy
BARTER one like that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a
If youre charging someone wealthy for your services, 1-barter is the 79, the MC chooses one of the following:
going rate for: one nights intimate companionship, an evenings or a it costs 1-barter more than youd expect
weekends entertainment for a group (without touching), a months casual its available, but only if you meet with a guy who knows a guy

THE
R
employment as an enlivining presence. damn, I had one, I just sold it to this guy named Rolfball, maybe you can go get it

NE
off him?

N I
1-barter will cover a months living expenses, if your tastes arent too

SKI
sorry, I dont have that, but maybe this will do instead?

I I
grand.
When you make known that you want a thing and drop jingle to speed

L
As a one-time expenditure, and very subject to availability, 1-barter
it on its way, roll+barter spent (max roll+3). It has to be a thing you could
might count for: any weapon, gear or fashion not valuable or hi-tech; the
legitimately get this way. On a 10+ it comes to you, no strings attached. On
material costs of a crash resuscitation by an angel; repair of a piece of hi-tech
a 79 it comes to you, or something pretty close. On a miss, it comes to you,
gear by a savvyhead; a weeks hire of the protective companionship of a
but with strings very much attached.
battlebabe or gunlugger; a years tribute to a warlord; a months maintenance
and repairs for a hi-performance vehicle well-used; bribes, fees and gifts
sufficient to get you into almost anyones presence.
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments
ajangle and expect to find hi-tech or luxe eternal.
CREATING A SKINNER
To create your skinner, choose name, look, stats, moves, gear, and Hx.
NAME
NAME LOOK
LOOK SKINNER MOVES
Breathtaking: you get +1hot (hot+3).
October, Venus, Mercury, Dune, Shade, Man, woman, ambiguous, Lost: when you whisper someones name to the worlds psychic
Heron, Plum, Orchid, Storm, Dusk, Sword, transgressing, or androgyne. maelstrom, roll+weird. On a hit, they come to you, with or without any clear
Midnight, Hide, Frost, Lawn, June, Icicle, explanation why. On a 10+, take +1forward against them. On a miss, the MC
Display wear, showy scrounge
Tern, Lavender, Spice, Gazelle, Lion, will ask you 3 questions; answer them truthfully.
wear, luxe wear, fetish wear, or
Peacock, or Grace.
casual wear.
STATS MOVES Artful & gracious: when you perform your chosen art any act of
STATS Striking face, sweet face,
do something HX expression or culture or when you put its product before an audience,
roll+hot. On a 10+, spend 3. On a 79, spend 1. Spend 1 to name an NPC
strange face, cute face, or help or interfere; session end
Choose one set: beautiful face. under fire member of your audience and choose one:
Cool+1 Hard-1 Hot+2 Sharp+1 Weird=0 this person must meet me
Cool=0 Hard=0 Hot+2 Sharp=0 Weird+1 Laughing eyes, mocking eyes, this person must have my services
Cool-1 Hard=0 Hot+2 Sharp+2 Weird-1 dark eyes, shadowed eyes,
troubled eyes, arresting eyes,
COOL highlight
this person loves me
Cool+1 Hard+1 Hot+2 Sharp+1 Weird-2 this person must give me a gift
bright eyes, or cool eyes. go aggro;
seize by force this person admires my patron
MOVES Strong hands, expressive On a miss, you gain no benefit, but suffer no harm or lost opportunity. You
hands, quick hands, calloused simply perform very well.
You get all the basic moves. Choose 2
skinner moves.
hands, or steady hands. HARD highlight
An arresting skinner: when you remove a piece of clothing, your own
Slim body, toned body, fat body, seduce or or someone elses, no one who can see you can do anything but watch. You
HX unnatural body, young body, or manipulate
SKINNER SPECIAL
command their absolute attention. If you choose, you can exempt individual
people, by name.
lush body.
Everyone introduces their characters by If you and another character have sex,
Hypnotic: when you have time and solitude with someone, they become
name, look and outlook. Take your turn.
GEAR HOT highlight choose one:
You take +1 forward and so do they. fixated upon you. Roll+hot. On a 10+, hold 3. On a 79, hold 2. ey can
List the other characters names. read a sitch; spend your hold, 1 for 1, by:
You get: You take +1 forward; they take -1.
Go around again for Hx. On your turn, read a person ey must give you a gift worth at least giving you something you want
1 gracious weapon acting as your eyes and ears
choose 1, 2 or all 3: 2 luxe gear 1-barter.
One of them is your friend. Tell that You can hypnotize them as though fighting to protect you
player Hx+2.
oddments worth 1-barter
fashion suitable to your look SHARP highlight
youd rolled a 10+, even if you havent doing something you tell them to
For NPCs, while you have hold over them they cant act against you. For PCs,
One of them is your lover. Tell that player (you detail) open your brain chosen to get the move.
Hx+1. instead, any time you like you can spend your hold, 1 for 1:
One of them is in love with you. Tell that they distract themselves with the thought of you. eyre acting under fire.
player Hx-1.
IMPROVEMENT they inspire themselves with the thought of you. ey take +1 right now.
Tell everyone else Hx=0. Whenever you roll a WEIRD highlight IMPROVEMENT > >>improve On a miss, they hold 2 over you, on the exact same terms.

On the others turns:


For everyone, whatever number they
highlighted stat, and whenever
you reset your Hx with HARM
experience
__ get +1cool (max cool+2)
HOLD OTHER MOVES
someone, mark an experience countdown
tell you, give it -1 or +1 and write it next circle. When you mark the 5th ,
__ get +1cool (max cool+2)
to the characters name. Your choice for 12 __ get +1hard (max hard+2)
improve and erase. __ get +1sharp (max sharp+2)
each.
Each time you improve, choose __ get a new skinner move
At the end, find the character with the one of the options. Check it off; 9 3 __ get a new skinner move
highest Hx on your sheet. Ask that player you cant choose it again. __ get 2 gigs (detail) and moonlighting
which of your stats is most interesting, __ get followers (detail) and fortunes
and highlight it. e MC will have you 6
__ get a move from another playbook
highlight a second stat too. stabilized
__ get a move from another playbook
__ get +1 to any stat (max stat+3)
shattered (-1cool)
__ retire your character (to safety)
crippled (-1hard)
__ create a second character to play
disfigured (-1hot) __ change your character to a new type
broken (-1sharp) __ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
Introducing

PERIPHERAL MOVES THE MOVES


BARTER MOVES In Apocalypse World, friend, you are what you do.
By default, characters have access to the barter moves, but the MC a playbook for
might decide to limit them.
When you give 1-barter to someone, but with strings attached, it
counts as manipulating them and hitting the roll with a 10+, no roll
required.
When you go into a holdings bustling market, looking for some
APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com WORLD
particular thing to buy, and its not obvious whether you should
be able to just go buy one like that, roll+sharp. On a 10+, yes, you OPTIONAL BATTLE MOVES
By default, the optional battle moves and battle countdown are not in play.
can just go buy it like that. On a 79, the MC chooses one of the e MC may decide to bring them into play.
following:
Battle countdown:
it costs 1-barter more than youd expect Concentrated fire
countdown
12
its available, but only if you meet with a guy who knows a guy
damn, I had one, I just sold it to this guy named Rolfball, maybe you can Fighting begins 9 3
in earnest Maneuvering, incidental fire
go get it off him? 6

sorry, I dont have that, but maybe this will do instead? Incidental fire means 0-harm or 1-harm (ricochets connecting, bullets spun
When you make known that you want a thing and drop jingle by cover, bullets fired from far-off on dim chance). Concentrated fire means
to speed it on its way, roll+barter spent (max roll+3). It has to be the enemys full harm, as established by their weapons and their numbers,
as normal.
a thing you could legitimately get this way. On a 10+ it comes to
When you provide covering fire for someone, roll+cool. On a 10+, you keep
you, no strings attached. On a 79 it comes to you, or something them from coming under concentrated fire, even past 9:00. On a 79, their
pretty close. On a miss, it comes to you, but with strings very much position or course is untenable, and they proceed accordingly. On a miss,
attached. they suffer concentrated fire now. (If its before 9:00, now its 9:00.)
When you maintain an untenable position or course, roll+hard. On a 10+,
AUGURY you can hold it, and for 3 ticks youll come under only incidental fire, even
By default, nobody has access to augury, but a hocus followers or a past 9:00. On a 79, you can hold it, and for a tick youll come under only
savvyheads workspace might give it. incidental fire. Either way you can abandon it before your time is up to avoid
concentrated fire. On a miss, abandon it now or suffer concentrated fire. (If
When you use your followers or your workspace for augury, its before 9:00, now its 9:00.)
roll+weird. On a hit, you can choose 1:
Reach through the worlds psychic maelstrom to something or someone When you stay the fuck down, roll+sharp. On a hit, youre in a relatively
connected to it. safe spot for the rest of the battle. On a 10+, you come under no fire. On
Isolate and protect a person or thing from the worlds psychic maelstrom. a 79, you come under only incidental fire. On a miss, you have to break
Isolate and contain a fragment of the worlds psychic maelstrom itself. position now or come under concentrated fire.
Insert information into the worlds psychic maelstrom. When you follow through on someone elses move, roll+Hx. If its one

ES
Open a window into the worlds psychic maelstrom.

V
of the MCs characters, roll+sharp. On a 10+, the MC chooses one of the

MO
By default, the effect will last only as long as you maintain it, will following for you, as appropriate:
reach only shallowly into the worlds psychic maelstrom as it is
local to you, and will bleed instability. On a 10+, choose 2; on a 79,
choose 1:
Itll persist (for a while) without your actively maintaining it.
you inflict +1harm
you dominate someones position
you make an untenable position or course secure
you avoid all fire
THE
It reaches deep into the worlds psychic maelstrom. you create an opportunity and follow through to full effect
It reaches broadly throughout the worlds psychic maelstrom. On a 79, you create an opportunity, but you havent seized it or followed
Its stable and contained, no bleeding. through on it yet. e MC will tell you what it is. On a miss, the MC chooses
On a miss, whatever bad happens, your antenna takes the brunt of it. one of the above for an appropriate character of her own.
BASIC MOVES BASIC MOVES PERIPHERAL MOVES
DO SOMETHING UNDER FIRE READ A SITCH HARM & HEALING MOVES
When you do something under fire, or dig in to endure fire, When you read a charged situation, roll+sharp. On a hit, you can By default, the harm & healing moves are in play. e MC might
roll+cool. On a 10+, you do it. On a 79, you flinch, hesitate, or stall: ask the MC questions. Whenever you act on one of the MCs answers, decide to forego them, case by case.
the MC can offer you a worse outcome, a hard bargain, or an ugly take +1. On a 10+, ask 3. On a 79, ask 1:
wheres my best escape route / way in / way past? is move is unusual in that a hit is bad for the player and a miss is
choice.
which enemy is most vulnerable to me? good:
GO AGGRO which enemy is the biggest threat? When you suffer harm, roll+harm suffered (after armor, if youre
When you go aggro on someone, roll+hard. On a 10+, they have to what should I be on the lookout for? wearing any). On a 10+, the MC can choose 1:
whats my enemys true position? Youre out of action: unconscious, trapped, incoherent or panicked.
choose: force your hand and suck it up, or cave and do what you want.
whos in control here? Its worse than it seemed. Take an additional 1-harm.
On a 79, they can instead choose 1:
Choose 2 from the 79 list below.
get the hell out of your way READ A PERSON On a 79, the MC can choose 1:
barricade themselves securely in
give you something they think you want When you read a person in a charged interaction, roll+sharp. On a You lose your footing.
back off calmly, hands where you can see 10+, hold 3. On a 79, hold 1. While youre interacting with them, You lose your grip on whatever youre holding.
tell you what you want to know (or what you want to hear) spend your hold to ask their player questions, 1 for 1: You lose track of someone or something youre attending to.
is your character telling the truth? You miss noticing something important.
SEIZE BY FORCE whats your character really feeling? On a miss, the MC can nevertheless choose something from the 79
what does your character intend to do? list above. If she does, though, its instead of some of the harm youre
When you try to seize something by force, or to secure your hold on
what does your character wish Id do? suffering, so you take -1harm.
something, roll+hard. On a hit, choose options. On a 10+, choose 3.
how could I get your character to __? When you inflict harm on another players character, the other
On a 79, choose 2:
you take definite hold of it character gets +1Hx with you (on their sheet) for every segment of
you suffer little harm OPEN YOUR BRAIN harm you inflict. If this brings them to Hx+4, they reset to Hx+1 as
you inflict terrible harm When you open your brain to the worlds psychic maelstrom, usual, and therefore mark experience.
you impress, dismay or frighten your enemy roll+weird. On a hit, the MC will tell you something new and When you heal another players characters harm, you get +1Hx
interesting about the current situation, and might ask you a question with them (on your sheet) for every segment of harm you heal. If this
SEDUCE OR MANIPULATE or two; answer them. On a 10+, the MC will give you good detail. On brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark
When you try to seduce or manipulate someone, tell them what a 79, the MC will give you an impression. If you already know all experience.
you want and roll+hot. For NPCs: on a hit, they ask you to promise there is to know, the MC will tell you that.
When you hurt someone, they see you more clearly. When you heal
something first, and do it if you promise. On a 10+, whether you keep
someone, you see them more clearly.
your promise is up to you, later. On a 79, they need some concrete HELP OR INTERFERE
assurance right now. For PCs: on a 10+, both. On a 79, choose 1: When you help or interfere with someone whos making a roll, INSIGHT
if they do it, they mark experience roll+Hx. On a hit, they take +1 (help) or -2 (interfere) now. On a 79,
if they refuse, its acting under fire By default, nobody has access to insight, but a hocus followers might
you also expose yourself to fire, danger, retribution or cost.
What they do then is up to them. give it.
SESSION END When you use your followers for insight, ask your followers what
they think your best course is, and the MC will tell you. If you
At the end of every session, choose a character who knows you
pursue that course, take +1 to any rolls you make in the pursuit. If
better than they used to. If theres more than one, choose one at your
you pursue that course but dont accomplish your ends, you mark
whim. Tell that player to add +1 to their Hx with you on their sheet.
experience.
If this brings them to Hx+4, they reset to Hx+1 (and therefore mark
experience).
Introducing

PERIPHERAL MOVES THE MOVES


BARTER MOVES In Apocalypse World, friend, you are what you do.
By default, characters have access to the barter moves, but the MC a playbook for
might decide to limit them.
When you give 1-barter to someone, but with strings attached, it
counts as manipulating them and hitting the roll with a 10+, no roll
required.
When you go into a holdings bustling market, looking for some
APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com WORLD
particular thing to buy, and its not obvious whether you should
be able to just go buy one like that, roll+sharp. On a 10+, yes, you OPTIONAL BATTLE MOVES
By default, the optional battle moves and battle countdown are not in play.
can just go buy it like that. On a 79, the MC chooses one of the e MC may decide to bring them into play.
following:
Battle countdown:
it costs 1-barter more than youd expect Concentrated fire
countdown
12
its available, but only if you meet with a guy who knows a guy
damn, I had one, I just sold it to this guy named Rolfball, maybe you can Fighting begins 9 3
in earnest Maneuvering, incidental fire
go get it off him? 6

sorry, I dont have that, but maybe this will do instead? Incidental fire means 0-harm or 1-harm (ricochets connecting, bullets spun
When you make known that you want a thing and drop jingle by cover, bullets fired from far-off on dim chance). Concentrated fire means
to speed it on its way, roll+barter spent (max roll+3). It has to be the enemys full harm, as established by their weapons and their numbers,
as normal.
a thing you could legitimately get this way. On a 10+ it comes to
When you provide covering fire for someone, roll+cool. On a 10+, you keep
you, no strings attached. On a 79 it comes to you, or something them from coming under concentrated fire, even past 9:00. On a 79, their
pretty close. On a miss, it comes to you, but with strings very much position or course is untenable, and they proceed accordingly. On a miss,
attached. they suffer concentrated fire now. (If its before 9:00, now its 9:00.)
When you maintain an untenable position or course, roll+hard. On a 10+,
AUGURY you can hold it, and for 3 ticks youll come under only incidental fire, even
By default, nobody has access to augury, but a hocus followers or a past 9:00. On a 79, you can hold it, and for a tick youll come under only
savvyheads workspace might give it. incidental fire. Either way you can abandon it before your time is up to avoid
concentrated fire. On a miss, abandon it now or suffer concentrated fire. (If
When you use your followers or your workspace for augury, its before 9:00, now its 9:00.)
roll+weird. On a hit, you can choose 1:
Reach through the worlds psychic maelstrom to something or someone When you stay the fuck down, roll+sharp. On a hit, youre in a relatively
connected to it. safe spot for the rest of the battle. On a 10+, you come under no fire. On
Isolate and protect a person or thing from the worlds psychic maelstrom. a 79, you come under only incidental fire. On a miss, you have to break
Isolate and contain a fragment of the worlds psychic maelstrom itself. position now or come under concentrated fire.
Insert information into the worlds psychic maelstrom. When you follow through on someone elses move, roll+Hx. If its one

S
Open a window into the worlds psychic maelstrom.

E
of the MCs characters, roll+sharp. On a 10+, the MC chooses one of the

OV
By default, the effect will last only as long as you maintain it, will following for you, as appropriate:

THE
M
reach only shallowly into the worlds psychic maelstrom as it is you inflict +1harm
local to you, and will bleed instability. On a 10+, choose 2; on a 79, you dominate someones position
choose 1: you make an untenable position or course secure
Itll persist (for a while) without your actively maintaining it. you avoid all fire
It reaches deep into the worlds psychic maelstrom. you create an opportunity and follow through to full effect
It reaches broadly throughout the worlds psychic maelstrom. On a 79, you create an opportunity, but you havent seized it or followed
Its stable and contained, no bleeding. through on it yet. e MC will tell you what it is. On a miss, the MC chooses
On a miss, whatever bad happens, your antenna takes the brunt of it. one of the above for an appropriate character of her own.
BASIC MOVES BASIC MOVES PERIPHERAL MOVES
DO SOMETHING UNDER FIRE READ A SITCH HARM & HEALING MOVES
When you do something under fire, or dig in to endure fire, When you read a charged situation, roll+sharp. On a hit, you can By default, the harm & healing moves are in play. e MC might
roll+cool. On a 10+, you do it. On a 79, you flinch, hesitate, or stall: ask the MC questions. Whenever you act on one of the MCs answers, decide to forego them, case by case.
the MC can offer you a worse outcome, a hard bargain, or an ugly take +1. On a 10+, ask 3. On a 79, ask 1:
wheres my best escape route / way in / way past? is move is unusual in that a hit is bad for the player and a miss is
choice.
which enemy is most vulnerable to me? good:
GO AGGRO which enemy is the biggest threat? When you suffer harm, roll+harm suffered (after armor, if youre
When you go aggro on someone, roll+hard. On a 10+, they have to what should I be on the lookout for? wearing any). On a 10+, the MC can choose 1:
whats my enemys true position? Youre out of action: unconscious, trapped, incoherent or panicked.
choose: force your hand and suck it up, or cave and do what you want.
whos in control here? Its worse than it seemed. Take an additional 1-harm.
On a 79, they can instead choose 1:
Choose 2 from the 79 list below.
get the hell out of your way READ A PERSON On a 79, the MC can choose 1:
barricade themselves securely in
give you something they think you want When you read a person in a charged interaction, roll+sharp. On a You lose your footing.
back off calmly, hands where you can see 10+, hold 3. On a 79, hold 1. While youre interacting with them, You lose your grip on whatever youre holding.
tell you what you want to know (or what you want to hear) spend your hold to ask their player questions, 1 for 1: You lose track of someone or something youre attending to.
is your character telling the truth? You miss noticing something important.
SEIZE BY FORCE whats your character really feeling? On a miss, the MC can nevertheless choose something from the 79
what does your character intend to do? list above. If she does, though, its instead of some of the harm youre
When you try to seize something by force, or to secure your hold on
what does your character wish Id do? suffering, so you take -1harm.
something, roll+hard. On a hit, choose options. On a 10+, choose 3.
how could I get your character to __? When you inflict harm on another players character, the other
On a 79, choose 2:
you take definite hold of it character gets +1Hx with you (on their sheet) for every segment of
you suffer little harm OPEN YOUR BRAIN harm you inflict. If this brings them to Hx+4, they reset to Hx+1 as
you inflict terrible harm When you open your brain to the worlds psychic maelstrom, usual, and therefore mark experience.
you impress, dismay or frighten your enemy roll+weird. On a hit, the MC will tell you something new and When you heal another players characters harm, you get +1Hx
interesting about the current situation, and might ask you a question with them (on your sheet) for every segment of harm you heal. If this
SEDUCE OR MANIPULATE or two; answer them. On a 10+, the MC will give you good detail. On brings you to Hx+4, you reset to Hx+1 as usual, and therefore mark
When you try to seduce or manipulate someone, tell them what a 79, the MC will give you an impression. If you already know all experience.
you want and roll+hot. For NPCs: on a hit, they ask you to promise there is to know, the MC will tell you that.
When you hurt someone, they see you more clearly. When you heal
something first, and do it if you promise. On a 10+, whether you keep
someone, you see them more clearly.
your promise is up to you, later. On a 79, they need some concrete HELP OR INTERFERE
assurance right now. For PCs: on a 10+, both. On a 79, choose 1: When you help or interfere with someone whos making a roll, INSIGHT
if they do it, they mark experience roll+Hx. On a hit, they take +1 (help) or -2 (interfere) now. On a 79,
if they refuse, its acting under fire By default, nobody has access to insight, but a hocus followers might
you also expose yourself to fire, danger, retribution or cost.
What they do then is up to them. give it.
SESSION END When you use your followers for insight, ask your followers what
they think your best course is, and the MC will tell you. If you
At the end of every session, choose a character who knows you
pursue that course, take +1 to any rolls you make in the pursuit. If
better than they used to. If theres more than one, choose one at your
you pursue that course but dont accomplish your ends, you mark
whim. Tell that player to add +1 to their Hx with you on their sheet.
experience.
If this brings them to Hx+4, they reset to Hx+1 (and therefore mark
experience).
Introducing

THE MASTER OF CEREMONIES THE 1ST SESSION


AGENDA e players have it easy. ey have these fun little books to go through and
Make Apocalypse World seem real. then theyre ready to play. Your job is harder, you have a lot more to set up
Make the players characters lives not boring. than they do. ey each have one character to create, you have the whole
Play to find out what happens. bedamned world.
So lets be fair. You have the whole world to create, you get the whole first
ALWAYS SAY session to create it in. Youre supposed to make their characters lives not
boring, you get a whole session to get to know them.
What the principles demand.
What the rules demand.
What your prep demands.
What honesty demands. an MC playsheet for

Barf forth apocalyptica.


THE PRINCIPLES
Address yourself to the characters, not the players.
Make your move, but misdirect.
Make your move, but never speak its name.
Look through crosshairs.
Name everyone, make everyone human.
APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com WORLD
Ask provocative questions and build on the answers. ADDITIONAL RULES
Respond with fuckery and intermittent rewards.
Be a fan of the players characters. SETTING EXPECTATIONS
ink offscreen too. While the players are making their characters, in between answering
Sometimes, disclaim decision-making. questions, you have a good opportunity to set expectations for the game to
come. Here are some things I like to get out up-front:
YOUR MOVES Your characters dont have to be friends, but they do have to know each
Separate them. other, and they should be basically allies. ey might become enemies in
Capture someone. play, but they shouldnt start out enemies.
Put someone in a spot.
Trade harm for harm (as established). Your characters are unique in Apocalypse World. ere are other medics,
Announce off-screen badness. and they might even be called angel by their friends, but youre the only
Announce future badness. angel. ere are other compound bosses and warlords who might be called
Inflict harm (as established). hardholders, but youre the only hardholder.
Take away their stuff. Some of you get to choose armor. 1-armor can be whatever, it can be
Make them buy. bulletproof vests, bike leathers, armored corsets, whatever. 2-armor, though,
Activate their stuffs downside. is serious body armor. Riot gear. I mean, it might be low-tech, it might be
Tell them the possible consequences and ask. made out of a car or something, but the point is that youre walking around
Offer an opportunity, with or without a cost. in armor.
Turn their move back on them.
Hey, see where it says you have oddments worth 3-barter or whatever?

THE
Make a threat move (from one of your fronts).
After every move: what do you do? Is there some medium of exchange you all use, or is it really one-time

1 SESSION
negotiated barter? Uncle, youre the hardholder, is there something you use
for currency in the holding? Or else Wilson, youre an operator, is there some

A FEW MORE THINGS TO DO


Make maps like crazy.
currency you like to take payment in?
ST

H
Im not out to get you. If I were, you could just pack it in right now, right?
Turn questions back on the asker or over to the group at large.
Id just be like theres an earthquake. You all take 10-harm and die. e
Digress occasionally.
end. No, Im here to find out whats going to happen with all your cool, hot,
Elide the action sometimes, and zoom in on its details other times.
fucking kick-ass characters. Same as you!
Go around the table.
Take breaks and take your time.
NAMES DURING SESSION 1
Tum Tum, Gnarly, Fleece, White, MC the game. Bring it.
Lala, Bill, Crine, Mercer, Preen, Describe. Barf forth apocalyptica.
Ik, Shan, Isle, Ula, Joes Girl,
Dremmer, Balls, Amy, Rufe,


Springboard off character creation.
Ask questions like crazy.
HUNGER
Jackabacka, Ba, Mice, Dog head, Leave yourself things to wonder about.
Hugo, Roark, Monk, Pierre, Look for where theyre not in control.
Norvell, H, Omie Wise, Corbett, Push there.
Jeanette, Rum, Peppering, Brain, Nudge the players to have their
Matilda, Rothschild, Wisher, characters make moves.

ON

TH
Partridge, Brace Win, Bar, Krin, Give every character good screen time

ITI
Parcher, Millions, Grome, Foster,

IR
with other characters.

ST
Mill, Dustwich, Newton, Tao,

AM
Leap forward with named, human
Missed, III, Princy, East Harrow, NPCs.
Kettle, Putrid, Last, Twice, Clarion, Hell, have a fight.
Abondo, Mimi, Fianelly, Pellet, Li, Fill up this 1st session worksheet.
Harridan, Rice, Do, Winkle, Fuse,
Visage, Enough-to-eat, Barker,
Imam, Bowdy, Daff, Exit, Chin,
Look, Shazza, Fauna, Sun, Chack,
Ricarra, Prim
I WONDER
RESOURCES THE PCS
meat, salt, grain, fresh foods, & THEIR RESOURCES
staple foods, preserved foods,
meat (dont ask), drinking water,

IGNORANCE
hot water, shelter, liberty, leisure,
fuel, heat, security, time, health,

ENVY
medical supplies, information,
status, specialized goods, luxury
goods, gasoline, weaponry, labor,
skilled labor, acclaim, loyalty,
blood kin, strategic position, drugs,
work animals, livestock, know-how,
walls, living space, storage space,
machinery, connections, access,
raw materials, books

THREAT TYPES
Warlords:
Slaver, Hive queen, Prophet,
Dictator, Collector, Alpha wolf
Grotesques:
Cannibal, Mutant, Pain addict,
Disease vector, Mindfucker,
AIR

F
Perversion of birth

E
P

AR
Landscapes:
Prison, Breeding pit, Furnace, ES D
Mirage, Maze, Fortress
Afflictions:
Disease, Condition, Custom,
Delusion, Sacrifice, Barrier
Brutes: DECAY
Hunting pack, Sybarites, Enforcers,
Cult, Mob, Family
Introducing

OVERALL COUNTDOWNS FRONTS


Fronts are the MCs prep for play.
A front is a set of linked threats. reats are people, places and conditions
that, because of where they are and what theyre doing, inevitably threaten
12 the players characters so a front is all of the individual threats that arise
from a single given threatening situation.
9 3
an MC playsheet for

6
APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com WORLD
12 CREATING A FRONT
Choose a fundamental scarcity.
9 3 Create 3 or 4 threats.
Write its agenda / dark future.
Write 24 stakes questions.
6 List the fronts cast.
Create the fronts overall countdowns.
See pages 136150 for complete instructions.

FUNDAMENTAL SCARCITY
Underlying every front is a fundamental scarcity. Choose 1:
12
Hunger irst Ignorance Fear
Decay Despair Envy Ambition
9 3
THREATS
6 reats Warlords Grotesques
Warlords Slaver Cannibal
Grotesques Hive queen Mutant
Landscapes Prophet Pain addict
Afflictions Dictator Disease Vector
Brutes Collector Mindfucker
Alpha wolf Perversion of birth
12
Landscapes Afflictions Brutes
Prison Disease Hunting pack

A FRONT
9 3 Breeding pit Condition Sybarites
Furnace Custom Enforcers
6 Mirage Delusion Cult
Maze Sacrifice Mob
Fortress Barrier Family

See pages 138142 for complete descriptions, including impulses.


A FRONT
THREAT 1 IS CALLED:
THREAT 3
IS CALLED: IS CALLED:
KIND: EXPRESSES: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DARK FUTURE / AGENDA: DESCRIPTION & CAST:

CUSTOM MOVE: DESCRIPTION & CAST: CUSTOM MOVE:

COUNTDOWN: COUNTDOWN:
12 12

9 3 9 3
STAKES QUESTIONS:
6 6

THREAT 2 THREAT 4
IS CALLED: IS CALLED:
KIND: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DESCRIPTION & CAST:

CUSTOM MOVE: CUSTOM MOVE:

COUNTDOWN: COUNTDOWN:
12 12

9 3 9 3

6 6
Introducing

OVERALL COUNTDOWNS FRONTS


Fronts are the MCs prep for play.
A front is a set of linked threats. reats are people, places and conditions
that, because of where they are and what theyre doing, inevitably threaten
12 the players characters so a front is all of the individual threats that arise
from a single given threatening situation.
9 3
an MC playsheet for

6
APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com WORLD
12 CREATING A FRONT
Choose a fundamental scarcity.
9 3 Create 3 or 4 threats.
Write its agenda / dark future.
Write 24 stakes questions.
6 List the fronts cast.
Create the fronts overall countdowns.
See pages 136150 for complete instructions.

FUNDAMENTAL SCARCITY
Underlying every front is a fundamental scarcity. Choose 1:
12
Hunger irst Ignorance Fear
Decay Despair Envy Ambition
9 3
THREATS
6 reats Warlords Grotesques
Warlords Slaver Cannibal
Grotesques Hive queen Mutant
Landscapes Prophet Pain addict
Afflictions Dictator Disease Vector
Brutes Collector Mindfucker
Alpha wolf Perversion of birth
12

A FRONT
Landscapes Afflictions Brutes
Prison Disease Hunting pack
9 3 Breeding pit Condition Sybarites
Furnace Custom Enforcers
6 Mirage Delusion Cult
Maze Sacrifice Mob
Fortress Barrier Family

See pages 138142 for complete descriptions, including impulses.


A FRONT
THREAT 1 IS CALLED:
THREAT 3
IS CALLED: IS CALLED:
KIND: EXPRESSES: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DARK FUTURE / AGENDA: DESCRIPTION & CAST:

CUSTOM MOVE: DESCRIPTION & CAST: CUSTOM MOVE:

COUNTDOWN: COUNTDOWN:
12 12

9 3 9 3
STAKES QUESTIONS:
6 6

THREAT 2 THREAT 4
IS CALLED: IS CALLED:
KIND: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DESCRIPTION & CAST:

CUSTOM MOVE: CUSTOM MOVE:

COUNTDOWN: COUNTDOWN:
12 12

9 3 9 3

6 6
Introducing

OVERALL COUNTDOWNS FRONTS


Fronts are the MCs prep for play.
A front is a set of linked threats. reats are people, places and conditions
that, because of where they are and what theyre doing, inevitably threaten
12 the players characters so a front is all of the individual threats that arise
from a single given threatening situation.
9 3
an MC playsheet for

6
APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com WORLD
12 CREATING A FRONT
Choose a fundamental scarcity.
9 3 Create 3 or 4 threats.
Write its agenda / dark future.
Write 24 stakes questions.
6 List the fronts cast.
Create the fronts overall countdowns.
See pages 136150 for complete instructions.

FUNDAMENTAL SCARCITY
Underlying every front is a fundamental scarcity. Choose 1:
12
Hunger irst Ignorance Fear
Decay Despair Envy Ambition
9 3
THREATS
6 reats Warlords Grotesques
Warlords Slaver Cannibal
Grotesques Hive queen Mutant
Landscapes Prophet Pain addict
Afflictions Dictator Disease Vector
Brutes Collector Mindfucker
Alpha wolf Perversion of birth
12
Landscapes Afflictions Brutes
Prison Disease Hunting pack
9 3 Breeding pit Condition Sybarites

A FRONT
Furnace Custom Enforcers
6 Mirage Delusion Cult
Maze Sacrifice Mob
Fortress Barrier Family

See pages 138142 for complete descriptions, including impulses.


A FRONT
THREAT 1 IS CALLED:
THREAT 3
IS CALLED: IS CALLED:
KIND: EXPRESSES: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DARK FUTURE / AGENDA: DESCRIPTION & CAST:

CUSTOM MOVE: DESCRIPTION & CAST: CUSTOM MOVE:

COUNTDOWN: COUNTDOWN:
12 12

9 3 9 3
STAKES QUESTIONS:
6 6

THREAT 2 THREAT 4
IS CALLED: IS CALLED:
KIND: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DESCRIPTION & CAST:

CUSTOM MOVE: CUSTOM MOVE:

COUNTDOWN: COUNTDOWN:
12 12

9 3 9 3

6 6
Introducing

OVERALL COUNTDOWNS FRONTS


Fronts are the MCs prep for play.
A front is a set of linked threats. reats are people, places and conditions
that, because of where they are and what theyre doing, inevitably threaten
12 the players characters so a front is all of the individual threats that arise
from a single given threatening situation.
9 3
an MC playsheet for

6
APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com WORLD
12 CREATING A FRONT
Choose a fundamental scarcity.
9 3 Create 3 or 4 threats.
Write its agenda / dark future.
Write 24 stakes questions.
6 List the fronts cast.
Create the fronts overall countdowns.
See pages 136150 for complete instructions.

FUNDAMENTAL SCARCITY
Underlying every front is a fundamental scarcity. Choose 1:
12
Hunger irst Ignorance Fear
Decay Despair Envy Ambition
9 3
THREATS
6 reats Warlords Grotesques
Warlords Slaver Cannibal
Grotesques Hive queen Mutant
Landscapes Prophet Pain addict
Afflictions Dictator Disease Vector
Brutes Collector Mindfucker
Alpha wolf Perversion of birth
12
Landscapes Afflictions Brutes
Prison Disease Hunting pack

A FRONT
9 3 Breeding pit Condition Sybarites
Furnace Custom Enforcers
6 Mirage Delusion Cult
Maze Sacrifice Mob
Fortress Barrier Family

See pages 138142 for complete descriptions, including impulses.


A FRONT
THREAT 1 IS CALLED:
THREAT 3
IS CALLED: IS CALLED:
KIND: EXPRESSES: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DARK FUTURE / AGENDA: DESCRIPTION & CAST:

CUSTOM MOVE: DESCRIPTION & CAST: CUSTOM MOVE:

COUNTDOWN: COUNTDOWN:
12 12

9 3 9 3
STAKES QUESTIONS:
6 6

THREAT 2 THREAT 4
IS CALLED: IS CALLED:
KIND: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DESCRIPTION & CAST:

CUSTOM MOVE: CUSTOM MOVE:

COUNTDOWN: COUNTDOWN:
12 12

9 3 9 3

6 6
Introducing

HARM THE MC
Harm before 6:00 heals automatically with time. Harm after 9:00 gets ats you, the Master of Ceremonies, Apocalypse Worlds GM.
worse with time, unless stabilized. If the player marks the segment 11:00 to
12:00, it means that the characters dead but can still be revived. Any harm
past that and the characters dead for reals.
Typically, when a character takes harm, its equal to the harm rating of the a playsheet for

APOCALYPSE
WORLD
weapon, attack, or mishap, minus the armor rating of the characters armor.
is is called harm as established.
When the characters harm countdown crosses 9:00, the player can choose 2k+10 D. Vincent Baker
to mark a debility. If she does, she gets the debility, but the harm stops sharp www.apocalypse-world.com
at 9:00 on the countdown. Once shes past 9:00, she can choose to take a
debility instead of any new wound.

NPCS, GANGS, VEHICLES & HARM


When an NPC suffers
1-harm: cosmetic damage, pain, concussion, fear if the NPCs likely to be DECISION-MAKING
afraid of pain. In order to play to find out what happens, youll need to pass decision-
2-harm: wounds, unconsciousness, bad pain, broken bones, shock. Likely making off sometimes. Whenever something comes up that youd prefer not
fatal, occasionally immediately fatal. to decide by personal whim and will, dont. e game gives you four key tools
3-harm: give it 50-50 its immediately fatal. Otherwise, terrible wounds, you can use to disclaim responsibility: you can put it in your NPCs hands,
shock, death soon. you can put it in the players hands, you can create a countdown, or you
4-harm: usually immediately fatal, but sometimes the poor fuck has to wait can make it a stakes question.
to die, mangled and ruined.
5-harm and more: fatal and bodily destructive. NPCS
When a gang suffers Tum Tum, Gnarly, Fleece, White, Lala, Bill, Crine, Mercer, Preen, Ik,
1-harm: a few injuries, one or two serious, no fatalities. Shan, Isle, Ula, Joes Girl, Dremmer, Balls, Amy, Rufe, Jackabacka,
2-harm: many injuries, several serious, a couple of fatalities.
3-harm: widespread injuries, many serious, several fatalities. Ba, Mice, Dog head, Hugo, Roark, Monk, Pierre, Norvell, H, Omie
4-harm: widespread serious injuries, many fatalities. Wise, Corbett, Jeanette, Rum, Peppering, Brain, Matilda, Rothschild,
5-harm and more: widespread fatalities, few survivors. Wisher, Partridge, Brace Win, Bar, Krin, Parcher, Millions, Grome,
With a strong, present leader, a gang will hold together if it suffers up to Foster, Mill, Dustwich, Newton, Tao, Missed, III, Princy, East
4-harm. If the leader is weak or absent, itll hold together if it suffers up to Harrow, Kettle, Putrid, Last, Twice, Clarion, Abondo, Mimi, Fianelly,
3-harm. If the leader is both weak and absent, itll hold together if it suffers
1- or 2-harm. If it has no leader, itll hold together if it suffers 1-harm, but no Pellet, Li, Harridan, Rice, Do, Winkle, Fuse, Visage, Enough-to-eat,
more. Barker, Imam, Bowdy, Daff, Exit, Chin, Look, Shazza, Fauna, Sun,
If a PC is a member of a gang taking harm, how much harm the PC takes Chack, Ricarra, Prim
depends on her role in the gang. If shes a leader or a prominent, visible Cross them off as you use them. Scavenge unused names from the character
member, she suffers the same harm the gang does. If shes just someone in playbooks, too.

MASTER OFES
the gang, or if shes intentionally protecting herself from harm instead of

J
Make your NPCs human by giving them straightforward, sensible self-
fighting with the gang, she suffers 1-harm less.
When a vehicle suffers
1-harm: cosmetic damage. 0-harm can blow through to passengers.
interests. eyre just not that complicated. ey do what they want to do,
when they want to do it, and if something gets in their way, well, they deal
with that now. What they do in life is follow their parts around their
THE
I
2-harm: functional damage. 1-harm can blow through to passengers.

N
noses, their stomachs, their hearts, their clits & dicks, their guts, their ears,
VV
O

UJ
M
3-harm: serious damage. 2-harm can blow through to passengers.

CER E
their inner children, their visions.

L
4-harm: breakdown. 3-harm can blow through to passengers.
5-harm and more: total destruction. Full harm can blow through to
passengers, plus they can suffer additional harm if the vehicle explodes or
crashes.
en, you can make PCNPCPC triangles just by making sure that their
uncomplicated self-interests involve the players characters individually,
not as a group. Show different sides of their personalities to the players
L

I
different characters.
THE MASTER OF CEREMONIES THREAT MOVES BASIC & PERIPHERAL MOVES
AGENDA MC Moves for warlords: BASIC MOVES
Outflank someone, corner someone, encircle someone.
Make Apocalypse World seem real. Attack someone suddenly, directly, and very hard. When you do something under fire, or dig in to endure fire, roll+cool.
Make the players characters lives not boring. Attack someone cautiously, holding reserves.
Play to find out what happens. Seize someone or something, for leverage or information. When you go aggro on someone, roll+hard.
Make a show of force. When you try to seize something by force, or to secure your hold on
Make a show of discipline.
ALWAYS SAY Offer to negotiate. Demand concession or obedience.
something, roll+hard.
What the principles demand. Claim territory: move into it, blockade it, assault it. When you try to seduce or manipulate someone, tell them what you want
What the rules demand. Buy out someones allies. and roll+hot.
What your prep demands. Make a careful study of someone and attack where theyre weak.
What honesty demands. MC Moves for grotesques: When you read a charged situation, roll+sharp.
Display the nature of the world it inhabits. When you read a person in a charged interaction, roll+sharp.
Display the contents of its heart.
THE PRINCIPLES Attack someone from behind or otherwise by stealth. When you open your brain to the worlds psychic maelstrom, roll+weird.
Barf forth apocalyptica. Attack someone face-on, but without threat or warning.
Address yourself to the characters, not the players. Insult, affront, offend or provoke someone. When you help or interfere with someone whos making a roll, roll+Hx.
Make your move, but misdirect. Offer something to someone, or do something for someone, with strings At the end of every session, choose a character who knows you better than
Make your move, but never speak its name. attached. they used to.
Look through crosshairs. Put it in someones path, part of someones day or life.
Name everyone, make everyone human. reaten someone, directly or else by implication.
Ask provocative questions and build on the answers. Steal something from someone. PERIPHERAL MOVES
Respond with fuckery and intermittent rewards. Seize and hold someone.
Ruin something. Befoul, rot, desecrate, corrupt, adulter it. Harm & healing moves:
Be a fan of the players characters.
ink offscreen too. MC Moves for landscapes: When you suffer harm, roll+harm suffered.
Reveal something to someone.
Sometimes, disclaim decision-making. Display something for all to see. When you inflict harm on another players character, the other character
Hide something. gets +1Hx with you for every segment of harm you inflict.
YOUR MOVES Bar the way.
Open the way.
When you heal another players characters harm, you get +1Hx with
Separate them. them for every segment of harm you heal.
Provide another way.
Capture someone. Shift, move, rearrange.
Put someone in a spot. Barter moves:
Offer a guide.
Trade harm for harm (as established). Present a guardian. When you give 1-barter to someone, but with strings attached, it counts
Announce off-screen badness. Disgorge something. as manipulating them and hitting the roll with a 10+, no roll required.
Announce future badness. Take something away: lost, used up, destroyed.
Inflict harm (as established). When you go into a holdings bustling market, looking for some particular
MC Moves for afflictions:
Take away their stuff. Someone neglects duties, responsibilities, obligations. thing to buy, roll+sharp.
Make them buy. Someone flies into a rage. When you make known that you want a thing and drop jingle to speed it
Activate their stuffs downside. Someone takes self-destructive, fruitless, or hopeless action. on its way, roll+barter spent (max roll+3).
Tell them the possible consequences and ask. Someone approaches, seeking help.
Offer an opportunity, with or without a cost. Someone approaches, seeking comfort. Augury & insight:
Turn their move back on them. Someone withdraws and seeks isolation.
Someone proclaims the affliction to be a just punishment. When you use your followers or your workspace for augury, roll+weird.
Make a threat move (from one of your fronts). Someone proclaims the affliction to be, in fact, a blessing.
After every move: what do you do? When you use your followers for insight, ask your followers what they think
Someone refuses or fails to adapt to new circumstances. your best course is, and the MC will tell you.
Someone brings friends or loved ones along.
Optional battle moves:
A FEW MORE THINGS TO DO MC Moves for brutes:
Burst out in uncoordinated, undirected violence.
Make maps like crazy. When you provide covering fire for someone, roll+cool.
Make a coordinated attack with a coherent objective.
Turn questions back on the asker or over to the group at large. Tell stories (truth, lies, allegories, homilies). When you maintain an untenable position or course, roll+hard.
Digress occasionally. Demand consideration or indulgence.
Elide the action sometimes, and zoom in on its details other times. Rigidly follow or defy authority. When you stay the fuck down, roll+sharp.
Go around the table. Cling to or defy reason.
Take breaks and take your time. When you follow through on someone elses move, roll+Hx.
Make a show of solidarity and power.
Ask for help or for someones participation.

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