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Apocalypse World Basic Ref Book 2 Nded
Apocalypse World Basic Ref Book 2 Nded
APOCALYPSE WORLD PLAYER REFBOOK is �le contains the 11 basic character playbooks and the complete set of player
reference sheets.
2nd Edition. ©2016 by D. Vincent Baker & Meguey Baker
THE CHOPPER THE GUNLUGGER
Print pages 11–12 Print pages 15–16
Apocalypse World is all scarcity, of course it is. ere’s Apocalypse World is a mean, ugly, violent place. Law
not enough wholesome food, not enough untainted and society have broken down completely. What’s
water, not enough security, not enough light, not enough yours is yours only while you can hold it in your hands.
electricity, not enough children, not enough hope. ere’s no peace. ere’s no stability but what you
carve, inch by inch, out of the concrete and dirt, and
However, the Golden Age Past did leave us two things:
then defend with murder and blood.
enough gasoline, enough bullets. Come the end, I guess
the fuckers didn’t need them like they thought they Sometimes the obvious move is the right one.
would.
Gunluggers are the baddest asses. eir moves are simple,
So chopper, there you are. Enough for you. direct and violent. Crude, even. If you want to take no shit,
play a gunlugger. Warning: like angels, if things are going
Choppers lead biker gangs. ey’re powerful but lots of
well, you might be kicking your heels. Interesting relation-
their power is external, in their gang. If you want weight to
ships can keep you in the scene.
throw around, play a chopper—but if you want to be really
in charge, play a hardholder instead. Warning: externalizing
your power means drama. Expect drama.
do something
under �re
HX
help or interfere; session end
BATTLEBABE
come back with +1weird (max+3)
change to a new playbook
die
THE
CUSTOM WEAPONS CREATING A BATTLEBABE
CUSTOM FIREARMS CUSTOM HAND WEAPONS To create your battlebabe, choose name, look, stats, moves, gear, and Hx.
Base (choose 1): Base (choose 1): NAME LOOK
• handgun (2-harm close reload loud) • staff (1-harm hand area)
• shotgun (3-harm close reload messy) • haft (1-harm hand) Snow, Crimson, Shadow, Azure, Man, woman, ambiguous, or transgressing.
• ri�e (2-harm far reload loud) • handle (1-harm hand) Midnight, Scarlet, Violetta, Amber,
Formal wear, display wear, luxe wear, casual
• crossbow (2-harm close slow) • chain (1-harm hand area) Rouge, Damson, Sunset, Emerald, or
wear, or showy armor.
Options (choose 2): Options (choose 2): Ruby.
• ornate (+valuable) • ornate (+valuable) Smooth face, sweet face, handsome face,
Raksha, Kickskirt, Kite, Monsoon,
• antique (+valuable) • antique (+valuable) sharp face, girlish face, boyish face, striking
Smith, Beastie, Baaba, Melody, Mar, Tavi,
• semiautomatic (-reload) • head (+1harm) face.
Absinthe, or Honeytree.
• 3-round burst (+1harm) • spikes (+1harm) Calculating eyes, merciless eyes, frosty eyes,
• automatic (+area) • blade (+1harm) STATS arresting eyes, or indifferent eyes.
• silenced (-loud) • long blade* (+2harm)
• hi-powered (close/far, or +1harm at far) • heavy blade* (+2harm) Choose one set: Sweet body, slim body, gorgeous body,
• ap ammo (+ap) • blades* (+2harm) • Cool+3 Hard-1 Hot+1 Sharp+1 Weird=0 muscular body, or angular body.
• scoped (+far, or +1harm at far) • hidden (+in�nite) • Cool+3 Hard-1 Hot+2 Sharp=0 Weird-1
• big (+1harm) *counts as 2 options • Cool+3 Hard-2 Hot+1 Sharp+1 Weird+1 MOVES
• Cool+3 Hard=0 Hot+1 Sharp+1 Weird-1
You get all the basic moves. Choose 2
YOUR CUSTOM WEAPONS battlebabe moves.
GEAR You can use all the battle moves, but when you
You get: get the chance, look up standing overwatch,
• 2 custom weapons boarding a moving vehicle, and the
• oddments worth 4-barter subterfuge moves.
• fashion suitable to your look, including
at your option fashion worth 1-armor HX
or body armor worth 2-armor (you
detail) Everyone introduces their characters by
GEAR & BARTER name, look and outlook. Take your turn.
If you’d like to start play with a vehicle or
a prosthetic, get with the MC. List the other characters’ names.
Go around again for Hx. On your turn, ask
IMPROVEMENT the other players which of their characters
Whenever you roll a highlighted stat, you can trust.
and whenever you reset your Hx with • For the characters you can trust, write Hx-1.
someone, mark an experience circle. • For the characters you can’t trust, write
BARTER When you mark the 5 th , improve and Hx+3.
At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or erase. You are indifferent to what is safe, and drawn
won’t, tell the MC and answer her questions.
Each time you improve, choose one of the to what is not.
If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs: options. Check it off; you can’t choose it On the others’ turns, answer their questions
• Extort, raid, or rob a wealthy population. • Serve a wealthy NPC as a bodyguard. again. as you like.
• Execute a murder on behalf of a wealthy NPC. • Others, as you negotiate them.
At the end, choose one of the characters with
As a one-time expenditure, and very subject to availability, 1-barter might count for: a
the highest Hx on your sheet. Ask that player
night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; repair of a
which of your stats is most interesting, and
piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; the material costs for
highlight it. e MC will have you highlight a
crash resuscitation by a medic; a few sessions’ tribute to a warlord; a few sessions’ maintenance
second stat too.
and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into
almost anyone’s presence.
For better stuff, you should expect to make particular arrangements. You can’t just
wander around the commons of some hardhold with oddments ajangle and expect to �nd
hi-tech or luxe eternal.
Introducing
NAME —
LOOK THE BRAINER
Brainers are the weird psycho psychic mindfucks of Apocalypse World. ey have brain
control, puppet strings, creepy hearts, dead souls, and eyes like broken things. ey
stand in your peripheral vision and whisper into your head, staring. ey clamp lenses
over your eyes and read your secrets.
STATS MOVES ey’re just the sort of tasteful accoutrement that no well-appointed hardhold can do
do something
under �re
HX
help or interfere; session end
without.
BRAINER
come back with +1weird (max+3)
change to a new playbook
die
THE
BRAINER GEAR CREATING A BRAINER
implant syringe (tag hi-tech) To create your brainer, choose name, look, stats, moves, gear, and Hx.
After you’ve tagged someone, if a brainer move allows you to in�ict harm on them, in�ict
+1harm. NAME LOOK
brain relay (area close hi-tech) Smith, Jones, Jackson, Marsh, Lively, Man, woman, ambiguous, transgressing, or
For purposes of brainer moves, if someone can see your brain relay, they can see you. Burroughs, or Gritch. concealed.
receptivity drugs (tag hi-tech) Joyette, Iris, Marie, Amiette, Suselle, or High formal wear, clinical wear, fetish-
Tagging someone gives you +1hold if you then use a brainer move on them. Cybelle. bondage wear, or environmental wear
improper to the local environment.
violation glove (hand hi-tech) Pallor, Sin, Charmer, Pity, Brace, or
For purposes of brainer moves, mere skin contact counts as time and intimacy. Sundown. Scarred face, smooth face, pale face, bony face,
plump moist face, or sweet face.
pain-wave projector (1-harm ap area loud reload hi-tech) STATS
Goes off like a reusable grenade. Hits everyone but you. Soft eyes, dead eyes, deep eyes, caring eyes,
Choose one set: pale eyes, ruined eyes, or wet eyes.
deep ear plugs (worn hi-tech) • Cool+1 Hard+1 Hot-2 Sharp+1 Weird+2
Protects the wearer from all brainer moves and gear. • Cool=0 Hard=0 Hot+1 Sharp=0 Weird+2 Awkward angular body, soft body, slight body,
• Cool+1 Hard-2 Hot-1 Sharp+2 Weird+2 crippled body, or fat body.
HOLD • Cool+2 Hard-1 Hot-1 Sharp=0 Weird+2
MOVES
GEAR You get all the basic moves. Choose 2 brainer
You get: moves.
• 1 small fancy weapon
You can use all the battle moves, but when
• 2 brainer gear
you get the chance, look up keeping an eye
• oddments worth 8-barter
out, baiting a trap, and turning the tables.
GEAR & BARTER • fashion suitable to your look, including
at your option a piece worth 1-armor
(you detail) HX
Small fancy weapons: Everyone introduces their characters by
• silenced 9mm (2-harm close hi-tech) name, look and outlook. Take your turn.
• ornate dagger (2-harm hand valuable) List the other characters’ names.
• hidden knives (2-harm hand in�nite)
• scalpels (3-harm intimate hi-tech) Go around again for Hx. On your turn, ask 1,
• antique handgun (2-harm close reload 2 or all 3:
loud valuable) • Which one of you has slept in my presence
(knowingly or un-)?
If you’d like to start play with a vehicle or For that character, write Hx+2.
BARTER a prosthetic, get with the MC. • Which one of you have I been watching
At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or carefully, in secret?
won’t, tell the MC and answer her questions. IMPROVEMENT For that character, write Hx+2.
If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs: • Which one of you most evidently dislikes and
Whenever you roll a highlighted stat, distrusts me?
• Interrogate a warlord NPC’s prisoners. • Serve a wealthy NPC as kept brainer. and whenever you reset your Hx with
• Extort or blackmail a wealthy NPC. • Others, as you negotiate them. For that character, write Hx+3.
someone, mark an experience circle.
As a one-time expenditure, and very subject to availability, 1-barter might count for: a When you mark the 5 , improve and
th For everyone else, write Hx+1. You have weird
night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; repair of a erase. insights into everyone.
piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; the material costs for Each time you improve, choose one of the On the others’ turns, answer their questions
crash resuscitation by a medic; a few sessions’ tribute to a warlord; a few sessions’ maintenance options. Check it off; you can’t choose it as you like.
and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into again.
almost anyone’s presence. At the end, choose one of the characters with
the highest Hx on your sheet. Ask that player
For better stuff, you should expect to make particular arrangements. You can’t just which of your stats is most interesting, and
wander around the commons of some hardhold with oddments ajangle and expect to �nd highlight it. e MC will have you highlight a
hi-tech or luxe eternal. second stat too.
Introducing
NAME —
LOOK THE CHOPPER
Apocalypse World is all scarcity, of course it is. ere’s not enough wholesome food, not
enough untainted water, not enough security, not enough light, not enough electricity,
not enough children, not enough hope.
However, the Golden Age Past did leave us two things: enough gasoline, enough bullets.
STATS MOVES Come the end, I guess the fuckers didn’t need them like they thought they would.
So chopper, there you are. Enough for you.
do something
under �re
HX
help or interfere; session end
fucking discipline at all (2-harm gang small savage 1-armor). NAME LOOK
en, choose 2: Dog, Domino, T-bone, Stinky, Satan, Man, woman, ambiguous, or transgressing.
your gang consists of 30 or so violent bastards. Medium HARM ARMOR Lars, Bullet, Dice, Shit head, Half pint,
Combat biker wear, showy biker wear,
instead of small. Shooter, Diamond, Goldie, Tinker, Loose,
your gang’s well-armed. +1harm. scrounge biker wear, or S&M biker wear.
Baby, Juck, Hammer, Hooch, Snake eyes,
your gang’s well-armored. +1armor. +1harm vs smaller gangs, Pinkie, Wire, Blues. Weathered face, strong face, rugged face,
your gang’s well-disciplined. Drop savage. -1harm vs larger, per 1-size narrow face, or busted face.
your gang’s nomadic at heart, and able to maintain and difference.
repair its own bikes without a home base. It gets +mobile.
STATS Narrow eyes, scorched eyes, calculating eyes,
your gang’s self-sufficient, able to provide for itself by
TAGS Choose one set: weary eyes, or kind eyes.
raiding and scavenging. It gets +rich. • Cool+1 Hard+2 Hot-1 Sharp+1 Weird=0 Squat body, rangy body, wiry body, sturdy
• Cool+1 Hard+2 Hot+1 Sharp=0 Weird-1 body, or fat body.
And choose 1: • Cool+1 Hard+2 Hot=0 Sharp+1 Weird-1
your gang’s bikes are in bad shape and need constant • Cool+2 Hard+2 Hot-1 Sharp=0 Weird-1 MOVES
attention. Vulnerable: breakdown.
You get all the basic moves. You get both
your gang’s bikes are picky and high-maintenance.
Vulnerable: grounded.
GEAR chopper moves.
your gang’s loose-knit, with members coming and going as In addition to your bike and gang, you You can use all the battle moves, and probably
they choose. Vulnerable: desertion. get: will, but you gotta start somewhere. When
your gang is in signi�cant debt to someone powerful. • 2 no-nonsense weapons you get the chance, look up seize by force,
Vulnerable: obligation. • oddments worth 2-barter laying down �re, and the road war moves,
your gang is �lthy and unwell. Vulnerable: disease. • fashion suitable to your look, worth as well as the rules for how gangs in�ict and
1-armor or 2-armor (you detail) suffer harm.
GEAR & BARTER No-nonsense weapons: HX
• magnum (3-harm close reload loud)
• smg (2-harm close auto�re loud) Everyone introduces their characters by
• sawed-off (3-harm close reload messy) name, look and outlook. Take your turn.
• crowbar (2-harm hand messy)
List the other characters’ names.
• machete (3-harm hand messy)
• crossbow (2-harm close slow) Go around again for Hx. On your turn, ask 1,
• wrist crossbow (1-harm close slow) 2, or all 3:
• Which one of you used to ride with my gang?
If you’d like to start play with a
For that character, write Hx+1.
BARTER prosthetic, get with the MC.
• Which one of you �gures that you could take me
in a �ght, if it came to it?
At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or
won’t, tell the MC and answer her questions. IMPROVEMENT For that character, write Hx+2.
Whenever you roll a highlighted stat, • Which one of you once stood up to me, gang and
If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs: all?
• Extort, raid, or rob a wealthy population. • Serve a wealthy NPC as a bodyguard. and whenever you reset your Hx with
someone, mark an experience circle. For that character, write Hx+3.
• Execute a murder on behalf of a wealthy NPC. • Others, as you negotiate them.
When you mark the 5 th , improve and For everyone else, write Hx-1. You don’t really
As a one-time expenditure, and very subject to availability, 1-barter might count for: erase. care much about, y’know, people.
a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; repair
of a piece of hi-tech gear; a session’s hire of a violent individual as bodyguard or adjunct gang Each time you improve, choose one On the others’ turns, answer their questions
member; the material costs for crash resuscitation by a medic; a few sessions’ tribute to a of the options. Check it off; you can’t as you like.
warlord; a few sessions’ maintenance and repairs for a hi-performance vehicle well-used; bribes, choose it again.
At the end, choose one of the characters with
fees and gifts sufficient to get you into almost anyone’s presence. the highest Hx on your sheet. Ask that player
For better stuff, you should expect to make particular arrangements. You can’t just which of your stats is most interesting, and
wander around the commons of some hardhold with oddments ajangle and expect to �nd highlight it. e MC will have you highlight a
hi-tech or luxe eternal. second stat too.
Introducing
NAME —
LOOK THE DRIVER
Came the apocalypse, and the infrastructure of the Golden Age tore apart. Roads heaved
and split. Lines of life and communication shattered. Cities, cut off from one another,
raged like smashed anthills, then burned, then fell.
A few living still remember it: every horizon scorching hot with civilization in �ames,
STATS MOVES light to put out the stars and moon, smoke to put out the sun.
do something
under �re
HX
help or interfere; session end
In Apocalypse World the horizons are dark, and no roads go to them.
YOUR CAR
HARM — get a new driver move
SPEED HANDLING
countdown — get a new vehicle (you detail)
12 — get a garage (workspace, you detail) and crew
— get a move from another playbook
— get a move from another playbook ARMOR MASSIVE
9 3
— get +1 to any stat (max stat+3)
— retire your character (to safety)
6 — create a second character to play TAGS
stabilized — change your character to a new playbook
— choose 3 basic moves and advance them
when life becomes untenable: — advance the other 3 basic moves
come back with -1hard
come back with +1weird (max+3)
change to a new playbook
die
THE DRIVER
CARS CREATING A DRIVER
By default, your vehicle has speed=0, handling=0,
0-armor, and the massive rating of its frame.
FRAME To create your driver, choose name, look, stats, moves, gear, car, and Hx.
CAR #2
Bike (massive=0, 1 battle option) Lauren, Audrey, Farley, Sammy, Man, woman, ambiguous, or transgressing.
Compact, buggy (massive=1, 2 battle options) Katherine, Marilyn, James, Bridget, Paul,
Vintage wear, casual wear, utility wear,
Coupe, sedan, jeep, pickup, van, limo, 4x4, tractor Annette, Marlene, Frankie, Marlon, Kim,
leather wear, or showy scrounge wear.
(massive=2, 2 battle options) ARMOR MASSIVE Errol, or Humphrey.
Semi, bus, ambulance, construction/utility Handsome face, gorgeous face, stern face,
Phoenix, Mustang, Impala, Suv, Cougar,
(massive=3, 2 battle options) �ne-boned face, worn face, or crooked face.
Cobra, Dart, Gremlin, Grand Cherokee,
Strengths (choose 1 or 2): Fast, rugged, aggressive, TAGS Jag, or Beemer. Cool eyes, hooded eyes, hard eyes, sad eyes,
tight, huge, off-road, responsive, uncomplaining, cold eyes, or pale eyes.
capacious, workhorse, easily repaired. STATS Slim body, pudgy body, stocky body, solid
Looks (choose 1 or 2): Sleek, vintage, pristine, powerful, Choose one set: body, tall body, or strong body.
luxe, �ashy, muscular, quirky, pretty, handcrafted, • Cool+2 Hard-1 Hot+1 Sharp+1 Weird=0
spikes & plates, garish. • Cool+2 Hard=0 Hot+1 Sharp+1 Weird-1
• Cool+2 Hard+1 Hot-1 Sharp=0 Weird+1
MOVES
Weakness (choose 1 or 2): Slow, loud, lazy, sloppy, • Cool+2 Hard-2 Hot=0 Sharp+2 Weird+1 You get all the basic moves. Choose 2 driver
cramped, picky, guzzler, unreliable, rabbity. FRAME moves.
Battle options (choose according to frame): +1speed, GEAR You can use all the battle moves, but when you
+1handling, +1massive, +1armor.
You can double up on battle options if you choose. CAR #3 SPEED HANDLING In addition to your car, you get: get the chance, look up standing overwatch,
• 1 handy weapon the road war moves, and the rules for how
vehicles suffer harm.
GEAR & BARTER • oddments worth 4-barter
ARMOR MASSIVE • fashion suitable to your look (you
detail) HX
Handy weapons (choose 1): Everyone introduces their characters by name,
TAGS • .38 revolver (2-harm close reload loud) look and outlook. Take your turn.
• 9mm (2-harm close loud) List the other characters’ names.
• big knife (2-harm hand)
• sawed-off (3-harm close reload messy) Go around again for Hx. On your turn, ask 1,
• machete (3-harm hand messy) 2, or all 3:
• magnum (3-harm close reload loud) • Which one of you once got me out of some
serious shit?
If you’d like to start play with a For that character, write Hx+1.
BARTER prosthetic, get with the MC. • Which one of you has been with me for days on
At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or the road?
won’t, tell the MC and answer her questions. IMPROVEMENT For that character, write Hx+2.
Whenever you roll a highlighted stat, • Which one of you have I caught sometimes
If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs: staring out at the horizon?
• Serve a wealthy NPC as driver. • Serve a wealthy NPC as courier. and whenever you reset your Hx with
someone, mark an experience circle. For that character, write Hx+3.
• Others, as you negotiate them.
When you mark the 5 th , improve and For everyone else, write Hx-1. You aren’t
As a one-time expenditure, and very subject to availability, 1-barter might count for: a erase. naturally inclined to get too close to too many
night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; repair of a people.
piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; the material costs for Each time you improve, choose one
crash resuscitation by a medic; a few sessions’ tribute to a warlord; a few sessions’ maintenance of the options. Check it off; you can’t On the others’ turns, answer their questions
and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into choose it again. as you like.
almost anyone’s presence. At the end, choose one of the characters with
For better stuff, you should expect to make particular arrangements. You can’t just the highest Hx on your sheet. Ask that player
wander around the commons of some hardhold with oddments ajangle and expect to �nd which of your stats is most interesting, and
hi-tech or luxe eternal. highlight it. e MC will have you highlight a
second stat too.
Introducing
NAME —
LOOK THE GUNLUGGER
Apocalypse World is a mean, ugly, violent place. Law and society have broken down
completely. What’s yours is yours only while you can hold it in your hands. ere’s no
peace. ere’s no stability but what you carve, inch by inch, out of the concrete and dirt,
and then defend with murder and blood.
do something
under �re
HX
help or interfere; session end
SHARP highlight
IMPROVEMENT > >>improve
NOT TO BE FUCKED WITH: in battle, you count as a small gang, with harm and
armor according to your gear.
open your brain experience
— get +1cool (max cool+2) OTHER MOVES
— get +1sharp (max sharp+2)
— get +1weird (max weird+2)
WEIRD highlight
— get a new gunlugger move
— get a new gunlugger move
HARM — get a vehicle (you detail)
countdown — get a holding (you detail) and wealth
12 — get a gang (you detail) and pack alpha
— get a move from another playbook
— get a move from another playbook
9 3
— get +1 to any stat (max stat+3)
— retire your character (to safety) WEAPONS & ARMOR
6 — create a second character to play ARMOR
stabilized — change your character to a new playbook
— choose 3 basic moves and advance them
when life becomes untenable: — advance the other 3 basic moves
come back with -1hard
GUNLUGGER
come back with +1weird (max+3)
change to a new playbook
die
THE
WEAPONS HARM CREATING A GUNLUGGER
Fuck-off big guns (choose 1): When a character gets hurt, the player marks segments To create your gunlugger, choose name, look, stats, moves, gear, and Hx.
• silenced sniper ri�e (3-harm far in her harm countdown clock. Mark one full segment for
hi-tech) each 1-harm, starting with the segment 12:00 to 3:00. NAME LOOK
• mg (3-harm close/far area messy) Typically, when a character takes harm, it’s equal to the Vonk the Sculptor, Batty, Jonker, A.T., Man, woman, ambiguous, transgressing, or
• assault ri�e (3-harm close/far harm rating of the weapon, attack, or mishap, minus the Rue Wakeman, Navarre, Man, Kartak, concealed.
loud auto�re) armor rating of the character’s armor. is is called harm Barbarossa, Keeler, Grekkor, Crille,
• grenade launcher (4-harm close as established. Scrounged mismatched armor, battered old
Doom, or Chaplain.
area messy) armor, or custom homemade armor.
When you suffer harm, roll+harm suffered (after armor,
Rex, Fido, Spot, Boxer, Doberman, Trey,
Serious guns (choose 2): if you’re wearing any). On a 10+, the MC can choose 1: Scarred face, blunt face, bony face, dull face,
Killer, Butch, Fi�, Fluffy, Duke, Wolf,
• hunting ri�e (3-harm far loud) • You’re out of action: unconscious, trapped, incoherent or worn face, or blasted face.
panicked. Rover, Max, or Buddy.
• shotgun (3-harm close messy) Mad eyes, raging eyes, wise eyes, sad eyes,
• smg (2-harm close auto�re loud) • It’s worse than it seemed. Take an additional 1-harm.
• Choose 2 from the 7–9 list below.
STATS little piggy eyes, or cunning eyes.
• magnum (3-harm close reload
On a 7–9, the MC can choose 1:
loud) • You lose your footing. Choose one set: Hard body, stocky body, stringy body,
• grenade tube (4-harm close area • You lose your grip on whatever you’re holding. • Cool+1 Hard+2 Hot-1 Sharp+1 Weird=0 battered body, overbuilt body, compact body,
reload messy) • You lose track of someone or something you’re attending to. • Cool-1 Hard+2 Hot-2 Sharp+1 Weird+2 or huge body.
• ap ammo (ap) Add ap to all your • You miss noticing something important. • Cool+1 Hard+2 Hot-2 Sharp+2 Weird-1
guns. On a miss, the MC can nevertheless choose something • Cool+2 Hard+2 Hot-2 Sharp=0 Weird=0 MOVES
• silencer (hi-tech) Remove loud from the 7–9 list above. If she does, it’s instead of some You get all the basic moves. Choose 3
from any of your guns. of the harm you’re suffering, so you take -1harm. GEAR gunlugger moves.
Backup weapons (choose 1): When you in�ict harm on another player’s character, You get: You can use all the battle moves, and probably
• 9mm (2-harm close loud) the other character gets +1Hx with you (on their sheet) • 1 fuck-off big gun will, but you gotta start somewhere. When
• big-ass knife (2-harm hand) for every segment of harm you in�ict. If this brings them • 2 serious guns
to Hx+4, they reset to Hx+1 as usual, and therefore mark you get the chance, look up seize by force and
• machete (3-harm hand messy) • 1 backup weapon laying down �re.
experience.
• many knives (2-harm hand • armor worth 2-armor (you detail)
• oddments worth 2-barter
in�nite)
• grenades (4-harm hand area
When you hurt someone, they see you more clearly.
HX
If you’d like to start play with a vehicle or
reload messy) Everyone introduces their characters by name,
a prosthetic, get with the MC.
look and outlook. Take your turn.
GEAR & BARTER IMPROVEMENT List the other characters’ names.
Go around again for Hx. On your turn, ask 1,
Whenever you roll a highlighted stat, 2 or all 3:
and whenever you reset your Hx with • Which one of you once left me bleeding, and did
someone, mark an experience circle. nothing for me?
When you mark the 5 th , improve and For that character, write Hx-2.
erase. • Which one of you has fought shoulder to
BARTER Each time you improve, choose one of the shoulder with me?
At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or options. Check it off; you can’t choose it For that character, write Hx+2.
won’t, tell the MC and answer her questions. again. • Which one of you is prettiest and/or smartest?
For that character, write Hx+3.
If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs:
• Extort, raid, or rob a wealthy population. • Serve a wealthy NPC as a bodyguard. For everyone else, write Hx-1. You �nd no
• Execute a murder on behalf of a wealthy NPC. • Others, as you negotiate them. particular need to understand most people.
As a one-time expenditure, and very subject to availability, 1-barter might count for: a On the others’ turns, answer their questions
night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; repair of a as you like.
piece of hi-tech gear; the material costs for crash resuscitation by a medic; a few sessions’ tribute
At the end, choose one of the characters with
to a warlord; a few sessions’ maintenance and repairs for a hi-performance vehicle well-used;
the highest Hx on your sheet. Ask that player
bribes, fees and gifts sufficient to get you into almost anyone’s presence.
which of your stats is most interesting, and
For better stuff, you should expect to make particular arrangements. You can’t just highlight it. e MC will have you highlight a
wander around the commons of some hardhold with oddments ajangle and expect to �nd second stat too.
hi-tech or luxe eternal.
Introducing
NAME —
LOOK THE HARDHOLDER
ere is no government, no society, in Apocalypse World. When hardholders ruled whole
continents, when they waged war on the other side of the world instead of with the hold
across the burn-�at, when their armies numbered in the hundreds of thousands and they
had fucking boats to hold their fucking airplanes on, that was the golden age of legend.
Now, anyone with a concrete compound and a gang of gunluggers can claim the title.
STATS MOVES What other authority is there?
do something
under �re
HX
help or interfere; session end
SHARP highlight
IMPROVEMENT > >>improve
open your brain experience GEAR & BARTER
— get +1hard (max hard+3)
— get +1weird (max weird+2)
— get +1cool (max cool+2)
WEIRD highlight
— get +1hot (max hot+2)
— get +1sharp (max sharp+2)
HARM — choose a new option for your holding
countdown — choose a new option for your holding BARTER
12 — erase an option from your holding Your holding provides for your day-to-day living, so while you’re there governing it, you
— get a move from another playbook need not spend barter for your lifestyle at the beginning of the session.
— get a move from another playbook
9 3 When you give gifts, here’s what might count as a gift worth 1-barter: a month’s
— get +1 to any stat (max stat+3) hospitality, including a place to live and meals in common with others; a night in high luxury &
— retire your character to safety
company; any weapon, gear or fashion not valuable or hi-tech; repair of a piece of hi-tech gear
6 — create a second character to play
by your fave savvyhead or techso; a week’s bestowal of the protective companionship of one
stabilized — change your character to a new playbook
of your battlebabes, gunluggers, or gang members; a month’s maintenance and repairs for a
— choose 3 basic moves and advance them
hi-performance vehicle well-used; a half-hour’s worth of your undivided attention, in private
when life becomes untenable: — advance the other 3 basic moves
audience; or, of course, oddments worth 1-barter.
come back with -1hard
In times of abundance, your holding’s surplus is yours to spend personally as you see
HARDHOLDER
come back with +1weird (max+3)
�t. (Suppose that your citizen’s lives are the more abundant too, in proportion.) You can
change to a new playbook
die THE see what 1-barter is worth, from the above. For better stuff, be prepared to make unique
arrangements, probably by treating with another hardholder nearby.
HOLDING CREATING A HARDHOLDER
By default, your holding has: To create your hardholder, choose name, look, stats, moves, holding, and Hx.
75-150 souls.
for gigs, a mix of hunting, crude farming, and scavenging (surplus: 1-barter, want: hungry). NAME LOOK
a makeshift compound of concrete, sheet metal and rebar. Your gang gets +1armor when �ghting
in its defense. Nbeke, Allison, Kobe, Kreider, Tranh, Man, woman, ambiguous, or transgressing.
an armory of scavenged and makeshift weapons. Marco, Sadiq, Vega, Lang, Lin, or
Luxe wear, display wear, fetish wear, casual
a garage of 4 utility vehicles and 4 specialized battle vehicles (detail with the MC). Jackson.
wear, or junta wear.
a gang of about 40 violent bastards (2-harm gang medium unruly 1-armor). Madame, Barbecue, Grandma, Uncle,
Strong face, stern face, cruel face, soft face,
Choose 4: Parson, Barnum, Colonel, or Mother
aristocratic face, or gorgeous face.
your population is large, 200-300 souls. Surplus: +1barter, want: +disease. Superior.
your population is small, 50-60 souls. Want: anxiety instead of want: hungry. Cool eyes, commanding eyes, languid eyes,
for gigs, add lucrative raiding. Surplus: +1barter, want: +reprisals. STATS sharp eyes, forgiving eyes, or generous eyes.
for gigs, add protection tribute. Surplus: +1barter, want: +obligation.
Choose one set: Massive body, soft body, wiry body, fat body,
for gigs, add a manufactory. Surplus: +1barter, want: +idle.
for gigs, add a bustling, widely-known market commons. Surplus: +1barter, want: +strangers. • Cool-1 Hard+2 Hot+1 Sharp+1 Weird=0 tall spare body, or sensual body.
your gang is large instead of medium, 60 violent bastards or so. • Cool+1 Hard+2 Hot+1 Sharp+1 Weird-2
your gang is well-disciplined. Drop unruly. • Cool-2 Hard+2 Hot=0 Sharp+2 Weird=0 MOVES
your armory is sophisticated and extensive. Your gang gets +1harm. • Cool=0 Hard+2 Hot+1 Sharp-1 Weird+1
You get all the basic moves. You get both
your garage includes 7 battle vehicles, plus a couple more utility vehicles if you want them.
your compound is tall, deep and mighty, of stone and iron. Your gang gets +2armor when �ghting GEAR hardholder moves.
in its defense. In addition to your holding, detail your You can use all the battle moves, and probably
And choose 2: personal fashion. You can have, for your will, but you gotta start somewhere. When
your population is �lthy and unwell. Want: +disease. personal use, with the MC’s approval, you get the chance, look up seize by force
your population is lazy and drug-stupored. Want: +famine. a few pieces of non-specialized gear or and the rules for how gangs in�ict and suffer
your population is decadent and perverse. Surplus: -1barter, want: +savagery. weapons from any character playbook. harm.
your holding owes protection tribute. Surplus: -1barter, want: +reprisals.
your gang is small instead of medium, only 10-20 violent bastards.
If you’d like to start play with a vehicle or
a prosthetic, get with the MC.
HX
your gang is a pack of fucking hyenas. Want: +savagery. Everyone introduces their characters by
your armory is for shit. Your gang gets -1harm.
your garage is for shit. It has only 4 vehicles, and only 2 of them are suitable for battle. IMPROVEMENT name, look and outlook. Take your turn.
your compound is mostly tents, lean-tos and wooden walls. Your gang gets no armor bonus when Whenever you roll a highlighted stat, List the other characters’ names.
�ghting to defend it. and whenever you reset your Hx with Go around again for Hx. On your turn, ask
someone, mark an experience circle.
HOLDING When you mark the 5 th , improve and
either or both:
• Which one of you has been with me since before?
SIZE SURPLUS BARTER erase. For that character, write Hx+2.
Each time you improve, choose one of the • Which one of you has betrayed or stolen from
options. Check it off; you can’t choose it me?
For that character, write Hx+3.
GIGS WANT again.
For everyone else, write Hx+1. It’s in your
interests to know everyone’s business.
On the others’ turns, answer their questions
as you like.
GANG At the end, choose one of the characters with
the highest Hx on your sheet. Ask that player
SIZE TAGS which of your stats is most interesting, and
highlight it. e MC will have you highlight a
second stat too.
HARM ARMOR
+1harm vs smaller gangs,
-1harm vs larger, per 1-size difference.
Introducing
NAME —
LOOK THE HOCUS
Now it should be crystal fucking obvious that the gods have abandoned Apocalypse
World. Maybe in the golden age, with its one nation under god and its in god we trust,
maybe then the gods were real. Fucked if I know. All I know is that now they’re gone
daddy gone.
STATS MOVES My theory is that these weird hocus fuckers, when they say “the gods,” what they really
mean is the miasma left over from the explosion of psychic hate and desperation that
do something
under �re
HX
help or interfere; session end
gave Apocalypse World its birth. Friends, that’s our creator now.
MAESTRO DI MOVES
COOL highlight
You call this hot? when you do something under �re, roll+hot instead of roll+cool.
go aggro; A devil with a blade: when you use a blade to go aggro, roll+hot instead of roll+hard.
sucker someone; Fingers in every pie: put out the word that you want a thing—could be a person,
do battle could be somethin somethin, could even be just a thing—and roll+hot. On a 10+, it shows
up in your establishment for you, like magic. On a 7-9, well, your people make an effort
HARD highlight
and everybody wants to please you and close is close, right? On a miss, it shows up in
seduce or your establishment for you with strings wicked attached.
manipulate MAESTRO DI SPECIAL Everybody eats, even that guy: when you want to know something about someone
If you hook another character up—with sex, with important (your call), roll+hot. On a hit, you can ask the MC questions. On a 10+, ask 3.
food, with somethin somethin, whatever—it counts On a 7-9, ask 1:
HOT highlight as having sex with them. • How are they doing? what’s up with them?
• Who do they know, like and/or trust?
• What or who do they love best?
• When next should I expect to see them?
read a sitch; • How could I get to them, physically or emotionally?
read a person On a miss, ask 1 anyway, but they hear about your interest in them.
Just give me a motive: name somebody who might conceivably eat, drink, or
SHARP highlight
IMPROVEMENT > >>improve otherwise ingest something you’ve touched. If it’s an NPC, roll+hard; a PC, roll+Hx. On
a 10+, they do, and suffer 4-harm (ap) sometime during the next 24 hours. On a 7-9, it’s
open your brain experience 2-harm (ap). On a miss, some several people of the MC’s choice, maybe including your guy
— get +1hot (max hot+3) maybe not, get it, and all suffer 3-harm (ap).
— get +1cool (max cool+2)
CAST& CREW GEAR & BARTER • Which of you do I �nd most attractive?
For those characters, write Hx+2. IMPROVEMENT
• Which one of you is my favorite? Whenever you roll a highlighted stat, and
For that character, write Hx+3. whenever you reset your Hx with someone,
For everyone else, write Hx+1. It’s your mark an experience circle. When you mark
business to see people clearly. the 5 th , improve and erase.
On the others’ turns, answer their Each time you improve, choose one of the
questions as you like. options. Check it off; you can’t choose it
again.
At the end, choose one of the characters
with the highest Hx on your sheet. Ask
that player which of your stats is most
interesting, and highlight it. e MC will
have you highlight a second stat too.
Your cast & crew can consist entirely of the
other players’ characters, with their agreement,
or entirely of NPCs, or any mix. If it includes
any NPCs, sketch them out—names and 1-line
descriptions—with the MC. Make sure they suit
your establishment’s scene.
Introducing
NAME —
LOOK THE SAVVYHEAD
If there’s one fucking thing you can count on in Apocalypse World, it’s: things break.
STATS MOVES
do something
under �re
HX
help or interfere; session end
SAVVYHEAD MOVES
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 7–9, ask 1:
COOL highlight • Who handled this last before me?
• Who made this?
go aggro; • What strong emotions have been most recently nearby this?
sucker someone; • What words have been said most recently nearby this?
do battle
• What has been done most recently with this, or to this?
• What’s wrong with this, and how might I �x it?
HARD highlight
seduce or
SAVVYHEAD SPECIAL Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom and
missed the roll.
manipulate If you and another character have sex, they
automatically speak to you, as though they were a Bonefeel: at the beginning of the session, roll+weird. On a 10+, hold 1+1. On a 7–9,
thing and you’d rolled a 10+, whether you have the hold 1. At any time, either you or the MC can spend your hold to have you already be
there, with the proper tools and knowledge, with or without any clear explanation why.
HOT highlight move or not. e other player and the MC will answer
your questions between them. If your hold was 1+1, take +1forward now. On a miss, the MC holds 1, and can spend it to
read a sitch; have you be there already, but somehow pinned, caught or trapped.
read a person Otherwise, that move never works on people, only
things. Oftener right: when a character comes to you for advice, tell them what you honestly
think the best course is. If they do it, they take +1 to any rolls they make in the doing,
SHARP highlight IMPROVEMENT > >>improve
experience
and you mark an experience circle.
Reality’s fraying edge: some component of your workspace, or some arrangement of
open your brain components, is uniquely receptive to the world’s psychic maelstrom (+augury). Choose
— get +1cool (max cool+2)
and name it, or else leave it for the MC to reveal during play.
— get +1hard (max hard+2)
— get +1sharp (max sharp+2) Spooky intense: when you do something under �re, stand overwatch, or bait a trap,
WEIRD highlight — get a new savvyhead move
— get a new savvyhead move
roll+weird instead of roll+cool.
Deep insights: you get +1weird (weird+3).
HARM — get a gang (you detail) for security, and leadership
— add 2 options to your workspace
countdown
12 — add life support to your workspace, and now you can
work on people there too OTHER MOVES
— get a move from another playbook
9 3 — get a move from another playbook
— get +1 to any stat (max stat+3)
— retire your character to safety
6 — create a second character to play
stabilized — change your character to a new playbook
— choose 3 basic moves and advance them
when life becomes untenable:
— advance the other 3 basic moves
come back with -1hard
SAVVYHEAD
come back with +1weird (max+3)
change to a new playbook
die
THE
WORKSPACE CREATING A SAVVYHEAD
Choose which of the following your workspace includes. Choose 3: a garage, a darkroom, To create your savvyhead, choose name, look, stats, moves, workspace, projects, and Hx.
a controlled growing environment, skilled labor (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.
NAME LOOK
Leah, Joshua, Tai, Ethan, Bran, Jeremy, Man, woman, ambiguous, or transgressing.
When you go into your workspace and dedicate yourself to making a thing, or to getting
Amanuel, Justin, Jessica, Eliza, Dylan,
to the bottom of some shit, decide what and tell the MC. e MC will tell you “sure, no Utility wear plus tech, scrounge wear plus
Adnan, Alan, Nils, Ellen, Lee, Kim, Adele
problem, but…” and then 1 to 4 of the following: tech, vintage wear plus tech, tech wear.
• It’s going to take hours/days/weeks/months of work. Leone, Burdick, Oliver, Goldman,
• First you’ll have to get/build/�x/�gure out —— . Plain face, pretty face, open face, or expressive
Whiting, Fauci, Hoss�eld, Lemma,
• You’re going to need —— to help you with it. face.
Morrell, Ozair, Robinson, Lemieux,
• It’s going to cost you a fuckton of jingle. Whitmont, Cullen, Spector Squinty eyes, calm eyes, dancing eyes, quick
• e best you’ll be able to do is a crap version, weak and unreliable. eyes, or appraising eyes.
• It’s going to mean exposing yourself (plus colleagues) to serious danger. STATS
• You’re going to have to add —— to your workplace �rst. Fat body, slight body, hunched body, wiry
• It’s going to take several/dozens/hundreds of tries. Choose one set: body, stumpy body, or strange body.
• You’re going to have to take —— apart to do it. • Cool-1 Hard=0 Hot+1 Sharp+1 Weird+2
e MC might connect them all with “and,” or might throw in a merciful “or.”
• Cool=0 Hard-1 Hot-1 Sharp+2 Weird+2
• Cool+1 Hard-1 Hot=0 Sharp+1 Weird+2
MOVES
Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing • Cool+1 Hard+1 Hot-1 Sharp=0 Weird+2 You get all the basic moves. Choose 2
itself. e MC will stat it up, or spill, or whatever it calls for. savvyhead moves.
GEAR You can use all the battle moves, but when you
PROJECTS In addition to your workspace, detail
get the chance, look up keeping an eye out,
baiting a trap, and turning the tables, as
your personal fashion. You have
well as the rules for how vehicles suffer harm.
oddments worth 6-barter, and any
personal piece or three of normal gear or
weaponry. HX
If you’d like to start play with a vehicle or Everyone introduces their characters by
a prosthetic, get with the MC. name, look and outlook. Take your turn.
GEAR & BARTER List the other characters’ names.
PROJECTS Go around again for Hx. On your turn, ask
During play, it’s your job to have your either or both:
character start and pursue projects. ey • Which of you is the most strange?
can be any projects you want, both long For those characters, write Hx+1.
BARTER term and short-. Begin by thinking up
the project you’re working on this very
• Which one of you is the biggest potential
problem?
At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or morning, as play begins. For that character, write Hx+2.
won’t, tell the MC and answer her questions.
For everyone else, write Hx-1. You’ve got other
If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs: IMPROVEMENT stuff to do and other stuff to learn.
• Maintain a wealthy NPC’s �nicky or fragile tech. • Conduct research for a wealthy NPC.
• Repair a wealthy NPC’s hi-tech equipment. • Others, as you negotiate them. Whenever you roll a highlighted stat, On the others’ turns, answer their questions
and whenever you reset your Hx with as you like.
As a one-time expenditure, and very subject to availability, 1-barter might count for: a someone, mark an experience circle.
night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; a session’s When you mark the 5 th , improve and At the end, choose one of the characters with
hire of a violent individual as bodyguard; a few sessions’ hire of simple labor; the material erase. the highest Hx on your sheet. Ask that player
costs for crash resuscitation by a medic; a few sessions’ tribute to a warlord; a few sessions’ which of your stats is most interesting, and
maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient Each time you improve, choose one of the highlight it. e MC will have you highlight a
to get you into almost anyone’s presence. options. Check it off; you can’t choose it second stat too.
again.
For better stuff, you should expect to make particular arrangements. You can’t just
wander around the commons of some hardhold with oddments ajangle and expect to �nd
hi-tech or luxe eternal.
Introducing
NAME —
LOOK THE SKINNER
Even in the �lth of Apocalypse World, there’s food that isn’t death on a spit, music that
isn’t shrieking hyenas, thoughts that aren’t afraid, bodies that aren’t used meat, sex that
isn’t rutting, dancing that’s real. ere are moments that are more than stench, smoke,
rage and blood.
STATS MOVES Anything beautiful left in this ugly ass world, skinners hold it. Will they share it with
you? What do you offer them?
do something
under �re
HX
help or interfere; session end
SKINNER MOVES
COOL highlight Breathtaking: you get +1hot (hot+3).
go aggro; Lost: when you whisper someone’s name to the world’s psychic maelstrom, roll+weird.
sucker someone; On a hit, they come to you, with or without any clear explanation why. On a 10+, take
do battle +1forward against them. On a miss, the MC will ask you 3 questions; answer them
truthfully.
HARD highlight
Artful & gracious: when you perform your chosen art—any act of expression or
seduce or culture—or when you put its product before an audience, roll+hot. On a 10+, spend 3. On
manipulate SKINNER SPECIAL a 7–9, spend 1. Spend 1 to name an NPC member of your audience and choose one:
• is person must meet me.
If you and another character have sex, choose one:
• You take +1 forward and so do they. • is person must have my services.
HOT highlight • You take +1 forward; they take -1.
• ey must give you a gift worth at least 1-barter.
• is person loves me.
• is person must give me a gift.
read a sitch; • You can hypnotize them as though you’d rolled a • is person admires my patron.
read a person 10+, even if you haven’t chosen to get the move. On a miss, you gain no bene�t, but suffer no harm or lost opportunity. You simply
perform very well.
SHARP highlight
IMPROVEMENT > >>improve An arresting skinner: when you remove a piece of clothing, your own or someone
else’s, no one who can see you can do anything but watch. You command their absolute
open your brain experience
attention. If you choose, you can exempt individual people, by name.
— get +1cool (max cool+2)
Hypnotic: when you have time and solitude with someone, they become �xated upon
— get +1cool (max cool+2)
— get +1hard (max hard+2)
you. Roll+hot. On a 10+, hold 3. On a 7–9, hold 2. ey can spend your hold, 1 for 1, by:
WEIRD highlight
— get +1sharp (max sharp+2)
• Giving you something you want.
• Acting as your eyes and ears.
— get a new skinner move
HARM — get a new skinner move • Fighting to protect you.
• Doing something you tell them to.
countdown — get an establishment (you detail)
12 — get followers (you detail) and fortunes For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any
— get a move from another playbook time you like you can spend your hold, 1 for 1:
— get a move from another playbook • ey distract themselves with the thought of you. ey’re acting under �re.
9 3 • ey inspire themselves with the thought of you. ey take +1 right now.
— get +1 to any stat (max stat+3) On a miss, they hold 2 over you, on the exact same terms.
— retire your character to safety
— create a second character to play
6
stabilized — change your character to a new playbook OTHER MOVES
— choose 3 basic moves and advance them
when life becomes untenable: — advance the other 3 basic moves
come back with -1hard
SKINNER
come back with +1weird (max+3)
change to a new playbook
die
THE
SKINNER GEAR CREATING A SKINNER
Gracious weapons (choose 1): To create your skinner, choose name, look, stats, moves, gear, and Hx.
sleeve pistol (2-harm close reload loud)
ornate dagger (2-harm hand valuable) NAME LOOK
hidden knives (2-harm hand in�nite)
ornate sword (3-harm hand valuable) October, Venus, Mercury, Dune, Shade, Man, woman, ambiguous, transgressing, or
antique handgun (2-harm close reload loud valuable) Heron, Plum, Orchid, Storm, Dusk, Sword, androgyne.
Midnight, Hide, Frost, Lawn, June, Icicle,
Display wear, showy scrounge wear, luxe
Luxe gear (choose 2): Tern, Lavender, Spice, Gazelle, Lion,
antique coins (worn valuable) wear, fetish wear, or casual wear.
Peacock, or Grace.
Drilled with holes for jewelry. Striking face, sweet face, strange face, cute
eyeglasses (worn valuable)
You may use these for +1sharp when your eyesight matters, but if you do, without them you get
STATS face, or beautiful face.
-1sharp when your eyesight matters. Choose one set: Laughing eyes, mocking eyes, dark eyes,
long gorgeous coat (worn valuable) • Cool+1 Hard-1 Hot+2 Sharp+1 Weird=0 shadowed eyes, troubled eyes, arresting
spectacular tattoos (implanted) • Cool=0 Hard=0 Hot+2 Sharp=0 Weird+1 eyes, bright eyes, or cool eyes.
skin & hair kit (applied valuable) • Cool-1 Hard=0 Hot+2 Sharp+2 Weird-1 Strong hands, expressive hands, quick
Soaps, ochres, paints, creams, salves. Using it lets you take +1hot forward. • Cool+1 Hard+1 Hot+2 Sharp+1 Weird-2 hands, calloused hands, or steady hands.
a pet (valuable alive)
Your choice and yours to detail. Slim body, toned body, fat body, unnatural
MOVES body, young body, or lush body.
GEAR & BARTER You get all the basic moves. Choose 2
skinner moves. HX
You can use all the battle moves, but when Everyone introduces their characters by
you get the chance, look up standing name, look and outlook. Take your turn.
overwatch, keeping an eye out, baiting a
trap, and turning the tables. List the other characters’ names.
Go around again for Hx. On your turn, ask
GEAR 1, 2, or all 3:
• Which one of you is my friend?
You get:
BARTER • 1 gracious weapon
For that character, write Hx+2.
• Which one of you is my lover?
At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or • 2 luxe gear For that character, write Hx+1.
won’t, tell the MC and answer her questions. • oddments worth 2-barter • Which one of you is in love with me?
If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs: • fashion suitable to your look (you detail) For that character, write Hx-1.
• Perform for a public audience. • Perform for a private audience. If you’d like to start play with a vehicle or a For everyone else, write Hx+1 or Hx-1, as
• Appear at the side of a wealthy NPC. • Others, as you negotiate them. prosthetic, get with the MC. you choose.
As a one-time expenditure, and very subject to availability, 1-barter might count for: a On the others’ turns, answer their questions
night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; repair of a IMPROVEMENT as you like.
piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; the material costs for Whenever you roll a highlighted stat, and
crash resuscitation by a medic; a few sessions’ tribute to a warlord; a few sessions’ maintenance At the end, choose one of the characters
whenever you reset your Hx with someone, with the highest Hx on your sheet. Ask
and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into mark an experience circle. When you mark
almost anyone’s presence. that player which of your stats is most
the 5 th , improve and erase. interesting, and highlight it. e MC will
For better stuff, you should expect to make particular arrangements. You can’t just Each time you improve, choose one of the have you highlight a second stat too.
wander around the commons of some hardhold with oddments ajangle and expect to �nd options. Check it off; you can’t choose it
hi-tech or luxe eternal. again.
APOCALYPSE WORLD BASIC MOVES
DO SOMETHING UNDER FIRE READ A SITCH
When you do something under �re, or dig in to endure �re, roll+cool. On a 10+, When you read a charged situation, roll+sharp. On a hit, you can ask the MC
you do it. On a 7–9, you �inch, hesitate, or stall: the MC can offer you a worse questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3.
outcome, a hard bargain, or an ugly choice. On a miss, be prepared for the worst. On a 7–9, ask 1:
• Where’s my best escape route / way in / way past?
• Which enemy is most vulnerable to me?
GO AGGRO ON SOMEONE • Which enemy is the biggest threat?
When you go aggro on someone, roll+hard. On a 10+, they have to choose: • What should I be on the lookout for?
• Force your hand and suck it up. • What’s my enemy’s true position?
• Cave and do what you want. • Who’s in control here?
On a 7–9, they can choose 1 of the above, or 1 of the following: On a miss, ask 1 anyway, but be prepared for the worst.
• Get the hell out of your way.
• Barricade themselves securely in.
• Give you something they think you want, or tell you what you want to hear. READ A PERSON
• Back off calmly, hands where you can see. When you read a person in a charged interaction, roll+sharp. On a 10+, hold 3.
On a miss, be prepared for the worst. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask their
player questions, 1 for 1:
• Is your character telling the truth?
SUCKER SOMEONE • What’s your character really feeling?
When you attack someone unsuspecting or helpless, ask the MC if you could • What does your character intend to do?
miss. If you could, treat it as going aggro, but your victim has no choice to cave and • What does your character wish I’d do?
do what you want. If you couldn’t, you simply in�ict harm as established. • How could I get your character to —?
On a miss, ask 1 anyway, but be prepared for the worst.
DO BATTLE
When you’re in battle, you can bring the battle moves into play. OPEN YOUR BRAIN TO THE WORLD’S PSYCHIC MAELSTROM
When you open your brain to the world’s psychic maelstrom, roll+weird. On a
hit, the MC tells you something new and interesting about the current situation,
SEDUCE OR MANIPULATE SOMEONE and might ask you a question or two; answer them. On a 10+, the MC gives you good
When you try to seduce, manipulate, bluff, fast-talk, or lie to someone, tell
detail. On a 7–9, the MC gives you an impression. If you already know all there is to
them what you want them to do, give them a reason, and roll+hot. For NPCs: on a
know, the MC will tell you that. On a miss, be prepared for the worst.
10+, they’ll go along with you, unless or until some fact or action betrays the reason
you gave them. On a 7–9, they’ll go along with you, but they need some concrete
assurance, corroboration, or evidence �rst. For PCs: on a 10+, both. On a 7–9, LIFESTYLE AND GIGS
choose 1: At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t
• If they go along with you, they mark experience. or won’t, tell the MC and answer her questions. If you need jingle during a session,
• If they refuse, erase one of their stat highlights for the remainder of the session. tell the MC you’d like to work a gig.
What they do then is up to them.
On a miss, for either NPCs or PCs, be prepared for the worst.
SESSION END
At the end of every session, choose a character who knows you better than they
HELP OR INTERFERE WITH SOMEONE used to. If there’s more than one, choose one at your whim. Tell that player to add
When you help or interfere with someone who’s making a roll, roll+Hx. On a 10+, +1 to their Hx with you on their sheet. If this brings them to Hx+4, they reset
they take +2 (help) or -2 (interfere) to their roll. On a 7–9, they take +1 (help) or -1 to Hx+1 (and therefore mark experience). If no one knows you better, choose a
(interfere) to their roll. On a miss, be prepared for the worst. character who doesn’t know you as well as they thought, or choose any character
at your whim. Tell that player to take -1 to their Hx with you on their sheet. If this
brings them to Hx -3, they reset to Hx=0 (and therefore mark experience).
APOCALYPSE WORLD PERIPHERAL MOVES
HARM AND HEALING MOVES INSIGHT
When you suffer harm, roll+harm suffered (after armor, if you’re wearing any). On When you are able to go to someone for insight, ask them what they think your
a 10+, the MC can choose 1: best course is, and the MC will tell you. If you pursue that course, take +1 to any
• You’re out of action: unconscious, trapped, incoherent or panicked. rolls you make in the pursuit. If you pursue that course but don’t accomplish your
• It’s worse than it seemed. Take an additional 1-harm. ends, you mark experience.
• Choose 2 from the 7–9 list below.
On a 7–9, the MC can choose 1:
• You lose your footing. AUGURY
• You lose your grip on whatever you’re holding. When you are able to use something for augury, roll+weird. On a hit, you can
• You lose track of someone or something you’re attending to. choose 1:
• You miss noticing something important. • Reach through the world’s psychic maelstrom to something or someone connected to it.
On a miss, the MC can nevertheless choose something from the 7–9 list above. • Isolate and protect a person or thing from the world’s psychic maelstrom.
If she does, though, it’s instead of some of the harm you’re suffering, so you take • Isolate and contain a fragment of the world’s psychic maelstrom itself.
-1harm. • Insert information into the world’s psychic maelstrom.
• Open a window into the world’s psychic maelstrom.
When you in�ict harm on another player’s character, the other character gets By default, the effect will last only as long as you maintain it, will reach only
+1Hx with you (on their sheet) for every segment of harm you in�ict. If this brings shallowly into the world’s psychic maelstrom as it is local to you, and will bleed
them to Hx+4, they reset to Hx+1 as usual, and therefore mark experience. instability. On a 10+, choose 2; on a 7–9, choose 1:
• It’ll persist (for a while) without your actively maintaining it.
When you heal another player’s character’s harm, you get +1Hx with them (on • It reaches deep into the world’s psychic maelstrom.
your sheet) for every segment of harm you heal. If this brings you to Hx+4, you • It reaches broadly throughout the world’s psychic maelstrom.
reset to Hx+1 as usual, and therefore mark experience. • It’s stable and contained, no bleeding.
On a miss, whatever bad happens, your antenna takes the brunt of it.
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 legitimately get
this way. On a 10+ it comes to you, no strings attached. On a 7–9 it comes to you,
or something pretty close. On a miss, it comes to you, but with strings very much
attached.
APOCALYPSE WORLD BATTLE MOVES
EXCHANGING HARM TACTICAL AND SUPPORT MOVES
When you exchange harm, both sides simultaneously in�ict and suffer harm as When you lay down �re, roll+hard. On a 10+, choose 3. On a 7–9, choose 2. On a
established: miss, choose 1:
• You in�ict harm equal to the harm rating of your weapon, minus the armor rating of • You provide covering �re, allowing another character to move or act freely.
your enemy’s armor. • You provide supporting �re, giving another PC +1choice to their own battle move.
• You suffer harm equal to the harm rating of your enemy’s weapon, minus the armor • You provide suppressing �re, denying another character to move or act freely. (If a PC,
rating of your own armor. they may still act under �re.)
• You take an opportune shot, in�icting harm (but -1harm) on an enemy within your
reach.
SEIZE BY FORCE
To seize something by force, exchange harm, but �rst roll+hard. On a 10+, choose When you stand overwatch for an ally, roll+cool. On a hit, if anyone attacks or
3. On a 7–9, choose 2. On a miss, choose 1: interferes with your ally, you attack them and in�ict harm as established, as well as
• You in�ict terrible harm (+1harm). warning your ally. On a 10+, choose 1:
• You suffer little harm (-1harm). • …And you in�ict your harm before they can carry out their attack or interference.
• You take de�nite and undeniable control of it. • …And you in�ict terrible harm (+1harm).
• You impress, dismay, or frighten your enemy. On a miss, you are able to warn your ally but not attack your enemy.
Variations When you keep an eye out for what’s coming, roll+sharp. On a 10+, hold 3. On a
• To assault a secure position, roll to seize by force, but instead of choosing to take 7–9, hold 2. On a miss, hold 1. During the battle, spend your hold, 1 for 1, to ask the
de�nite control of it, you can choose to force your way into your enemy’s position. MC what’s coming and choose 1:
• To keep hold of something you have, roll to seize by force, but instead of choosing to • Direct a PC ally’s attention to an enemy. If they make a battle move against that enemy,
take de�nite control, you can choose to keep de�nite control of it. they get +1choice to their move.
• To �ght your way free, roll to seize by force, but instead of choosing to take de�nite • Give a PC ally an order, instruction, or suggestion. If they do it, they get +1 to any rolls
control, you can choose to win free and get away. they make in the effort.
• To defend someone else from attack, roll to seize by force, but instead of choosing to • Direct any ally’s attention to an enemy. If they attack that enemy, they in�ict +1harm.
take de�nite control, you can choose to protect them from harm. • Direct any ally’s attention to a danger. ey take -1harm from that danger.
When you’re the mouse, roll+cool. On a 10+, you escape clean and leave your
hunter hunting. On a 7–9, your hunter catches you out, but only after you’ve led
them to a place of your choosing; say where. On a miss, your hunter catches you out
and the MC says where.
When it’s not certain whether you’re the cat or the mouse, roll+sharp. On a hit,
you decide which you are. On a 10+, you take +1forward as well. On a miss, you’re
the mouse.
APOCALYPSE WORLD ROAD WAR MOVES LCREATING VEHICLES
BOARD A MOVING VEHICLE CREATING A VEHICLE
To board a moving vehicle, roll+cool, minus its speed. To board one moving vehicle By default, your vehicle has speed=0, handling=0, 0-armor, and the massive rating
from another, roll+cool, minus the difference between their speeds. On a 10+, you’re of its frame.
on and you made it look easy. Take +1forward. On a 7–9, you’re on, but jesus. On a
miss, the MC chooses: you’re hanging on for dear life, or you’re down and good luck Choose its frame:
to you. • Bike (massive=0, 1 battle option)
• Compact, buggy (massive=1, 2 battle options)
• Coupe, sedan, jeep, pickup, van, limo, 4x4, farm tractor (massive=2, 2 battle options)
OUTDISTANCE ANOTHER VEHICLE • Semi, bus, ambulance, construction/utility (massive=3, 2 battle options)
When you try to outdistance another vehicle, roll+cool, modi�ed by the vehicles’
relative speed. On a 10+, you outdistance them and break away. On a 7–9, choose 1: Strengths (choose 1 or 2): Fast, rugged, aggressive, tight, huge, off-road,
• You outdistance them and break away, but your vehicle suffers 1-harm ap from the responsive, uncomplaining, capacious, workhorse, easily repaired.
strain.
• You don’t escape them, but you can go to ground in a place you choose. Looks (choose 1 or 2): Sleek, vintage, pristine, powerful, luxe, �ashy, muscular,
• ey overtake you, but their vehicle suffers 1-harm ap from the strain. quirky, pretty, handcrafted, spikes & plates, garish, cobbled-together, hardworked.
On a miss, your counterpart chooses 1 against you.
Weakness (choose 1 or 2): Slow, loud, lazy, sloppy, cramped, picky, guzzler,
unreliable, rabbity, temperamental.
OVERTAKE ANOTHER VEHICLE
When you try to overtake another vehicle, roll+cool, modi�ed by the vehicles’ Battle options (choose according to frame): +1speed, +1handling, +1massive,
relative speed. On a 10+, you overtake them and draw alongside. On a 7–9, choose 1: +1armor. You can double up if you choose.
• You overtake them, but your vehicle suffers 1-harm ap the same.
• You don’t overtake them, but you can drive them into a place you choose.
• ey outdistance you, but their vehicle suffers 1-harm ap the same.
CREATING A SPECIALIZED BATTLE VEHICLE
Create the vehicle as normal, and then choose 2:
On a miss, your counterpart chooses 1 against you.
• +1 battle option (+1speed, +1handling, +1massive, or +1armor)
• Mounted machine guns (3-harm close/far area messy)
DEAL WITH BAD TERRAIN • Mounted grenade launcher (4-harm close area messy)
When you have to deal with bad terrain, roll+cool, plus your vehicle’s handling. • Ram or ramming spikes (as a weapon, vehicle in�icts +1harm)
On a 10+, you �y through untouched. On a 7–9, choose 1: • Mounted 50cal mg (5-harm far area messy)
• You slow down and pick your way forward. • Mounted boarding platform or harness (+1 to attempts to board another vehicle from
• You push too hard and your vehicle suffers harm as established. this one)
• You ditch out and go back or try to �nd another way.
On a miss, the MC chooses 1 for you; the others are impossible.
Whether harm blows through to a vehicle’s driver and passengers, doesn’t blow
through, or just hits them too without having to blow through, depends on the
MC’s judgment of the circumstances and the vehicle.
APOCALYPSE WORLD CHARACTER MOVES L1
CHARACTER MOVES BY STAT
A devil with a blade [maestro d’] Oftener right [savvyhead] COOL WEIRD
An arresting skinner [skinner] Pack alpha [chopper] Eye on the door [driver] Bonefeel [savvyhead]
Artful & gracious [skinner] Perfect instincts [battlebabe] Ice cold [battlebabe] Casual brain receptivity [brainer]
Battle�eld grace [angel] Prepared for the inevitable Reputation [driver] Charismatic [hocus]
Battle�eld instincts [gunlugger] [gunlugger] Weather eye [driver] Deep brain scan [brainer]
Battle-hardened [gunlugger] Preternatural at-will brain Deep insights [savvyhead]
Bloodcrazed [gunlugger] attunement [brainer] Direct brain-whisper projection
Bonefeel [savvyhead] Professional compassion [angel] HARD
Battle�eld instincts [gunlugger] [brainer]
Breathtaking [skinner] Reality’s fraying edge [savvyhead] Frenzy [hocus]
Casual brain receptivity [brainer] Reputation [driver] Battle-hardened [gunlugger]
Fuck this shit [gunlugger] Fucking wacknut [hocus]
Charismatic [hocus] Seeing souls [hocus] Healing touch [angel]
Collector [driver] Sixth sense [angel] Fucking thieves [chopper]
Insano like Drano [gunlugger] In-brain puppet strings [brainer]
Combat driver [driver] Spooky intense [savvyhead] Lost [skinner]
Dangerous & sexy [battlebabe] ings speak [savvyhead] Just give me a motive [maestro d’]
Leadership [hardholder] Preternatural at-will brain
Daredevil [driver] Touched by death [angel] attunement [brainer]
Deep brain scan [brainer] Unnatural lust trans�xion [brainer] Pack alpha [chopper]
Wealth [hardholder] Seeing souls [hocus]
Deep insights [savvyhead] Visions of death [battlebabe] Spooky intense [savvyhead]
Direct brain-whisper projection Wealth [hardholder] ings speak [savvyhead]
[brainer] Weather eye [driver] HOT Touched by death [angel]
Divine Protection [hocus] You call this hot? [maestro d’] A devil with a blade [maestro d’] Unnatural lust trans�xion [brainer]
Everybody eats, even that guy Artful & gracious [skinner]
[maestro d’] Breathtaking [skinner]
Eye on the door [driver] Dangerous & sexy [battlebabe] NO STAT
Fingers in every pie [maestro d’] Everybody eats, even that guy An arresting skinner [skinner]
Fortunes [hocus] [maestro d’] Battle�eld grace [angel]
Frenzy [hocus] Fingers in every pie [maestro d’] Bloodcrazed [gunlugger]
Fuck this shit [gunlugger] Hypnotic [skinner] Collector [driver]
Fucking thieves [chopper] You call this hot? [maestro d’] Combat driver [driver]
Fucking wacknut [hocus] Daredevil [driver]
Healing touch [angel] Divine Protection [hocus]
Hypnotic [skinner]
SHARP Fortunes [hocus]
Perfect instincts [battlebabe] Impossible re�exes [battlebabe]
Ice cold [battlebabe]
Professional compassion [angel] In�rmary [angel]
Impossible re�exes [battlebabe]
Sixth sense [angel] Merciless [battlebabe]
In-brain puppet strings [brainer]
In�rmary [angel] My other car is a tank [driver]
Insano like Drano [gunlugger] NOT TO BE FUCKED WITH [gunlugger]
Just give me a motive [maestro d’] Oftener right [savvyhead]
Leadership [hardholder] Prepared for the inevitable
Lost [skinner] [gunlugger]
Merciless [battlebabe] Reality’s fraying edge [savvyhead]
My other car is a tank [driver]
NOT TO BE FUCKED WITH [gunlugger]
APOCALYPSE WORLD CHARACTER MOVES L2
A devil with a blade [maestro d’]: when you use a blade to go aggro, roll+hot Combat driver [driver]: when you use your vehicle as a weapon, in�ict +1harm.
instead of roll+hard. When you in�ict v-harm, add +1 to your target’s roll. When you suffer v-harm, take
-1 to your roll.
An arresting skinner [skinner]: when you remove a piece of clothing, your own or
someone else’s, no one who can see you can do anything but watch. You command Dangerous & sexy [battlebabe]: when you enter into a charged situation, roll+hot.
their absolute attention. If you choose, you can exempt individual people, by name. On a 10+, hold 2. On a 7–9, hold 1. Spend your hold 1 for 1 to make eye contact with
an NPC present, who freezes or �inches and can’t take action until you break it off.
Artful & gracious [skinner]: when you perform your chosen art—any act of On a miss, your enemies identify you immediately as their foremost threat.
expression or culture—or when you put its product before an audience, roll+hot.
On a 10+, spend 3. On a 7–9, spend 1. Spend 1 to name an NPC member of your Daredevil [driver]: if you go straight into danger without hedging your bets, you get
audience and choose one: +1armor. If you happen to be leading a gang or convoy, it gets +1armor too.
• this person must meet me
• this person must have my services Deep brain scan [brainer]: when you have time and physical intimacy with
• this person loves me someone—mutual intimacy like holding them in your arms, or 1-sided intimacy
• this person must give me a gift like they’re restrained to a table—you can read them more deeply than normal.
• this person admires my patron Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend
On a miss, you gain no bene�t, but suffer no harm or lost opportunity. You simply your hold to ask their player questions, 1 for 1:
perform very well. • what was your character’s lowest moment?
• for what does your character crave forgiveness, and of whom?
Battle�eld grace [angel]: while you are caring for people, not �ghting, you get • what are your character’s secret pains?
+1armor. • in what ways are your character’s mind and soul vulnerable?
On a miss, you in�ict 1-harm (ap) upon your subject, to no bene�t.
Battle�eld instincts [gunlugger]: when you open your brain to the world’s psychic
maelstrom, roll+hard instead of roll+weird, but only in battle. Deep insights [savvyhead]: you get +1weird (weird+3).
Battle-hardened [gunlugger]: when you act under �re, or when you stand Direct-brain whisper projection [brainer]: you can roll+weird to get the effects
overwatch, roll+hard instead of roll+cool. of going aggro, without going aggro. Your victim has to be able to see you, but
you don’t have to interact. If your victim forces your hand, your mind counts as a
Bloodcrazed [gunlugger]: whenever you in�ict harm, in�ict +1harm. weapon (1-harm ap close loud-optional).
Bonefeel [savvyhead]: at the beginning of the session, roll+weird. On a 10+, hold Divine protection [hocus]: your gods give you 1-armor. If you wear armor, use that
1+1. On a 7–9, hold 1. At any time, either you or the MC can spend your hold to have instead, they don’t add.
you already be there, with the proper tools and knowledge, with or without any
clear explanation why. If your hold was 1+1, take +1forward now. On a miss, the MC Everybody eats, even that guy [maestro d’]: when you want to know something
holds 1, and can spend it to have you be there already, but somehow pinned, caught about someone important (your call), roll+hot. On a hit, you can ask the MC
or trapped. questions. On a 10+, ask 3. On a 7-9, ask 1:
• How are they doing? what’s up with them?
Breathtaking [skinner]: you get +1hot (hot+3). • What or who do they love best?
• Who do they know, like and/or trust?
Casual brain receptivity [brainer]: when you read someone, roll+weird instead of • When next should I expect to see them?
roll+sharp. Your victim has to be able to see you, but you don’t have to interact. • How could I get to them, physically or emotionally?
On a miss, ask 1 anyway, but they hear about your interest in them.
Charismatic [hocus]: when you try to manipulate someone, roll+weird instead of
roll+hot. Eye on the door [driver]: name your escape route and roll+cool. On a 10+, you’re
gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind
Collector [driver]: you get 2 additional cars (you detail).
or take something with you, the MC will tell you what. On a miss, you’re caught
vulnerable, half in and half out.
APOCALYPSE WORLD CHARACTER MOVES L3
Fingers in every pie [maestro d’]: put out the word that you want a thing—could Hypnotic [skinner]: when you have time and solitude with someone, they become
be a person, could be somethin somethin, could even be just a thing—and roll+hot. �xated upon you. Roll+hot. On a 10+, hold 3. On a 7–9, hold 2. ey can spend your
On a 10+, it shows up in your establishment for you, like magic. On a 7-9, well, your hold, 1 for 1, by:
people make an effort and everybody wants to please you and close is close, right? • giving you something you want
On a miss, it shows up in your establishment for you with strings wicked attached. • acting as your eyes and ears
• �ghting to protect you
Fortunes [hocus]: fortune, surplus and want all depend on your followers. At the • doing something you tell them to
beginning of the session, roll+fortune. On a 10+, your followers have surplus. On For NPCs, while you have hold over them they can’t act against you. For PCs,
a 7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their instead, any time you like you can spend your hold, 1 for 1:
surplus lists barter, like 1-barter or 2-barter, that’s your personal share, to spend for • they distract themselves with the thought of you. ey’re acting under �re.
your lifestyle or for what you will. • they inspire themselves with the thought of you. ey take +1 right now.
On a miss, they hold 2 over you, on the exact same terms.
Frenzy [hocus]: When you speak the truth to a mob, roll+weird. On a 10+, hold 3.
On a 7–9, hold 1. Spend your hold 1 for 1 to make the mob: Ice cold [battlebabe]: when you go aggro on an NPC, roll+cool instead of roll+hard.
• bring people forward and deliver them. When you go aggro on another player’s character, roll+Hx instead of roll+hard.
• bring forward all their precious things.
• unite and �ght for you as a gang (2harm 0-armor size appropriate). Impossible re�exes [battlebabe]: the way you move unencumbered counts as
• fall into an orgy of uninhibited emotion: fucking, lamenting, �ghting, sharing, armor. If you’re naked or nearly naked, 2-armor; if you’re wearing non-armor
celebrating, as you choose. fashion, 1-armor. If you’re wearing armor, use it instead.
• go quietly back to their lives.
On a miss, the mob turns on you. In-brain puppet strings [brainer]: when you have time and physical intimacy
with someone—again, mutual or 1-sided—you can plant a command inside their
Fuck this shit [gunlugger]: name your escape route and roll+hard. On a 10+, sweet, mind. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the
you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something circumstances, you can spend your hold 1 for 1:
behind, or take something with you, the MC will tell you what. On a miss, you’re • in�ict 1-harm (ap)
caught vulnerable, half in and half out. • they take -1 right now
If they ful�ll your command, that counts for all your remaining hold. On a miss,
Fucking thieves [chopper]: when you have your gang search their pockets and you in�ict 1-harm (ap) upon your subject, to no bene�t.
saddlebags for something, roll+hard. It has to be something small enough to �t.
On a 10+, one of you happens to have just the thing, or close enough. On a 7–9, one In�rmary [angel]: you get an in�rmary, a workspace with life support, a drug lab
of you happens to have something pretty close, unless what you’re looking for is and a crew of 2 (Shigusa & Mox, maybe). Get patients into it and you can work on
hi-tech, in which case no dice. On a miss, one of you used to have just the thing, but them like a savvyhead on tech (cf).
it turns out that some asswipe stole it from you.
Insano like Drano [gunlugger]: you get +1hard (hard+3).
Fucking wacknut [hocus]: you get +1weird (weird+3).
Just give me a motive [maestro d’]: name somebody who might conceivably eat,
Healing touch [angel]: when you put your hands skin-to-skin on a wounded person drink, or otherwise ingest something you’ve touched. If it’s an NPC, roll+hard; a PC,
and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1 roll+Hx. On a 10+, they do, and suffer 4-harm (ap) sometime during the next 24
segment, but you’re acting under �re from your patient’s brain. On a miss: �rst, you hours. On a 7-9, it’s 2-harm (ap). On a miss, some several people of the MC’s choice,
don’t heal them. Second, you’ve opened both your brain and theirs to the world’s maybe including your guy maybe not, get it, and all suffer 3-harm (ap).
psychic maelstrom, without protection or preparation. For you, and for your patient
if your patient’s a fellow player’s character, treat it as though you’ve made that move Leadership [hardholder]: when you have to order your gang to advance, regroup,
and missed the roll. For NPC patients, their experience and fate is up to the MC. hold position, hold discipline, or put their damn backs into it, roll+hard. On a hit,
they do it. On a 10+, they snap to; take +1forward. On a miss, they do it, but you’ll
hear about it later.
APOCALYPSE WORLD CHARACTER MOVES L1
Lost [skinner]: when you whisper someone’s name to the world’s psychic Sixth sense [angel]: when you open your brain to the world’s psychic maelstrom,
maelstrom, roll+weird. On a hit, they come to you, with or without any clear roll+sharp instead of roll+weird.
explanation why. On a 10+, take +1forward against them. On a miss, the MC will
ask you 3 questions; answer them truthfully. Spooky intense [savvyhead]: when you do something under �re, stand overwatch,
or bait a trap, roll+weird instead of roll+cool.
Merciless [battlebabe]: when you in�ict harm, in�ict +1harm.
ings speak [savvyhead]: whenever you handle or examine something interesting,
My other car is a tank [driver]: you get a specialized battle vehicle (detail with the roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1:
MC). • who handled this last before me?
• who made this?
NOT TO BE FUCKED WITH [gunlugger]: in battle, you count as a small gang with • what strong emotions have been most recently nearby this?
harm and armor according to your gear. • what words have been said most recently nearby this?
• what has been done most recently with this, or to this?
Oftener right [savvyhead]: when a character comes to you for advice, tell them • what’s wrong with this, and how might I �x it?
what you honestly think the best course is. If they do it, they take +1 to any rolls Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom
they make in the doing, and you mark experience. and missed the roll.
Pack alpha [chopper]: when you try to impose your will on your gang, roll+hard. On Touched by death [angel]: when someone is unconscious in your care, you can use
a 10+, all 3. On a 7–9, choose 1: them for augury. When someone has died in your care, you can use their body for
• they do what you want (otherwise, they refuse) augury.
• they don’t �ght back over it (otherwise, they do �ght back)
• you don’t have to make an example of one of them (otherwise, you must) Unnatural lust trans�xion [brainer]: when you try to seduce someone, roll+weird
On a miss, someone in your gang makes a bid, idle or serious, to replace you for instead of roll+hot.
alpha.
Visions of death [battlebabe]: when you go into battle, roll+weird. On a 10+, name
Perfect instincts [battlebabe]: when you’ve read a charged situation and you’re one person who’ll die and one who’ll live. On a 7–9, name one person who’ll die
acting on the MC’s answers, take +2 instead of +1. OR one person who’ll live. Don’t name a player’s character; name NPCs only. e
MC will make your vision come true, if it’s even remotely possible. On a miss, you
Prepared for the inevitable [gunlugger]: you have a well-stocked and high-quality foresee your own death, and accordingly take -1 throughout the battle.
�rst aid kit. It counts as an angel kit (cf) with a capacity of 2-stock.
Wealth [hardholder]: If your hold is secure and your rule unchallenged, at the
Preternatural at-will brain attunement [brainer]: you get +1weird (weird+3). beginning of the session, roll+hard. On a 10+, you have surplus at hand and
Professional compassion [angel]: you can roll+sharp instead of roll+Hx when you available for the needs of the session. On a 7–9, you have surplus, but choose 1
help someone who’s rolling. want. On a miss, or if your hold is compromised or your rule contested, your hold is
in want. e precise values of your surplus and want depend on your holding.
Reality’s fraying edge [savvyhead]: some component of your workspace, or some
arrangement of components, is uniquely receptive to the world’s psychic maelstrom Weather eye [driver]: when you open your brain to the world’s psychic maelstrom,
(+augury). Choose and name it, or else leave it for the MC to reveal during play. roll+cool instead of roll+weird.
Reputation [driver]: when you meet someone important (your call), roll+cool. On a You call this hot? [maestro d’]: when you do something under �re, roll+hot instead
hit, they’ve heard of you, and you say what they’ve heard; the MC has them respond of roll+cool.
accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss,
they’ve heard of you, but the MC decides what they’ve heard.
Seeing souls [hocus]: when you help or interfere with someone, roll+weird instead
of roll+Hx.
THE MASTER OF CEREMONIES LTHE FIRST SESSION
AGENDA A FEW MORE THINGS TO DO e players have it easy. ey have these fun little procedures to go through and then they’re
ready to play. Your job is harder, you have a lot more to set up than they do. ey each have
• Make Apocalypse World seem real. • Make maps.
• Make the players’ characters’ lives not boring. • Turn questions back on the asker or over one character to create, you have the whole bedamned world, so you get the whole �rst
• Play to �nd out what happens. to the group at large. session to create it in.
• Digress occasionally.
ALWAYS SAY • Elide the action sometimes, and zoom in DURING CHARACTER CREATION
• What the principles demand. on its details other times. While the players are making their characters, here are some things to get out up-front:
• What the rules demand. • Go around the table. • Your characters don’t have to be friends, but they should de�nitely be allies.
• What your prep demands. • Take breaks and take your time. • Your characters are unique in Apocalypse World.
• What honesty demands. • 1-armor can be armor or clothing. 2-armor is armor.
DURING SESSION 1 • Is barter a medium of exchange? What do you use?
THE PRINCIPLES • MC the game. Bring it. • I’m not out to get you. I’m here to �nd out what’s going to happen. Same as you!
• Barf forth apocalyptica. • Describe. Barf forth apocalyptica.
• Address yourself to the characters, not the • Springboard off character creation.
players. • Ask every question you think of. DURING THE FIRST SESSION
• Make your move, but misdirect. • Leave yourself things to wonder about. • MC the game. Bring it.
• Make your move, but never speak its name. • Look for where they’re not in control. • Describe. Barf forth apocalyptica.
• Look through crosshairs. • Push there. • Springboard off character creation.
• Name everyone, make everyone human. • Nudge the players to have their • Ask questions all the time.
• Ask provocative questions and build on the characters make moves. • Leave yourself things to wonder about. Note them on the threat map.
answers. • Give every character good screen time • Look for where they’re not in control.
• Respond with fuckery and intermittent with other characters. • Push there.
rewards. • Leap forward with named, human NPCs. • Nudge the players to have their characters make moves.
• Be a fan of the players’ characters. • Hell, have a �ght. • Give every character good screen time with other characters.
• ink offscreen too. • Start creating your threat map. • Leap forward with named, human NPCs.
• Sometimes, disclaim decision-making. • Hell, have a �ght.
DECISION-MAKING • Work on your threat map and essential threats.
YOUR MOVES In order to play to �nd out what happens,
• Separate them. you’ll need to pass decision-making off THE THREAT MAP
• Capture someone. sometimes. Whenever something comes During play, keep notes on the threats in the world by noting them on your threat map.
• Put someone in a spot. up that you’d prefer not to decide by
• Trade harm for harm (as established). personal whim and will, don’t. e game e innermost circle is for the PCs and their resources. ere, list the PCs’ gangs, followers,
• Announce off-screen badness. gives you four key tools you can use to crews, vehicles, and everything else they own that you’ll be responsible to play. Most of your
• Announce future badness. disclaim responsibility. You can: essential threats go here.
• In�ict harm (as established). • Put it in your NPCs’ hands. e next circle out, “closer,” is for the NPCs that surround them and their immediate
• Take away their stuff. • Put it in the players’ hands. landscape. e third circle, “farther,” is for things that they would have to travel in order to
• Make them buy. • Create a countdown. encounter. ings that they have only heard rumors of, or ideas you have that you have not
• Activate their stuff’s downside. • Make it a stakes question. yet introduced, you can write outside the circle, as “notional.”
• Tell them the possible consequences and ask.
• Offer an opportunity, with or without a cost. North, south, east and west are for geography. Up and down are for above and below. In
• Turn their move back on them. is for threats within the local or surrounding landscape or population, out is for threats
• Make a threat move (from one of your threats). originating in the world’s psychic maelstrom or even elsewhere.
• After every move: “what do you do?”
AFTER THE FIRST SESSION
ESSENTIAL THREATS • Go back over the threat map. Pull it apart into individual threats.
• Where the PCs are, create as a landscape. • Consider the resources that are available to each of them, and the resources that aren’t.
• For any PC’s gang, create as brutes. • Create them as threats, using the threat creation rules.
• For any PC’s other NPCs, create as brutes, plus • Before the second session, be sure you’ve created your essential threats.
a grotesque and/or a wannabe warlord.
• For any PCs’ vehicles, create as vehicles.
• In any local populations, create an affliction.
THREAT MAP NOT
NAMES
NORTH IONA
L
Tum Tum, Gnarly, Fleece, White, Lala, Bill,
Crine, Mercer, Preen, Ik, Shan, Isle, Ula, Joe’s
Girl, Dremmer, Balls, Amy, Rufe, Jackabacka,
Ba, Mice, Dog head, Hugo, Roark, Monk,
Pierre, Norvell, H, Omie Wise, Corbett,
Jeanette, Rum, Peppering, Brain, Matilda,
Rothschild, Wisher, Partridge, Brace Win,
FAR
UP Bar, Krin, Parcher, Millions, Grome, Foster,
Mill, Dustwich, Newton, Tao, Missed, III,
IN TH
CLO ER
Princy, East Harrow, Kettle, Putrid, Last,
Twice, Clarion, Abondo, Mimi, Fianelly,
SER Pellet, Li, Harridan, Rice, Do, Winkle, Fuse,
Visage
RESOURCES
meat, salt, grain, fresh foods, staple foods,
preserved foods, meat (don’t ask), drinking
water, hot water, shelter, liberty, leisure,
fuel, heat, security, time, health, medical
THE PCS supplies, information, status, specialized
goods, luxury goods, gasoline, weaponry,
& THEIR RESOURCES labor, skilled labor, acclaim, loyalty, blood
kin, strategic position, drugs, work animals,
livestock, know-how, walls, living space,
storage space, machinery, connections,
WEST
EAST
access, raw materials, books
I WONDER ...
N
OU
W T
DO
SOUTH
KINDS OF THREATS
WARLORDS GROTESQUES BRUTES AFFLICTIONS
• Slaver (to own and sell people) • Cannibal (craves satiety and plenty) • Hunting pack (to victimize anyone • Disease (to saturate a population)
• Hive queen (to consume and swarm) • Mutant (craves restitution, recompense) vulnerable) • Condition (to expose people to danger)
• Prophet (to denounce and overthrow) • Pain addict (craves pain, its own or others’) • Sybarites (to consume someone’s resources) • Custom (to promote and justify violence)
• Dictator (to control) • Disease vector (craves contact, intimate • Enforcers (to victimize anyone who stands • Delusion (to dominate people’s choices and
• Collector (to own) and/or anonymous) out) actions)
• Alpha wolf (to hunt and dominate) • Mindfucker (craves mastery) • Cult (to victimize & incorporate people) • Sacri�ce (to leave people bereft)
reat moves for warlords: • Perversion of birth (craves overthrow, • Mob (to riot, burn, kill scapegoats) • Barrier (to impoverish people)
• Push the battle moves. chaos, the ruination of all) • Family (to close ranks, protect their own) reat moves for afflictions:
• Out�ank someone, corner someone, encircle reat moves for grotesques: reat moves for brutes: • Push reading a situation.
someone. • Push reading a person. • Push reading a situation. • Someone neglects duties, responsibilities,
• Attack someone suddenly, directly, and very • Display the nature of the world it inhabits. • Burst out in uncoordinated, undirected obligations.
hard. • Display the contents of its heart. violence. • Someone �ies into a rage.
• Attack someone cautiously, holding • Attack someone from behind or otherwise • Make a coordinated attack with a coherent • Someone takes self-destructive, fruitless, or
reserves. by stealth. objective. hopeless action.
• Seize someone or something, for leverage or • Attack someone face-on, but without threat • Tell stories (truth, lies, allegories, homilies). • Someone approaches, seeking help.
information. or warning. • Demand consideration or indulgence. • Someone approaches, seeking comfort.
• Make a show of force. • Insult, affront, offend or provoke someone. • Rigidly follow or defy authority. • Someone withdraws and seeks isolation.
• Make a show of discipline. • Offer something to someone, or do • Cling to or defy reason. • Someone proclaims the affliction to be a just
• Offer to negotiate. Demand concession or something for someone, with strings • Make a show of solidarity and power. punishment.
obedience. attached. • Ask for help or for someone’s participation. • Someone proclaims the affliction to be, in
• Claim territory: move into it, blockade it, • Put it in someone’s path, part of someone’s fact, a blessing.
assault it. day or life. • Someone refuses or fails to adapt to new
• Buy out someone’s allies. • reaten someone, directly or else by circumstances.
• Make a careful study of someone and attack implication. • Someone brings friends or loved ones along.
where they’re weak. • Steal something from someone.
• Seize and hold someone.
• Ruin something. Befoul, rot, desecrate,
corrupt, adulter it.
9 3 9 3
6 6
THREAT#___ THREAT#___
IS CALLED: MAP IS CALLED: MAP
N N
KIND: I U KIND: I U
IMPULSE: IMPULSE:
W E W E
DESCRIPTION & CAST: DESCRIPTION & CAST:
D O D O
S S
9 3 9 3
6 6
SELECTED MC RULES L1
LIFESTYLE CREATING A VEHICLE
If the player pays 1-barter at the beginning of the session, the character has the ese are rules for a wider range of vehicles than is usually available to the PCs.
same quality of life as most people around her.
By default, any vehicle has speed=0, handling=0, 0-armor, and the massive rating
If she pays 2-barter at the beginning of the session, she has a quality of life that of its frame.
is substantially, notably better. Whatever other people eat, drink, and wear, she’s
eating, drinking, and wearing better. She sleeps more comfortably and safer, and Name its frame and assign it a massive from 0 up. Use these examples to guide you:
has more control over her personal environment. • Massive=0: bike, jetski, canoe, ultralight. 1 battle option.
• Massive=1: trike or big 4-wheeler, tiny car, rowboat. 2 battle options.
If she pays 0-barter, it could mean that at the beginning of the session she’s • Massive=2: car, small speedboat, autogyro. 2 battle options.
desperately hungry and dying of thirst, but �rst ask some questions. • Massive=3: huge road vehicle, speedboat, yacht, small helicopter, small prop plane. 2
battle options.
First, to the other players: “okay, so who’s going to pay 1-barter to keep her alive?” • Massive=4: huge construction vehicle, an actual tank, tour boat, helicopter, small jet,
single train car. 3 battle options.
If none of them can or will, choose: • Massive=5: large tour boat, large helicopter, small passenger plane or jet. 4 battle
• Go straight to, yes, she’s desperately hungry and dying of thirst. In�ict harm as options.
established. Take away her stuff. • Massive over 5: for each 1massive over, add +1battle option.
• Choose a suitable NPC—Rolfball, for instance—and say, “oh, that’s okay, Rolfball’s got
you covered. at’s good with you, yeah?” Now there’s a debt is between her and your Strengths (choose 1 or 2): Fast, rugged, aggressive, tight, huge, off-road,
NPC, and you can bring it into play however you like. responsive, uncomplaining, capacious, workhorse, easily repaired, or make one up.
• Say, “well, okay, who do you think should pay to keep you alive? Rolfball? Fish? Who?”
You can either negotiate an appropriate arrangement in summary, or else jump into Looks (choose 1 or 2): Sleek, vintage, pristine, powerful, luxe, �ashy, muscular,
play: have her read a person, seduce & manipulate, go aggro, or whatever she needs to do quirky, pretty, handcrafted, spikes & plates, garish, cobbled-together, hardworked,
to get her way. or make one up.
And remember that if she doesn’t pay, and the other PCs don’t pay, and no NPC
pays, then tough luck. She’s desperately hungry, dying of thirst, and you should Weakness (choose 1 or 2): Slow, loud, lazy, sloppy, cramped, picky, guzzler,
in�ict harm and take away her stuff. unreliable, rabbity, temperamental, or make one up.