Apocalypse World Playbooks
Apocalypse World Playbooks
Apocalypse World Playbooks
TOKEN OF HOPE
You carry one:
a symbol of the radiant, loving sun
a symbol of sweet pure water
a symbol of human purpose and achievement
a symbol of abundant, healthy, growing things
a symbol of the past that could yet be reborn
a symbol of the future that is only now becoming possible
a symbol of healing
What is it?
Its just a symbol, replaceable. Its precious for what it means, not what it is.
When you go among people, offering hope, they respond by giving you
food, shelter, companionship, trust, and any small thing you need, worth
1-barter or less, generously or grudgingly according to their nature.
When you go among people, exploiting their hope, they respond by giving
you food, shelter, companionship, trust, any small thing you need, or even
straight-up jingle, worth 1- or 2-barter. ey wont suffer you forever.
When you go among people, acting with hope, they respond by spreading
your name everywhere they go, to everyone they meet, with admiration,
revulsion, fear, or contempt, according to their nature.
THE TOUCHSTONE
At the earliest reaches of living memory, the world collapsed. Cities raged,
burned, or just died in agony, starved, fell silent. e sky howled. Not
everyone who remembers it remembers it the same way. People forgot who
they were, where they had come from, what they could make.
Now, in this world of filth and blindness, there are a few with new vision.
ey go among us at war, indomitable and doomed, hoping and fighting for
something better.
a limited edition character playbook for
APOCALYPSE
2k+11 D. Vincent Baker
www.apocalypse-world.com
WORLD
ADDITIONAL RULES
MOVES FROM OTHER PLAYBOOKS
During character creation, you might choose a move from another playbook. ese
arent your only choices, just a selection of the ones you might find most compatible
with your existing strengths:
Battle-hardened [gunlugger]: act under fire with hard instead of cool.
Battlefield grace [angel], daredevil [driver], divine protection [hocus], or
impossible reflexes [battlebabe]: special armor.
Bloodcrazed [gunlugger] or merciless [battlebabe]: inflict additional harm.
Disciplined engagement [quarantine*]: control the harm you inflict.
Fuck this shit [gunlugger]: plan an escape route.
Insano like Drano [gunlugger]: +1hard.
Inspiring [quarantine*]: others mark experience when they help you.
BARTER
1-barter will cover a months living expenses, if your tastes arent too grand.
As a one-time expenditure, and very subject to availability, 1-barter might
count for: a night in high luxury & company; any weapon, gear or fashion not
valuable or hi-tech; the material costs of a crash resuscitation by an angel;
repair of a piece of hi-tech gear by a savvyhead; a weeks hire of the protective
companionship of a battlebabe or gunlugger; a years tribute to a warlord; a
months maintenance and repairs for a hi-performance vehicle well-used; bribes,
fees and gifts sufficient to get you into almost anyones presence.
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments
ajangle and expect to find hi-tech or luxe eternal.
THE
TOUCHSTONE
CREATING A TOUCHSTONE
To create your touchstone, choose name, look, stats, moves, gear, and Hx.
NAME
LOOK
STATS
Choose one set:
Cool+1 Hard+2 Hot=0 Sharp+1 Weird-1
Cool=0 Hard+2 Hot-1 Sharp+2 Weird-1
Cool+1 Hard+2 Hot+1 Sharp=0 Weird-1
Cool+2 Hard+2 Hot=0 Sharp-1 Weird-1
MOVES
You get all the basic moves. You get
visionary, and then choose 2 more
touchstone moves.
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters names.
GEAR
You get:
a token of hope
2 handy weapons
oddments worth 1-barter
fashion suitable to your look,
including at your option a piece
worth 1-armor (you detail)
NAME
TOUCHSTONE MOVES
LOOK
Visionary: when you share your vision of the future with another
players character, roll+hard. On a 10+, hold 3 over them. On a 79, hold
2 over them. Whenever you like, you can spend your hold, 1 for 1, to have
them mark experience. On a miss, they hold 1 over you, on the same terms.
STATS
MOVES
do something
under fire
COOL
Know your enemy: when you open your brain to the worlds psychic
maelstrom, roll+hard instead of roll+weird.
HX
help or interfere; session end
highlight
go aggro;
seize by force
HARD
highlight
seduce or
manipulate
HOT
highlight
read a sitch;
read a person
SHARP
highlight
highlight
TOUCHSTONE SPECIAL
experience
countdown
12
3
6
stabilized
shattered (-1cool)
crippled (-1hard)
disfigured (-1hot)
broken (-1sharp)
WEIRD
HARM
HOLD
OTHER MOVES
Introducing
STASIS
As things stand at the beginning of play, anyone released from stasis suffers
both 2-harm area ap and -harm.
You emerged from stasis (choose 1):
a few months ago.
Remaining in stasis are the rest of your unit, plus (choose 1 or more):
your friends, your colleagues, your family, your superiors.
Stasis has remained untouched by outsiders. Why? Choose 1 or more:
Its securely hidden.
It has deadly defenses.
eyre in awe or terror of the undying people within.
When you emerged from stasis, Specialist , . emerged
with you. What happened to her? Choose 1:
e worlds psychic maelstrom inflicted 2-harm, killing her.
e worlds psychic maelstrom inflicted -harm, shattering her sanity.
e worlds psychic maelstrom inflicted -harm, and you were forced to
kill her in self-defense.
You dont know. You havent seen or heard from her.
STASIS FACILITIES
BARTER
You havent managed yet to fit yourself into any local barter economy. If you
need some jingle, youre going to have to figure that shit out.
1-barter will cover a months living expenses, if your tastes arent too grand.
As a one-time expenditure, and very subject to availability, 1-barter might
count for: a night in high luxury & company; any weapon, gear or fashion not
valuable or hi-tech; the material costs of resuscitation by an angel; repair of a
piece of hi-tech gear by a savvyhead; a years tribute to a warlord; a months
maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and
gifts sufficient to get you into almost anyones presence.
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments
ajangle and expect to find hi-tech or luxe eternal.
QUARANTINE
Its possible, when the Golden Age of Legend fell, that no one saw it coming.
Its possible that it came upon them unprepared and unsuspecting. Maybe
they, like we, were simply fucked.
Its also possible that they knew.
APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com
ADDITIONAL RULES
WORLD
-HARM
IMPORTANT NOTE
THE
E
N
I
T
N
RA
A
U
Q
CREATING QUARANTINE
To create your quarantine, choose name, look, stats, moves, gear, past,
stasis, and Hx.
NAME
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters names.
Go around again for Hx. On your turn:
Who was the first person you met on
emerging from stasis? Tell that player
Hx+2.
Tell everyone else Hx+1.
On the others turns:
Whatever number everyone tells you,
give it -1 and write it next to their
characters name. You are not from here
and you do not understand.
At the end, find the character 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.
QUARANTINE MOVES
LOOK
LOOK
STATS
NAME
Young face.
STATS
do something
under fire
COOL
HARD
IMPROVEMENT
Whenever you roll a
highlighted stat, and whenever
you reset your Hx with
someone, mark an experience
circle. When you mark the 5th ,
improve and erase.
Each time you improve, choose
one of the options. Check it off;
you cant choose it again.
HOT
highlight
read a sitch;
read a person
SHARP
highlight
WEIRD
HARM
highlight
12
3
6
stabilized
shattered (-1cool)
crippled (-1hard)
disfigured (-1hot)
broken (-1sharp)
OTHER MOVES
QUARANTINE SPECIAL
experience
countdown
Eager to know: when you go to someone for advice, they must tell you
honestly what they think the best course is. If you pursue that course, take
+1 to any rolls you make in the pursuit. If you pursue that course but dont
accomplish your ends, you mark experience.
HOLD
highlight
seduce or
manipulate
Leave no one behind: in battle, when you help someone whos rolling,
dont roll+Hx. You help them as though youd hit the roll with a 10+.
go aggro;
seize by force
GEAR
In addition to your stasis, you
get:
an assault rifle (3-harm close
loud autofire)
a 9mm sidearm (2-harm close
loud)
military body armor (2-armor
valuable hi-tech)
your fatigues and scrounge,
but no jingle
HX
highlight
MOVES
You get all the basic moves. You
get 3 quarantine moves.
MOVES
PAST
You were there when the world ended, but youve been in stasis for 50 years
and your memory is only slowly returning. At the beginning of each session,
roll+sharp. On a hit, ask the MC one of the following questions and shell
answer it. On a 10+, you can ask a followup question, which can be from
the list but neednt. On a miss, the MC will choose a question and you will
answer it.
__ Where was I when the world ended?
__ Did we know whose fault it was?
__ What were the first signs that the
world was ending?
__ Who did it hit worst?
__ Was it sudden or gradual?
__ Could we have stopped it?
__ Who were the first people to know?
__ What was the first year like?
Introducing
ESTABLISHMENT
Your establishment features one main attraction supported by 2 side
attractions (like a bar features drinks, supported by music and easy food).
Choose one to be your main act and 2 for lube:
luxury food
music
fashion
lots of food
sex
spectacle
easy food
games
art
drinks
coffee
drugs
scene (see and be)
For your establishments atmosphere, choose & underline 3 or 4: bustle,
intimacy, smoke, shadows, perfume, slime, velvet, fantasy, brass, lights, acoustics,
anonymity, meat, eavesdropping, blood, intrigue, violence, nostalgia, spice, quiet,
luxury, nudity, restraint, forgetting, pain, kink, candy, protection, grime, noise,
dancing, chill, masks, fresh fruit, a cage.
Your regulars include these 5 NPCs (at least): Lamprey, Ba, Camo, Toyota
and Lits.
Who is your best regular?
In the golden age of legend, there was this guy named Maestro. He was
known for dressing up real dap and whever he went, the people had much
luxe tune. ere was this other guy named Maitre d. He was known for
dressing up real dap and whever he went, the people had all the food they
could eat and the fanciest of it.
Here in Apocalypse World, those two guys are dead. ey died and the fat
sizzled off them, they died same as much-luxe-tune and all-you-can-eat. e
maestro d now, he cant give you what those guys used to could, but fuck it,
maybe he can find you a little somethin somethin to take off the edge.
a character playbook for
APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com
ADDITIONAL RULES
When a character makes an aggressive move using her gang as a weapon, her
gang inflicts and suffers harm, she doesnt. A gang inflicts and suffers harm
according to its own and its enemys sizes, weapons, and armor.
countdown
12
9
3
6
WORLD
CAST& CREW
THE MAESTRO D
THE
MAESTRO D
CREATING A MAESTRO DI
To create your maestro d, choose name, look, stats, moves, establishment,
gear, and Hx. Choose in any order you like.
NAME
Cookie, Silver, Smoky, Slops, Chief, Rose,
Angler, Chairman, Grave, Saffron, Life.
MAESTRO DI MOVES
LOOK
You call this hot? when you do something under fire, roll+hot instead of
roll+cool.
LOOK
Man, woman, ambiguous,
transgressing.
Yen, Emmy, Julia, Jackbird, Francois, Esco, Casual wear, display wear,
Boiardi, Mari, Nan, Rache, Proper, Fall.
vintage wear, butcher wear,
fetish wear, display wear,
STATS
immaculate whites.
Choose one set:
Pinched face, boyish face,
Cool+1 Hard-1 Hot+2 Sharp=0 Weird+1
pretty face, expressive face, full
Cool=0 Hard+1 Hot+2 Sharp+1 Weird-1
face, tattooed face, porcelain
Cool-1 Hard+2 Hot+2 Sharp=0 Weird-1
face, or scarred face.
Cool=0 Hard=0 Hot+2 Sharp+1 Weird=0
Cool eyes, bright eyes,
inquisitive eyes, frank eyes,
MOVES
mischievous eyes, or one eye.
You get all the basic moves. Choose 2
Fat body, restless body, stubby
maestro d moves.
body, curvy body, unusual body,
or lean body.
HX
NAME
A devil with a blade: when you use a blade to go aggro or seize something
by force, roll+hot instead of roll+hard.
STATS
do something
under fire
COOL
HX
highlight
HARD
highlight
seduce or
manipulate
HOT
highlight
read a sitch;
read a person
SHARP
Fingers in every pie: put out the word that you want a thing could
be a person, 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 and everybody wants to please you
and close is close, right? On a miss, it shows up in your establishment for
you with strings wicked attached.
Everybody eats, even that guy: when you want to know something
about someone important (your call), roll+hot. On a hit, you can ask the MC
questions. On a 10+, ask 3. On a 7-9, ask 1:
how are they doing? whats up with them?
what or who do they love best?
who do they know, like and/or trust?
when next should I expect to see them?
how could I get to them, physically or emotionally?
go aggro;
seize by force
GEAR
You get:
a wicked blade, like a kitchen
knife or 12 razor-sharp
On the others turns:
scissors (2-harm hand)
Choose your favorite character; ignore
oddments worth 1-barter
the number that player tells you and
fashion suitable to your look,
write Hx+3 instead.
including at your option a
Everyone else, whatever number they tell piece worth 1-armor (you
you, give it +1.
detail)
At the end, find the character with the
IMPROVEMENT
highest Hx on your sheet. Ask that player
which of your stats is most interesting,
Whenever you roll a
and highlight it. e MC will have you
highlighted stat, and whenever
highlight a second stat too.
you reset your Hx with
MOVES
MAESTRO DI SPECIAL
OTHER MOVES
highlight
WEIRD
HARM
highlight
countdown
12
3
6
stabilized
shattered (-1cool)
crippled (-1hard)
disfigured (-1hot)
broken (-1sharp)
experience
BARTER
1-barter will cover a months living expenses, if your tastes arent too grand.
1-barter will also cover your cast & crews cut of a spectacular event or two.
As a one-time expenditure, and very subject to availablilty, 1-barter might
count for: a night in high luxury and company; any weapon, gear or fashion not
valuable or hi-tech; the material costs of a crash resuscitation by an angel; a weeks
hire of the protective companionship of a battlebabe or gunlugger; repair of a piece
of hitech gear by a savvyhead; a years tribute to a warlord; a months maintenance
and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient
to get you into almost anyones presence.
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments
ajangle and expect to find hi-tech or luxe eternal.
Introducing
YOUR MASK
Choose your masks type: sports mask, gas mask, combat helmet, hood,
balaclava, carved mask, scrounged mask, fetish mask.
Choose its look: dusty, battered, painted, stained, or cracked.
e Unexpected: when someone sees you unmasked for the first time, they
take s-harm, in addition to anything else that happens.
Unmasked, you are (choose 2):
Vulnerable. Whenever you suffer harm, you suffer +1harm.
Grotesque. Every PC who sees you goes immediately to Hx+3 with you.
Afraid. You take -1 ongoing until you cover your face again.
Irresolute. When you inflict harm, inflict -1harm.
Ashamed. You have hard=0 until you cover your face again.
Powerless. You lose access to all of your character moves. You can still
make basic moves.
THE FACELESS
Is it true everywhere, always? Was it true in the golden age of legend, when
life was kind? For certain its true here in Apocalypse World: some of us are
born and grow up and live without faces. We have things on the fronts of our
heads, of course, but theyre soft, malleable, expressive, revealing things,
they arent our faces. Our faces would be hard, ungiving, silent and stern,
they would be what we are. ey would never flinch.
APOCALYPSE
2k+10 by Bret Gillan
w/ D. Vincent Baker
www.apocalypse-world.com
WORLD
ADDITIONAL RULES
HARM
When a character gets hurt, the player marks segments in her harm
countdown clock. Mark one full segment for each 1-harm, starting with the
segment 12:00 to 3:00.
Typically, when a character takes harm, its equal to the harm rating of the
weapon, attack, or mishap, minus the armor rating of the characters armor.
is is called harm as established.
is is not optional.
BARTER
IIf youre charging someone wealthy for your services, 1-barter is the going
rate for: one act of murder, extortion, or other violence; one weeks employment as
bodyguard or gang leader; one months employment as thug-on-hand; one threat
delivered; one convoy guarded through hostile territory; one months physical labor
requiring your strength and size.
1-barter will cover a months living expenses, if your tastes arent too grand.
As a one-time expenditure, and very subject to availability, 1-barter might
count for: a night in high luxury & company; any weapon, gear or fashion not
valuable or hi-tech; the material costs of resuscitation by an angel; repair of a
piece of hi-tech gear by a savvyhead; a years tribute to a warlord; a months
maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and
gifts sufficient to get you into almost anyones presence.
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments
ajangle and expect to find hi-tech or luxe eternal.
When you suffer harm, roll+harm suffered (after armor, if youre wearing
any). On a 10+, the MC can choose 1:
Youre out of action: unconscious, trapped, incoherent or panicked.
Its worse than it seemed. Take an additional 1-harm.
Choose 2 from the 79 list below.
On a 79, the MC can choose 1:
You lose your footing.
You lose your grip on whatever youre holding.
You lose track of someone or something youre attending to.
You miss noticing something important.
On a miss, the MC can nevertheless choose something from the 79 list
above. If she does, though, its instead of some of the harm youre suffering,
so you take -1harm.
When you inflict harm on another players character, the other character
gets +1Hx with you (on their sheet) for every segment of harm you inflict. If
this brings them to Hx+4, they reset to Hx+1 as usual, and therefore mark
experience.
When you hurt someone, they see you more clearly.
THE
FACELESS
CREATING A FACELESS
To create your faceless, choose name, look, stats, moves, gear, mask, and Hx.
NAME
LOOK
STATS
MOVES
You get all the basic moves. Choose 3
faceless moves.
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters names.
Go around again for Hx. On your turn:
One of the characters helped you do
something terrible once. Tell that player
Hx+2.
Tell everyone else Hx+1.
NAME
STATS
crowbar
or club or bat (2-harm
One of them was once kind and unafraid
hand messy)
towards you. Ignore what they tell you
machete or axe (3-harm hand
and write Hx+3.
You think one of them is pretty. Add +1 to messy)
chainsaw (3-harm hand
whatever number they tell you.
autofire messy)
At the end, find the character with the
highest Hx on your sheet. Ask that player
IMPROVEMENT
which of your stats is most interesting,
Whenever you roll a
and highlight it. e MC will have you
highlighted stat, and whenever
highlight a second stat too.
you reset your Hx with
someone, mark an experience
circle. When you mark the 5th ,
improve and erase.
Each time you improve, choose
one of the options. Check it off;
you cant choose it again.
MOVES
do something
under fire
COOL
Pit bull: whenever you take a debility, name the person you hold most
responsible. Take +1 ongoing to all rolls versus them, forever. (All rolls
with them directly as a target count, of course. Rolls against their family
and friends, minions, or property may count, in the MCs judgment. MCs,
remember your job is to make Apocalypse World seem real and keep the
characters lives interesting, not deny the PCs bonuses.)
HX
go aggro;
seize by force
HARD
highlight
seduce or
manipulate
HOT
highlight
read a sitch;
read a person
SHARP
FACELESS SPECIAL
highlight
WEIRD
HARM
highlight
experience
countdown
12
3
6
stabilized
shattered (-1cool)
crippled (-1hard)
disfigured (-1hot)
broken (-1sharp)
Rasputin: shot, stabbed, and poisoned, you just keep coming. When you
are being scary as fuck and coming at someone, you get +1-armor. You still
get shot and stabbed, bleeding just doesnt bother you that much anymore.
Juggernaut: take -2 on all when you suffer harm rolls.
highlight
GEAR
In addition to your mask, you
get:
1 brutal weapon
fashion suitable to your look,
including at your option a
piece worth 1- or 2-armor
(you detail)
oddments worth 1 barter
FACELESS MOVES
LOOK
HOLD
OTHER MOVES
Introducing
OTHER MOVES
THE MARMOT
One thing that hasnt changed since the apocalypse: people do bad things
to each other and expect to get away with it. If theres any marmot who
can untangle the secrets, the lies, and the pain to find some justice in this
filthy, filthy world, its you.
CLUES
APOCALYPSE
2k+11 Ben Lehman
& D. Vincent Baker
www.apocalypse-world.com
ADDITIONAL RULES
WORLD
BARTER
1-barter will cover a months living expenses, if your tastes arent too grand.
As a one-time expenditure, and very subject to availability, 1-barter might
count for: a night in high luxury & company; the material costs of a crash
resuscitation by an angel; a weeks hire of the protective companionship of a
battlebabe or gunlugger; a years tribute to a warlord; a months maintenance and
repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to
get you into almost anyones presence; one square meal each for around 30 people;
a typical familys entire food store.
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments
ajangle and expect to find hi-tech or luxe eternal.
IMPORTANT NOTE
THE
T
O
M
R
A
M
CREATING A MARMOT
To create your marmot, choose name, look, stats, moves, gear, clues, and Hx.
NAME
Marmot Detective, Handlebar Raccoon,
Mister Tiger Pants, Dinosaur Boomerang,
Whale McDoff, Broombat Zoombat,
Cheesegator, Bandolier Beaver,
Noahs Shark, Kemit the Hog,
Dancing Lamprey, Porcupine Tarmac.
STATS
GEAR
You get:
a .38 special (2-harm close loud reload)
a notebook & stubby pencil
a tiny flask
CLUES
You start with 3-clues. At the beginning
of play, ask the MC to tell you what they
are.
IMPROVEMENT
Whenever you roll a highlighted stat,
and whenever you reset your Hx with
someone, mark an experience circle.
When you mark the 5th , improve and
erase.
Each time you improve, choose one of the
options. Check it off; you cant choose it
again.
MARMOT MOVES
LOOK
LOOK
Concealed gender.
Healthy fur, rufous fur, lush fur,
mangy fur, hoary fur, combover.
Beady black eyes, hooded eyes,
bleary bloodshot eyes, rabid eyes.
Fat reserves: you start with 0-fat reserves. When you regard a cache or store
of food, ask the MC how many barter its worth; shell tell you. When you gorge
yourself on nuts, berries and cheetos, roll+the barter value of the food you consume.
On a 10+, choose 2. On a 79, choose 1:
You get 1-fat reserves.
You dont immediately take a nap.
You dont get in trouble for eating all the food.
On a miss, choose 1 anyway, but take (1-harm ap
loud stinky) today, and (1-harm ap loud stinky) again
tomorrow, for food poisoning.
FAT RESERVES
STATS
MOVES
do something
under fire
MOVES
NAME
COOL
HX
highlight
go aggro;
seize by force
HARD
highlight
seduce or
manipulate
HOT
highlight
read a sitch;
read a person
SHARP
highlight
MARMOT SPECIAL
WEIRD
HARM
highlight
countdown
12
3
6
stabilized
shattered (-1cool)
crippled (-1hard)
disfigured (-1hot)
broken (-1sharp)
Hibernation: when you hibernate, spend all your fat reserves and roll+fat
reserves spent. On a 10+, the MC chooses 3. On a 79, the MC chooses 2:
You maintain some fat reserves after all. Keep 1-fat reserves.
No NPCs fuck with your shit.
You have strange dreams. Open your brain to the worlds psychic maelstrom, but
roll+weird+fat reserves spent(!).
Your subconscious grapples with your experiences. Mark experience.
Your subconscious pieces things together. Get 1-clue.
On a miss, the MC chooses 1 anyway, but you wake up ravenous. Take -1ongoing until
you gorge yourself.
When you miss a session, you automatically hibernate. e MC rolls for you.
Dashiell Hammet got nothing: when you take harm, make this move
instead of making the normal harm move. Roll+harm taken. On a 10+, choose 2. On
a 79, choose 1:
Its not so bad. Take -1harm.
Someone present lets slip 1-clue.
Take +1forward against your attacker.
Treat a miss on this move as a 79 hit on the normal harm move.
On it: you get moonlighting and 2 gigs: foraging (1-fat reserves / starving) and
investigating (1-clue / in too deep). You can add 1-juggling and an obligation gig if
you like.
Rock bottom: when you indulge in vice, roll+cool. On a 10+, the choose 3. On a
79, choose 2:
You get 1-fat reserves.
Someone present lets slip 1-clue.
You dont wake up in a difficult sitch.
You dont suffer the aftereffects (-1ongoing for the entire next day).
On a miss, hell, choose 1 anyway.
Nose for murder: when you sniff out a clue or follow a lead, roll+sharp. On a
10+, the MC chooses 1:
An accomplice or witness confesses their guilty conscience to you.
e guilty party confesses to you or attacks you.
Choose 2 from the 79 list below.
On a 79, the MC chooses 1:
You uncover the next clue. Get 1-clue.
Someone threatens you or acts guilty.
Someone leaves you a message or asks to talk with you in private.
Someone offers you a bribe worth 1-barter.
On a miss, you get nothing but the attention of bad people.
Introducing
HOARD
HUNGER
hunger+4 means -1ongoing
When the world ended, so much was lost among the blood and shit and
debris of a dying world in its last spasms of life. Some say it was a tragedy;
some say it made us stronger.
Fuck them. You know what I say? Finders keepers.
LOANS
If the MC has any hold left at the end of the session, give your hoard
+1hunger, to a maximum of hunger+4.
If your hoard has hunger+4, take -1 ongoing.
THE HOARDER
APOCALYPSE
2k+11 D. Vincent Baker &
Elizabeth Shoemaker Sampat
www.apocalypse-world.com
WORLD
ADDITIONAL RULES
SOME INTERESTING CRAP
A hoarders hoard might occasionally bring forth such crap as these:
Braingoggles (worn hi-tech)
Wearing these lets you peer into the worlds psychic maelstrom without opening
your brain to it.
Chillstab (tag s-harm) [angel]
Inflicts s-harm, but in a pleasant, numbing and peaceful way.
Deep ear plugs (worn hi-tech) [brainer]
Protects the wearer from all brainer moves and gear.
Eyeball (tag valuable)
Eat one and open your brain to the worlds psychic maelstrom with +1 to the roll.
May inflict -harm. Is probably a mushroom, not someones literal dried eyeball,
but who knows.
Eyeglasses (worn valuable) [skinner]
You may use these for +1sharp when your eyesight matters, but if you do,
without them you get -1sharp when your eyesight matters.
Pain-wave projector (1-harm ap area loud reload hi-tech) [brainer]
Goes off like a reusable grenade. Hits everyone but you.
Skin & hair kit (applied valuable) [skinner]
Soaps, ochres, paints, creams, salves. Using it lets you take +1hot forward.
Sympathy (remote hi-tech)
Attune it to someone by having them tell it their name. rough it, you can help
or interfere with them at any distance. Doesnt work if theyre somehow isolated
from the worlds psychic maelstrom.
Temporal transmitter/receiver (hi-tech)
Roll+weird. Instead of opening your brain to the worlds psychic maelstrom,
youre opening your brain to the past.
THE
HOARDER
CREATING A HOARDER
To create your hoarder, choose name, look, stats, moves, hoard, and Hx.
NAME
LOOK
MOVES
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
HOARDER MOVES
LOOK
Acquisitive eye: when you see, hear about, or otherwise come to know of
a thing you want, roll+weird. On a hit, you can ask the MC questions. On a
10+, ask 3. On a 79, ask 2:
STATS
MOVES
do something
under fire
COOL
HX
go aggro;
seize by force
HARD
HOT
highlight
read a sitch;
read a person
SHARP
HOARDER SPECIAL
When you read a person, on a hit, in addition to your other questions, you
may ask this:
WEIRD
HARM
On a miss, your face and body language betray your interest in the thing to
anyone whos paying attention.
Spend 1-barter to change your miss into a 79 hit, or your 79 hit into a 10+ hit;
Spend 1-barter to give +2 (helping) or -3 (interfering) instead of +1 or -2.
highlight
highlight
Money is power: when you help or interfere with someone, after youve
rolled, you can:
highlight
seduce or
manipulate
Sticky fingers: when you give someone a gift, roll +Weird. On a 10+, it
comes back to you within a week. On a 7-9, it comes back to you eventually,
with strings attached. On a miss, you can never own it again.
highlight
IMPROVEMENT
NAME
Whats the best thing your character owns, or the best thing your characters carrying?
OTHER MOVES
experience
countdown
12
3
6
stabilized
shattered (-1cool)
crippled (-1hard)
disfigured (-1hot)
broken (-1sharp)
BARTER
HOLD