TEXT: Introducing
  THE NO ONE
  In this Apocalypse World, the sun is the killing eye, and the wind is the grindstone. There 
  is no enduring them. In the lee of things, in the shade, creatures fetch up, scorched and 
  scoured. They are no one anymore, they are from the worst of nowheres. Where are you 
  going? Away from the sun, out of the wind. Am I here?
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something 
  under fire
  go aggro;
  sucker someone;
  do battle
  seduce or 
  manipulate
  read a sitch; 
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
     NAME —
  LOOK
  — get +1cool (max +3)
  — get +1hard (max +3)
  — get +1sharp (max +3)
  — you rediscover your cache of weaponry
  — you rediscover your cache of supplies
  — you rediscover your locked potential
  — you rediscover your hidden beauty
  — get a move from another playbook
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, change immediately 
  to a new playbook.
  NO ONE SPECIAL
  NO ONE
  THE 
  NO ONE MOVES
   Visions: at the beginning of the session, roll+cool. On a 10+, the MC holds 1. On a 7–9, the MC 
  holds 2. On a miss, the MC holds 3. If the MC now has 3 hold or more, she must begin the session by 
  spending 1.
  • The MC can spend 1 hold at a moment of transition to tell you that a vision comes on you, and ask 
  where you are and who you’re with.
  • The MC can spend 2 hold at any moment to interrupt you and tell you that a vision comes on you 
  right now.
  The MC doesn’t lose unspent hold at the end of the session, but carries it over.
   Road refugee: you get a car. You detail it, but give it 2 weaknesses, 1 strength, and poor looks.
   Scavenger: at the end of the session, name 1 or 2 things that you’ve scavenged, incidentally, 
  while everything else has been going on. Roll+sharp. On a 10+, you get 1-barter. On a 7–9, you get 
  1-barter, but you can only use it for your lifestyle at the beginning of the next session. On a miss, 
  you’ve stolen something from someone. 
   Dirty fighter: whenever you inflict harm, inflict +1harm.
   Onrushing revelation: each time you have a vision, mark experience.
  OTHER MOVES
  — get +1 to any stat (max stat+3)
  — retire your character to safety
  — create a second character to play
  — change your character to a new playbook
  — choose 3 basic moves and advance them.
  — advance the other 3 basic moves.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
  when life becomes untenable:
   come back with -1hard
   come back with +1weird (max+3)
   change to a new playbook
   die
  BARTER
  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.
  If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs:
  • Brute labor for a wealthy NPC or population. 
  • Others, as you negotiate them.
  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; a session’s hire of a violent 
  individual as bodyguard; a few sessions’ hire of simple labor; the material costs for crash resuscitation by 
  a medic; a few sessions’ tribute to a warlord; a few sessions’ maintenance 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 find hi-tech or luxe eternal.
  
  CREATING THE NO ONE
  To create your no one, choose name, look, stats, moves, visions, gear, and Hx.
  NAME
  Macks, Prout, Sludge, Kime, Mourning, 
  Back, Raiver, Skale, Days.
  Earrings, 155, Adage, Shuts, Ocean, Ape, 
  Donuts, Rockwell.
  LOOK
  Man, woman, ambiguous, transgressing, or 
  concealed.
  Layers of rags, scroungewear, plainwear.
  Ruined face, drawn face, ashen face, scarred 
  face, hidden face, grimy face, crooked face.
  Soft eyes, wounded eyes, clear eyes, distant 
  eyes, alert eyes, weary eyes, determined eyes.
  Slight body, hunched body, angular body, 
  solid body, fat body, scrawny body, wiry body, 
  towering body, sunken body.
  STATS
  Choose one set:
  • Cool+2 Hard=0 Hot+1 Sharp-1 Weird+1
  • Cool-1 Hard+2 Hot+1 Sharp=0 Weird+1
  • Cool=0 Hard-1 Hot+1 Sharp+2 Weird+1
  • Cool+1 Hard-1 Hot=0 Sharp+1 Weird+2
  MOVES
  You get all the basic moves.  You get visions, 
  and then choose 2 more no one moves.
  You can use all the battle moves, but when you 
  get the chance, look up keeping an eye out.
  VISIONS
  Choose 2 places and 2 people. These are 
  visions that you’ve been having already, so are 
  familiar to you.
  GEAR
  You get:
  • 1 scrounged weapon
  • oddments worth 1-barter
  • wear suitable to your look (you detail)
  Scrounged weapons:
  • bent, shitty knife (2-harm hand)
  • brick (1-harm hand)
  • broken rake or shovel (2-harm hand)
  • face breaker (2-harm hand)
   a glove with washers or nails wired across 
  the knuckles
  If you’d like to start play with a 
  prosthetic, get with the MC.
  You’ve hidden your past from yourself. It was unspeakable, inhuman. It comes to you in visions, 
  maybe literal, maybe symbolic. You can’t remember where you came from, you don’t know how you 
  made your escape, and you don’t know what your visions mean.
  When a vision comes on you, pass this list to the MC. The MC chooses one of your marked visions, 
  chooses an unmarked one and marks it now, or even adds a new one and marks it, and tells you 
  what you experience. You can ask questions or offer prompts if you want, but you don’t choose your 
  visions, the MC does.
  Places:
   An unfathomable labyrinth of underground chambers, ancient and arched.
   A place where the stars are visible in black sky with impossible clarity.
   The interior of a machine bigger than human making, roaring.
   A place amid filthy water, close, stinking, whose touch is corruption.
   A green and beautiful garden, tantalizing, somehow denied to you or out of your reach.
   An unsettled place of constant motion, shuddering and pitching.
   The skeletal ruins of an ancient city, its metal bones thrust skyward.
   A place of human compassion, where people serve and care for one another.
   A place of corpses.
   A fantasy world, portentous, romantic, resonant.
   —
   —
  People:
   Forced laborers or prisoners in number, beaten, brutalized, afraid.
   A person of impeccable cruelty, with a calm and private smile.
   Someone indolent.
   A person you loved, in the moment of their death.
   A person you loved, whom you long to see again.
   A person you loved, in whom your faith was misplaced.
   Someone impersonally violent, bearing the tools of their violence.
   Someone caring for you, for the sole purpose of returning you alive to torment.
   People chained.
   Inhuman beings, moving and acting with manifest intelligence.
   A small group of people laughing together at a remove.
   A child, face half-covered.
   People overcome by starvation, by poison, by contamination, or by a terrible disease.
   —
   —
  VISIONS
  Playbook © 2017 by D.Vincent Baker & Meguey Baker
  Associated image © pxhidalgo / 123RF Stock Photo
  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, ask: 
  Which of you have shared your own food with me?
  • For those who have, write Hx+1.
  • For those who haven’t, write Hx-1.
  On the others’ turns, answer their questions 
  as you like.
  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. The MC will have you highlight a 
  second stat too.
  REDISCOVERIES
  As improvements, you can rediscover things you’ve hidden from yourself.
   Cache of weapons: have the MC detail the weapons you hid away for yourself, and ask them 
  what memory or vision leads you to them now. MC, choose a selection from weapons to give you 
  pause, custom weapons, a dedicated combat vehicle, large-scale weapons, or even a walkingsuit 
  (found in the landfall marine supplemental).
   Cache of supplies: you get 6-barter. Ask the MC what memory or vision leads you to them now.
   Locked potential: have the MC choose 2 of the following moves for you, and ask them what 
  memory or vision unlocks them in you: healing touch, deep brain scan, direct-brain whisper 
  projection, in-brain puppet strings, frenzy, lost.
   Hidden beauty: tell the MC what you do to finally reveal the beauty you’ve been hiding, and 
  rewrite your looks to reflect it. Have the MC choose 2 of the following moves for you: dangerous 
  & sexy, reputation, frenzy, oftener right, breathtaking, artful & gracious, hypnotic.
  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 can’t choose it 
  again.
  
SOURCE: textdata/thevault/Apocalypse World (PbtA) [multi]/2nd Edition/Playbooks-Suplements/Patreon Playbooks/TheNoOne.pdf