TEXT: Simple World
  A streamlined, generic hack of Apocalypse World. Use at your own risk.
  Created by Joe Mcdaldno as part of his series of little games.
  For more like this, visit:
  buriedwithoutceremony.com/little-games/
  Dedicated to Vx.
  MC Prep
  What do you want the game to be about? Answer that question.
  Create a stat that reflects each of these tendencies: 
  •	 Reflexive/Graceful
  •	 Persuasive/Assertive
  •	 Aggressive/Forceful
  •	 Calculating/Methodical
  •	 Inquisitive/Exploratory
  If one of those tendencies doesn’t matter to the story you want to create, 
  either remove it altogether (thus creating 4 stats) or make up a stat that 
  reflects something totally different.
  Vx wants to use Simple World to play a post-apocalyptic game. He 
  names his stats Cool (reflexive/graceful), Hot (persuasive/assertive), 
  Hard (aggressive/forceful), Sharp (calculating/methodical), and Weird 
  (inquisitive/exploratory).
  Courtney wants to use Simple World to play a “unicorn-riding ladies 
  on a quest” game. She names her stats Grace (reflexive/graceful), 
  Charm (persuasive/assertive), Daring (aggressive/forceful), Cunning 
  (calculating/methodical), and Whim (inquisitive/exploratory).
  Write the Stats onto each player’s character sheet.
  Take a set of index cards. Write an evocative title on each – a type of 
  interesting person you’d want to tell stories about. These are the game’s 
  character seeds. Beneath the title, list three specialities they might excel at.
  Vx writes Brainer (mind control, echoing the psychic maelstrom, 
  voyeurism) and Hardholder (controlling lackeys, protecting the 
  village, bartering up) and Driver (driving cars, acting disinterested, 
  siege) and Savvyhead (fixing things, breaking things, unlocking the 
  secrets of the universe).
  
  Courtney writes Princess (leading comrades, courage spells, archery) 
  and Hand-Maiden (supporting comrades, healing spells, subterfuge) 
  and Witch (vanquishing evil, curses, speaking to ghosts) and Hawk-
  Caller (siege tactics, recon, merciless choices).
  Next, take a look at your Agenda / Principles / MC Moves.
  The Agendas are the reasons you play the game. 
  The first two are filled in for you. Fill in the third:
  •	 Make the players’ characters’ lives not boring.
  •	 Play to find out what happens.
  •	
  The Principles are things you should seek to do whenever you speak, in 
  the game. A list is filled in for you, just waiting to be customized. Use this 
  customization opportunity to establish the way you plan to pace and run 
  the game. 
  Cross off up to two of these Principles, and write in up to two of your own:
  •	 Sprinkle evocative details everywhere.
  •	 Make the world seem real.
  •	 Build a bigger world through play.
  •	 Create interesting dilemmas, not interesting plots.
  •	 Address yourself to the characters, not the players.
  •	 Make your move, but misdirect.
  •	 Make your move, but never speak its name.
  •	 Look at your NPCs and ideas through crosshairs.
  •	 Name everyone, make everyone human.
  •	 Ask provocative questions and build on the answers.
  •	 Respond with challenging circumstances and occasional rewards.
  •	 Be a fan of the players’ characters.
  •	 Think offscreen, too.
  •	 Sometimes, reflect a question back upon the players.
  •	  
  •	  
   
  The MC moves are the specific things you say in any moment. There 
  are two different cases where you use the MC Moves, and you use 
  them differently in each of those cases. When the players look at you 
  expectantly, you make a regular MC Move. When a player fails a die 
  roll (getting 6 or lower), you make a hard MC Move. John Harper best 
  described how to handle those two cases, so I’ll quote him:
  When you make a regular MC move, all three:
      1. It follows logically from the fiction.
      2. It gives the player an opportunity to react.
      3. It sets you up for a future harder move.
  Say what happens but stop before the effect, then ask “What do you do?”
  When you make a hard MC move, both:
      1. It follows logically from the fiction.
      2. It’s irrevocable.
  Say what happens, including the effect, then ask “What do you do?”
  A list of MC Moves is already written for you, waiting to be customized. 
  Cross off up to three moves, and add up to three of your own to the list:
  •	 Separate them.
  •	 Put them together.
  •	 Put someone in a high-stakes situation.
  •	 Trade harm for harm (as established).
  •	 Deal harm (as established).
  •	 Announce off-screen badness.
  •	 Announce future badness.
  •	 Take away one of their Things.
  •	 Demonstrate one of their Things’ bad sides.
  •	 Give them a difficult decision to make.
  •	 Tell them the possible consequences and ask.
  •	 Turn their move back on them.
  •	 Make a move from one of your Dangers or Bigger Pictures.
  •	  
  •	  
  •	  
  
  Vx adds “Erode all status quos” as his final Agenda. For Principles, he 
  crosses off “Build a bigger world through play,” as his vision involves 
  small communities and very little over-arching social structure. He also 
  crosses off “Sprinkle evocative details everywhere” in order to replace 
  it with the more specific and thematic “Barf forth apocalyptica.” For 
  the MC Moves, he crosses off “Put them together” and adds “Capture 
  someone” and “Reveal a fundamental scarcity.”
  Courtney adds “Make doing the right thing difficult for the players’ 
  characters’” as her final Agenda. For Principles, she crosses off “Look at 
  your NPCs and ideas through crosshairs” and writes “Allow your NPCs 
  to change and develop in expected directions”.For MC Moves, she 
  crosses off “Trade harm for harm (as established)” and “Deal harm (as 
  established)”. She adds “Introduce a new barrier to carrying on” and 
  “Destroy something precious (as established)”.
  Finally, every PC in the game has a relationship stat with every other 
  character. You can name this relationship stat something special, or just 
  call it “Relationships.” When you help someone or hinder them, that has 
  its own basic move, and you roll your relationship stat.
  Helping and Hindering PCs
  When you help someone or hinder them, roll your relationship stat with 
  that person. On a 10+, add or subtract 2 from their roll. On a 7-9, the MC 
  will name a cost; if you accept the cost, add or subtract 2 from their roll.
  Helping and Hindering NPCs
  When you help someone or hinder them, roll your relationship stat with 
  that person. On a 10+, they either succeed or fail - your choice. On a 7-9, 
  the MC will name a cost; if you accept the cost, they either succeed or fail 
  - your choice.
  At the start of the game, each player will assign the following relationship 
  stat scores that their character has toward the other PCs: +2 for the one 
  they know best, -1 for the one they know least, and +1 for all others. They 
  will also list “NPCs: 0,” as the default is that they have a relationship score 
  with all NPCs that starts at 0.
  Relationship scores will go up and down over play. Choose how:
  •	 At the end of each session, each player gets to adjust one PC score up 
  or down by 1.
  •	 Whenever two characters have a special scene together, their scores go 
  up by 1. Whenever two characters work against one another publicly, 
  their scores go down by 1.
  •	 Characters can betray one another for a +2 bonus to a roll, but their 
  relationship score goes down by 1. Characters can make meaningful 
  sacrifices for someone, and their relationship score toward that person 
  will go up by one.
  •	 Some other system that you invent:
  Write the relationship score triggers on each character sheet.
  Vx names his relationship stat Hx. He decides that at the end of each 
  session, each player gets to adjust one PC score up or down by 1.
  Courtney names her relationship stat Friendship. She decides to create 
  her own system for how relationships go up. Each PC lists a virtue on 
  their character sheet (Hope, Justice, Bravery, etc). When another PC 
  exemplifies that virtue, the relationship held toward that PC goes up by 
  1. Whenever another PC contradicts that virtue, the relationship held 
  toward that PC goes down by 1.
  Joe is writing a Simple World game about teenage monster drama. 
  He decides that the relationship stat goes down every time you roll it, 
  and it goes up every time you gain emotional leverage over a character 
  (NPCs included!).
  That’s it! You’ve got stats, character seeds, Agendas/Principles/Moves, and 
  a relationship stat. You’re ready to get a group together and play.
  
  Creating Characters
  Hand each player a character sheet. It should have the stat names listed, 
  including the relationship stat. It should have a description of how the 
  relationship stat goes up and down over the course of the game.
  Place the character concepts in the middle of the table. Talk about what 
  they might mean and why they might be cool. Have everyone pick one and 
  fasten it to their character sheet (in the concept box) using a paper clip.
  Tell them to assign the following numbers to their 5 basic stats: +2, +1, 
  +1, 0, -1. If you only have 4 stats, instead assign: +2, +1, 0, -1.
  The maximum that a stat can ever reach in the game is +3, and the 
  minimum is -1. This includes relationship stats. Player moves cannot 
  advance a stat beyond +3 (though player moves can temporarily or 
  circumstantially increase it beyond +3).
  Each PC has a relationship stat with each other PC. Tell the players to do 
  this: whichever PC they know the best, write +2 next to that character’s 
  name. Whichever PC they know the least, write -1 next to that character’s 
  name. For each other PC, write +1. Tell them to write “NPCs” and assign 
  that relationship a 0.
  Every character has a harm clock, with six sections. When characters 
  take harm in the game, they mark a number of sections equal to whatever 
  amount of harm the MC tells them they take. Point out the harm clock, 
  and explain that when it’s filled all the way up, the characters are taken out 
  of the action (in a genre-appropriate way).
  The next stage of creating characters is to pick 3 moves. When a player 
  picks a move, they pick an option from the list below, give the move a title, 
  and fill in the blanks. Each move gets recorded on their character sheet.
  Player Moves:
  •	 When you do something relating to [specialty], add +1.
  •	 You have the ability to [do some sort of active special power]. It counts 
  as a basic move using [stat].
  •	 You have [some passive special power that has a constant effect].
  •	 You have a [thing]. When applicable, it adds +1 to [stat] and [stat].
  •	 When you do [specialty], mark XP.
  •	 Add +1 to [stat].
  Mark is playing in Vx’s apocalyptic game. He chooses Brainer, and 
  names them Wendigo. He gives Wendigo the stats: Cool -1, Hot 0, Hard 
  +1, Sharp +1, Weird +2. Their relationship stat is called Hx, and the 
  other PCs are named Brink and Rolfball. He decides he has Hx 2 with 
  Blink, and Hx -1 with Rolfball. He creates the following three moves:
   
  Dirty Secrets: You have the ability to detect someone’s secret shame. It 
  counts as a basic move using Weird. 
   
  Mind Strings: When you do something relating to mind control, add +1. 
   
  Open Your Brain: When you echo the psychic maelstrom, mark XP.
  Lane is playing in Courtney’s unicorn knights game. He chooses 
  Princess, and names his character Lucinda. He gives Lucinda the stats: 
  Grace +1, Charm +2, Daring 0, Cunning +1, and Whim -1. Their 
  relationship stat is tied to a virtue, and Lane chooses Courage. He 
  decides Lucinda knows Mercury the best, and writes “Mercury +2.” He 
  decides he knows Helena the least, and so has a Relationship of -1 with 
  Helena. That leaves Ophelia, who Lucinda has a +1 relationship with 
  by default. Lucinda is given the following three player moves:
  Fearless: When you do something related to leading comrades, add +1.
  Sharpshooter: When you do something related to archery, add +1.
  Horn of Ancestral Power: You have a Horn of Ancestral Power. When 
  applicable, it adds +1 to Charm.
  
  Finally, each PC is going to have two stats highlighted.  Have each player 
  (except the MC) choose and highlight a stat for the PC to their left. Then 
  have the MC highlight a second stat.
  When you highlight a stat, you fill in the bubble next to the stat. When a 
  PC rolls a highlighted stat, they gain a point of XP (experience).
   
  Playing the Game
  MCing the Game
  Early in the first session, the MC should juggle two responsibilities:
  •	 Follow the PCs around, and learn what they’re all about.
  •	 Give the players a sense of what the world is like, and how it operates.
  Astute players will realize that these two things can sometimes be at 
  odds with one another. MC, the way you navigate this combination of 
  responsibilities is by honouring your Agendas and your Principles.
  Talking and Moves
  The game is like a conversation. People describe what their characters do, 
  ask questions about what’s going on, and talk in character. If someone 
  says something that seems untrue or unreasonable, the MC is allowed to 
  say, “I don’t think that’s possible, but you could instead [make some other 
  interesting choice], if you’d like.”
  At some point, the MC will determine that something requires a roll. 
  Actions require a roll when they are opposed by other characters or run 
  the risk of interesting failure. When one of these conditions is met, the 
  player needs to roll for a basic move. The MC will name which stat applies 
  to the situation. The player rolls two six-sided dice and adds their stat to 
  the sum. The effects depend on the basic move in question.
  Basic Moves
  There are three basic moves.
  Taking Action
  When you take an action that risks failure or opposition, roll with one of 
  the basic stats. On a 10+, you succeed at your goal. As appropriate, the 
  MC might award you: resource points, harm dealt, or a bonus to carry 
  forward. On a 7-9, the MC will offer you a hard bargain or a cost. If 
  you agree to that hard bargain or cost, you succeed at your goal (and as 
  appropriate, the MC might award you resource points, harm dealt, or a 
  bonus to carry forward).
  Helping and Hindering PCs
  When you help someone or hinder them, roll your relationship stat with 
  that person. On a 10+, add or subtract 2 from their roll. On a 7-9, the MC 
  will name a cost; if you accept the cost, add or subtract 2 from their roll.
  Helping and Hindering NPCs
  When you help someone or hinder them, roll your relationship stat with 
  that person. On a 10+, they either succeed or fail – your choice. On a 7-9, 
  the MC will name a cost; if you accept the cost, they either succeed or fail 
  – your choice.
  When you roll 6 or lower on a Basic Move, the MC gets to make a hard 
  MC Move.
  
  Moves (both the Basic Moves and the MC Moves) should continually 
  propel the game forward in interesting ways. When a player succeeds 
  on a Basic Move, their success should be interesting and introduce new 
  opportunities for them. When a player gets a 7-9 on a Basic Move, the 
  dilemma and hard bargain should create compelling drama, and either 
  choice should be interesting and take the story in new directions. When a 
  player fails on a Basic Move, the MC should respond with a hard MC Move 
  that fundamentally changes the situation and demands new kinds of action.
  Whenever people look at the MC expectantly, the MC should make a 
  regular MC Move. This should create new things for the players to react 
  to. The MC should then go on to say, “So, what do you do?”
  Resource Points
  When someone succeeds (with a 10+ or a 7-9) on a Taking Action roll, 
  it’ll sometimes make sense to represent their success with a number of 
  resource points. For example, if someone tries to read a person’s facial 
  expressions and determine their true intent in a conversation, they 
  might make a roll. If they get a 10+, the MC might determine that they 
  have 3 conversation points, and they can spend those points 1-for-1 
  to get answers about the character’s motivations and goals during the 
  conversation. Resource points are always given a name and function 
  at the time they are awarded. In most cases, resource points should be 
  temporary, lasting until the end of a scene or situation.
  In Vx’s game, Wendigo (the Brainer) decides to try to mind control 
  a wandering merchant to just hand over his choice goods. The MC 
  says, “Well, that sounds like Taking Action, because the merchant 
  is obviously opposed to such an attempt. Weird applies here, right?” 
  Wendigo’s Weird stat is 2, and he’s got that move Mind Strings (When 
  you do something relating to mind control, add +1). He rolls a 2 and 
  a 5, and adds it to the +3 from his stat & move. A 10! The MC says, 
  “Alright, you’ve got two mind control points. You can spend them 1-for-
  1 to force him to either obey a psychic command or suffer 1 harm.”
  In Courtney’s game, Lucinda (the Princess) decides to lead her fellow 
  unicorn knights on a charge into the ogre’s keep! She’s unfortunately got 
  a Daring of 0, but she has a move that applies: Fearless (When you do 
  something related to [leading comrades], add +1). She rolls a total of 7. 
  The MC says, “Alright, here’s your hard bargain: as you’re charging in, 
  the ogre sentries ready their spiked clubs. You can press forward, but 
  your unicorn will be wounded and require care.” Lucinda agrees, and 
  the MC says, “Alright, I’m going to award you three tactics points. You 
  can spend them to do stuff like: round up the sentries, ensure no ogres 
  escape, ensure no one else gets wounded, avoid being smoked out or 
  driven back, ask questions about the situation, and so on.”
  Dealing Harm
  When someone succeeds on a Taking Action roll, it’ll sometimes make 
  sense that they would deal harm to their opposition. Harm is typically 
  physical harm that’s brought about by violence, but it may vary from 
  setting to setting. When someone does harm to someone else, the MC 
  will rate that harm from 1-3. What qualifies as a certain score will vary 
  from setting to setting. PC harm gets marked down on the harm clock 
  on their character sheet. NPC harm gets noted by the MC, either in their 
  head or on a notes page. NPCs can typically take 2 harm before they’re 
  taken out of the action, but tougher NPCs might have more.
  Being Taken Out of Action
  When a character has all of their harm sections filled in, they’re taken 
  out of the action. The specifics will vary based on genre and context. In 
  a Hardy Boys game, being taken out of the action means disappearing 
  under mysterious circumstances (to wake up tied to a chair later) or 
  being put into a coma. In an apocalyptic gang fighting game, being taken 
  out of the action means being killed. When a character is taken out of 
  the action, they’re no longer playable – either they’re dead or they’re the 
  functional equivalent of being dead. If the character was a PC, the player 
  should create a new character.
  
  In Vx’s game, Brink (the Driver) decides to run over a thug who’s trying 
  to guard the road. He rolls Hard, and gets a 10. The MC says, “Great. 
  You definitely hit this guy and hear a thump underneath the car. A car 
  going at this speed is definitely worth 2 harm, so he’s either dead or 
  near death. The road’s clear. What do you do next?”
  Bonus to Carry Forward
  Sometimes, succeeding on a Taking Action roll means that the PC is set 
  up for future successes. In these cases, the MC can award a +1 bonus that 
  the PC can apply to their next roll. The player should mark that bonus on 
  their character sheet.
  In Courtney’s game, Helena (the Hawk Caller) sends her hawks out to 
  scout for the best place to try to sneak across the fortress walls. That’s 
  a Taking Action roll, and Helena gets a 7-9. The MC says, “Alright, 
  your hawks sweep over the fortress, but they draw the suspicions of the 
  guards. If you press forward, you’ll be encountering guards who are 
  armed and ready for you. But the hawks do identify the best place for 
  you to try to scale the walls – down by the thicket, where the wall has 
  begun to crumble. You’ll carry a +1 bonus forward to scaling the wall 
  there, if you choose to.”
  Marking XP
  Whenever you roll a highlighted stat you earn a point of XP. Mark it on 
  the XP section of your sheet. When you hit 5 XP, erase all of it and take a 
  new Player Move. If you’ve already got at least one move that references 
  each of your specialities, you may create a new specialty and reference it 
  in the Player Move you purchase.
  Between Sessions
  At the end of each session, players may be asked to adjust relationship 
  stats (if that’s how relationship stats fluctuate in your game). Between 
  sessions, the MC might create Dangers, and might link those Dangers 
  into Bigger Pictures. At the start of each session, highlighted stats are 
  changed. Whoever has the highest relationship score with a character 
  chooses a stat to highlight, and the MC highlights a second stat.
   
  Dangers & the Bigger Picture
  Between sessions, or even during them, the MC can create Dangers. 
  Dangers are things that might cause problems for the PCs, or fight them 
  for resources, or block the PCs on their path. When you create a Danger, 
  take an index card. Write its name, and its Ambition, and 1-3 MC Moves. 
  Its Ambition is whatever this thing wants and strives for. If the PCs don’t 
  do anything about the Danger, the Ambition will either happen or it’ll be 
  attempted and disastrous effects will result. The MC Moves are things that 
  the MC can add to their list of MC Moves whenever the Danger is afoot.
  In Vx’s post-apocalyptic game, he creates a Danger called “Morken, the 
  Grotesque.” His Ambition is “Hoard all valuables in the rag wastes.” His 
  MC Moves are “Display the nature of the world it inhabits. Threaten 
  someone, directly or by implication. Steal something from someone.” 
  Whenever Morken is in the scene, those three things are things that Vx 
  can do as MC Moves.
  In Courtney’s unicorn knights game, she creates a Danger called “The 
  Swamps of Symmetry.” Its Ambition is “Eliminate all odd numbers and 
  out-of-balance things.” Its MC Moves are “Corral people into a remote 
  location. Obscure the way out. Attempt to swallow people alive.”
  
  If you have a group of Dangers that work together or interlock, you 
  can group them together into a Bigger Picture. Take an index card 
  and fold it in half. Now it acts as a folder or hand that you can stick 
  the related Dangers into. On the front of the folded index card, list the 
  Bigger Picture’s name. On the inside halves, list a new Principle and a 
  Dark Future. The Principle is something that you should do whenever 
  this Bigger Picture is involved in a scene. The Dark Future is a list of 
  possibilities for what could happen if the PCs don’t intervene and change 
  this Bigger Picture.
  Vx decides that Morken isn’t the only threat in the Rag Wastes. So 
  he creates a new Bigger Picture called “The Rag Wastes.” In it, 
  Vx sticks three interrelated Dangers: Morken the Grotesque; The Gang 
  of Thunder; Rag Wurms. He lists a new Principle for whenever the 
  PCs are interacting with the Rag Wastes: “Entice people with 
  dangerous opportunities.” As the Dark Future, Vx writes “The Rag 
  Wastes will expand, becoming a dangerous and impassible realm of 
  thieves and mutants.”
  Genre and MC Decisions
  The MC will have to make a number of decisions before and during play. 
  The MC Prep that comes before play (naming stats, modifying Agendas/
  Principles/MC Moves, clarifying the relationship stat) involves a lot of 
  decisions about genre and tone. More decisions along these lines will be 
  made in play.
  The MC will have to make judgment calls about what requires a Taking 
  Action roll, and what is outright impossible in the genre. The MC should 
  use their veto right judiciously and sparingly. If someone wants to take 
  an action that subverts the genre, that’s good! It’s only when they want to 
  take an action that is impossible or nonsensical for a given genre that the 
  MC should say that something isn’t possible. When the MC says this, they 
  should use the line, “I don’t think that’s possible, but you could instead 
  [make some other interesting choice], if you’d like.”
  When someone has all of the sections on their harm clock filled in, they 
  are taken out of the action. What this means is dependent on genre and 
  context. In a fighting adventure game, this will typically mean that they 
  are killed or captured by fierce antagonistic forces. The MC should not 
  pull their punches when they take someone out of the action! It should be 
  done in the most dramatic and severe and permanent manner that makes 
  sense for the genre and context.
  Fin
  Rag Wurms
  Ambition: Consume all 
  of the water.
  Moves:
  tunnel under camps.
  Commune through 
  dreams.
  Swallow something 
  whole.
  Gang of 
  Thunder
  Ambition: Dominate the 
  roadways between towns.
  Moves:
  Circle and leer. 
  Set something on fire.
  Engage in senseless 
  hedonism.
  Morken the 
  Grotesque
  Ambition: Hoard all valu-
  ables in the Rag Wastes.
  Moves:
  Corral people into a 
  remote location. 
  Obscure the way out.
  Attempt to swallow 
  people alive.
  Bigger
  Picture:
  The
  Rag
  Wastes
  
  MC PREP SHEET
  The Stats
  Reflexive/Graceful ___________
  Persuasive/Assertive ___________
  Aggressive/Forceful ___________
  Calculating/Methodical ___________
  Inquisitive/Exploratory ___________
  Agendas
  The first two are filled in for you. Fill in the third:
  •	 Make the players’ characters’ lives not boring.
  •	 Play to find out what happens.
  •	
  Relationship Stat _______________
  How Relationship Scores Change:
  Principles
  Cross off up to two of these Principles, and write in up to two of your own:
  •	 Sprinkle evocative details everywhere.
  •	 Make the world seem real.
  •	 Build a bigger world through play.
  •	 Create interesting dilemmas, not interesting plots.
  •	 Address yourself to the characters, not the players.
  •	 Make your move, but misdirect.
  •	 Make your move, but never speak its name.
  •	 Look at your NPCs and ideas through crosshairs.
  •	 Name everyone, make everyone human.
  •	 Ask provocative questions and build on the answers.
  •	 Respond with challenging circumstances and occasional rewards.
  •	 Be a fan of the players’ characters.
  •	 Think offscreen, too.
  •	 Sometimes, reflect a question back upon the players.
  •	  
  •	  
  MC Moves
  Cross off up to three moves, and add up to three of your own to the list:
  •	 Separate them.
  •	 Put them together.
  •	 Put someone in a high-stakes situation.
  •	 Trade harm for harm (as established).
  •	 Deal harm (as established).
  •	 Announce off-screen badness.
  •	 Announce future badness.
  •	 Take away one of their Things.
  •	 Demonstrate one of their Things’ bad sides.
  •	 Give them a difficult decision to make.
  •	 Tell them the possible consequences and ask.
  •	 Turn their move back on them.
  •	 Make a move from one of your Dangers or Bigger Pictures.
  •	  
  •	  
  •	  
  
  Character Sheet
  Name:
  Stats:
   
   
   
   
   
   0
   
   
   
   
   
   0
   
   
   
   
   
   0
   
   
   
   
   
   0
   
   
   
   
   
   0
  Taking Action
  When you take an action that risks failure or opposition, 
  roll with one of the basic stats. On a 10+, you succeed 
  at your goal. As appropriate, the MC might award you: 
  resource points, harm dealt, or a bonus to carry forward. 
  On a 7-9, the MC will offer you a hard bargain or a cost. 
  If you agree to that hard bargain or cost, you succeed at 
  your goal (and as appropriate, the MC might award you 
  resource points, harm dealt, or a bonus to carry forward).
  Helping / Hindering PCs
  When you help someone or hinder 
  them, roll your relationship stat with that 
  person. On a 10+, add or subtract 2 from 
  their roll. On a 7-9, the MC will name a 
  cost; if you accept the cost, add 
  or subtract 2 from their roll. 
  Helping / Hindering NPCs
  When you help someone or hinder 
  them, roll your relationship stat with that 
  person. On a 10+, they either succeed or 
  fail – your choice. On a 7-9, the MC will 
  name a cost; if you accept the cost, they 
  either succeed or fail – your choice.
  The Relationship stat is:
  Relationships:
   
   
   
   
  Resource Points
  Player Moves:
  •	 When you do 
  something relating to 
  [specialty], add +1.
  •	 You have the ability to 
  [do some sort of active 
  special power]. It counts 
  as a basic move using 
  [stat].
  •	 You have [some passive 
  special power that has a 
  constant effect].
  •	 You have a [thing]. 
  When applicable, it adds 
  +1 to [stat] and [stat].
  •	 When you do 
  [specialty], mark XP.
  •	 Add +1 to [stat].
  
SOURCE: textdata/thevault/Apocalypse World (PbtA) [multi]/Apocalypse World - Simple World.pdf