TEXT: THE ANGEL
  Print pages 5–6
  When you’re lying in the dust of Apocalypse World 
  guts aspilled, for whom do you pray? e gods? ey’re 
  long gone. Your beloved comrades? Fuckers all, or you 
  wouldn’t be here to begin with. Your precious old 
  mother? She’s a darling but she can’t put an intestine 
  back inside so it’ll stay. No, you pray for some grinning 
  kid or veteran or just someone with a heartshocker 
  and a hand with sutures and a 6-pack of morphine. 
  And when that someone comes, that’s an angel.
  Angels are medics. If you want everybody to love you, 
  or at least rely on you, play an angel. Warning: if things 
  are going well, maybe nobody will rely on you. Make 
  interesting relationships so you’ll stay relevant. Or 
  sabotage things, I guess.
  THE BATTLEBABE
  Print pages 7–8
  Even in a place as dangerous as Apocalypse World, 
  battlebabes are, well. ey’re the ones you should walk 
  away from, eyes down, but you can’t. ey’re the ones 
  like the seductive blue crackling light, y’know? You 
  mistake looking at them for falling in love, and you get 
  too close and it’s a zillion volts and your wings burn 
  off like paper.
  Dangerous.
  Battlebabes are good in battle, of course, but they’re 
  wicked social too. If you want to play somebody dangerous 
  and provocative, play a battlebabe. Warning: you might 
  �nd that you’re better at making trouble than getting out 
  of it. If you want to play the baddest ass, play a gunlugger 
  instead.
  THE BRAINER
  Print pages 9–10
  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. 
  ey’re just the sort of tasteful accoutrement that no 
  well-appointed hardhold can do without.
  Brainers are spooky, weird, and really fun to play. eir 
  moves are powerful but strange. If you want everybody 
  else to be at least a little bit afraid of you, a brainer is a 
  good choice. Warning: you’ll be happy anyway, but you’ll 
  be happiest if somebody wants to have sex with you even 
  though you’re a brainer. Angle for that if you can.
  APOCALYPSE WORLD
  Nobody remembers how or why. Maybe nobody ever 
  knew. e oldest living survivors have childhood 
  memories of it: cities burning, society in chaos then 
  collapse, families set to panicked �ight, the weird 
  nights when the smoldering sky made midnight into 
  a blood-colored half-day.
  Now the world is not what it was. Look around you: 
  evidently, certainly, not what it was. But also close 
  your eyes, open your brain: something is wrong. 
  At the limits of perception, something howling, 
  everpresent, full of hate and terror. From this, the 
  world’s psychic maelstrom, we none of us have 
  shelter.
  APOCALYPSE WORLD PLAYER REFBOOK
  2nd Edition. ©2016 by D. Vincent Baker & Meguey Baker
  is �le contains the 11 basic character playbooks and the complete set of player 
  reference sheets.
  
  THE CHOPPER
  Print pages 11–12
  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. Come the end, I guess 
  the fuckers didn’t need them like they thought they 
  would.
  So chopper, there you are. Enough for you.
  Choppers lead biker gangs. ey’re powerful but lots of 
  their power is external, in their gang. If you want weight to 
  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.
  THE DRIVER
  Print pages 13–14
  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, light to put out the stars 
  and moon, smoke to put out the sun.
  In Apocalypse World the horizons are dark, and no 
  roads go to them.
  Drivers have cars, meaning mobility, freedom, and places 
  to go. If you can’t see the post-apocalypse without cars, you 
  gotta be a driver. Warning: your loose ties can accidentally 
  keep you out of the action. Commit to the other characters 
  to stay in play.
  THE GUNLUGGER
  Print pages 15–16
  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.
  Sometimes the obvious move is the right one.
  Gunluggers are the baddest asses. eir moves are simple, 
  direct and violent. Crude, even. If you want to take no shit, 
  play a gunlugger. Warning: like angels, if things are going 
  well, you might be kicking your heels. Interesting relation-
  ships can keep you in the scene.
  THE HARDHOLDER
  Print pages 17–18
  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. You, you got something 
  to say about it?
  Hardholders are landlords, warlords, governors of their 
  own little strongholds. If anybody plays a hardholder, 
  the game’s going to have a serious and immobile home 
  base. If you want to be the one who owns it, it better be 
  you. Warning: don’t be a hardholder unless you want the 
  burdens.
  
  THE HOCUS
  Print pages 19–20
  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.
  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 gave Apocalypse World its birth. Friends, that’s our 
  creator now.
  Hocuses have cult followers the way choppers have gangs. 
  ey’re strange, social, public and compelling. If you want to 
  sway mobs, play a hocus. Warning: things are going to come 
  looking for you. Being a cult leader means having to deal 
  with your fucking cult.
  THE MAESTRO D’
  Print pages 21–22
  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 can’t give you what those guys used to could, 
  but fuck it, maybe he can �nd you a little somethin 
  somethin to take off the edge.
  e maestro d’ runs a social establishment, like a bar, a drug 
  den or a bordello. If you want to be sexier than a hardholder, 
  with fewer obligations and less shit to deal with, play a 
  maestro d’. Warning: fewer obligations and less shit, not 
  none and none.
  THE SAVVYHEAD
  Print pages 23–24
  If there’s one fucking thing you can count on in 
  Apocalypse World, it’s: things break.
  Savvyheads are techies. ey have really cool abilities 
  in the form of their workspace, and a couple of fun 
  reality-bending moves. Play a savvyhead if you want to be 
  powerful and useful as an ally, but maybe not the leader 
  yourself. Warning: your workspace depends on resources, 
  and lots of them, so make friends with everyone you can.
  THE SKINNER
  Print pages 25–26
  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.
  Anything beautiful left in this ugly ass world, skinners 
  hold it. Will they share it with you? What do you offer 
  them?
  Skinners are pure hot. ey’re entirely social and they have 
  great, directly manipulative moves. Play a skinner if you 
  want to be unignorable. Warning: skinners have the tools, 
  but unlike hardholders, choppers and hocuses, they don’t 
  have a steady in�ux of motivation. You’ll have most fun if 
  you can roll your own.
  
  BASIC & PERIPHERAL MOVES
  Print pages 27–28
  Basic Moves
  • Do something under �re
  • Go aggro on someone
  • Sucker someone
  • Do battle
  • Seduce or manipulate someone
  • Help or interfere with someone
  • Read a situation
  • Read a person
  • Open your brain to the world’s psychic maelstrom
  • Lifestyle and gigs
  • Session end
  Harm & healing moves
  Barter moves
  Insight
  Augury
  Changing Highlighted Stats
  BATTLE MOVES
  & SELECTED RULES
  Print pages 29–32
  Battle moves
  • Exchanging harm
  • Seize by force
  • Single combat
  • Tactical and support moves
  • Subterfuge moves
  • Road war moves
  Creating vehicles
  Harm
  • Exchanging harm
  • Degrees of harm
  When an NPC takes harm
  Using a gang as a weapon
  • When gangs take harm
  Using a vehicle as a weapon
  • When vehicles take harm
  • v-harm
  When a building takes harm
  CHARACTER MOVE REFERENCE
  Print pages 33–36
  Character move index
  Character moves by stat
  • Cool moves
  • Hard moves
  • Hot moves
  • Sharp moves
  • Weird moves
  • No stat moves
  Character move listing
  THE MC
  Print pages 37–42
  e master of ceremonies
  e �rst session
  e threat map
  Kinds of threats
  reat sheets
  Selected MC rules
  • Lifestyle
  • Gigs
  • Creating vehicles
  • D-harm
  • Ψ-harm
  • S-harm
  You will need multiple copies of 
  the threat sheets, page 40.
  
  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
  ANGEL SPECIAL
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  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 +1sharp (max sharp+3)
  — get +1cool (max cool+2)
  — get +1hard (max hard+2)
  — get +1hard (max hard+2)
  — get +1weird (max weird+2)
  — get a new angel move
  — get a new angel move
  — get a supplier (cf, detail with the MC)
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, your Hx with 
  them on your sheet goes immediately to +3, and 
  they immediately get +1 to their Hx with you on 
  their sheet. If that brings their Hx with you to +4, 
  they reset it to +1 instead, as usual, and so mark 
  experience.
  ANGEL
  THE 
  — 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
  OTHER MOVES
  ANGEL MOVES
   Sixth sense: when you open your brain to the world’s psychic maelstrom, roll+sharp 
  instead of +weird.
   In�rmary: you get an in�rmary, a workspace with life support, a drug lab and a 
  crew of 2 (Shigusa & Mox, maybe). Get patients into it and you can work on them like a 
  savvyhead on tech (cf).
   Professional compassion: you can roll+sharp instead of roll+Hx when you help 
  someone who’s rolling.
   Battle�eld grace: while you are caring for people, not �ghting, you get +1armor.
   Healing touch: when you put your hands skin-to-skin on a wounded person and 
  open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1 
  segment, but you’re also opening your brain, so roll that move next. On a miss: �rst, you 
  don’t heal them. Second, you’ve opened both your brain and theirs to the world’s 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 and missed 
  the roll. For patients belonging to the MC, their experience and fate are up to the MC.
   Touched by death: when someone is unconscious in your care, you can use them for 
  augury. When someone has died in your care, you can use their body for augury.
  Introducing
  THE ANGEL
  When you’re lying in the dust of Apocalypse World guts aspilled, for whom do you pray? 
  e gods? ey’re long gone. Your beloved comrades? Fuckers all, or you wouldn’t be here 
  to begin with. Your precious old mother? She’s a darling but she can’t put an intestine 
  back inside so it’ll stay. No, you pray for some grinning kid or veteran or just someone 
  with a heartshocker and a hand with sutures and a 6-pack of morphine. And when that 
  someone comes, that’s an angel.
  GEAR & BARTER
  
  Your angel kit has all kinds of crap in it: scissors, rags, tape, 
  needles, clamps, gloves, chill coils, wipes, alcohol, injectable 
  tourniquets & bloodslower, instant blood packets (coffee 
  reddener), tubes of meatmesh, bonepins & site injectors, 
  biostabs, chemostabs, narcostabs (chillstabs) in quantity, 
  and a roll of heart jumpshock patches for when it comes 
  to that. It’s big enough to �ll the trunk of a car. When you 
  use it, spend its stock; you can spend 0–3 of its stock per 
  use. You can resupply it for 1-barter per 2-stock, if your circumstances let you barter for 
  medical supplies.
  It begins play holding 6-stock. 
  To use it to stabilize and heal someone at 9:00 or past: roll+stock spent. On a hit, they 
  stabilize and heal to 6:00, and choose 2 (on a 10+) or 1 (on a 7–9):
  • ey �ght you and you have to narcostab them. How long will they be out?
  • e pain and drugs make them babble the truth to you. Ask them what secret they spill.
  • ey respond very well to treatment. Recover 1 of the stock you spent, if you spent any.
  • ey’re at your complete mercy. What do you do to them?
  • eir course of recovery teaches you something about your craft. Mark experience.
  • ey owe you for your time, attention, and supplies, and you’re going to hold them to it.
  On a miss, they take 1-harm instead.
  To use it to speed the recovery of someone at 3:00 or 6:00: don’t roll. ey choose: you 
  spend 1-stock and they spend 4 days (3:00) or 1 week (6:00) blissed out on chillstabs, 
  immobile but happy, or else they do their time in agony like everyone else.
  To use it to revive someone whose life has become untenable, spend 2-stock. ey come 
  back, but you get to choose how they come back. Choose from the regular “when life is 
  untenable” list, or else choose 1:
  • ey come back in your deep, deep debt.
  • ey come back with a prosthetic (you detail).
  • You and they both come back with +1weird (max weird+3).
  To use it to treat an NPC, spend 1-stock. ey’re stable now and they’ll recover in time.
   You have a supplier. 
  At the beginning of every session, gain 1-stock, to a maximum of 6-stock.
  ANGEL KIT
  STOCK
  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:
  • Tend to the health of a dozen families or more. 
  • Serve a wealthy NPC as angel on call.
  • Serve a warlord NPC as combat medic.  
  • 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; repair of a 
  piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; 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 �nd 
  hi-tech or luxe eternal.
  CREATING AN ANGEL
  To create your angel, choose name, look, stats, moves, gear, and Hx.
  NAME
  Dou, Bon, Abe, Boo, T, Kal, Bai, Char, Jav, 
  Ruth, Wei, Jay, Nee, Kim, Lan, Di, or Dez.
  Doc, Core, Wheels, Buzz, Key, Gabe, Biz, 
  Bish, Line, Inch, Grip, or Setter.
  LOOK
  Man, woman, ambiguous, transgressing, or 
  concealed.
  Utility wear, casual wear plus utility, scrounge 
  wear plus utility.
  Kind face, strong face, rugged face, haggard 
  face, pretty face, or lively face.
  Quick eyes, hard eyes, caring eyes, bright 
  eyes, laughing eyes, or clear eyes.
  Compact body, stout body, spare body, big 
  body, rangy body, or sturdy body.
  STATS
  Choose one set:
  • Cool+1 Hard=0 Hot+1 Sharp+2 Weird-1
  • Cool+1 Hard+1 Hot=0 Sharp+2 Weird-1
  • Cool-1 Hard+1 Hot=0 Sharp+2 Weird+1
  • Cool+2 Hard=0 Hot-1 Sharp+2 Weird-1
  MOVES
  You get all the basic moves. Choose 2 angel 
  moves.
  You can use all the battle moves, but when 
  you get the chance, look up keeping an eye 
  out, and baiting a trap, as well as the rules 
  for harm.
  GEAR
  You get:
  • angel kit, no supplier
  • 1 small practical weapon
  • oddments worth 2-barter
  • fashion suitable to your look, including 
  at your option a piece worth 1-armor 
  (you detail)
  Small practical weapons
  (choose 1):
  • .38 revolver (2-harm close reload loud)
  • 9mm (2-harm close loud)
  • big knife (2-harm hand)
  • sawed-off (3-harm close reload messy)
  • stun gun (s-harm hand reload)
  If you’d like to start play with a vehicle or 
  a prosthetic, get with the MC.
  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 1, 
  2, or all 3:
  • Which one of you do I �gure is doomed to 
  self-destruction?
  For that character, write Hx-2.
  • Which one of you put a hand in when it 
  mattered, and helped me save a life?
  For that character, write Hx+2.
  • Which one of you has been beside me all along, 
  and has seen everything I’ve seen? 
  For that character, write Hx+3.
  For everyone else, write Hx+1. You keep your 
  eyes open.
  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. e MC will have you highlight a 
  second stat too.
  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.
  
  Introducing
  THE BATTLEBABE
  Even in a place as dangerous as Apocalypse World, battlebabes are, well. ey’re the ones 
  you should walk away from, eyes down, but you can’t. ey’re the ones like the seductive 
  blue crackling light, y’know? You mistake looking at them for falling in love, and you get 
  too close and it’s a zillion volts and your wings burn off like paper.
  Dangerous.
  BATTLEBABE MOVES
   Dangerous & sexy: when you enter into a charged situation, roll+hot. 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. On a miss, your 
  enemies identify you immediately as their foremost threat.
   Ice cold: when you go aggro on an NPC, roll+cool instead of roll+hard. When you go 
  aggro on another player’s character, roll+Hx instead of roll+hard.
   Merciless: when you in�ict harm, in�ict +1harm.
   Visions of death: when you go into battle, roll+weird. On a 10+, name one person 
  who’ll die and one who’ll live. On a 7–9, name one person who’ll die 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 foresee your own death, 
  and accordingly take -1 throughout the battle.
   Perfect instincts: when you’ve read a charged situation and you’re acting on the MC’s 
  answers, take +2 instead of +1.
   Impossible re�exes: the way you move unencumbered counts as armor. If you’re 
  naked or nearly naked, 2-armor; if you’re wearing non-armor fashion, 1-armor. If you’re 
  wearing armor, use it instead.
  OTHER MOVES
  HARM
  countdown
  3
  6
  9
  12
   stabilized
  BATTLEBABE SPECIAL
  IMPROVEMENT
  > >>improve
  experience
  — 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
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  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 +1hard (max +2)
  — get +1hot (max +2)
  — get +1sharp (max +2)
  — get +1weird (max +2)
  — get a new battlebabe move
  — get a new battlebabe move
  — get an ally (cf; detail with the MC)
  — get a gang (you detail) and leadership
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, nullify the 
  other character’s sex move. Whatever it is, it just 
  doesn’t happen.
  BATTLEBABE
  THE 
  when life becomes untenable:
   come back with -1hard
   come back with +1weird (max+3)
   change to a new playbook
   die
  
  CUSTOM FIREARMS
  Base (choose 1):
  • handgun (2-harm close reload loud)
  • shotgun (3-harm close reload messy)
  • ri�e (2-harm far reload loud)
  • crossbow (2-harm close slow)
  Options (choose 2):
  • ornate (+valuable)
  • antique (+valuable)
  • semiautomatic (-reload)
  • 3-round burst (+1harm)
  • automatic (+area)
  • silenced (-loud)
  • hi-powered (close/far, or +1harm at far)
  • ap ammo (+ap)
  • scoped (+far, or +1harm at far)
  • big (+1harm)
  CUSTOM WEAPONS
  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:
  • Extort, raid, or rob a wealthy population. 
  • Serve a wealthy NPC as a bodyguard.
  • Execute a murder on behalf of a wealthy NPC. 
  • 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; repair of a 
  piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; 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 �nd 
  hi-tech or luxe eternal.
  CUSTOM HAND WEAPONS
  Base (choose 1):
  • staff (1-harm hand area)
  • haft (1-harm hand)
  • handle (1-harm hand)
  • chain (1-harm hand area)
  Options (choose 2):
  • ornate (+valuable)
  • antique (+valuable)
  • head (+1harm)
  • spikes (+1harm)
  • blade (+1harm)
  • long blade* (+2harm)
  • heavy blade* (+2harm)
  • blades* (+2harm)
  • hidden (+in�nite)
  *counts as 2 options
  YOUR CUSTOM WEAPONS
  GEAR & BARTER
  CREATING A BATTLEBABE
  To create your battlebabe, choose name, look, stats, moves, gear, and Hx.
  NAME
  Snow, Crimson, Shadow, Azure, 
  Midnight, Scarlet, Violetta, Amber, 
  Rouge, Damson, Sunset, Emerald, or 
  Ruby.
  Raksha, Kickskirt, Kite, Monsoon, 
  Smith, Beastie, Baaba, Melody, Mar, Tavi, 
  Absinthe, or Honeytree.
  LOOK
  Man, woman, ambiguous, or transgressing.
  Formal wear, display wear, luxe wear, casual 
  wear, or showy armor.
  Smooth face, sweet face, handsome face, 
  sharp face, girlish face, boyish face, striking 
  face.
  Calculating eyes, merciless eyes, frosty eyes, 
  arresting eyes, or indifferent eyes.
  Sweet body, slim body, gorgeous body, 
  muscular body, or angular body.
  STATS
  Choose one set:
  • Cool+3 Hard-1 Hot+1 Sharp+1 Weird=0
  • Cool+3 Hard-1 Hot+2 Sharp=0 Weird-1
  • Cool+3 Hard-2 Hot+1 Sharp+1 Weird+1
  • Cool+3 Hard=0 Hot+1 Sharp+1 Weird-1
  MOVES
  You get all the basic moves. Choose 2 
  battlebabe moves.
  You can use all the battle moves, but when you 
  get the chance, look up standing overwatch, 
  boarding a moving vehicle, and the 
  subterfuge 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, ask 
  the other players which of their characters 
  you can trust.
  • For the characters you can trust, write Hx-1.
  • For the characters you can’t trust, write 
  Hx+3.
  You are indifferent to what is safe, and drawn 
  to what is not.
  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. e MC will have you highlight a 
  second stat too.
  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.
  GEAR
  You get:
  • 2 custom weapons
  • oddments worth 4-barter
  • fashion suitable to your look, including 
  at your option fashion worth 1-armor 
  or body armor worth 2-armor (you 
  detail)
  If you’d like to start play with a vehicle or 
  a prosthetic, get with the MC.
  
  OTHER MOVES
  BRAINER MOVES
   Unnatural lust trans�xion: when you try to seduce someone, roll+weird instead of 
  roll+hot.
   Casual brain receptivity: when you read someone, roll+weird instead of roll+sharp. 
  Your victim has to be able to see you, but you don’t have to interact.
   Preternatural at-will brain attunement: you get +1weird (weird+3).
   Deep brain scan: when you have time and physical intimacy with someone—mutual 
  intimacy like holding them in your arms, or 1-sided intimacy like they’re restrained to a 
  table—you can read them more deeply than normal. Roll+weird. On a 10+, hold 3. On a 
  7–9, hold 1. While you’re reading them, spend your hold to ask their player questions, 1 
  for 1:
  • What was your character’s lowest moment?
  • For what does your character crave forgiveness, and of whom?
  • What are your character’s secret pains?
  • 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.
   Direct-brain whisper projection: you can roll+weird to get the effects 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 weapon (1-harm ap close 
  loud-optional). 
   In-brain puppet strings: when you have time and physical intimacy with someone—
  again, mutual or 1-sided—you can plant a command inside their mind. Roll+weird. On 
  a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the circumstances, you can spend 
  your hold 1 for 1:
  • In�ict 1-harm (ap).
  • ey take -1 right now.
  If they ful�ll your command, that counts for all your remaining hold. On a miss, you 
  in�ict 1-harm (ap) upon your subject, to no bene�t.
  Introducing
  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. 
  ey’re just the sort of tasteful accoutrement that no well-appointed hardhold can do 
  without.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
  IMPROVEMENT
  > >>improve
  experience
  — 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
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  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 cool+2)
  — get +1sharp (max sharp+2)
  — get +1hard (max hard+2)
  — get +1hard (max hard+2)
  — get a new brainer move
  — get a new brainer move
  — get 2 new or replacement brainer gear (you choose)
  — get a holding (you detail) and wealth
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, you 
  automatically do a deep brain scan on them, 
  whether you have the move or not. Roll+weird as 
  normal. However, the MC chooses which questions 
  the other character’s player answers.
  BRAINER
  THE 
  BRAINER SPECIAL
  when life becomes untenable:
   come back with -1hard
   come back with +1weird (max+3)
   change to a new playbook
   die
  
   implant syringe (tag hi-tech)
  After you’ve tagged someone, if a brainer move allows you to in�ict harm on them, in�ict 
  +1harm.
   brain relay (area close hi-tech)
  For purposes of brainer moves, if someone can see your brain relay, they can see you.
   receptivity drugs (tag hi-tech)
  Tagging someone gives you +1hold if you then use a brainer move on them. 
   violation glove (hand hi-tech)
  For purposes of brainer moves, mere skin contact counts as time and intimacy. 
   pain-wave projector (1-harm ap area loud reload hi-tech)
  Goes off like a reusable grenade. Hits everyone but you.
   deep ear plugs (worn hi-tech)
  Protects the wearer from all brainer moves and gear.
  BRAINER GEAR
  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:
  • Interrogate a warlord NPC’s prisoners.  
  • Serve a wealthy NPC as kept brainer.
  • Extort or blackmail a wealthy NPC. 
   
  • 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; repair of a 
  piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; 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 �nd 
  hi-tech or luxe eternal.
  GEAR & BARTER
  HOLD
  CREATING A BRAINER
  To create your brainer, choose name, look, stats, moves, gear, and Hx.
  NAME
  Smith, Jones, Jackson, Marsh, Lively, 
  Burroughs, or Gritch.
  Joyette, Iris, Marie, Amiette, Suselle, or 
  Cybelle.
  Pallor, Sin, Charmer, Pity, Brace, or 
  Sundown.
  LOOK
  Man, woman, ambiguous, transgressing, or 
  concealed.
  High formal wear, clinical wear, fetish-
  bondage wear, or environmental wear 
  improper to the local environment.
  Scarred face, smooth face, pale face, bony face, 
  plump moist face, or sweet face.
  Soft eyes, dead eyes, deep eyes, caring eyes, 
  pale eyes, ruined eyes, or wet eyes.
  Awkward angular body, soft body, slight body, 
  crippled body, or fat body.
  STATS
  Choose one set:
  • Cool+1 Hard+1 Hot-2 Sharp+1 Weird+2
  • Cool=0 Hard=0 Hot+1 Sharp=0 Weird+2
  • Cool+1 Hard-2 Hot-1 Sharp+2 Weird+2
  • Cool+2 Hard-1 Hot-1 Sharp=0 Weird+2
  MOVES
  You get all the basic moves. Choose 2 brainer 
  moves.
  You can use all the battle moves, but when 
  you get the chance, look up keeping an eye 
  out, baiting a trap, and turning the tables.
  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 1, 
  2 or all 3:
  • Which one of you has slept in my presence 
  (knowingly or un-)?
  For that character, write Hx+2.
  • Which one of you have I been watching 
  carefully, in secret?
  For that character, write Hx+2.
  • Which one of you most evidently dislikes and 
  distrusts me?
  For that character, write Hx+3.
  For everyone else, write Hx+1. You have weird 
  insights into everyone.
  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. e MC will have you highlight a 
  second stat too.
  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.
  GEAR
  You get:
  • 1 small fancy weapon
  • 2 brainer gear
  • oddments worth 8-barter
  • fashion suitable to your look, including 
  at your option a piece worth 1-armor 
  (you detail)
  Small fancy weapons:
  • silenced 9mm (2-harm close hi-tech)
  • ornate dagger (2-harm hand valuable)
  • hidden knives (2-harm hand in�nite)
  • scalpels (3-harm intimate hi-tech)
  • antique handgun (2-harm close reload 
  loud valuable)
  If you’d like to start play with a vehicle or 
  a prosthetic, get with the MC.
  
  Introducing
  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. 
  Come the end, I guess the fuckers didn’t need them like they thought they would.
  So chopper, there you are. Enough for you.
  By default, your bike has speed=0, handling=0, 
  0-armor, and massive=0.
  Strengths (choose 1 or 2): fast, rugged, 
  aggressive, tight, huge, responsive.
  Looks (choose 1 or 2): sleek, vintage, massively 
  chopped, roaring, fat-ass, muscular, �ashy, luxe.
  Weakness (choose 1): slow, sloppy, guzzler, 
  skinny, bucking, lazy, unreliable.
  Battle Option (choose 1): speed+1, handling+1.
  YOUR BIKE
  STRENGTHS
  LOOKS
  WEAKNESSES
  CHOPPER MOVES
   Pack alpha: when you try to impose your will on your gang, roll+hard. On a 10+, all 3. 
  On a 7–9, choose 1:
  • ey do what you want (otherwise, they refuse)
  • ey 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)
  On a miss, someone in your gang makes a bid, idle or serious, to replace you for alpha.
   Fucking thieves: when you have your gang search their pockets and 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 of you happens to have 
  something pretty close, unless what you’re looking for is hi-tech, in which case no dice. 
  On a miss, one of you used to have just the thing, but it turns out that some asswipe stole 
  it from you.
  OTHER MOVES
  ARMOR
  MASSIVE
  SPEED
  HANDLING
  HARM
  countdown
  3
  6
  9
  12
   stabilized
  IMPROVEMENT
  > >>improve
  experience
  — 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
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  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 +1hard (max hard+3)
  — get +1cool (max cool+2)
  — get +1sharp (max sharp+2)
  — get +1weird (max weird+2)
  — get +1weird (max weird+2)
  — choose a new option for your gang
  — choose a new option for your gang
  — get a holding (you detail) and wealth
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, they 
  immediately change their sheet to say Hx+3 with 
  you. ey also choose whether to give you -1 or +1 to 
  your Hx with them, on your sheet.
  CHOPPER
  THE 
  CHOPPER SPECIAL
  when life becomes untenable:
   come back with -1hard
   come back with +1weird (max+3)
   change to a new playbook
   die
  
  By default, your gang consists of about 15 violent bastards 
  with scavenged and makeshift weapons and armor, and no 
  fucking discipline at all (2-harm gang small savage 1-armor). 
  en, choose 2:
   your gang consists of 30 or so violent bastards. Medium 
  instead of small.
   your gang’s well-armed. +1harm.
   your gang’s well-armored. +1armor.
   your gang’s well-disciplined. Drop savage.
   your gang’s nomadic at heart, and able to maintain and 
  repair its own bikes without a home base. It gets +mobile.
   your gang’s self-sufficient, able to provide for itself by 
  raiding and scavenging. It gets +rich.
  And choose 1:
   your gang’s bikes are in bad shape and need constant 
  attention. Vulnerable: breakdown.
   your gang’s bikes are picky and high-maintenance. 
  Vulnerable: grounded. 
   your gang’s loose-knit, with members coming and going as 
  they choose. Vulnerable: desertion.
   your gang is in signi�cant debt to someone powerful. 
  Vulnerable: obligation.
   your gang is �lthy and unwell. Vulnerable: disease.
  GANG
  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:
  • Extort, raid, or rob a wealthy population. 
  • Serve a wealthy NPC as a bodyguard.
  • Execute a murder on behalf of a wealthy NPC. 
  • 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; repair 
  of a piece of hi-tech gear; a session’s hire of a violent individual as bodyguard or adjunct gang 
  member; 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 �nd 
  hi-tech or luxe eternal.
  SIZE
  HARM
  ARMOR
  +1harm vs smaller gangs, 
  -1harm vs larger, per 1-size 
  difference.
  TAGS
  GEAR & BARTER
  CREATING A CHOPPER
  To create your chopper, choose name, look, stats, moves, bike, gang, and Hx.
  NAME
  Dog, Domino, T-bone, Stinky, Satan, 
  Lars, Bullet, Dice, Shit head, Half pint, 
  Shooter, Diamond, Goldie, Tinker, Loose, 
  Baby, Juck, Hammer, Hooch, Snake eyes, 
  Pinkie, Wire, Blues.
  LOOK
  Man, woman, ambiguous, or transgressing.
  Combat biker wear, showy biker wear, 
  scrounge biker wear, or S&M biker wear.
  Weathered face, strong face, rugged face, 
  narrow face, or busted face.
  Narrow eyes, scorched eyes, calculating eyes, 
  weary eyes, or kind eyes.
  Squat body, rangy body, wiry body, sturdy 
  body, or fat body.
  STATS
  Choose one set:
  • Cool+1 Hard+2 Hot-1 Sharp+1 Weird=0
  • Cool+1 Hard+2 Hot+1 Sharp=0 Weird-1
  • Cool+1 Hard+2 Hot=0 Sharp+1 Weird-1
  • Cool+2 Hard+2 Hot-1 Sharp=0 Weird-1
  MOVES
  You get all the basic moves. You get both 
  chopper moves.
  You can use all the battle moves, and probably 
  will, but you gotta start somewhere. When 
  you get the chance, look up seize by force, 
  laying down �re, and the road war moves, 
  as well as the rules for how gangs in�ict and 
  suffer harm.
  GEAR
  In addition to your bike and gang, you 
  get:
  • 2 no-nonsense weapons
  • oddments worth 2-barter
  • fashion suitable to your look, worth 
  1-armor or 2-armor (you detail)
  No-nonsense weapons:
  • magnum (3-harm close reload loud)
  • smg (2-harm close auto�re loud)
  • sawed-off (3-harm close reload messy)
  • crowbar (2-harm hand messy)
  • machete (3-harm hand messy)
  • crossbow (2-harm close slow)
  • wrist crossbow (1-harm close slow)
  If you’d like to start play with a 
  prosthetic, get with the MC.
  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 1,  
  2, or all 3:
  • Which one of you used to ride with my gang?
  For that character, write Hx+1.
  • Which one of you �gures that you could take me 
  in a �ght, if it came to it?
  For that character, write Hx+2.
  • Which one of you once stood up to me, gang and 
  all?
  For that character, write Hx+3.
  For everyone else, write Hx-1. You don’t really 
  care much about, y’know, people.
  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. e MC will have you highlight a 
  second stat too.
  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.
  
  FRAME
  SPEED
  HANDLING
  TAGS
  ARMOR
  MASSIVE
  DRIVER MOVES
   Combat driver: when you use your vehicle as a weapon, in�ict +1harm. When you 
  in�ict v-harm, add +1 to your target’s roll. When you suffer v-harm, take -1 to your roll.
   Eye on the door: 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 or take 
  something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half 
  in and half out.
   Weather eye: when you open your brain to the world’s psychic maelstrom, roll+cool 
  instead of roll+weird.
   Reputation: when you meet someone important (your call), roll+cool. On a hit, 
  they’ve heard of you, and you say what they’ve heard; the MC has them respond 
  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.
   Daredevil: if you go straight into danger without hedging your bets, you get +1armor. 
  If you happen to be leading a gang or convoy, it gets +1armor too.
   Collector: you get 2 additional cars (you detail).
   My other car is a tank: you get a specialized battle vehicle (detail with the MC).
  Introducing
  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, 
  light to put out the stars and moon, smoke to put out the sun.
  In Apocalypse World the horizons are dark, and no roads go to them.
  OTHER MOVES
  YOUR CAR
  IMPROVEMENT
  > >>improve
  experience
  — 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
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  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 cool+3)
  — get +1hot (max hot+2)
  — get +1sharp (max sharp+2)
  — get +1weird (max weird+2)
  — get a new driver move
  — get a new driver move
  — get a new vehicle (you detail)
  — get a garage (workspace, you detail) and crew
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, roll+cool. On 
  a 10+, it’s cool, no big deal. On a 7–9, give them +1 to 
  their Hx with you on their sheet, but give yourself -1 
  to your Hx with them on yours. On a miss, you gotta 
  go: take -1 ongoing, until you prove that it’s not like 
  they own you or nothing.
  DRIVER
  THE 
  DRIVER SPECIAL
  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
  
  FRAME
  SPEED
  HANDLING
  TAGS
  ARMOR
  MASSIVE
  By default, your vehicle has speed=0, handling=0, 
  0-armor, and the massive rating of its frame.
  Choose its frame: 
  Bike (massive=0, 1 battle option)
  Compact, buggy (massive=1, 2 battle options)
  Coupe, sedan, jeep, pickup, van, limo, 4x4, tractor 
  (massive=2, 2 battle options)
  Semi, bus, ambulance, construction/utility 
  (massive=3, 2 battle options)
  Strengths (choose 1 or 2): Fast, rugged, aggressive, 
  tight, huge, off-road, responsive, uncomplaining, 
  capacious, workhorse, easily repaired.
  Looks (choose 1 or 2): Sleek, vintage, pristine, powerful, 
  luxe, �ashy, muscular, quirky, pretty, handcrafted, 
  spikes & plates, garish.
  Weakness (choose 1 or 2): Slow, loud, lazy,  sloppy, 
  cramped, picky, guzzler, unreliable, rabbity.
  Battle options (choose according to frame): +1speed, 
  +1handling, +1massive, +1armor.
  You can double up on battle options if you choose.
  CARS
  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:
  • Serve a wealthy NPC as driver. 
   
  • Serve a wealthy NPC as courier.
  • 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; repair of a 
  piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; 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 �nd 
  hi-tech or luxe eternal.
  FRAME
  SPEED
  HANDLING
  TAGS
  ARMOR
  MASSIVE
  CAR #2
  CAR #3
  GEAR & BARTER
  CREATING A DRIVER
  To create your driver, choose name, look, stats, moves, gear, car, and Hx.
  NAME
  Lauren, Audrey, Farley, Sammy, 
  Katherine, Marilyn, James, Bridget, Paul, 
  Annette, Marlene, Frankie, Marlon, Kim, 
  Errol, or Humphrey.
  Phoenix, Mustang, Impala, Suv, Cougar, 
  Cobra, Dart, Gremlin, Grand Cherokee, 
  Jag, or Beemer.
  LOOK
  Man, woman, ambiguous, or transgressing.
  Vintage wear, casual wear, utility wear, 
  leather wear, or showy scrounge wear.
  Handsome face, gorgeous face, stern face, 
  �ne-boned face, worn face, or crooked face.
  Cool eyes, hooded eyes, hard eyes, sad eyes, 
  cold eyes, or pale eyes.
  Slim body, pudgy body, stocky body, solid 
  body, tall body, or strong body.
  STATS
  Choose one set:
  • Cool+2 Hard-1 Hot+1 Sharp+1 Weird=0
  • Cool+2 Hard=0 Hot+1 Sharp+1 Weird-1
  • Cool+2 Hard+1 Hot-1 Sharp=0 Weird+1
  • Cool+2 Hard-2 Hot=0 Sharp+2 Weird+1
  MOVES
  You get all the basic moves. Choose 2 driver 
  moves.
  You can use all the battle moves, but when you 
  get the chance, look up standing overwatch, 
  the road war moves, and the rules for how 
  vehicles suffer harm.
  GEAR
  You get:
  • 1 handy weapon
  • oddments worth 4-barter
  • fashion suitable to your look (you 
  detail)
  Handy weapons (choose 1):
  • .38 revolver (2-harm close reload loud)
  • 9mm (2-harm close loud)
  • big knife (2-harm hand)
  • sawed-off (3-harm close reload messy)
  • machete (3-harm hand messy)
  • magnum (3-harm close reload loud)
  If you’d like to start play with a 
  prosthetic, get with the MC.
  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 1, 
  2, or all 3:
  • Which one of you once got me out of some 
  serious shit?
  For that character, write Hx+1.
  • Which one of you has been with me for days on 
  the road?
  For that character, write Hx+2.
  • Which one of you have I caught sometimes 
  staring out at the horizon?
  For that character, write Hx+3.
  For everyone else, write Hx-1. You aren’t 
  naturally inclined to get too close to too many 
  people.
  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. e MC will have you highlight a 
  second stat too.
  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.
  
  GUNLUGGER MOVES
   Battle-hardened: when you act under �re, or when you stand overwatch, roll+hard 
  instead of roll+cool.
   Fuck this shit: name your escape route and roll+hard. On a 10+, sweet, you’re gone. 
  On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take 
  something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half 
  in and half out. 
   Battle�eld instincts: when you open your brain to the world’s psychic maelstrom, 
  roll+hard instead of roll+weird, but only in battle.
   Insano like Drano: you get +1hard (hard+3).
   Prepared for the inevitable: you have a well-stocked and high-quality �rst aid kit. It 
  counts as an angel kit (cf) with a capacity of 2-stock.
   Bloodcrazed: whenever you in�ict harm, in�ict +1harm.
   NOT TO BE FUCKED WITH: in battle, you count as a small gang, with harm and 
  armor according to your gear.
  WEAPONS & ARMOR
  ARMOR
  OTHER MOVES
  Introducing
  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.
  Sometimes the obvious move is the right one.
  IMPROVEMENT
  > >>improve
  experience
  — 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
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  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 cool+2)
  — get +1sharp (max sharp+2)
  — get +1weird (max weird+2)
  — get a new gunlugger move
  — get a new gunlugger move
  — get a vehicle (you detail)
  — get a holding (you detail) and wealth
  — get a gang (you detail) and pack alpha
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, you take +1 
  forward. At your option, they take +1 forward too.
  GUNLUGGER
  THE 
  GUNLUGGER SPECIAL
  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
  
  WEAPONS
  Fuck-off big guns (choose 1):
  • silenced sniper ri�e (3-harm far 
  hi-tech)
  • mg (3-harm close/far area messy)
  • assault ri�e (3-harm close/far 
  loud auto�re)
  • grenade launcher (4-harm close 
  area messy)
  Serious guns (choose 2):
  • hunting ri�e (3-harm far loud)
  • shotgun (3-harm close messy)
  • smg (2-harm close auto�re loud)
  • magnum (3-harm close reload 
  loud)
  • grenade tube (4-harm close area 
  reload messy)
  • ap ammo (ap) Add ap to all your 
  guns.
  • silencer (hi-tech) Remove loud 
  from any of your guns.
  Backup weapons (choose 1):
  • 9mm (2-harm close loud)
  • big-ass knife (2-harm hand)
  • machete (3-harm hand messy)
  • many knives (2-harm hand 
  in�nite)
  • grenades (4-harm hand area 
  reload messy)
  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, it’s equal to the 
  harm rating of the weapon, attack, or mishap, minus the 
  armor rating of the character’s armor. is is called harm 
  as established. 
  When you suffer harm, roll+harm suffered (after armor, 
  if you’re wearing any). On a 10+, the MC can choose 1:
  • You’re out of action: unconscious, trapped, incoherent or 
  panicked.
  • It’s worse than it seemed. Take an additional 1-harm.
  • Choose 2 from the 7–9 list below.
  On a 7–9, the MC can choose 1:
  • You lose your footing.
  • You lose your grip on whatever you’re holding.
  • You lose track of someone or something you’re attending to.
  • You miss noticing something important.
  On a miss, the MC can nevertheless choose something 
  from the 7–9 list above. If she does, it’s instead of some 
  of the harm you’re suffering, so you take -1harm.
  When you in�ict harm on another player’s character, 
  the other character gets +1Hx with you (on their sheet) 
  for every segment of harm you in�ict. 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.
  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:
  • Extort, raid, or rob a wealthy population. 
  • Serve a wealthy NPC as a bodyguard.
  • Execute a murder on behalf of a wealthy NPC. 
  • 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; repair of a 
  piece of hi-tech gear; 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 �nd 
  hi-tech or luxe eternal.
  GEAR & BARTER
  CREATING A GUNLUGGER
  To create your gunlugger, choose name, look, stats, moves, gear, and Hx.
  NAME
  Vonk the Sculptor, Batty, Jonker, A.T., 
  Rue Wakeman, Navarre, Man, Kartak, 
  Barbarossa, Keeler, Grekkor, Crille, 
  Doom, or Chaplain. 
  Rex, Fido, Spot, Boxer, Doberman, Trey, 
  Killer, Butch, Fi�, Fluffy, Duke, Wolf, 
  Rover, Max, or Buddy.
  LOOK
  Man, woman, ambiguous, transgressing, or 
  concealed.
  Scrounged mismatched armor, battered old 
  armor, or custom homemade armor.
  Scarred face, blunt face, bony face, dull face, 
  worn face, or blasted face.
  Mad eyes, raging eyes, wise eyes, sad eyes, 
  little piggy eyes, or cunning eyes.
  Hard body, stocky body, stringy body, 
  battered body, overbuilt body, compact body, 
  or huge body.
  STATS
  Choose one set:
  • Cool+1 Hard+2 Hot-1 Sharp+1 Weird=0
  • Cool-1 Hard+2 Hot-2 Sharp+1 Weird+2
  • Cool+1 Hard+2 Hot-2 Sharp+2 Weird-1
  • Cool+2 Hard+2 Hot-2 Sharp=0 Weird=0
  MOVES
  You get all the basic moves. Choose 3 
  gunlugger moves.
  You can use all the battle moves, and probably 
  will, but you gotta start somewhere. When 
  you get the chance, look up seize by force and 
  laying down �re.
  GEAR
  You get:
  • 1 fuck-off big gun
  • 2 serious guns
  • 1 backup weapon
  • armor worth 2-armor (you detail)
  • oddments worth 2-barter
  If you’d like to start play with a vehicle or 
  a prosthetic, get with the MC.
  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 1, 
  2 or all 3:
  • Which one of you once left me bleeding, and did 
  nothing for me?
  For that character, write Hx-2.
  • Which one of you has fought shoulder to 
  shoulder with me?
  For that character, write Hx+2.
  • Which one of you is prettiest and/or smartest?
  For that character, write Hx+3.
  For everyone else, write Hx-1. You �nd no 
  particular need to understand most people.
  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. e MC will have you highlight a 
  second stat too.
  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.
  
  HARDHOLDER MOVES
   Leadership: when you have to order your gang to advance, regroup, 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. 
   Wealth: If your hold is secure and your rule unchallenged, at the beginning of the 
  session, roll+hard. On a 10+, you have surplus at hand and available for the needs of 
  the session. On a 7–9, you have surplus, but choose 1 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, as follows.
  OTHER MOVES
  BARTER
  Your holding provides for your day-to-day living, so while you’re there governing it, you 
  need not spend barter for your lifestyle at the beginning of the session. 
  When you give gifts, here’s what might count as a gift worth 1-barter: a month’s 
  hospitality, including a place to live and meals in common with others; a night in high luxury & 
  company; any weapon, gear or fashion not valuable or hi-tech; repair of a piece of hi-tech gear 
  by your fave savvyhead or techso; a week’s bestowal of the protective companionship of one 
  of your battlebabes, gunluggers, or gang members; a month’s maintenance and repairs for a 
  hi-performance vehicle well-used; a half-hour’s worth of your undivided attention, in private 
  audience; or, of course, oddments worth 1-barter.
  In times of abundance, your holding’s surplus is yours to spend personally as you see 
  �t. (Suppose that your citizen’s lives are the more abundant too, in proportion.) You can 
  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.
  Introducing
  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. 
  What other authority is there?
  GEAR & BARTER
  IMPROVEMENT
  > >>improve
  experience
  — 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
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  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 +1hard (max hard+3)
  — get +1weird (max weird+2)
  — get +1cool (max cool+2)
  — get +1hot (max hot+2)
  — get +1sharp (max sharp+2)
  — choose a new option for your holding
  — choose a new option for your holding
  — erase an option from your holding
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, you can give 
  the other character gifts worth 1-barter, at no cost to 
  you.
  HARDHOLDER
  THE 
  HARDHOLDER SPECIAL
  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
  
  By default, your holding has:
   75-150 souls.
   for gigs, a mix of hunting, crude farming, and scavenging (surplus: 1-barter, want: hungry).
   a makeshift compound of concrete, sheet metal and rebar. Your gang gets +1armor when �ghting 
  in its defense.
   an armory of scavenged and makeshift weapons.
   a garage of 4 utility vehicles and 4 specialized battle vehicles (detail with the MC).
   a gang of about 40 violent bastards (2-harm gang medium unruly 1-armor).
  Choose 4:
   your population is large, 200-300 souls. Surplus: +1barter, want: +disease.
   your population is small, 50-60 souls. Want: anxiety instead of want: hungry.
   for gigs, add lucrative raiding. Surplus: +1barter, want: +reprisals.
   for gigs, add protection tribute. Surplus: +1barter, want: +obligation.
   for gigs, add a manufactory. Surplus: +1barter, want: +idle.
   for gigs, add a bustling, widely-known market commons. Surplus: +1barter, want: +strangers.
   your gang is large instead of medium, 60 violent bastards or so.
   your gang is well-disciplined. Drop unruly.
   your armory is sophisticated and extensive. Your gang gets +1harm.
   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 
  in its defense.
  And choose 2:
   your population is �lthy and unwell. Want: +disease.
   your population is lazy and drug-stupored. Want: +famine.
   your population is decadent and perverse. Surplus: -1barter, want: +savagery.
   your holding owes protection tribute. Surplus: -1barter, want: +reprisals.
   your gang is small instead of medium, only 10-20 violent bastards.
   your gang is a pack of fucking hyenas. Want: +savagery.
   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.
   your compound is mostly tents, lean-tos and wooden walls. Your gang gets no armor bonus when 
  �ghting to defend it.
  SIZE
  SURPLUS
  HOLDING
  GIGS
  WANT
  SIZE
  ARMOR
  +1harm vs smaller gangs,
  -1harm vs larger, per 1-size difference.
  TAGS
  GANG
  HOLDING
  BARTER
  HARM
  CREATING A HARDHOLDER
  To create your hardholder, choose name, look, stats, moves, holding, and Hx.
  NAME
  Nbeke, Allison, Kobe, Kreider, Tranh, 
  Marco, Sadiq, Vega, Lang, Lin, or 
  Jackson.
  Madame, Barbecue, Grandma, Uncle, 
  Parson, Barnum, Colonel, or Mother 
  Superior.
  LOOK
  Man, woman, ambiguous, or transgressing.
  Luxe wear, display wear, fetish wear, casual 
  wear, or junta wear.
  Strong face, stern face, cruel face, soft face, 
  aristocratic face, or gorgeous face.
  Cool eyes, commanding eyes, languid eyes, 
  sharp eyes, forgiving eyes, or generous eyes.
  Massive body, soft body, wiry body, fat body, 
  tall spare body, or sensual body.
  STATS
  Choose one set:
  • Cool-1 Hard+2 Hot+1 Sharp+1 Weird=0
  • Cool+1 Hard+2 Hot+1 Sharp+1 Weird-2
  • Cool-2 Hard+2 Hot=0 Sharp+2 Weird=0
  • Cool=0 Hard+2 Hot+1 Sharp-1 Weird+1
  MOVES
  You get all the basic moves. You get both 
  hardholder moves.
  You can use all the battle moves, and probably 
  will, but you gotta start somewhere. When 
  you get the chance, look up  seize by force 
  and the rules for how gangs in�ict and suffer 
  harm.
  GEAR
  In addition to your holding, detail your 
  personal fashion. You can have, for your 
  personal use, with the MC’s approval, 
  a few pieces of non-specialized gear or 
  weapons from any character playbook.
  If you’d like to start play with a vehicle or 
  a prosthetic, get with the MC.
  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 
  either or both:
  • Which one of you has been with me since before?
  For that character, write Hx+2.
  • Which one of you has betrayed or stolen from 
  me?
  For that character, write Hx+3.
  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.
  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.
  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.
  
  HOCUS MOVES
   Fortunes: fortune, surplus and want all depend on your followers. At the beginning of the 
  session, roll+fortune. On a 10+, your followers have surplus. On a 7–9, they have surplus, 
  but choose 1 want. On a miss, they are in want. If their surplus lists barter, like 1-barter 
  or 2-barter, that’s your personal share, to spend for your lifestyle or for what you will.
   Frenzy: 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:
  • Bring people forward and deliver them.
  • Bring forward all their precious things.
  • Unite and �ght for you as a gang (2-harm 0-armor size appropriate).
  • Fall into an orgy of uninhibited emotion: fucking, lamenting, �ghting, sharing, celebrating, as 
  you choose.
  • Go quietly back to their lives.
  On a miss, the mob turns on you.
   Charismatic: when you try to manipulate someone, roll+weird instead of roll+hot.
   Fucking wacknut: you get +1weird (weird+3).
   Seeing souls: when you help or interfere with someone, roll+weird instead of roll+Hx.
   Divine protection: your gods give you 1-armor. If you wear armor, use that instead, 
  they don’t add.
  OTHER MOVES
  Introducing
  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.
  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 
  gave Apocalypse World its birth. Friends, that’s our creator now.
  GEAR & BARTER
  IMPROVEMENT
  > >>improve
  experience
  — 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
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  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 cool+2)
  — get +1hard (max hard+2)
  — get +1sharp (max sharp+2)
  — get a new hocus move
  — get a new hocus move
  — choose a new option for your followers
  — choose a new option for your followers
  — get a holding (you detail) and wealth
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, you each 
  hold 1. Either of you can spend your hold any time 
  to help or interfere with the other, at a distance or 
  despite any barriers that would normally prevent it.
  HOCUS
  THE 
  HOCUS SPECIAL
  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
  
  By default you have around 20 followers, loyal to you but not fanatical. ey have their 
  own lives apart from you, integrated in the local population (fortune+1 surplus: 1-barter 
  want: desertion).
  Characterize them:
   your cult 
   your family  
   your students
   your scene 
   your staff 
   
   your court
  If you travel, decide whether they  travel with you or  congregate in their own 
  communities.
  Choose 2:
   Your followers are dedicated to you. Surplus: +1barter, and replace want: desertion with 
  want: hunger.
   Your followers are involved in successful commerce. +1fortune.
   Your followers, taken as a body, constitute a powerful psychic antenna. Surplus: +augury.
   Your followers are joyous and celebratory. Surplus: +party.
   Your followers are rigorous and argumentative. Surplus: +insight.
   Your followers are hard-working, no-nonsense. Surplus: +1barter.
   Your followers are eager, enthusiastic, and successful recruiters. Surplus: +growth.
  Choose 2:
   You have few followers, 10 or fewer. Surplus: -1barter.
   Your followers aren’t really yours, more like you’re theirs. Want: judgment instead of 
  want: desertion.
   Your followers rely entirely on you for their lives and needs. Want: +desperation.
   Your followers are drug-�xated. Surplus: +stupor.
   Your followers disdain fashion, luxury and convention. Want: +disease.
   Your followers disdain law, peace, reason and society. Surplus: +violence.
   Your followers are decadent and perverse. Want: +savagery.
  FOLLOWERS
  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:
  • Serve a wealthy NPC as auger and advisor. 
  • Serve a wealthy NPC as ceremonist.
  • Serve a population as counselor and ceremonist. • 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; repair of a 
  piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; 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 �nd 
  hi-tech or luxe eternal.
  DESCRIPTION
  SURPLUS
  FOLLOWERS
  FORTUNE
  BARTER
  WANT
  CREATING A HOCUS
  To create your hocus, choose name, look, stats, moves, followers, and Hx.
  NAME
  Vision, Hope, Dust, Truth, Found, 
  Always, Lost, Want, Must, Bright, or 
  Sorrow. 
  Horse, Rabbit, Trout, Cat, Spider, Snake, 
  Bat, Lizard, Jackal, Weaver Bird, or Lark.
  LOOK
  Man, woman, ambiguous, transgressing, or 
  concealed.
  Tattered vestments, formal vestments, 
  scrounge vestments, fetish vestments, or tech 
  vestments.
  Innocent face, dirty face, determined face, 
  open face, severe face, or ascetic face.
  Mesmerizing eyes, dazed eyes, forgiving eyes, 
  suspicious eyes, clear eyes, or burning eyes.
  Bony body, lanky body, soft body, �t body, 
  graceful body, or fat body.
  STATS
  Choose one set:
  • Cool=0 Hard+1 Hot-1 Sharp+1 Weird+2
  • Cool+1 Hard-1 Hot+1 Sharp=0 Weird+2
  • Cool-1 Hard+1 Hot=0 Sharp+1 Weird+2
  • Cool+1 Hard=0 Hot+1 Sharp-1 Weird+2
  GEAR
  In addition to your followers, detail your 
  fashion according to your look. You have 
  oddments worth 4-barter, but no gear to 
  speak of.
  If you’d like to start play with a vehicle or 
  a prosthetic, get with the MC.
  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 
  either or both:
  • Which of you are my followers?
  For those characters, write Hx+2.
  • One of you, I’ve seen your soul. Which one?
  For that character, write Hx+3.
  For everyone else, write Hx+1. You’re a good 
  and quick judge of others.
  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. e MC will have you highlight a 
  second stat too.
  MOVES
  You get all the basic moves. You get fortunes, 
  and then choose 2 more hocus moves.
  You can use all the battle moves, but when 
  you get the chance, look up seize by force, 
  keeping an eye out, and the rules for how 
  gangs in�ict and suffer harm.
  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.
  
  Introducing
  THE MAESTRO D’
  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 
  can’t give you what those guys used to could, but fuck it, maybe he can �nd you a little 
  somethin somethin to take off the edge.
  OTHER MOVES
  MAESTRO DI MOVES
   You call this hot? when you do something under �re, roll+hot instead of roll+cool.
   A devil with a blade: when you use a blade to go aggro, roll+hot instead of roll+hard.
   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? what’s 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?
  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 
  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 
  2-harm (ap). On a miss, some several people of the MC’s choice, maybe including your guy 
  maybe not, get it, and all suffer 3-harm (ap). 
  BARTER
  Your establishment provides for your day-to-day living, so while you’re open for business, 
  you need not spend barter for your lifestyle at the beginning of the session. 
  As a one-time expenditure, and very subject to availability, 1-barter might count for: 
  any weapon, gear or fashion not valuable or hi-tech; a session’s hire of a violent individual as 
  bodyguard; the material costs for crash resuscitation by a medic; a few sessions’ tribute to a 
  warlord; 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.
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  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 +1hot (max hot+3)
  — get +1cool (max cool+2)
  — get +1hard (max hard+2)
  — get +1weird (max weird+2)
  — get a new maestro d’ move
  — get a new maestro d’ move
  — add a security to your establishment
  — resolve somebody’s interest in your establishment
  — get a move from another playbook
  — get a move from another playbook
  If you hook another character up—with sex, with 
  food, with somethin somethin, whatever—it counts 
  as having sex with them.
  MAESTRO DI SPECIAL
  MAESTRO D
  THE 
  I
  — 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
  
  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  
   sports 
   �ghts 
   scene (see and be)
  For your establishment’s 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’s your best regular? 
  Who’s your worst regular?  
  ese 3 NPCs (at least) have an interest in your establishment: Been, Rolfball, Gams.
  Who wants in on it? 
  Who do you owe for it? 
  Who wants it gone? 
  For security, choose this:
   a real gang (3-harm gang small 1-armor)
  Or else choose 2 of these:
   a convenient shotgun (3-harm close reload messy)
   a bouncer who knows his biz (2-harm 1-armor)
   plywood & chickenwire (1-armor)
   secrecy, passwords, codes & signals, invites-only, vouching, etc.
   everybody’s packing: your cast & crew are a gang (2-harm gang small 0-armor)
   a warren of dead-ends, hideaways & boltholes
   no �xed location, always new venues
  ESTABLISHMENT
  CAST& CREW
  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.
  GEAR & BARTER
  CREATING A MAESTRO DI
  To create your maestro d’, choose name, look, stats, moves, establishment, gear, and Hx.
  NAME
  Cookie, Silver, Smoky, Slops, Chief, Rose, 
  Anika, JD, Chairman, Grave, Saffron, Life.
  Yen, Emmy, Julia, Jackbird, Francois, Esco, 
  Boiardi, Mari, Nan, Rache, Proper, Fall.
  LOOK
  Man, woman, ambiguous, transgressing.
  Casual wear, display wear, vintage wear, 
  butcher wear, fetish wear, immaculate 
  whites.
  Pinched face, boyish face, pretty face, 
  expressive face, full face, tattooed face, 
  porcelain face, or scarred face.
  Cool eyes, bright eyes, inquisitive eyes, frank 
  eyes, mischievous eyes, or one eye.
  Fat body, restless body, stubby body, curvy 
  body, unusual body, or lean body.
  Flexible hands, quick hands, precise hands, 
  nervous hands, sausage �ngers, scarred 
  hands, or playful hands.
  STATS
  Choose one set:
  • Cool+1 Hard-1 Hot+2 Sharp=0 Weird+1
  • Cool=0 Hard+1 Hot+2 Sharp+1 Weird-1
  • Cool-1 Hard+2 Hot+2 Sharp=0 Weird-1
  • Cool=0 Hard=0 Hot+2 Sharp+1 Weird=0
  MOVES
  You get all the basic moves.  Choose 2 
  maestro d’ moves.
  You can use all the battle moves, but when 
  you get the chance, look up seize by force, 
  baiting a trap, and turning the tables.
  GEAR
  In addition to your establishment, you get:
  • a wicked blade, like a kitchen knife or 12” 
  razor-sharp scissors (2-harm hand)
  • oddments worth 2-barter
  • fashion suitable to your look, including at 
  your option a piece worth 1-armor (you 
  detail)
  If you’d like to start play with a vehicle or a 
  prosthetic, get with the MC.
  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 
  either or both:
  • Which of you do I �nd most attractive?
  For those characters, write Hx+2.
  • Which one of you is my favorite?
  For that character, write Hx+3.
  For everyone else, write Hx+1. It’s your 
  business to see people clearly.
  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. e MC will 
  have you highlight a second stat too.
  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.
  
  OTHER MOVES
  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:
  • Who handled this last before me?
  • Who made this?
  • What strong emotions have been most recently nearby this?
  • What words have been said most recently nearby this?
  • What has been done most recently with this, or to this?
  • What’s wrong with this, and how might I �x it?
  Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom and 
  missed the roll.
   Bonefeel: at the beginning of the session, roll+weird. On a 10+, hold 1+1. On a 7–9, 
  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. 
  If your hold was 1+1, take +1forward now. On a miss, the MC holds 1, and can spend it to 
  have you be there already, but somehow pinned, caught or trapped.
   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, 
  and you mark an experience circle.
   Reality’s fraying edge: some component of your workspace, or some arrangement of 
  components, is uniquely receptive to the world’s psychic maelstrom (+augury). Choose 
  and name it, or else leave it for the MC to reveal during play.
   Spooky intense: when you do something under �re, stand overwatch, or bait a trap, 
  roll+weird instead of roll+cool.
   Deep insights: you get +1weird (weird+3).
  Introducing
  THE SAVVYHEAD
  If there’s one fucking thing you can count on in Apocalypse World, it’s: things break.
  IMPROVEMENT
  > >>improve
  experience
  — 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
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  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 cool+2)
  — get +1hard (max hard+2)
  — get +1sharp (max sharp+2)
  — get a new savvyhead move
  — get a new savvyhead move
  — get a gang (you detail) for security, and leadership
  — add 2 options to your workspace
  — add life support to your workspace, and now you can 
  work on people there too
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, they 
  automatically speak to you, as though they were a 
  thing and you’d rolled a 10+, whether you have the 
  move or not. e other player and the MC will answer 
  your questions between them.
  Otherwise, that move never works on people, only 
  things.
  SAVVYHEAD SPECIAL
  SAVVYHEAD
  THE 
  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
  
  CREATING A SAVVYHEAD
  To create your savvyhead, choose name, look, stats, moves, workspace, projects, and Hx.
  NAME
  Leah, Joshua, Tai, Ethan, Bran, Jeremy, 
  Amanuel, Justin, Jessica, Eliza, Dylan, 
  Adnan, Alan, Nils, Ellen, Lee, Kim, Adele
  Leone, Burdick, Oliver, Goldman, 
  Whiting, Fauci, Hoss�eld, Lemma, 
  Morrell, Ozair, Robinson, Lemieux, 
  Whitmont, Cullen, Spector
  LOOK
  Man, woman, ambiguous, or transgressing.
  Utility wear plus tech, scrounge wear plus 
  tech, vintage wear plus tech, tech wear.
  Plain face, pretty face, open face, or expressive 
  face.
  Squinty eyes, calm eyes, dancing eyes, quick 
  eyes, or appraising eyes.
  Fat body, slight body, hunched body, wiry 
  body, stumpy body, or strange body.
  STATS
  Choose one set:
  • Cool-1 Hard=0 Hot+1 Sharp+1 Weird+2
  • Cool=0 Hard-1 Hot-1 Sharp+2 Weird+2
  • Cool+1 Hard-1 Hot=0 Sharp+1 Weird+2
  • Cool+1 Hard+1 Hot-1 Sharp=0 Weird+2
  GEAR
  In addition to your workspace, detail 
  your personal fashion. You have 
  oddments worth 6-barter, and any 
  personal piece or three of normal gear or 
  weaponry.
  If you’d like to start play with a vehicle or 
  a prosthetic, get with the MC.
  PROJECTS
  During play, it’s your job to have your 
  character start and pursue projects. ey 
  can be any projects you want, both long 
  term and short-. Begin by thinking up 
  the project you’re working on this very 
  morning, as play begins.
  MOVES
  You get all the basic moves.  Choose 2 
  savvyhead moves.
  You can use all the battle moves, but when you 
  get the chance, look up keeping an eye out, 
  baiting a trap, and turning the tables, as 
  well as the rules for how vehicles suffer harm.
  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 
  either or both:
  • Which of you is the most strange?
  For those characters, write Hx+1.
  • Which one of you is the biggest potential 
  problem?
  For that character, write Hx+2.
  For everyone else, write Hx-1. You’ve got other 
  stuff to do and other stuff to learn.
  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. e MC will have you highlight a 
  second stat too.
  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.
  Choose which of the following your workspace includes. Choose 3: a garage, a darkroom, 
  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.
  When you go into your workspace and dedicate yourself to making a thing, or to getting 
  to the bottom of some shit, decide what and tell the MC. e MC will tell you “sure, no 
  problem, but…” and then 1 to 4 of the following:
  • It’s going to take hours/days/weeks/months of work.
  • First you’ll have to get/build/�x/�gure out —— .
  • You’re going to need —— to help you with it.
  • It’s going to cost you a fuckton of jingle.
  • e best you’ll be able to do is a crap version, weak and unreliable.
  • It’s going to mean exposing yourself (plus colleagues) to serious danger.
  • You’re going to have to add —— to your workplace �rst.
  • It’s going to take several/dozens/hundreds of tries.
  • You’re going to have to take —— apart to do it.
  e MC might connect them all with “and,” or might throw in a merciful “or.”
  Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing 
  itself. e MC will stat it up, or spill, or whatever it calls for.
  WORKSPACE
  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:
  • 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.
  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 �nd 
  hi-tech or luxe eternal.
  GEAR & BARTER
  PROJECTS
  
  SKINNER MOVES
   Breathtaking: you get +1hot (hot+3).
   Lost: when you whisper someone’s name to the world’s psychic maelstrom, roll+weird. 
  On a hit, they come to you, with or without any clear explanation why. On a 10+, take 
  +1forward against them. On a miss, the MC will ask you 3 questions; answer them 
  truthfully.
   Artful & gracious: when you perform your chosen art—any act of 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 audience and choose one:
  • is person must meet me.
  • is person must have my services.
  • is person loves me.
  • is person must give me a gift.
  • is person admires my patron.
  On a miss, you gain no bene�t, but suffer no harm or lost opportunity. You simply 
  perform very well.
   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 
  attention. If you choose, you can exempt individual people, by name.
   Hypnotic: when you have time and solitude with someone, they become �xated upon 
  you. Roll+hot. On a 10+, hold 3. On a 7–9, hold 2. ey can spend your hold, 1 for 1, by:
  • Giving you something you want.
  • Acting as your eyes and ears.
  • Fighting to protect you.
  • Doing something you tell them to.
  For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any 
  time you like you can spend your hold, 1 for 1:
  • ey distract themselves with the thought of you. ey’re acting under �re.
  • ey 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.
  OTHER MOVES
  Introducing
  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.
  Anything beautiful left in this ugly ass world, skinners hold it. Will they share it with 
  you? What do you offer them?
  IMPROVEMENT
  > >>improve
  experience
  — 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
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  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 cool+2)
  — get +1cool (max cool+2)
  —get +1hard (max hard+2)
  — get +1sharp (max sharp+2)
  — get a new skinner move
  — get a new skinner move
  — get an establishment (you detail)
  — get followers (you detail) and fortunes
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, choose one:
  • You take +1 forward and so do they.
  • You take +1 forward; they take -1.
  • ey must give you a gift worth at least 1-barter.
  • You can hypnotize them as though you’d rolled a 
  10+, even if you haven’t chosen to get the move.
  SKINNER SPECIAL
  SKINNER
  THE 
  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
  
  Gracious weapons (choose 1):
   sleeve pistol (2-harm close reload loud)
   ornate dagger (2-harm hand valuable)
   hidden knives (2-harm hand in�nite)
   ornate sword (3-harm hand valuable)
   antique handgun (2-harm close reload loud valuable)
  Luxe gear (choose 2):
   antique coins (worn valuable)
  Drilled with holes for jewelry.
   eyeglasses (worn valuable)
  You may use these for +1sharp when your eyesight matters, but if you do, without them you get 
  -1sharp when your eyesight matters.
   long gorgeous coat (worn valuable)
   spectacular tattoos (implanted)
   skin & hair kit (applied valuable)
  Soaps, ochres, paints, creams, salves. Using it lets you take +1hot forward.
   a pet (valuable alive)
  Your choice and yours to detail.
  SKINNER GEAR
  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:
  • Perform for a public audience. 
   
  • Perform for a private audience.
  • Appear at the side of a wealthy NPC. 
   
  • 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; repair of a 
  piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; 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 �nd 
  hi-tech or luxe eternal.
  GEAR & BARTER
  CREATING A SKINNER
  To create your skinner, choose name, look, stats, moves, gear, and Hx.
  NAME
  October, Venus, Mercury, Dune, Shade, 
  Heron, Plum, Orchid, Storm, Dusk, Sword, 
  Midnight, Hide, Frost, Lawn, June, Icicle, 
  Tern, Lavender, Spice, Gazelle, Lion, 
  Peacock, or Grace.
  LOOK
  Man, woman, ambiguous, transgressing, or 
  androgyne.
  Display wear, showy scrounge wear, luxe 
  wear, fetish wear, or casual wear.
  Striking face, sweet face, strange face, cute 
  face, or beautiful face.
  Laughing eyes, mocking eyes, dark eyes, 
  shadowed eyes, troubled eyes, arresting 
  eyes, bright eyes, or cool eyes.
  Strong hands, expressive hands, quick 
  hands, calloused hands, or steady hands.
  Slim body, toned body, fat body, unnatural 
  body, young body, or lush body.
  STATS
  Choose one set:
  • Cool+1 Hard-1 Hot+2 Sharp+1 Weird=0
  • Cool=0 Hard=0 Hot+2 Sharp=0 Weird+1
  • Cool-1 Hard=0 Hot+2 Sharp+2 Weird-1
  • Cool+1 Hard+1 Hot+2 Sharp+1 Weird-2
  MOVES
  You get all the basic moves.  Choose 2 
  skinner moves.
  You can use all the battle moves, but when 
  you get the chance, look up standing 
  overwatch, keeping an eye out, baiting a 
  trap, and turning the tables.
  GEAR
  You get:
  • 1 gracious weapon
  • 2 luxe gear
  • oddments worth 2-barter
  • fashion suitable to your look (you detail)
  If you’d like to start play with a vehicle or a 
  prosthetic, get with the MC.
  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 
  1, 2, or all 3:
  • Which one of you is my friend?
  For that character, write Hx+2.
  • Which one of you is my lover?
  For that character, write Hx+1.
  • Which one of you is in love with me? 
  For that character, write Hx-1.
  For everyone else, write Hx+1 or Hx-1, as 
  you choose.
  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. e MC will 
  have you highlight a second stat too.
  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.
  
  READ A SITCH
  When you read a charged situation, roll+sharp. On a hit, you can ask the MC 
  questions. Whenever you act on one of the MC’s answers, take +1. On a 10+, ask 3. 
  On a 7–9, ask 1:
  • Where’s my best escape route / way in / way past?
  • Which enemy is most vulnerable to me?
  • Which enemy is the biggest threat?
  • What should I be on the lookout for?
  • What’s my enemy’s true position?
  • Who’s in control here?
  On a miss, ask 1 anyway, but be prepared for the worst.
  READ A PERSON
  When you read a person in a charged interaction, roll+sharp. On a 10+, hold 3. 
  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?
  • What’s your character really feeling?
  • What does your character intend to do?
  • What does your character wish I’d do?
  • How could I get your character to —?
  On a miss, ask 1 anyway, but be prepared for the worst.
  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, 
  and might ask you a question or two; answer them. On a 10+, the MC gives you good 
  detail. On a 7–9, the MC gives you an impression. If you already know all there is to 
  know, the MC will tell you that. On a miss, be prepared for the worst.
  LIFESTYLE AND GIGS
  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.
  SESSION END
  At the end of every session, choose a character who knows you better than they 
  used to. If there’s more than one, choose one at your whim. Tell that player to add 
  +1 to their Hx with you on their sheet. If this brings them to Hx+4, they reset 
  to Hx+1 (and therefore mark experience). If no one knows you better, choose a 
  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).
  DO SOMETHING UNDER FIRE
  When you do something under �re, or dig in to endure �re, roll+cool. On a 10+, 
  you do it. On a 7–9, you �inch, hesitate, or stall: the MC can offer you a worse 
  outcome, a hard bargain, or an ugly choice. On a miss, be prepared for the worst.
  GO AGGRO ON SOMEONE
  When you go aggro on someone, make it clear what you want them to do and what 
  you’ll do to them. Roll+hard. On a 10+, they have to choose:
  • Force your hand and suck it up.
  • Cave and do what you want.
  On a 7–9, they can choose 1 of the above, or 1 of the following:
  • 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.
  • Back off calmly, hands where you can see.
  On a miss, be prepared for the worst.
  SUCKER SOMEONE
  When you attack someone unsuspecting or helpless, ask the MC if you could 
  miss. If you could, treat it as going aggro, but your victim has no choice to cave and 
  do what you want. If you couldn’t, you simply in�ict harm as established.
  DO BATTLE
  When you’re in battle, you can bring the battle moves into play.
  SEDUCE OR MANIPULATE SOMEONE
  When you try to seduce, manipulate, bluff, fast-talk, or lie to someone, tell 
  them what you want them to do, give them a reason, and roll+hot. For NPCs: on a 
  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, 
  choose 1:
  • If they go along with you, they mark experience.
  • If they refuse, erase one of their stat highlights for the remainder of the session.
  What they do then is up to them.
  On a miss, for either NPCs or PCs, be prepared for the worst.
  HELP OR INTERFERE WITH SOMEONE
  When you help or interfere with someone who’s making a roll, roll+Hx. On a 10+, 
  they take +2 (help) or -2 (interfere) to their roll. On a 7–9, they take +1 (help) or -1 
  (interfere) to their roll. On a miss, be prepared for the worst.
  APOCALYPSE WORLD BASIC MOVES
  
  INSIGHT
  When you are able to go to someone for insight, ask them what they think your 
  best course is, and the MC will tell you. If you pursue that course, take +1 to any 
  rolls you make in the pursuit. If you pursue that course but don’t accomplish your 
  ends, you mark experience.
  AUGURY
  When you are able to use something for augury, roll+weird. On a hit, you can 
  choose 1:
  • Reach through the world’s psychic maelstrom to something or someone connected to it.
  • Isolate and protect a person or thing from the world’s psychic maelstrom.
  • Isolate and contain a fragment of the world’s psychic maelstrom itself.
  • Insert information into the world’s psychic maelstrom.
  • Open a window into the world’s psychic maelstrom.
  By default, the effect will last only as long as you maintain it, will reach only 
  shallowly into the world’s psychic maelstrom as it is local to you, and will bleed 
  instability. On a 10+, choose 2; on a 7–9, choose 1:
  • It’ll persist (for a while) without your actively maintaining it.
  • It reaches deep into the world’s psychic maelstrom.
  • It reaches broadly throughout the world’s psychic maelstrom.
  • It’s stable and contained, no bleeding.
  On a miss, whatever bad happens, your antenna takes the brunt of it. 
  CHANGING HIGHLIGHTED STATS
  At the beginning of any session, or at the end if you forgot, anyone can say, “hey, 
  let’s change highlighted stats.” When someone says it, do it. Go around the circle 
  again, following the same procedure you used to highlight them in the �rst place: 
  the high-Hx player highlights one stat, and the MC highlight another.
  HARM AND HEALING MOVES
  When you suffer harm, roll+harm suffered (after armor, if you’re wearing any). On 
  a 10+, the MC can choose 1:
  • You’re out of action: unconscious, trapped, incoherent or panicked.
  • It’s worse than it seemed. Take an additional 1-harm.
  • Choose 2 from the 7–9 list below.
  On a 7–9, the MC can choose 1:
  • You lose your footing.
  • You lose your grip on whatever you’re holding.
  • You lose track of someone or something you’re attending to.
  • You miss noticing something important.
  On a miss, the MC can nevertheless choose something from the 7–9 list above. 
  If she does, though, it’s instead of some of the harm you’re suffering, so you take 
  -1harm.
  When you in�ict harm on another player’s character, the other character gets 
  +1Hx with you (on their sheet) for every segment of harm you in�ict. If this brings 
  them to Hx+4, they reset to Hx+1 as usual, and therefore mark experience.
  When you heal another player’s character’s harm, you get +1Hx with them (on 
  your sheet) for every segment of harm you heal. If this brings you to Hx+4, you 
  reset to Hx+1 as usual, and therefore mark experience.
  BARTER MOVES
  When you give 1-barter to someone, but with strings attached, it counts as 
  manipulating them and hitting the roll with a 10+, no leverage or roll required.
  When you go into a holding’s bustling market, looking for some particular 
  thing to buy, and it’s not obvious whether you should be able to just go buy one like 
  that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a 7–9, the MC 
  chooses 1:
  • It costs 1-barter more than you’d expect
  • It’s not openly for sale, but you �nd someone who can lead you to someone selling it.
  • It’s not openly for sale, but you �nd someone who sold it recently, who may be willing to 
  introduce you to their previous buyer.
  • It’s not available for sale, but you �nd something similar. Will it do?
  On a miss, the MC chooses 1, plus it costs 1-barter more.
  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 PERIPHERAL MOVES
  
  TACTICAL AND SUPPORT MOVES
  When you lay down �re, roll+hard. On a 10+, choose 3. On a 7–9, choose 2. On a 
  miss, choose 1:
  • You provide covering �re, allowing another character to move or act freely.
  • You provide supporting �re, giving another PC +1choice to their own battle move.
  • You provide suppressing �re, denying another character to move or act freely. (If a PC, 
  they may still act under �re.)
  • You take an opportune shot, in�icting harm (but -1harm) on an enemy within your 
  reach.
  When you stand overwatch for an ally, roll+cool. On a hit, if anyone attacks or 
  interferes with your ally, you attack them and in�ict harm as established, as well as 
  warning your ally. On a 10+, choose 1:
  • …And you in�ict your harm before they can carry out their attack or interference.
  • …And you in�ict terrible harm (+1harm).
  On a miss, you are able to warn your ally but not attack your enemy.
  When you keep an eye out for what’s coming, roll+sharp. On a 10+, hold 3. On a 
  7–9, hold 2. On a miss, hold 1. During the battle, spend your hold, 1 for 1, to ask the 
  MC what’s coming and choose 1:
  • Direct a PC ally’s attention to an enemy. If they make a battle move against that enemy, 
  they get +1choice to their move.
  • Give a PC ally an order, instruction, or suggestion. If they do it, they get +1 to any rolls 
  they make in the effort.
  • Direct any ally’s attention to an enemy. If they attack that enemy, they in�ict +1harm.
  • Direct any ally’s attention to a danger. ey take -1harm from that danger.
  SUBTERFUGE MOVES
  When you’re the bait, roll+cool. On a 10+, choose 2. On a 7–9, choose 1:
  • You draw your prey all the way into the trap. Otherwise, they only approach.
  • Your prey doesn’t suspect you. Otherwise, they’re wary and alert.
  • You don’t expose yourself to extra risk. Otherwise, any harm your prey in�icts is +1.
  On a miss, the MC chooses 1 for you.
  When you’re the cat, roll+cool. On a hit, you catch your prey out. On a 10+, you’ve 
  driven them �rst to a place of your choosing; say where. On a 7–9, you’ve had to 
  follow them where they wanted to go; they say where. On a miss, your prey escapes 
  you.
  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.
  EXCHANGING HARM
  When you exchange harm, both sides simultaneously in�ict and suffer harm as 
  established:
  • You in�ict harm equal to the harm rating of your weapon, minus the armor rating of 
  your enemy’s armor.
  • You suffer harm equal to the harm rating of your enemy’s weapon, minus the armor 
  rating of your own armor.
  SEIZE BY FORCE
  To seize something by force, exchange harm, but �rst roll+hard. On a 10+, choose 
  3. On a 7–9, choose 2. On a miss, choose 1:
  • You in�ict terrible harm (+1harm).
  • You suffer little harm (-1harm).
  • You take de�nite and undeniable control of it.
  • You impress, dismay, or frighten your enemy.
  Variations
  • To assault a secure position, roll to seize by force, but instead of choosing to take 
  de�nite control of it, you can choose to force your way into your enemy’s position.
  • To keep hold of something you have, roll to seize by force, but instead of choosing to 
  take de�nite control, you can choose to keep de�nite control of it.
  • To �ght your way free, roll to seize by force, but instead of choosing to take de�nite 
  control, you can choose to win free and get away.
  • To defend someone else from attack, roll to seize by force, but instead of choosing to 
  take de�nite control, you can choose to protect them from harm.
  SINGLE COMBAT
  When you do single combat with someone, no quarters, exchange harm, but �rst 
  roll+hard. On a 10+, both. On a 7–9, choose 1. On a miss, your opponent chooses 1 
  against you:
  • You in�ict terrible harm (+1harm).
  • You suffer little harm (-1harm).
  After you exchange harm, do you prefer to end the �ght now, or �ght on? If both 
  of you prefer to end the �ght now, it ends. If both of you prefer to �ght on, it 
  continues, and you must make the move again. If one of you prefers to end the �ght, 
  though, and the other prefers to �ght on, then the former must choose: �ee, submit 
  to the latter‘s mercy, or �ght on after all.
  APOCALYPSE WORLD BATTLE MOVES
  
  BOARD A MOVING VEHICLE
  To board a moving vehicle, roll+cool, minus its speed. To board one moving vehicle 
  from another, roll+cool, minus the difference between their speeds. On a 10+, you’re 
  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 
  to you.
  OUTDISTANCE ANOTHER VEHICLE
  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:
  • You outdistance them and break away, but your vehicle suffers 1-harm ap from the 
  strain.
  • You don’t escape them, but you can go to ground in a place you choose.
  • ey overtake you, but their vehicle suffers 1-harm ap from the strain.
  On a miss, your counterpart chooses 1 against you.
  OVERTAKE ANOTHER VEHICLE
  When you try to overtake another vehicle, roll+cool, modi�ed by the vehicles’ 
  relative speed. On a 10+, you overtake them and draw alongside. On a 7–9, choose 1:
  • 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.
  On a miss, your counterpart chooses 1 against you.
  DEAL WITH BAD TERRAIN
  When you have to deal with bad terrain, roll+cool, plus your vehicle’s handling. 
  On a 10+, you �y through untouched. On a 7–9, choose 1:
  • You slow down and pick your way forward.
  • You push too hard and your vehicle suffers harm as established.
  • 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.
  SHOULDER ANOTHER VEHICLE
  To shoulder another vehicle, roll+cool. On a hit, you shoulder it aside, in�icting 
  v-harm as established. On a 10+, you in�ict v-harm+1. On a miss, it shoulders you 
  instead, in�icting v-harm as established.
  APOCALYPSE WORLD ROAD WAR MOVES
  LCREATING VEHICLES
  CREATING A VEHICLE
  By default, your vehicle has speed=0, handling=0, 0-armor, and the massive rating 
  of its frame.
  Choose its frame:
  • 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)
  • Semi, bus, ambulance, construction/utility (massive=3, 2 battle options)
  Strengths (choose 1 or 2): Fast, rugged, aggressive, tight, huge, off-road, 
  responsive, uncomplaining, capacious, workhorse, easily repaired.
  Looks (choose 1 or 2): Sleek, vintage, pristine, powerful, luxe, �ashy, muscular, 
  quirky, pretty, handcrafted, spikes & plates, garish, cobbled-together, hardworked.
  Weakness (choose 1 or 2): Slow, loud, lazy, sloppy, cramped, picky, guzzler, 
  unreliable, rabbity, temperamental.
  Battle options (choose according to frame): +1speed, +1handling, +1massive, 
  +1armor. You can double up if you choose.
  CREATING A SPECIALIZED BATTLE VEHICLE
  Create the vehicle as normal, and then choose 2:
  • +1 battle option (+1speed, +1handling, +1massive, or +1armor)
  • Mounted machine guns (3-harm close/far area messy)
  • Mounted grenade launcher (4-harm close area messy)
  • Ram or ramming spikes (as a weapon, vehicle in�icts +1harm)
  • Mounted 50cal mg (5-harm far area messy)
  • Mounted boarding platform or harness (+1 to attempts to board another vehicle from 
  this one)
  
  HARM
  Harm as established equals the in�icter’s weapon’s harm minus the sufferer’s 
  armor.
  When you suffer harm, make the harm move.
  EXCHANGING HARM
  When you exchange harm, both sides simultaneously in�ict and suffer harm as 
  established:
  • You in�ict harm equal to the harm rating of your weapon, minus the armor rating of 
  your enemy’s armor.
  • You suffer harm equal to the harm rating of your enemy’s weapon, minus the armor 
  rating of your own armor.
  DEGREES OF HARM
  For each 1-harm you suffer, mark a segment of her harm countdown clock. Start in 
  the 12:00–3:00 segment and continue around clockwise.
  e three segments before 9:00 are less serious, the three segments after 9:00 are 
  more serious. Mark the 11:00–12:00 segment and your character’s life has become 
  untenable.
  Before 6:00, harm will go away by itself with time. 6:00–9:00, the harm won’t get 
  worse or better by itself. After 9:00, unstabilized harm will get worse by itself, 
  stabilized harm will not, and it’ll get better only with medical treatment.
  When life becomes untenable, choose 1:
  • Come back with -1hard
  • Come back with +1weird (max+3)
  • Change to a new playbook
  • Die
  WHEN AN NPC TAKES HARM
  1-harm: cosmetic damage, pain, concussion, fear if the NPC’s likely to be afraid of pain.
  2-harm: wounds, unconsciousness, bad pain, broken bones, shock. Likely fatal, 
  occasionally immediately fatal.
  3-harm: give it 50-50 it’s immediately fatal. Otherwise, terrible wounds, shock, death 
  soon.
  4-harm: usually immediately fatal, but sometimes the poor fuck has to wait to die, 
  mangled and ruined.
  5-harm and more: fatal and increasingly bodily destructive.
  APOCALYPSE WORLD HARM RULES
  USING A GANG AS A WEAPON
  When you have a gang, you can sucker someone, go aggro on them, or make a 
  battle move, using your gang as a weapon. When you do, you roll the dice and make 
  your choices, but it’s your gang that in�icts and suffers harm, not you yourself.
  Gangs in�ict and suffer harm as established, as usual: they in�ict harm equal 
  to their own harm rating, minus their enemy’s armor rating, and the suffer harm 
  equal to their enemy’s harm rating minus their own armor. Harm = weapon - armor.
  However, if there’s a size mismatch, the bigger gang in�icts +1harm and gets 
  +1armor for each step of size difference:
  • Against a single person, a small gang in�icts +1harm and gets +1armor. A medium gang 
  in�icts +2harm and gets +2armor, and a large gang in�icts +3harm and gets +3armor.
  • Against a small gang, a medium gang in�icts +1harm and gets +1armor, and a large gang 
  in�icts +2harm and gets +2armor.
  • Against a medium gang, a large gang in�icts +1harm and gets +1armor.
  WHEN A GANG TAKES HARM
  1-harm: a few injuries, one or two serious, no fatalities.
  2-harm: many injuries, several serious, a couple of fatalities.
  3-harm: widespread injuries, many serious, several fatalities.
  4-harm: widespread serious injuries, many fatalities.
  5-harm and more: widespread fatalities, few survivors.
  Does the gang hold together?
  With a strong, present leader, a gang will hold together if it suffers up to 4-harm. 
  If the leader is weak or absent, it’ll hold together if it suffers up to 3-harm. If the 
  leader is both weak and absent, it’ll hold together if it suffers 1- or 2-harm. If it has 
  no leader, it’ll hold together if it suffers 1-harm, but no more.
  A PC gang leader can hold a gang together by imposing her will on it, if she has pack 
  alpha, or by ordering it to hold discipline, if she has leadership, but otherwise it 
  follows these rules, same as for NPCs.
  What about PC gang members?
  If a PC is a member of a gang taking harm, how much harm the PC takes depends on 
  her role in the gang. If she’s a leader or a prominent, visible member, she suffers the 
  same harm the gang does. If she’s just someone in the gang, or if she’s intentionally 
  protecting herself from harm instead of �ghting with the gang, she suffers 1-harm 
  less.
  L1
  
  USING A VEHICLE AS A WEAPON
  When you’re behind the wheel, you can sucker someone, go aggro on them, or 
  make a battle move, using your vehicle as a weapon. When you do, you roll the dice 
  and make your choices, but it’s your vehicle that in�icts and suffers harm, not you 
  yourself.
  Against a person:
  • A glancing hit from a moving vehicle in�icts 2-harm (ap).
  • A direct hit from a moving vehicle in�icts 3-harm (ap) plus its massive.
  Against another vehicle:
  • A glancing hit in�icts v-harm.
  • A direct hit in�icts 3-harm plus its massive, minus the target vehicle’s massive and 
  armor. Treat 0-harm and less as v-harm.
  • When you’re able to ram or T-bone another vehicle, you in�ict the harm of a direct 
  hit (3-harm +massive, minus your target’s armor +massive) and suffer the harm of a 
  glancing hit (v-harm).
  Against a building or structure:
  • A glancing hit from a moving vehicle in�icts 2-harm.
  • A direct hit from a moving vehicle in�icts 3-harm plus its massive, minus the structure’s 
  armor.
  WHEN A VEHICLE SUFFERS HARM
  Vehicles can suffer regular harm, from bullets, explosions, and direct hits from 
  other vehicles, or v-harm, from glancing hits.
  When a vehicle suffers regular harm, there are two considerations: how much 
  damage the vehicle itself suffers, and how much harm blows through to the people 
  inside.
  1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can blow 
  through to passengers.
  2-harm: functional damage. Fuel leak, shot-out tires, engine stall, problems with 
  steering, braking or acceleration. Can be �eld-patched. 1-harm can blow through to 
  passengers.
  3-harm: serious damage. Functional damage affecting multiple functions, but can be 
  �eld-patched. 2-harm can blow through to passengers.
  4-harm: breakdown. Catastrophic functional damage, can be repaired in a garage but not 
  in the �eld, or can used for parts. 3-harm can blow through to passengers.
  5-harm and more: total destruction. Full harm can blow through to passengers, plus 
  they can suffer additional harm if the vehicle explodes or crashes.
  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 HARM RULES
  V-HARM
  V-harm as established is the attacking car’s massive minus the defending car’s 
  massive or handling, defender’s choice.
  When you suffer v-harm, roll+v-harm suffered. On a 10+, you lose control, and 
  your attacker chooses 1:
  • You crash.
  • You spin out.
  • Choose 2 from the 7–9 list below.
  On a 7–9, you’re forced to swerve. Your attacker chooses 1:
  • You give ground.
  • You’re driven off course, or forced onto a new course.
  • Your car takes 1-harm ap, right in the transmission.
  On a miss, you swerve but recover without disadvantage.
  WHEN A BUILDING TAKES HARM
  As with vehicles, when a building suffers harm, there are two considerations: 
  structural damage to the building itself, and how much of the harm blows through 
  to the people inside.
  Harm to buildings and other structures is non-cumulative. Don’t bother tracking 
  a building’s harm on a countdown. Shooting a building 3 times with your 3-harm 
  shotgun doesn’t add up to 9-harm and make the building collapse.
  When a building or structure suffers…
  1-harm – 3-harm: cosmetic damage. Bullet holes, broken glass, scorch marks, chipped 
  surfaces. 0-harm can blow through to inhabitants.
  4-harm – 6-harm: severe cosmetic damage. Many holes or large holes, no intact glass, 
  burning or smoldering. 2-harm can blow through to inhabitants.
  7-harm – 8-harm: Structural damage. Strained load-bearing walls or pillars, partial 
  collapse, raging �re. 4-harm can blow through to inhabitants. Further structural 
  damage can lead to full collapse.
  9-harm and more: destruction. Full harm can blow through to inhabitants, plus they 
  can suffer additional harm as the building or structure collapses.
  Whether harm actually does through to a building’s inhabitants depends on 
  the MC’s judgment of the circumstances and the building. Don’t stand near the 
  windows!
  L2
  
  A devil with a blade [maestro d’]
  An arresting skinner [skinner]
  Artful & gracious [skinner]
  Battle�eld grace [angel]
  Battle�eld instincts [gunlugger]
  Battle-hardened [gunlugger]
  Bloodcrazed [gunlugger]
  Bonefeel [savvyhead]
  Breathtaking [skinner]
  Casual brain receptivity [brainer]
  Charismatic [hocus]
  Collector [driver]
  Combat driver [driver]
  Dangerous & sexy [battlebabe]
  Daredevil [driver]
  Deep brain scan [brainer]
  Deep insights [savvyhead]
  Direct brain-whisper projection 
  [brainer]
  Divine Protection [hocus]
  Everybody eats, even that guy 
  [maestro d’]
  Eye on the door [driver]
  Fingers in every pie [maestro d’]
  Fortunes [hocus]
  Frenzy [hocus]
  Fuck this shit [gunlugger]
  Fucking thieves [chopper]
  Fucking wacknut [hocus]
  Healing touch [angel]
  Hypnotic [skinner]
  Ice cold [battlebabe]
  Impossible re�exes [battlebabe]
  In-brain puppet strings [brainer]
  In�rmary [angel]
  Insano like Drano [gunlugger]
  Just give me a motive [maestro d’]
  Leadership [hardholder]
  Lost [skinner]
  Merciless [battlebabe]
  My other car is a tank [driver]
  NOT TO BE FUCKED WITH [gunlugger]
  Oftener right [savvyhead]
  Pack alpha [chopper]
  Perfect instincts [battlebabe]
  Prepared for the inevitable 
  [gunlugger]
  Preternatural at-will brain 
  attunement [brainer]
  Professional compassion [angel]
  Reality’s fraying edge [savvyhead]
  Reputation [driver]
  Seeing souls [hocus]
  Sixth sense [angel]
  Spooky intense [savvyhead]
  ings speak [savvyhead]
  Touched by death [angel]
  Unnatural lust trans�xion [brainer]
  Visions of death [battlebabe]
  Wealth [hardholder]
  Weather eye [driver]
  You call this hot? [maestro d’]
  APOCALYPSE WORLD CHARACTER MOVES
  L1
  COOL
  Eye on the door [driver]
  Ice cold [battlebabe]
  Reputation [driver]
  Weather eye [driver]
  HARD
  Battle�eld instincts [gunlugger]
  Battle-hardened [gunlugger]
  Fuck this shit [gunlugger]
  Fucking thieves [chopper]
  Insano like Drano [gunlugger]
  Just give me a motive [maestro d’]
  Leadership [hardholder]
  Pack alpha [chopper]
  Wealth [hardholder]
  HOT
  A devil with a blade [maestro d’]
  Artful & gracious [skinner]
  Breathtaking [skinner]
  Dangerous & sexy [battlebabe]
  Everybody eats, even that guy 
  [maestro d’]
  Fingers in every pie [maestro d’]
  Hypnotic [skinner]
  You call this hot? [maestro d’]
  SHARP
  Perfect instincts [battlebabe]
  Professional compassion [angel]
  Sixth sense [angel]
  WEIRD
  Bonefeel [savvyhead]
  Casual brain receptivity [brainer]
  Charismatic [hocus]
  Deep brain scan [brainer]
  Deep insights [savvyhead]
  Direct brain-whisper projection 
  [brainer]
  Frenzy [hocus]
  Fucking wacknut [hocus]
  Healing touch [angel]
  In-brain puppet strings [brainer]
  Lost [skinner]
  Preternatural at-will brain 
  attunement [brainer]
  Seeing souls [hocus]
  Spooky intense [savvyhead]
  ings speak [savvyhead]
  Touched by death [angel]
  Unnatural lust trans�xion [brainer]
  NO STAT
  An arresting skinner [skinner]
  Battle�eld grace [angel]
  Bloodcrazed [gunlugger]
  Collector [driver]
  Combat driver [driver]
  Daredevil [driver]
  Divine Protection [hocus]
  Fortunes [hocus]
  Impossible re�exes [battlebabe]
  In�rmary [angel]
  Merciless [battlebabe]
  My other car is a tank [driver]
  NOT TO BE FUCKED WITH [gunlugger]
  Oftener right [savvyhead]
  Prepared for the inevitable 
  [gunlugger]
  Reality’s fraying edge [savvyhead]
  CHARACTER MOVES
  BY STAT
  
  APOCALYPSE WORLD CHARACTER MOVES
  Combat driver [driver]: when you use your vehicle as a weapon, in�ict +1harm. 
  When you in�ict v-harm, add +1 to your target’s roll. When you suffer v-harm, take 
  -1 to your roll.
  Dangerous & sexy [battlebabe]: when you enter into a charged situation, roll+hot. 
  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. 
  On a miss, your enemies identify you immediately as their foremost threat.
  Daredevil [driver]: if you go straight into danger without hedging your bets, you get 
  +1armor. If you happen to be leading a gang or convoy, it gets +1armor too.
  Deep brain scan [brainer]: when you have time and physical intimacy with 
  someone—mutual intimacy like holding them in your arms, or 1-sided intimacy 
  like they’re restrained to a table—you can read them more deeply than normal. 
  Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend 
  your hold to ask their player questions, 1 for 1:
  • what was your character’s lowest moment?
  • for what does your character crave forgiveness, and of whom?
  • what are your character’s secret pains?
  • 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.
  Deep insights [savvyhead]: you get +1weird (weird+3).
  Direct-brain whisper projection [brainer]: you can roll+weird to get the effects 
  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 
  weapon (1-harm ap close loud-optional).
  Divine protection [hocus]: your gods give you 1-armor. If you wear armor, use that 
  instead, they don’t add.
  Everybody eats, even that guy [maestro d’]: 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? what’s 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?
  On a miss, ask 1 anyway, but they hear about your interest in them.
  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 
  or take something with you, the MC will tell you what. On a miss, you’re caught 
  vulnerable, half in and half out.
  A devil with a blade [maestro d’]: when you use a blade to go aggro, roll+hot 
  instead of roll+hard.
  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 
  their absolute attention. If you choose, you can exempt individual people, by name.
  Artful & gracious [skinner]: when you perform your chosen art—any act of 
  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 
  audience and choose one:
  • this person must meet me
  • this person must have my services
  • this person loves me
  • this person must give me a gift
  • this person admires my patron
  On a miss, you gain no bene�t, but suffer no harm or lost opportunity. You simply 
  perform very well.
  Battle�eld grace [angel]: while you are caring for people, not �ghting, you get 
  +1armor.
  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.
  Battle-hardened [gunlugger]: when you act under �re, or when you stand 
  overwatch, roll+hard instead of roll+cool.
  Bloodcrazed [gunlugger]: whenever you in�ict harm, in�ict +1harm.
  Bonefeel [savvyhead]: at the beginning of the session, roll+weird. On a 10+, hold 
  1+1. On a 7–9, 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. If your hold was 1+1, take +1forward now. On a miss, the MC 
  holds 1, and can spend it to have you be there already, but somehow pinned, caught 
  or trapped.
  Breathtaking [skinner]: you get +1hot (hot+3).
  Casual brain receptivity [brainer]: when you read someone, roll+weird instead of 
  roll+sharp. Your victim has to be able to see you, but you don’t have to interact.
  Charismatic [hocus]: when you try to manipulate someone, roll+weird instead of 
  roll+hot.
  Collector [driver]: you get 2 additional cars (you detail).
  L2
  
  APOCALYPSE WORLD CHARACTER MOVES
  Hypnotic [skinner]: when you have time and solitude with someone, they become 
  �xated upon you. Roll+hot. On a 10+, hold 3. On a 7–9, hold 2. ey can spend your 
  hold, 1 for 1, by:
  • giving you something you want
  • acting as your eyes and ears
  • �ghting to protect you
  • doing something you tell them to
  For NPCs, while you have hold over them they can’t act against you. For PCs, 
  instead, any time you like you can spend your hold, 1 for 1:
  • they distract themselves with the thought of you. ey’re acting under �re.
  • 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.
  Ice cold [battlebabe]: when you go aggro on an NPC, roll+cool instead of roll+hard. 
  When you go aggro on another player’s character, roll+Hx instead of roll+hard.
  Impossible re�exes [battlebabe]: the way you move unencumbered counts as 
  armor. If you’re naked or nearly naked, 2-armor; if you’re wearing non-armor 
  fashion, 1-armor. If you’re wearing armor, use it instead.
  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 
  mind. Roll+weird. On a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the 
  circumstances, you can spend your hold 1 for 1:
  • in�ict 1-harm (ap)
  • they take -1 right now
  If they ful�ll your command, that counts for all your remaining hold. On a miss, 
  you in�ict 1-harm (ap) upon your subject, to no bene�t.
  In�rmary [angel]: you get an in�rmary, a workspace with life support, a drug lab 
  and a crew of 2 (Shigusa & Mox, maybe). Get patients into it and you can work on 
  them like a savvyhead on tech (cf).
  Insano like Drano [gunlugger]: you get +1hard (hard+3).
  Just give me a motive [maestro d’]: name somebody who might conceivably eat, 
  drink, or 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 2-harm (ap). On a miss, some several people of the MC’s choice, 
  maybe including your guy maybe not, get it, and all suffer 3-harm (ap). 
  Leadership [hardholder]: when you have to order your gang to advance, regroup, 
  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. 
  Fingers in every pie [maestro d’]: 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. 
  Fortunes [hocus]: fortune, surplus and want all depend on your followers. At the 
  beginning of the session, roll+fortune. On a 10+, your followers have surplus. On 
  a 7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their 
  surplus lists barter, like 1-barter or 2-barter, that’s your personal share, to spend for 
  your lifestyle or for what you will.
  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:
  • bring people forward and deliver them.
  • bring forward all their precious things.
  • unite and �ght for you as a gang (2harm 0-armor size appropriate).
  • fall into an orgy of uninhibited emotion: fucking, lamenting, �ghting, sharing, 
  celebrating, as you choose.
  • go quietly back to their lives.
  On a miss, the mob turns on you.
  Fuck this shit [gunlugger]: name your escape route and roll+hard. On a 10+, sweet, 
  you’re gone. On a 7–9, you can go or stay, but if you go it costs you: leave something 
  behind, or take something with you, the MC will tell you what. On a miss, you’re 
  caught vulnerable, half in and half out. 
  Fucking thieves [chopper]: when you have your gang search their pockets and 
  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 
  of you happens to have something pretty close, unless what you’re looking for is 
  hi-tech, in which case no dice. On a miss, one of you used to have just the thing, but 
  it turns out that some asswipe stole it from you.
  Fucking wacknut [hocus]: you get +1weird (weird+3).
  Healing touch [angel]: when you put your hands skin-to-skin on a wounded person 
  and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1 
  segment, but you’re acting under �re from your patient’s brain. On a miss: �rst, you 
  don’t heal them. Second, you’ve opened both your brain and theirs to the world’s 
  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 
  and missed the roll. For NPC patients, their experience and fate is up to the MC.
  L3
  
  APOCALYPSE WORLD CHARACTER MOVES
  Lost [skinner]: when you whisper someone’s name to the world’s psychic 
  maelstrom, roll+weird. On a hit, they come to you, with or without any clear 
  explanation why. On a 10+, take +1forward against them. On a miss, the MC will 
  ask you 3 questions; answer them truthfully.
  Merciless [battlebabe]: when you in�ict harm, in�ict +1harm.
  My other car is a tank [driver]: you get a specialized battle vehicle (detail with the 
  MC).
  NOT TO BE FUCKED WITH [gunlugger]: in battle, you count as a small gang  with 
  harm and armor according to your gear.
  Oftener right [savvyhead]: 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, and you mark experience.
  Pack alpha [chopper]: when you try to impose your will on your gang, roll+hard. On 
  a 10+, all 3. On a 7–9, choose 1:
  • they do what you want (otherwise, they refuse)
  • 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)
  On a miss, someone in your gang makes a bid, idle or serious, to replace you for 
  alpha.
  Perfect instincts [battlebabe]: when you’ve read a charged situation and you’re 
  acting on the MC’s answers, take +2 instead of +1.
  Prepared for the inevitable [gunlugger]: you have a well-stocked and high-quality 
  �rst aid kit. It counts as an angel kit (cf) with a capacity of 2-stock.
  Preternatural at-will brain attunement [brainer]: you get +1weird (weird+3).
  Professional compassion [angel]: you can roll+sharp instead of roll+Hx when you 
  help someone who’s rolling.
  Reality’s fraying edge [savvyhead]: some component of your workspace, or some 
  arrangement of components, is uniquely receptive to the world’s psychic maelstrom 
  (+augury). Choose and name it, or else leave it for the MC to reveal during play.
  Reputation [driver]: when you meet someone important (your call), roll+cool. On a 
  hit, they’ve heard of you, and you say what they’ve heard; the MC has them respond 
  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.
  L4
  Sixth sense [angel]: when you open your brain to the world’s psychic maelstrom, 
  roll+sharp instead of roll+weird.
  Spooky intense [savvyhead]: when you do something under �re, stand overwatch, 
  or bait a trap, roll+weird instead of roll+cool.
  ings speak [savvyhead]: 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:
  • who handled this last before me?
  • who made this?
  • what strong emotions have been most recently nearby this?
  • what words have been said most recently nearby this?
  • what has been done most recently with this, or to this?
  • what’s wrong with this, and how might I �x it?
  Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom 
  and missed the roll.
  Touched by death [angel]: when someone is unconscious in your care, you can use 
  them for augury. When someone has died in your care, you can use their body for 
  augury.
  Unnatural lust trans�xion [brainer]: when you try to seduce someone, roll+weird 
  instead of roll+hot.
  Visions of death [battlebabe]: when you go into battle, roll+weird. On a 10+, name 
  one person who’ll die and one who’ll live. On a 7–9, name one person who’ll die 
  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 
  foresee your own death, and accordingly take -1 throughout the battle.
  Wealth [hardholder]: If your hold is secure and your rule unchallenged, at the 
  beginning of the session, roll+hard. On a 10+, you have surplus at hand and 
  available for the needs of the session. On a 7–9, you have surplus, but choose 1 
  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.
  Weather eye [driver]: when you open your brain to the world’s psychic maelstrom, 
  roll+cool instead of roll+weird.
  You call this hot? [maestro d’]: when you do something under �re, roll+hot instead 
  of roll+cool.
  
  THE MASTER OF CEREMONIES
  LTHE FIRST SESSION
  AGENDA
  • Make Apocalypse World seem real.
  • Make the players’ characters’ lives not boring.
  • Play to �nd out what happens.
  ALWAYS SAY
  • What the principles demand.
  • What the rules demand.
  • What your prep demands.
  • What honesty demands.
  THE PRINCIPLES
  • Barf forth apocalyptica.
  • Address yourself to the characters, not the 
  players.
  • Make your move, but misdirect.
  • Make your move, but never speak its name.
  • Look through crosshairs.
  • Name everyone, make everyone human.
  • Ask provocative questions and build on the 
  answers.
  • Respond with fuckery and intermittent 
  rewards.
  • Be a fan of the players’ characters.
  • ink offscreen too.
  • Sometimes, disclaim decision-making.
  YOUR MOVES
  • Separate them.
  • Capture someone.
  • Put someone in a spot.
  • Trade harm for harm (as established).
  • Announce off-screen badness.
  • Announce future badness.
  • In�ict harm (as established).
  • Take away their stuff.
  • Make them buy.
  • Activate their stuff’s downside.
  • Tell them the possible consequences and ask.
  • Offer an opportunity, with or without a cost.
  • Turn their move back on them.
  • Make a threat move (from one of your threats).
  • After every move: “what do you do?”
  ESSENTIAL THREATS
  • Where the PCs are, create as a landscape.
  • For any PC’s gang, create as brutes.
  • For any PC’s other NPCs, create as brutes, plus 
  a grotesque and/or a wannabe warlord.
  • For any PCs’ vehicles, create as vehicles.
  • In any local populations, create an affliction.
  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 
  one character to create, you have the whole bedamned world, so you get the whole �rst 
  session to create it in.
  DURING CHARACTER CREATION
  While the players are making their characters, here are some things to get out up-front:
  • Your characters don’t have to be friends, but they should de�nitely be allies. 
  • Your characters are unique in Apocalypse World. 
  • 1-armor can be armor or clothing. 2-armor is armor. 
  • Is barter a medium of exchange? What do you use?
  • I’m not out to get you. I’m here to �nd out what’s going to happen. Same as you!
  DURING THE FIRST SESSION
  • MC the game. Bring it.
  • Describe. Barf forth apocalyptica.
  • Springboard off character creation.
  • Ask questions all the time.
  • Leave yourself things to wonder about. Note them on the threat map.
  • Look for where they’re not in control.
  • Push there.
  • Nudge the players to have their characters make moves.
  • Give every character good screen time with other characters.
  • Leap forward with named, human NPCs.
  • Hell, have a �ght.
  • Work on your threat map and essential threats.
  THE THREAT MAP
  During play, keep notes on the threats in the world by noting them on your threat map.
  e innermost circle is for the PCs and their resources. ere, list the PCs’ gangs, followers, 
  crews, vehicles, and everything else they own that you’ll be responsible to play. Most of your 
  essential threats go here.
  e next circle out, “closer,” is for the NPCs that surround them and their immediate 
  landscape. e third circle, “farther,” is for things that they would have to travel in order to 
  encounter. ings that they have only heard rumors of, or ideas you have that you have not 
  yet introduced, you can write outside the circle, as “notional.”
  North, south, east and west are for geography. Up and down are for above and below. In 
  is for threats within the local or surrounding landscape or population, out is for threats 
  originating in the world’s psychic maelstrom or even elsewhere.
  AFTER THE FIRST SESSION
  • Go back over the threat map. Pull it apart into individual threats.
  • Consider the resources that are available to each of them, and the resources that aren’t.
  • Create them as threats, using the threat creation rules.
  • Before the second session, be sure you’ve created your essential threats.
  A FEW MORE THINGS TO DO
  • Make maps.
  • Turn questions back on the asker or over 
  to the group at large. 
  • Digress occasionally. 
  • Elide the action sometimes, and zoom in 
  on its details other times. 
  • Go around the table. 
  • Take breaks and take your time.
  DURING SESSION 1
  • MC the game. Bring it.
  • Describe. Barf forth apocalyptica.
  • Springboard off character creation.
  • Ask every question you think of.
  • Leave yourself things to wonder about.
  • Look for where they’re not in control.
  • Push there.
  • Nudge the players to have their 
  characters make moves.
  • Give every character good screen time 
  with other characters.
  • Leap forward with named, human NPCs.
  • Hell, have a �ght.
  • Start creating your threat map.
  DECISION-MAKING
  In order to play to �nd out what happens, 
  you’ll need to pass decision-making off 
  sometimes. Whenever something comes 
  up that you’d prefer not to decide by 
  personal whim and will, don’t. e game 
  gives you four key tools you can use to 
  disclaim responsibility. You can:
  • Put it in your NPCs’ hands.
  • Put it in the players’ hands.
  • Create a countdown.
  • Make it a stakes question.
  
  NAMES
  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, 
  Bar, Krin, Parcher, Millions, Grome, Foster, 
  Mill, Dustwich, Newton, Tao, Missed, III, 
  Princy, East Harrow, Kettle, Putrid, Last, 
  Twice, Clarion, Abondo, Mimi, Fianelly, 
  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 
  supplies, information, status, specialized 
  goods, luxury goods, gasoline, weaponry, 
  labor, skilled labor,  acclaim, loyalty, blood 
  kin, strategic position, drugs, work animals, 
  livestock, know-how, walls, living space, 
  storage space, machinery, connections, 
  access, raw materials, books
  I WONDER...
  THREAT MAP
  NOTIONAL
  NORTH
  UP
  EAST
  OUT
  SOUTH
  IN
  WEST
  DOWN
  THE PCS
  & THEIR RESOURCES
  CLOSER
  FARTHER
  
  WARLORDS
  • Slaver (to own and sell people)
  • Hive queen (to consume and swarm)
  • Prophet (to denounce and overthrow)
  • Dictator (to control)
  • Collector (to own)
  • Alpha wolf (to hunt and dominate)
  reat moves for warlords:
  • Push the battle moves.
  • Out�ank someone, corner someone, encircle 
  someone.
  • Attack someone suddenly, directly, and very 
  hard.
  • Attack someone cautiously, holding 
  reserves.
  • Seize someone or something, for leverage or 
  information.
  • Make a show of force.
  • Make a show of discipline.
  • Offer to negotiate. Demand concession or 
  obedience.
  • Claim territory: move into it, blockade it, 
  assault it.
  • Buy out someone’s allies.
  • Make a careful study of someone and attack 
  where they’re weak.
  GROTESQUES
  • Cannibal (craves satiety and plenty)
  • Mutant (craves restitution, recompense)
  • Pain addict (craves pain, its own or others’)
  • Disease vector (craves contact, intimate 
  and/or anonymous)
  • Mindfucker (craves mastery)
  • Perversion of birth (craves overthrow, 
  chaos, the ruination of all)
  reat moves for grotesques:
  • Push reading a person.
  • Display the nature of the world it inhabits.
  • Display the contents of its heart.
  • Attack someone from behind or otherwise 
  by stealth.
  • Attack someone face-on, but without threat 
  or warning.
  • Insult, affront, offend or provoke someone.
  • Offer something to someone, or do 
  something for someone, with strings 
  attached.
  • Put it in someone’s path, part of someone’s 
  day or life.
  • reaten someone, directly or else by 
  implication.
  • Steal something from someone.
  • Seize and hold someone.
  • Ruin something. Befoul, rot, desecrate, 
  corrupt, adulter it.
  AFFLICTIONS
  • Disease (to saturate a population)
  • Condition (to expose people to danger)
  • Custom (to promote and justify violence)
  • Delusion (to dominate people’s choices and 
  actions)
  • Sacri�ce (to leave people bereft)
  • Barrier (to impoverish people)
  reat moves for afflictions:
  • Push reading a situation.
  • Someone neglects duties, responsibilities, 
  obligations.
  • Someone �ies into a rage.
  • Someone takes self-destructive, fruitless, or 
  hopeless action.
  • Someone approaches, seeking help.
  • Someone approaches, seeking comfort.
  • Someone withdraws and seeks isolation.
  • Someone proclaims the affliction to be a just 
  punishment.
  • Someone proclaims the affliction to be, in 
  fact, a blessing.
  • Someone refuses or fails to adapt to new 
  circumstances.
  • Someone brings friends or loved ones along.
  LANDSCAPES
  • Prison (to contain, to deny egress)
  • Breeding pit (to generate badness)
  • Furnace (to consume things)
  • Mirage (to entice and betray people)
  • Maze (to trap, to frustrate passage)
  • Fortress (to deny access)
  reat moves for landscapes:
  • Push terrain.
  • Reveal something to someone.
  • Display something for all to see.
  • Hide something.
  • Bar the way.
  • Open the way.
  • Provide another way.
  • Shift, move, rearrange.
  • Offer a guide.
  • Present a guardian.
  • Disgorge something.
  • Take something away: lost, used up, 
  destroyed.
  BRUTES
  • Hunting pack (to victimize anyone 
  vulnerable)
  • Sybarites (to consume someone’s resources)
  • Enforcers (to victimize anyone who stands 
  out)
  • Cult (to victimize & incorporate people)
  • Mob (to riot, burn, kill scapegoats)
  • Family (to close ranks, protect their own)
  reat moves for brutes:
  • Push reading a situation.
  • Burst out in uncoordinated, undirected 
  violence.
  • Make a coordinated attack with a coherent 
  objective.
  • Tell stories (truth, lies, allegories, homilies).
  • Demand consideration or indulgence.
  • Rigidly follow or defy authority.
  • Cling to or defy reason.
  • Make a show of solidarity and power.
  • Ask for help or for someone’s participation.
  TERRAIN
  • A precipice (to send someone over)
  • A wall (to bring someone up short)
  • An overhang (to bring danger down upon 
  someone)
  • An exposed place (to expose someone to 
  danger)
  • Shifting ground (to cost someone their 
  bearing)
  • Broken ground (to break what crosses)
  reat moves for terrain:
  • Push dealing with bad terrain.
  • In�ict harm (1-harm or v-harm).
  • Stall someone.
  • Isolate someone.
  • Bring someone somewhere.
  • Hide evidence.
  • Give someone a vantage point.
  • Give someone a secure position.
  VEHICLES
  • Relentless — (to keep moving)
  • Cagey — (to protect what it carries)
  • Wild — (to defy danger)
  • Ferocious — (to outrun)
  • Vicious — (to kill and destroy)
  • Bold — (to dominate the road)
  bastard, bitch, devil, fucker, beast
  reat moves for vehicles:
  • Leap off the road.
  • Swerve across the road.
  • Smash into an obstacle.
  • Smash through an obstacle.
  • Veer stupidly into danger.
  • Tear past.
  • Turn too early or too late.
  • Shoulder another vehicle aggressively.
  • Ram another vehicle from behind.
  • T-bone another vehicle.
  • Brake abruptly.
  CREATING A THREAT
  To create a threat:
  • Choose its kind, name it, and copy over its 
  impulse. Describe it and list its cast.
  • Place it on the threat map. If it’s in motion, 
  mark its direction with an arrow.
  • List its stakes question(s).
  • If it’s connected to other threats, list them.
  • If it calls for a custom move or a countdown, 
  create it.
  ESSENTIAL THREATS
  • Where the PCs are, create as a landscape.
  • For any PC’s gang, create as brutes.
  • For any PC’s other NPCs, create as brutes, 
  plus a grotesque and/or a wannabe warlord.
  • For any PCs’ vehicles, create as vehicles.
  • In any local populations, create an affliction.
  KINDS OF THREATS
  
  THREAT#___
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  THREAT#___
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  THREAT#___
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  THREAT#___
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  
  LIFESTYLE
  If the player pays 1-barter at the beginning of the session, the character has the 
  same quality of life as most people around her.
  If she pays 2-barter at the beginning of the session, she has a quality of life that 
  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 
  has more control over her personal environment. 
  If she pays 0-barter, it could mean that at the beginning of the session she’s 
  desperately hungry and dying of thirst, but �rst ask some questions.
  First, to the other players: “okay, so who’s going to pay 1-barter to keep her alive?”
  If none of them can or will, choose:
  • Go straight to, yes, she’s desperately hungry and dying of thirst. In�ict harm as 
  established. Take away her stuff.
  • 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 
  NPC, and you can bring it into play however you like.
  • 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 
  play: have her read a person, seduce & manipulate, go aggro, or whatever she needs to do 
  to get her way.
  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 
  in�ict harm and take away her stuff.
  GIGS
  When a player tells you that her character would like to work a gig, ask her what 
  she has in mind. She might pick one from her list, or she might suggest a new one. 
  It’s up to you to decide whether to say yes, no, or not yet, like “that’s a good idea, but 
  �rst you’ll have to…” 
  Once you’ve settled that question and the character works the gig, you have to 
  decide or �nd out how it goes. Successful? Unsuccessful? Dangerous? Easy? 
  • You can just decide. 
  • You can play it out in full.
  • You can call for a move, or a quick snowball of moves, to summarize what happens.
  No matter which way you do it, the baseline for pay is, when they work a gig, they 
  get 3-barter. You’re allowed to pay 2- or 4-barter when you feel like you should, but 
  save them for exceptional outcomes. 
  SELECTED MC RULES
  CREATING A VEHICLE
  ese are rules for a wider range of vehicles than is usually available to the PCs.
  By default, any vehicle has speed=0, handling=0, 0-armor, and the massive rating 
  of its frame.
  Name its frame and assign it a massive from 0 up. Use these examples to guide you:
  • Massive=0: bike, jetski, canoe, ultralight. 1 battle option.
  • Massive=1: trike or big 4-wheeler, tiny car, rowboat. 2 battle options.
  • Massive=2: car, small speedboat, autogyro. 2 battle options.
  • Massive=3: huge road vehicle, speedboat, yacht, small helicopter, small prop plane. 2 
  battle options.
  • Massive=4: huge construction vehicle, an actual tank, tour boat, helicopter, small jet, 
  single train car. 3 battle options.
  • Massive=5: large tour boat, large helicopter, small passenger plane or jet. 4 battle 
  options.
  • Massive over 5: for each 1massive over, add +1battle option.
  Strengths (choose 1 or 2): Fast, rugged, aggressive, tight, huge, off-road, 
  responsive, uncomplaining, capacious, workhorse, easily repaired, or make one up.
  Looks (choose 1 or 2): Sleek, vintage, pristine, powerful, luxe, �ashy, muscular, 
  quirky, pretty, handcrafted, spikes & plates, garish, cobbled-together, hardworked, 
  or make one up.
  Weakness (choose 1 or 2): Slow, loud, lazy, sloppy, cramped, picky, guzzler, 
  unreliable, rabbity, temperamental, or make one up.
  Battle options (choose according to frame): +1speed, +1handling, +1massive, 
  +1armor. You can double up if you choose.
  CREATING A SPECIALIZED BATTLE VEHICLE
  Create the vehicle as normal, and then choose 2:
  • +1 battle option (+1speed, +1handling, +1massive, or +1armor)
  • Mounted machine guns (3-harm close/far area messy)
  • Mounted grenade launcher (4-harm close area messy)
  • Ram or ramming spikes (as a weapon, vehicle in�icts +1harm)
  • Mounted 50cal mg (5-harm far area messy)
  • Mounted boarding platform or harness (+1 to attempts to board another vehicle from 
  this one)
  L1
  
  D-HARM
  A person suffers d-harm from deprivation. d-harm is strictly for acute cases of 
  deprivation. For scarcity and chronic deprivation, create affliction threats instead. 
  Individual NPCs simply suffer the effects of d-harm as follows. 
  For PCs suffering d-harm, tell them the effects they’re suffering, and if they can’t or 
  don’t alleviate their deprivation, in�ict regular harm alongside it, in increments of 
  1-harm ap.
  For a population suffering d-harm, the two questions are how it behaves, and how 
  long it can last before breaking up, tearing itself apart, or dying.
  d-harm (air), asphyxiation: Difficulty breathing, panic, convulsions, paralysis, 
  unconsciousness, brain damage, death within minutes.
  In�icted on a population: Immediate panic. Social cohesion breaks down basically 
  at once into a survival-driven desperation to �nd air.
  d-harm (warmth), hypothermia: shivering, hunger, dizziness, confusion, 
  drowsiness, frostbite, delirium, unconsciousness, irregular heartbeat, death in an 
  hour or more, depending on the cold.
  In�icted on a population: Huddling together, despair, lethargy, resignation. Isolated 
  individuals suffer worsening individual symptoms, so social cohesion can last 
  basically as long as the individuals can.
  d-harm (cool), heat stroke: headache, dehydration, weakness or cramps, confusion, 
  fever, vomiting, seizures, unconsciousness, death in an hour or more, depending on 
  the heat.
  In�icted on a population: Desperation, panic, lethargy, resignation. Social cohesion 
  can last as long as the individuals can, as the less vulnerable individuals try to help 
  the more vulnerable.
  d-harm (water), dehydration: desperation, headache, confusion, delirium, collapse, 
  death in 3 days. 
  In�icted on a population: Rationing & hoarding, desperation, in�ghting. Social 
  cohesion can last up to a week before breaking down into violence or dispersal.
  d-harm (food), starvation: irritability, hunger, weakness, diarrhea, lethargy, 
  dehydration, muscular atrophy, heart failure and death within 2–3 months.
  In�icted on a population: Rationing & hoarding, desperation, in�ghting. Social 
  cohesion can last up to 2 weeks before breaking down into violence, cannibalism, or 
  dispersal.
  d-harm (sleep), sleep deprivation, irritability, disorientation, nodding off, 
  depression, headache, hallucinations, mania, personality changes, bizarre behavior.
  In�icted on a population: Malaise, in�ghting, tantrums, desperation. For long-term 
  acute sleep deprivation, create affliction threats instead.
  SELECTED MC RULES
  Ψ-HARM
  A person suffers Ψ-harm from exposure to the world’s psychic maelstrom. 
  When an NPC suffers Ψ-harm, create her as a threat if necessary, and then choose 
  any or all:
  • She aggressively pursues her threat impulse. Make moves on her behalf as hard and as 
  direct as you can.
  • Her sanity shatters. She is incoherent, raving, raging or unresponsive, alive but gone.
  • She abruptly changes threat type.
  For players’ characters:
  When you suffer Ψ-harm, roll+Ψ-harm suffered (typically, roll+1). On a 10+, the MC 
  can choose 1:
  • You’re out of action: unconscious, trapped, incoherent or panicked.
  • You’re out of your own control. You come to yourself again a few seconds later, having 
  done I-don’t-know-what.
  • Choose 2 from the 7–9 list below.
  On a 7–9, the MC can choose 1:
  • You lose your footing.
  • You lose your grip on whatever you’re holding.
  • You lose track of someone or something you’re attending to.
  • You miss noticing something important.
  • You take a single concrete action of the MC’s choosing.
  On a miss, you keep it together and overcome the -harm with no effect.
  S-HARM
  s-harm means stun. It disables its target without causing any regular harm. Use 
  it on a PC, and doing anything at all means doing it under �re; the �re is “you’re 
  stunned.”
  L2
  
SOURCE: textdata/thevault/Apocalypse World (PbtA) [multi]/2nd Edition/Apocalypse World 2e - Basic Playbooks & References Sheets.pdf