TEXT: Introducing
  THE CHILD-THING
  We are coming. We are the future. We are what you made.
  CHILD-THING MOVES
   Mercurial: whenever you want, change any or all of your looks. Those who know you 
  can still recognize you, but only if they look closely.
   Sniffing the air: when you read a situation, ask 1 of these questions, in addition to the 
  other questions you ask:
  • Who here is most afraid?
  • Who here is keeping secrets from the rest?
  • How close are the wolves?
  • What or who is the source of the most pain or fear here?
  • Who here would do what I ask?
   The mother’s heartbeat: when you withdraw into the world’s psychic maelstrom, 
  roll+weird. On a 10+, choose 2. On a 7–9, choose 1. You emerge again, about an hour later, 
  and…
  • …Meanwhile, you can still watch and hear what’s happening where you were.
  • …You can re-emerge in a different place altogether.
  • …You are healed of all harm.
  • …You can bring someone in and out with you.
  On a miss, you are in the dark and warm, listening to the mother’s heartbeat, and many 
  hours pass.
   Feral: at the beginning of the session, you can choose to spend 0-barter for the 
  equivalent of a 1-barter lifestyle. You can survive happily on whatever you can find.
   Ferocious, snarling, shrieking, biting, and quite possibly rabid: when you go aggro 
  on someone, roll+weird instead of roll+hard.
  OTHER MOVES
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something 
  under fire
  go aggro;
  sucker someone;
  do battle
  seduce or 
  manipulate
  read a sitch; 
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
    NAME —
  LOOK
  — get +1weird (max +3)
  — get +1cool (max +2)
  — get +1hard (max +2)
  — get a new child-thing move
  — get a new child-thing move
  — get a gang (you detail) and pack alpha
  — get a move from another playbook
  — get a move from another playbook
  — get a move from another playbook
  — get a move from another playbook
  In addition to food, you eat bizarre things: metal, people, 
  plastic, minds, electricity, art. At the end of the session, 
  if you’ve eaten something from this list that belongs or 
  belonged to another player’s character, you know them 
  better, and get +1Hx with them. If this brings you to 
  Hx+4, reset to Hx+1 and mark experience as always.
  CHILD-THING SPECIAL
  — 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
  CHILD-THING
  THE
  
  You have a den, a secret(ish), secure(ish) place you can live and hide in. In it, you have 
  (choose 3):
   The gutted shell of a Cessna, Piper, Cirrus, or some other single-engine plane.  
   
   Hundreds of dead smart phones, cemented as tiling into the walls.
   Crooked, labyrinthine, interconnected tunnels and boltways.
   A calendar, perfectly preserved, showing beautiful people in beautiful places.
   An unexploded artillery shell. It is (circle 1): live, not live, who knows.
   A carefully-kept stockpile of canned and shelf-stable food, worth 5-barter in sum:      
   A radio that still works, hand-cranked, if anyone’s broadcasting.
   A radio that speaks only to you.
   A pipe that drips clean water into a polished basin.
   Some uncertain number of your siblings and kind, no two alike.
   A way into ancient underground vaults, cavernous, echoing, and endless.
   A way into a terrifying place of death, where countless skeletons lie.
   A way into an alien place of unscratched glass, shifting luminosity, and symbols of unguessed  
  meaning.
   Ways into basically everyone’s spaces, even if they’ve taken pains to close them off.
  YOUR DEN
  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:
  • Scavenge and sneak-rob from a wealthy population. • Serve a wealthy NPC as a messenger.
  • Serve a wealthy NPC as a lookout, spy, and peeper. • Others, as you negotiate them.
  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; 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 find 
  hi-tech or luxe eternal.
  CREATING A CHILD-THING
  To create your child-thing, choose name, look, stats, moves, gear, den, wolves, and Hx.
  NAME
  Nif, Scab, Spot, Poka, Hey, Jarb, Oler, Koo, 
  Bist, Eefa, Tat.
  LOOK
  Boy, girl, ambiguous, or concealed.
  Scrounge wear.
  Pretty face, misshapen face, eerie face, 
  innocent face, inhuman face, or funny face.
  Pale eyes, black eyes, wrong eyes, clear eyes, 
  wise eyes, cruel eyes, or bright eyes.
  Child’s body.
  STATS
  Choose one set:
  • Cool-1 Hard=0 Hot-1 Sharp+2 Weird+2
  • Cool=0 Hard-1 Hot+1 Sharp+1 Weird+2
  • Cool+1 Hard-1 Hot=0 Sharp+1 Weird+2
  • Cool+1 Hard+1 Hot-1 Sharp=0 Weird+2
  MOVES
  You get all the basic moves.  Choose 2 
  child-thing moves.
  You can use all the battle moves, but when 
  you get the chance, look up baiting a trap, 
  escaping a hunter, and keeping an eye 
  out.
  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 
  each other character in turn:
  • Are you a wolf of the maelstrom?
  If they say yes, tell them what they look 
  like under their disguise, and write Hx-2.
  If they say no, write Hx-1.
  If they say anything else—that they don’t 
  know, that they’d rather not say, anything 
  —write Hx+1 and keep your eye on them.
  On the others’ turns, answer their 
  questions as you like.
  At the end, choose one of the characters 
  with the highest Hx on your sheet. Ask 
  that player which of your stats is most 
  interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  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
  In addition to your den, detail your personal 
  belongings. You get:
  • 2 low tech weapons
  • fashion suitable to your look, including at 
  your option a piece worth 1-armor (you 
  detail)
  • crap you’ve picked up worth 1-barter
  Low tech weapons (choose 2):
  • cutting edge (2-harm hand)
  • cudgel (2-harm hand messy)
  • thrown stone (2-harm hand)
  • chopper (2-harm hand messy)
  • boomerang (2-harm hand slow)
  • spear (2-harm hand)
  THE WOLVES OF THE MAELSTROM
  The maelstrom’s wolves are hunting you.
  Under their disguises, they look like (choose 1):
   people 
   birds 
   beasts  
   insects
   angels 
   shadows 
   machines
  But (choose 2):
   they have no faces 
    
   they don’t stand on the ground
   they have human faces    
   they make terrible grinding noises
   they have wolves’ faces   
   they are made of metal and plastic 
   they have empty holes for eyes 
   they have awful voices
   they have no expression  
   they come and go impossibly
   they’re dripping gore 
    
   they’re invisible
   they only howl
  Tell the MC the above, and that they’re perversions of birth. She’ll know what you 
  mean.
  The Child-thing © 2016 by D.Vincent Baker & Meguey Baker
  
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something 
  under fire
  go aggro;
  sucker someone;
  do battle
  seduce or 
  manipulate
  read a sitch; 
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
    NAME —
  LOOK
  — get +1cool (max +3)
  — get +1hard (max +3)
  — get +1sharp (max +3)
  — get +1weird (max +3)
  — exchange one of your contaminated moves for another
  — exchange one of your contaminated moves for another
  — exchange one of your contaminated moves for another
  — 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, but only the first 
  time you have sex with them, give them a move from your 
  playbook.
  You’re allowed to ask the other player their preference, 
  but ultimately you choose the move, and the substance if 
  required.
  CONTAMINATED SPECIAL
  — 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
  CONTAMINATED
  THE
  Introducing
  THE CONTAMINATED
  There is something in this Apocalypse World that was not here before. A substance of the 
  world's psychic maelstrom, extruded into the living world, it could be. An alien soul; or a 
  parasite of earth's infancy, reawakened. A mood, somehow, terrible and unrelenting, that 
  comes among us and chooses one of us to consume.
  It's touched all of us in one way or another, but it's contaminated you.
  CONTAMINATED MOVES
   Ravenous: in the presence of [circle 1: human blood, any blood, raw flesh, electricity, 
  terror, poison, the moment of death], any action you undertake, other than to seek it 
  directly and urgently and consume it in rapture, is under fire from the intensity of your 
  contamination's craving.
   Fury: when you go aggro on someone, there's no appeasing you. If they cave, mollify, 
  or submit to you in any way, it provokes you; count it as forcing your hand. If they get 
  away from you instead, you must pursue them and press the attack. Furthermore, 
  whenever you have the opportunity to spend 1 to inflict terrible harm, you must do so. 
   Addicted: when someone asks you to do something, if they promise [circle 1: human 
  blood, any blood, raw flesh, electricity, terror, poison, the moment of death] to you, even 
  without offering evidence that they can or will make good, it counts as seducing or 
  manipulating you and hitting with a 10+. This is true even if they're an NPC.
   The other one: tell the MC to create the other one as a perversion of birth who comes 
  to you in your brain and acts for you with your body. Once per session, and more often if 
  you choose, tell the MC that now you're the other one. Ask the MC what you do.
   Hive mind: you share thoughts and senses with others who share your contamination. 
  At any time, you can ask the MC what they're seeing, hearing, feeling, and thinking 
  about, and you can read them if you choose, even from afar. At any time, you can also ask 
  the MC if there are others who share your contamination, and who, or who's new.
   Degeneration: at the beginning of the session, roll+hot. On a 10+, rewrite your looks 
  slightly for the better. On a 7–9, rewrite your looks slightly for the worse. On a miss, 
  rewrite your looks significantly for the worse. Rewrite freely, not limited to choosing new 
  looks options from your list.
   The lily of the pits: if you have [circle 1: human blood, any blood, raw flesh, electricity, 
  terror, poison, the moment of death], you don't need or desire anything else. At the 
  beginning of the session, spend 0-barter on lifestyle, and tell the MC that you toil not, 
  and yet are arrayed in charnal splendor.
  OTHER MOVES
  
  CREATING A CONTAMINATED
  To create your contaminated, choose name, look, stats, moves, contamination, and Hx.
  NAME
  Nightingale, Messenger, Reine, Severed, 
  Celebrant, Phantasm, or Breaklock.
  Allegrar, Dega, Orizon, Abott, Filth, 
  Lazarus, Children, or Cutchapel. 
  LOOK
  Man, woman, ambiguous, transgressing, or 
  concealed.
  Rags, vestments, formal wear, utility wear, 
  scrounge wear, a shroud.
  Luminous beauty, thin-drawn beauty, ripe 
  beauty, scorching beauty, grotesque beauty, 
  ravaged beauty, hidden beauty, pallid beauty, 
  lost beauty, luscious beauty.
  STATS
  Choose one set:
  • Cool+1 Hard+2 Hot-1 Sharp+1 Weird+2
  • Cool-1 Hard+1 Hot+1 Sharp+2 Weird+2
  • Cool+1 Hard-1 Hot+2 Sharp+1 Weird+2
  • Cool+1 Hard+2 Hot+1 Sharp-1 Weird+2
  MOVES
  You get all the basic moves.  Choose 3 
  contaminated moves.
  Note that the contaminated moves aren't 
  good for you, but that playing to them 
  anyway is the fun of the playbook.
  CONTAMINATION
  Your contamination gives you inhuman 
  strength, reflexes, flexibility, and resilience.
  Tell the MC that if she wants to, she can create 
  your contamination as an affliction of some 
  kind. If she does, other people likely share it 
  with you, but if she doesn't, for now at least, 
  it's yours alone.
  GEAR
  You get:
  • 1 intimate weapon, if you want one
  • oddments worth 2-barter, if you need it
  • oddments worth 6-barter, if you prefer
  • fashion suitable to your look (you detail)
  Intimate weapons:
  • scalpel (3-harm intimate hi-tech)
  • narcostabs (s-harm intimate)
  • chipped glass blade (3-harm intimate)
  • misericorde (3-harm intimate)
  • wire garrotte (d-harm:air intimate)
  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, 
  consider these: human blood, any blood, 
  raw flesh, electricity, terror, poison, the 
  moment of death.
  Ask one or both:
  • Which one of you has provided me with 
  [choose one of the above]? 
  For that characters, write Hx+1.
  • Which one of you has blocked me from 
  [choose one of the above]? 
  For that character, write Hx+2.
  For everyone else, write Hx-1. They have 
  been shadows to you before now.
  On the others’ turns, answer their 
  questions as you like.
  At the end, choose one of the characters 
  with the highest Hx on your sheet. Ask 
  that player which of your stats is most 
  interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  Inhuman strength and reflexes: you are many times stronger and quicker than the 
  uncontaminated. Any time you think that your inhuman strength or reflexes might help 
  you, ask the MC to choose 1:
  • You get +1 or +2 to your roll, or you get +1choice or +1hold after your roll.
  • You can act under fire to do it, when a normal person would be simply incapable.
  • You inflict +1harm, +2harm, or add ap to your attack.
  Inhuman flexibility: you can contort your body into bizarre, appalling, and unnatural 
  configurations. You can fit through or into spaces that no one could possibly fit into, in 
  order to hide, escape, or gain entry. You can also impress, dismay, or frighten someone 
  without using seize by force to do it. The MC can have you act under fire to hold a position 
  for a long time, to take the most extreme positions, or to move while contorted.
  Inhuman resilience: no amount of harm can make your life untenable. Treat harm past 
  11:00 as painful and temporarily debilitating, but not lasting. At the beginning of the 
  next session, reduce your harm to 6:00.
  The MC might decide that certain kinds of extreme harm—immolation or beheading, for 
  instance—count as a decontamination attempt, as follows.
  Decontamination: you might be able to be decontaminated. Maybe a savvyhead or an 
  angel with an infirmary can help, or a brainer or a hocus with augury, or Quarantine with 
  a medlab or a Ψ-isolation rig. Maybe you have another plan of your own. In any case, 
  seeing a decontamination attempt through to its conclusion immediately makes your life 
  untenable.
  The only way to be sure of decontamination is to change to another playbook, and to 
  agree with the MC that your contamination belongs to your old life that you're leaving 
  behind. Seeing a decontamination attempt through gives you an opportunity for this, but 
  doesn't require it or guarantee it.
  CONTAMINATION
  BARTER
  At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or 
  won’t, tell the MC and answer her questions.
  If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs:
  • Brute labor for a wealthy NPC or population. 
  • Others, as you negotiate them.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: a 
  night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; a session’s 
  hire of a violent individual as bodyguard; a few sessions’ hire of simple labor; the material 
  costs for crash resuscitation by a medic; a few sessions’ tribute to a warlord; a few sessions’ 
  maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient 
  to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to find 
  hi-tech or luxe eternal.
  GEAR & BARTER
  The Contaminated © 2017 by D.Vincent Baker & Meguey Baker
  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 LANDFALL MARINE
  50 years ago, the enemies of humanity unleashed a psychic weapon that destroyed all 
  hope for the future. Anticipating the attack and its outcome, and leaving billions to 
  suffer and die, a clandestine military project rushed to evacuate Earth. They built secret 
  orbital stations and expanded the hidden Mars base into a functional colony. Their 
  grandchildren — you — grew up dreaming of blue skies and blue seas that no longer exist.
  Today, the mission to reclaim Earth begins.
  OTHER MOVES
  LANDFALL MARINE MOVES
   Agent/combatant: you get all of the landfall marine missions. You have contact 
  with an orbital drop/echo platform. Each time you complete a mission, you can call for 
  resupply. During play, the MC may have your superiors contact you with orders or with 
  information relevant to your missions.
   Walkingsuit calibration: when you charge up a walkingsuit, roll+its power instead of 
  roll+weird.
  YOUR VULNERABILITIES
  • You're vulnerable to hunger: you're unable to eat the 
  contaminated food of the Earth's surface, and survive strictly on 
  reclamation-provided rations.
   At the beginning of each session, mark one food countdown 
  segment. If your food countdown is at 12:00, mark hunger instead, 
  until you've marked all 3 hunger. Hunger is -1ongoing, cumulative.
  • You're vulnerable to Ψ-harm: each time you exit your walkingsuit 
  on the Earth's surface, you suffer Ψ-harm.
  • You're vulnerable to reflexive isolation: you're unable to 
  voluntarily open your brain to the world's psychic maelstrom.
  FOOD
  3
  6
  9
  12
   hunger
   hunger
   hunger
  -1 ongoing, 
  cumulative
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something 
  under fire
  go aggro;
  sucker someone;
  do battle
  seduce or 
  manipulate
  read a sitch; 
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
    NAME —
  LOOK
  — get +1cool (max cool+3)
  — get +1hard (max hard+3)
  — get +1sharp (max sharp+3)
  — get +1hot (max hot+2)
  — you develop tolerance to surface food and are no longer 
  vulnerable to hunger
  — you’re no longer vulnerable to Ψ-harm
  — you’re no longer vulnerable to reflexive isolation.
  — get a move from another playbook
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, you both mark 
  experience.
  LANDFALL MARINE SPECIAL
  — 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
  LANDFALL MARINE
  THE
  
  BARTER
  While you're vulnerable to hunger, you depend on your supply and resupply of rations to 
  survive, not on barter. If or when you've removed your vulnerability to hunger, from then 
  on, 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, rob, or raid a wealthy NPC or population.  • Hire to a wealthy NPC as a mercenary.
  • Serve a wealthy NPC as a bodyguard or enforcer.  • Others, as you negotiate them.
  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; 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 find 
  hi-tech or luxe eternal.
  CREATING A LANDFALL MARINE
  To create your landfall marine, choose name, look, stats, moves, vulnerabilities, 
  walkingsuit, gear, missions, and Hx.
  NAME
  LT [last name], [first name] [mi] or 
  LCDR [last name], [first name] [mi].
  LOOK
  Man, woman, ambiguous, or concealed.
  Fatigues, flight suit.
  Disciplined face, expressive face, kind face, 
  open face, resigned face, weird unlined face.
  Guarded eyes, inquisitive eyes, lively eyes, 
  piercing eyes, sharp eyes, wary eyes.
  Compact body, muscular body, shrunken 
  body, spare body, wiry body.
  STATS
  Choose one set:
  • Cool=0 Hard+2 Hot=0 Sharp+2 Weird-2
  • Cool+2 Hard+2 Hot=0 Sharp=0 Weird-2
  • Cool+1 Hard+2 Hot+1 Sharp+1 Weird-2
  • Cool+2 Hard+2 Hot-1 Sharp+1 Weird-2
  MOVES
  You get all the basic moves. You get 
  agent/combatant and walkingsuit 
  calibration. In your walkingsuit, you get 
  all the walkingsuit moves.
  VULNERABILITIES
  You are vulnerable to hunger, Ψ-harm, 
  and reflexive isolation.
  WALKINGSUIT
  See supplemental:walkingsuit.
  Make sure that the MC has a printout of 
  supplemental: reclamation.
  GEAR
  In addition to your walkingsuit, your 
  fatigues, and your flight suit, you get a 
  9mm sidearm (2-harm close loud).
  If you’d like to start play with a 
  prosthetic, get with the MC.
  MISSIONS
  Because you’re an  agent/combatant, you get 
  all of the landfall marine missions.
  During play, you can voluntarily abandon 
  your missions, one by one. When you choose 
  to abandon a mission:
  • Cross the mission out. You no longer have it.
  • Your superiors know, whether you tell 
  them or not, that you have abandoned it. 
  Disciplinary action is up to them.
  • You no longer receive resupply for 
  completing it, even if you go on to do so.
  • Mark experience.
  Note: these rules for abandoning missions apply 
  only to the landfall marine. They are not part of 
  the agent/combatant move and do not apply to 
  other characters who take agent/combatant as 
  a move from this playbook.
  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, write 
  Hx-2 for everyone. You have only limited 
  intelligence about any of them.
  On the others’ turns, answer their questions 
  as you like. Likely you’ll answer none of them.
  At the end, choose one of the other characters 
  by whim (since they all have the same Hx on 
  your sheet). Ask that player which of your 
  stats is most interesting, and highlight it. The 
  MC will have you highlight a second stat too.
  IMPORTANT NOTE
  If this playbook is not in play, do not 
  consider any of  its ideas binding.
  LANDFALL MARINE MISSIONS
  • Infiltration: when you destabilize and disarm an armed population, without direct 
  combat, seizing its position and resources, receive resupply.
  • Information & control: when you parlay with the leader of an armed population, 
  representing reclamation interests, and win material concessions or collaboration, 
  receive resupply.
  • Reclamation: when you identify and accurately report an area of the landscape 
  suitable for excavatory bombardment and reclamation, receive resupply.
  • Reconaissance: when you identify and accurately report an armed population’s 
  position, strength, numbers, and resources, receive resupply.
  • Relief & recovery: when you come to the aid of a fellow landfall marine or other 
  reclamation personnel in duress, or recover reclamation matériel, receive resupply.
  • Scout / survey: when you identify and accurately report an area of the landscape with 
  strategic value, receive resupply.
  • Spearhead: when you defeat an armed population in direct combat, seizing its position 
  and resources, receive resupply.
  RESUPPLY
  When you receive resupply, choose 1 of the following:
  • Ammo: erase all of your walkingsuit’s ammo countdown segments.
  • Bombardment: for the rest of the session, you can use bombardment as a weapon. 
  8-harm far area messy.
  • Medical: erase all of your harm countdown segments.
  • Rations: erase all your marked hunger and food countdown segments.
  • Reinforcement: the MC brings an NPC landfall marine into play as your 
  reinforcement. Tell her to create them as a threat and to give them a walkingsuit.
  • Repair: erase all of your walkingsuit’s damage countdown segments.
  • Retrofiture: exchange one of your walkingsuit’s systems for another of your choice.
  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.
  The Landfall Marine © 2017 by D.Vincent Baker & Meguey Baker
  
  WALKINGSUIT
  SUPPLEMENTAL:
  A walkingsuit has two operational modes: baseline and charged up. In baseline, it can 
  walk at moderate speeds, lift and carry moderate loads, manipulate things with its 
  hands, and use its basic comms and sensor systems. In order to sprint, leap, fly, exert 
  powerful physical force, or use most of its systems, including its targeting and weapon 
  systems, it must charge up. The charge countdown on your walkingsuit sheet represents 
  the reactor energy that these actions consume. When the charge countdown reaches 
  12:00, the walkingsuit has reached the operational limits of its reactor and needs to be 
  cooled back down to baseline to recharge. The process of charging a walkingsuit up from 
  baseline, or cooling it back down to baseline, takes only a second or two.
  Hard shutdown is a failure mode that walkingsuits are designed to avoid, but which may 
  be inflicted on a walkingsuit under some circumstances.
  WALKINGSUIT MOVES
  When your walkingsuit is in baseline, erase 1 charge segment for each hour that passes.
  When you charge up a walkingsuit, roll+weird. On a 10+, mark no charge countdown 
  segments. On a 7–9, mark 1 charge countdown segment. On a miss, mark 2 charge 
  countdown segments.
  Once your walkingsuit’s charge countdown has reached 12:00, it cools automatically 
  down to baseline. Before you charge it up again, let it recover some charge segments.
  When your walkingsuit goes into hard shutdown, roll+agility. On a 10+, all 3. On a 7–9, 
  choose 2. On a miss, choose 1:
  • Your walkingsuit slows to a stop. Otherwise, it freezes immobile at this precise moment.
  • Your walkingsuit lands in a stable, balanced position. Otherwise, it falls awkwardly.
  • Your walkingsuit maintains its baseline comms and sensor activity. Otherwise, it leaves you 
  deaf and dumb.
  When you use your walkingsuit to cover ground, name your route and roll+agility. On a 
  10+, choose 3. On a 7–9, choose 2. On a miss, choose 1:
  • Do not mark a charge countdown segment. Otherwise, you must mark 1.
  • You cover the ground very quickly: as a vehicle with speed equal to its agility. Otherwise, you 
  cover it only at human running speed.
  • You avoid impact with the ground or obstacles. Otherwise, your passage is noisy and you leave 
  an unmistakeable trail of battered scenery.
  • You keep to the available cover. Otherwise you expose yourself to enemy attention and fire.
  When you use your walkingsuit to force an entrance or exit, name your route and 
  roll+power. On a hit, sweet, you’re there, and anything that stood in your way has 
  suffered whatever harm or impact necessary (MC’s call). On a 7–9, mark 1 charge 
  countdown segment. On a miss, mark 1 charge countdown segment, and you’re hung up 
  somewhere midroute or on some difficult threshold.
  When your walkingsuit’s ammo countdown reaches 12:00, you’re out of ammo. Do not 
  use any of your weapon systems until you use resupply (or some other means, such as a 
  savvyhead’s workspace) to erase ammo countdown segments.
  When you ram a person, a vehicle, or a structure intentionally, add your walkingsuit’s 
  power to its massive to determine the harm you inflict.
  When you use your walkingsuit as a vehicle otherwise, use its agility for both its speed 
  and its handling.
  By default, your walkingsuit has power+2 agility+1 2-armor, massive=2, and a Ψ isolation 
  rig. To create your walkingsuit, choose a configuration and then systems.
   Assault configuration systems: 1 armor, 1 targeting, 1 weapon, 1 of your choice.
   Incursion configuration systems: 1 flight, 1 stealth, 1 weapon, 1 of your choice.
  WALKINGSUIT
  Armor systems
   Heavy armor (+1armor)
   Point-hardened laminate armor 
  Counters ap ammo.
   Ultra-light armor (+1agility)
  Communication systems
   Surveillance array (close/far) 
  Allows surveillance through walls & darkness, eavesdrops 
  on electronic comms.
  Flight systems
   Jumpjets (loud) 
  Add +2 to any movement move (after the roll, if you like), 
  but mark a charge countdown segment.
   Glidewings 
  Allows high, quiet, slow-speed flight.
  Life support system
   Integrated Ψ buffer rig 
  Protects you from Ψ-harm while inside the walkingsuit.
  Reactor system
   Improved reactor (+1power)
  Stealth systems 
  Add +1 to all rolls to avoid notice.
   Adaptive camo surfacing 
  When an enemy reads a situation by looking or asking 
  other people, remove “what is my enemy’s true position?”
   Contact-deflective surfacing 
  When an enemy reads a situation by listening or using 
  electronics, remove “what is my enemy’s true position?”
  Targeting systems
   Target acquisition & lock system 
  Add +1 to all attack and combat moves.
   Pinpoint targeting system 
  Add +1harm to all weapon systems.
  Weapon systems
   Handheld weapon adapter 
  Allows you to aim and fire handheld weapons.
  Mounted weapons:
   50cal mg (5-harm far area messy)
   50cal sniper (5-harm far loud)
   EMP pulsor (s-harm close loud)
   
  Disables electronic systems. Puts target walkingsuit into 
  hard shutdown.
   Heavy antipersonnel weapon (3-harm close/far area 
  loud ap)
   RPG (6-harm far area messy)
  For all mounted weapons, mark 1 ammo countdown 
  segment for each firing.
  All walkingsuit systems are hi-tech.
  POWER
  AGILITY
  MOVES
  In baseline
  Charge up
  At charge 12:00 
  Hard shutdown
  Cover ground
  Force an entrance
  At ammo 12:00
  Ram something
  Use as a vehicle
  ARMOR
  MASSIVE
  SPEED, HANDLING
  CHARGE
  3
  6
  9
  12
  AMMO
  3
  6
  9
  12
  DAMAGE
  3
  6
  9
  12
  
  Ψ-HARM
  A person suffers Ψ-harm from exposure to the world’s psychic maelstrom. 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 Ψ-harm with no effect.
  USING A WALKINGSUIT AS A WEAPON
  Against a person:
  • A glancing hit inflicts 2-harm ap.
  • A direct hit inflicts 3-harm ap + massive.
  • Ramming inflicts 3-harm ap + massive + power.
  Against another vehicle:
  • A glancing hit inflicts v-harm.
  • A direct hit inflicts 3-harm + massive, minus your target's massive + armor. Treat 0-harm 
  and less as v-harm.
  • Ramming lets you inflict 3-harm + massive + power, minus your target's massive + armor, 
  but suffer only the harm of a glancing hit (v-harm).
  Against a building or structure:
  • A glancing hit inflicts 2-harm.
  • A direct hit inflicts 3-harm + massive, minus the structure’s armor. You suffer the same 
  harm, 3-harm + massive - your own armor.
  • Ramming inflicts 3-harm + massive + power, minus the structure’s armor. You suffer the 
  same as for a direct hit, 3-harm + massive - your own armor.
  V-HARM
  V-harm as established is the attacking vehicle's massive minus the defending vehicle'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 and tumble.
  • You fall and slide.
  • 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 walkingsuit takes 1-harm ap for mechanical stress.
  On a miss, you swerve but recover without disadvantage.
  SELECTED HARM RULES
  WHEN A WALKINGSUIT SUFFERS HARM
  When a walkingsuit suffers regular harm, there are two considerations: how much 
  damage the walkingsuit itself suffers, and how much harm blows through to the pilot 
  inside.
  v-harm (for NPC walkingsuits): stumble, skid, swerve out of the way. No harm to pilot.
  1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can blow through to 
  pilot.
  2-harm: functional damage. Fuel leak, disabled system, reactor stall, problems with guidance, 
  stability, movement. Can be field-patched. 1-harm can blow through to pilot.
  3-harm: serious damage. Functional damage affecting multiple systems, but can be field-
  patched. 2-harm can blow through to pilot.
  4-harm: breakdown. Catastrophic functional damage, can be repaired in a garage but not in the 
  field, or can used for parts. 3-harm can blow through to pilot.
  5-harm and more: total destruction. Full harm can blow through to pilot, plus they can 
  suffer additional harm if the vehicle explodes or crashes.
  Whether harm blows through to the pilot, doesn’t blow through, or just hits them too 
  without having to blow through, depends on the MC’s judgment of the circumstances, 
  the walkingsuit, and the source of the damage.
  WHEN A BUILDING SUFFERS 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 fire. 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!
  
  RECLAMATION
  SUPPLEMENTAL:
  50 years ago, the enemies of humanity unleashed a psychic weapon that destroyed all 
  hope for the future. Anticipating the attack and its outcome, and leaving literal billions 
  to suffer and die, a clandestine military project rushed to evacuate Earth. They built 
  secret orbital stations and expanded the hidden Mars base into a functional colony. Their 
  grandchildren — including the PC landfall marine — grew up dreaming of blue skies and 
  blue seas that no longer exist.
  The PC landfall marine is a military officer (LT or LCDR), a walkingsuit pilot, and an 
  agent/combatant in the mission to reclaim Earth.
  ESSENTIAL THREATS
  The echo/drop platform:
  The landfall marine has contact through their walkingsuit with an orbital echo/drop 
  platform. Whenever they complete one of their missions, they can contact the orbital 
  platform and call for their choice of resupply.
  Create the orbital echo/drop platform as a landscape: breeding pit (impulse: to generate 
  badness). Put it on your threat map in the up octant, on the farther side of the line.
  The landfall marine's immediate superiors:
  During play, you can have the landfall marine's superiors contact them with orders or 
  with information relevant to their missions.
  The landfall marine's immediate superiors don't have the ability to withhold resupply 
  when the landfall marine completes a mission and calls for it. However, if it serves their 
  agenda, they might threaten to do so. They're bluffing.
  Create the landfall marine's immediate superiors as your choice of brutes, as a connected 
  threat to the echo/drop platform.
  When they provide orders or intelligence, use their threat impulse to guide you.
  The landfall marine's task group commander:
  As play begins, every landfall marine, including the PC landfall marine, represents 
  their own independent mission task group. However, as a resupply option, they can call 
  for reinforcements. If and when they do so, those additional NPC landfall marines are 
  attached to their mission group.
  The PC landfall marine and their immediate superiors, therefore, fall under the command 
  of a mission task group commander.
  Create the landfall marine's task group commander as your choice of warlord, as a 
  connected threat to the echo/drop platform and the landfall marine's superiors.
  When the landfall marine's superiors provide orders or intelligence, they may be acting 
  under the task group commander's instructions, on their threat impulse instead.
  Task group policy:
  Create task group policy as your choice of affliction, as a connected threat to the rest. The 
  entire task group suffers from it.
  NPC landfall marines:
  NPC landfall marines can come into play as reinforcements for the PC landfall marine or 
  as the marines of other task groups. Either way, create them as your choice of warlords, 
  grotesques, or brutes, as connected threats. Create their walkingsuits as well, as follows.
  PACING RECLAMATION
  The pace designed into the landfall marine playbook is slow, playing out over many 
  sessions. You can step it up with aggressive orders and intelligence, and with meddlesome 
  parallel task groups, or else allow it to develop in its own time.
  EXCAVATORY BOMBARDMENT
  One of the landfall marine's missions is reclamation: when you identify and accurately 
  report an area of the landscape suitable for excavatory bombardment and reclamation, receive 
  resupply.
  Excavatory bombardment isn't supposed only to blast gigantic holes in the landscape, 
  destroying everything. Reclamation theory is that the resultant shockwaves will disrupt 
  the world's psychic maelstrom there. It's your choice as MC whether this theory is correct.
  In any case, excavatory bombardment DOES blast gigantic holes in the landscape 
  and destroy everything that used to be there. In threat terms, it creates a powerful 
  landscape:furnace, lasting days, to be replaced by your choice of landscape afterward.
  AS RECLAMATION PROCEEDS
  Several of the landfall marine's missions involve defeating or subverting local 
  populations and seizing or winning their positions and resources as concessions. As this 
  happens, reclamation personnel and matériel are attached to the landfall marine's task 
  group and dropped from orbit to proceed with the process of reclamation.
  Reclamation personnel:
  Create reclamation personnel as your choice of warlords, grotesques, or brutes, as 
  connected threats. They bring with them their package of mission policy and ideology, as 
  your choice of affliction.
  There's a further danger that some or all of them may suffer Ψ-harm. For those who do, 
  the Ψ-harm rules say to choose any or all:
  • They aggressively pursue their threat impulse. Make moves on their behalf as hard and as direct 
  as you can.
  • Their psychic integreity shatters. They're incoherent, raving, raging or unresponsive.
  • They abruptly change threat type.
  Reclamation matériel:
  Some reclamation matériel will be simple rations or supplies worth jingle, but much of 
  it should be exotic, useful, and/or technically sophisticated. Scour the playbooks for 
  possibilities, such as:
  • Medical supplies that count as stock for an angel kit.
  • An exotic weapon you create using the battlebabe's custom weapon rules.
  • A helmet or mask that works as a brainer's deep ear plugs.
  • An advanced vehicle, capable of flight or other technical feats.
  • An artificially intelligent expert system that gives access to insight.
  • A device designed to probe the world's psychic maelstrom that gives access to augury.
  You'll find more.
  One of the landfall marine's missions is to recover reclamation matériel. This means 
  recovering it for the mission, of course, not for personal use.
  What's at stake, and how might it go:
  Once you've figured out for yourself what the reclamation mission's policy is, what 
  challenges it faces, and how well-equipped the mission is to succeed, write stakes 
  questions and create countdown clocks and custom moves as appropriate.
  Good luck, and enjoy.
  
  You can create an NPC landfall marine's walkingsuit by following the full rules in 
  supplemental: walkingsuit or else by choosing one of these shortcut configurations. For 
  NPC walkingsuits, don't track their ammo or charge. Instead, make MC moves with them 
  as you would with other threats.
  WHEN A WALKINGSUIT SUFFERS HARM
  Hard shutdown: slows to a stop or freezes immediately, lands in a stable position or falls 
  awkwardly, remains comms-live or shuts sensors and comms down completely.
  v-harm (for npc walkingsuits): stumble, skid, swerve out of the way. No harm to pilot.
  1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can blow through to 
  pilot.
  2-harm: functional damage. Fuel leak, disabled system, reactor stall, problems with 
  guidance, stability, movement. Can be field-patched. 1-harm can blow through to pilot.
  3-harm: serious damage. Functional damage affecting multiple functions, but can be 
  field-patched. 2-harm can blow through to pilot.
  4-harm: breakdown. Catastrophic functional damage, can be repaired in a garage but not 
  in the field, or can used for parts. 3-harm can blow through to pilot.
  5-harm and more: total destruction. Full harm can blow through to pilot, plus they can 
  suffer additional harm if the walkingsuit explodes or crashes.
  WHEN A WALKINGSUIT INFLICTS HARM
  Against a person:
  • A glancing hit inflicts 2-harm ap.
  • A direct hit inflicts 3-harm ap + massive.
  • Ramming inflicts 3-harm ap + massive + power.
  Against another vehicle:
  • A glancing hit inflicts v-harm.
  • A direct hit inflicts 3-harm + massive, minus your target's massive + armor. Treat 0-harm 
  and less as v-harm.
  • Ramming lets you inflict 3-harm + massive + power, minus your target's massive + armor, 
  but suffer only the harm of a glancing hit (v-harm).
  Against a building or structure:
  • A glancing hit inflicts 2-harm.
  • A direct hit inflicts 3-harm + massive, minus the structure’s armor. You suffer the same 
  harm, 3-harm + massive - your own armor.
  • Ramming inflicts 3-harm + massive + power, minus the structure’s armor. You suffer the 
  same as for a direct hit, 3-harm + massive - your own armor.
  NPC WALKINGSUITS
  POWER
  AGILITY
  ARMOR
  MASSIVE
  SPEED, HANDLING
  • Heavy armor (+1armor)
  • Jumpjets (loud)
  • Adaptive camo surfacing (remove what is my enemy’s true position?)
  • EMP pulsor (s-harm close loud; puts target walkingsuit into hard shutdown)
  Threat type: alpha wolf (impulse: to hunt & dominate) / relentless fucker (impulse: to keep 
  coming)
  ENFORCER / MP
  HARM
  3
  6
  9
  12
  3
  2
  +2
  +1
  POWER
  AGILITY
  ARMOR
  MASSIVE
  SPEED, HANDLING
  • Surveillance array (close/far)
  • Glidewings (high, quiet, slow-speed flight)
  • Adaptive camo surfacing (remove what is my enemy’s true position?)
  • 50cal sniper (5-harm far loud)
  Threat type: hunting pack (impulse: to victimize the vulnerable) / cagey devil (impulse: to 
  protect what it carries)
  RECON AND TACTICAL ENGAGEMENT
  HARM
  3
  6
  9
  12
  2
  2
  +2
  +1
  POWER
  AGILITY
  ARMOR
  MASSIVE
  SPEED, HANDLING
  • Heavy armor (+1armor)
  • Pinpoint targeting system (+1harm to weapons)
  • 50cal mg (6-harm far area messy)
  • RPG (7-harm far area messy)
  Threat type: dictator (impulse: to control) / vicious beast (impulse: to kill and destroy)
  DIRECT ASSAULT
  HARM
  3
  6
  9
  12
  3
  2
  +2
  +1
  POWER
  AGILITY
  ARMOR
  MASSIVE
  SPEED, HANDLING
  • Ultralight armor (+1agility)
  • Surveillance array (close/far)
  • Jumpjets (loud)
  • 50cal mg (5-harm far area messy)
  Threat type: prophet (impulse: to denounce & overthrow) / bold fucker (impulse: to dominate)
  TACTICAL SUPPORT
  HARM
  3
  6
  9
  12
  3
  2
  +2
  +2
  POWER
  AGILITY
  ARMOR
  MASSIVE
  SPEED, HANDLING
  • Heavy armor (+1armor)
  • Point-hardened laminate armor (counters ap ammo)
  • Surveillance array (close/far)
  • Heavy antipersonnel weapon (3-harm close/far area loud ap)
  Threat type: slaver (impulse: to own people) / bold bastard (impulse: to dominate)
  OCCUPATION AND SECURITY
  HARM
  3
  6
  9
  12
  3
  2
  +2
  +1
  
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something 
  under fire
  go aggro;
  sucker someone;
  do battle
  seduce or 
  manipulate
  read a sitch; 
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
    NAME —
  LOOK
  — get +1cool (max +3)
  — get +1hard (max +3)
  — get +1sharp (max +3)
  — you rediscover your cache of weaponry
  — you rediscover your cache of supplies
  — you rediscover your locked potential
  — you rediscover your hidden beauty
  — get a move from another playbook
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, change immediately 
  to a new playbook.
  NO ONE SPECIAL
  NO ONE
  THE 
  — 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
  Introducing
  THE NO ONE
  In this Apocalypse World, the sun is the killing eye, and the wind is the grindstone. There 
  is no enduring them. In the lee of things, in the shade, creatures fetch up, scorched and 
  scoured. They are no one anymore, they are from the worst of nowheres. Where are you 
  going? Away from the sun, out of the wind. Am I here?
  NO ONE MOVES
   Visions: at the beginning of the session, roll+cool. On a 10+, the MC holds 1. On a 7–9, the MC 
  holds 2. On a miss, the MC holds 3. If the MC now has 3 hold or more, she must begin the session by 
  spending 1.
  • The MC can spend 1 hold at a moment of transition to tell you that a vision comes on you, and ask 
  where you are and who you’re with.
  • The MC can spend 2 hold at any moment to interrupt you and tell you that a vision comes on you 
  right now.
  The MC doesn’t lose unspent hold at the end of the session, but carries it over.
   Road refugee: you get a car. You detail it, but give it 2 weaknesses, 1 strength, and poor looks.
   Scavenger: at the end of the session, name 1 or 2 things that you’ve scavenged, incidentally, 
  while everything else has been going on. Roll+sharp. On a 10+, you get 1-barter. On a 7–9, you get 
  1-barter, but you can only use it for your lifestyle at the beginning of the next session. On a miss, 
  you’ve stolen something from someone. 
   Dirty fighter: whenever you inflict harm, inflict +1harm.
   Onrushing revelation: each time you have a vision, mark experience.
  OTHER MOVES
  BARTER
  At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or won’t, tell the 
  MC and answer her questions.
  If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs:
  • Brute labor for a wealthy NPC or population. 
  • Others, as you negotiate them.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in 
  high luxury & company; any weapon, gear or fashion not valuable or hi-tech; a session’s hire of a violent 
  individual as bodyguard; a few sessions’ hire of simple labor; the material costs for crash resuscitation by 
  a medic; a few sessions’ tribute to a warlord; a few sessions’ maintenance and repairs for a hi-performance 
  vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just wander around 
  the commons of some hardhold with oddments ajangle and expect to find hi-tech or luxe eternal.
  
  CREATING THE NO ONE
  To create your no one, choose name, look, stats, moves, visions, gear, and Hx.
  NAME
  Macks, Prout, Sludge, Kime, Mourning, 
  Back, Raiver, Skale, Days.
  Earrings, 155, Adage, Shuts, Ocean, Ape, 
  Donuts, Rockwell.
  LOOK
  Man, woman, ambiguous, transgressing, or 
  concealed.
  Layers of rags, scroungewear, plainwear.
  Ruined face, drawn face, ashen face, scarred 
  face, hidden face, grimy face, crooked face.
  Soft eyes, wounded eyes, clear eyes, distant 
  eyes, alert eyes, weary eyes, determined eyes.
  Slight body, hunched body, angular body, 
  solid body, fat body, scrawny body, wiry body, 
  towering body, sunken body.
  STATS
  Choose one set:
  • Cool+2 Hard=0 Hot+1 Sharp-1 Weird+1
  • Cool-1 Hard+2 Hot+1 Sharp=0 Weird+1
  • Cool=0 Hard-1 Hot+1 Sharp+2 Weird+1
  • Cool+1 Hard-1 Hot=0 Sharp+1 Weird+2
  MOVES
  You get all the basic moves.  You get visions, 
  and then choose 2 more no one moves.
  You can use all the battle moves, but when you 
  get the chance, look up keeping an eye out.
  VISIONS
  Choose 2 places and 2 people. These are 
  visions that you’ve been having already, so are 
  familiar to you.
  GEAR
  You get:
  • 1 scrounged weapon
  • oddments worth 1-barter
  • wear suitable to your look (you detail)
  Scrounged weapons:
  • bent, shitty knife (2-harm hand)
  • brick (1-harm hand)
  • broken rake or shovel (2-harm hand)
  • face breaker (2-harm hand)
   a glove with washers or nails wired across 
  the knuckles
  If you’d like to start play with a 
  prosthetic, get with the MC.
  You’ve hidden your past from yourself. It was unspeakable, inhuman. It comes to you in visions, 
  maybe literal, maybe symbolic. You can’t remember where you came from, you don’t know how you 
  made your escape, and you don’t know what your visions mean.
  When a vision comes on you, pass this list to the MC. The MC chooses one of your marked visions, 
  chooses an unmarked one and marks it now, or even adds a new one and marks it, and tells you 
  what you experience. You can ask questions or offer prompts if you want, but you don’t choose your 
  visions, the MC does.
  Places:
   An unfathomable labyrinth of underground chambers, ancient and arched.
   A place where the stars are visible in black sky with impossible clarity.
   The interior of a machine bigger than human making, roaring.
   A place amid filthy water, close, stinking, whose touch is corruption.
   A green and beautiful garden, tantalizing, somehow denied to you or out of your reach.
   An unsettled place of constant motion, shuddering and pitching.
   The skeletal ruins of an ancient city, its metal bones thrust skyward.
   A place of human compassion, where people serve and care for one another.
   A place of corpses.
   A fantasy world, portentous, romantic, resonant.
   —
   —
  People:
   Forced laborers or prisoners in number, beaten, brutalized, afraid.
   A person of impeccable cruelty, with a calm and private smile.
   Someone indolent.
   A person you loved, in the moment of their death.
   A person you loved, whom you long to see again.
   A person you loved, in whom your faith was misplaced.
   Someone impersonally violent, bearing the tools of their violence.
   Someone caring for you, for the sole purpose of returning you alive to torment.
   People chained.
   Inhuman beings, moving and acting with manifest intelligence.
   A small group of people laughing together at a remove.
   A child, face half-covered.
   People overcome by starvation, by poison, by contamination, or by a terrible disease.
   —
   —
  VISIONS
  The No One © 2018 by D.Vincent Baker & Meguey Baker
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask: 
  Which of you have shared your own food with me?
  • For those who have, write Hx+1.
  • For those who haven’t, write Hx-1.
  On the others’ turns, answer their questions 
  as you like.
  At the end, choose one of the characters with 
  the highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, and 
  highlight it. The MC will have you highlight a 
  second stat too.
  REDISCOVERIES
  As improvements, you can rediscover things you’ve hidden from yourself.
   Cache of weapons: have the MC detail the weapons you hid away for yourself, and ask them 
  what memory or vision leads you to them now. MC, choose a selection from weapons to give you 
  pause, custom weapons, a dedicated combat vehicle, large-scale weapons, or even a walkingsuit 
  (found in the landfall marine supplemental).
   Cache of supplies: you get 6-barter. Ask the MC what memory or vision leads you to them now.
   Locked potential: have the MC choose 2 of the following moves for you, and ask them what 
  memory or vision unlocks them in you: healing touch, deep brain scan, direct-brain whisper 
  projection, in-brain puppet strings, frenzy, lost.
   Hidden beauty: tell the MC what you do to finally reveal the beauty you’ve been hiding, and 
  rewrite your looks to reflect it. Have the MC choose 2 of the following moves for you: dangerous 
  & sexy, reputation, frenzy, oftener right, breathtaking, artful & gracious, hypnotic.
  IMPROVEMENT
  Whenever you roll a highlighted stat, 
  and whenever you reset your Hx with 
  someone, mark an experience circle. 
  When you mark the 5th, improve and 
  erase. 
  Each time you improve, choose one of the 
  options. Check it off; you can’t choose it 
  again.
  
  Introducing
  QUARANTINE
  It’s possible, when the Golden Age of Legend fell, that no one saw it coming. It’s possible 
  that it came upon them unprepared and unsuspecting. Maybe they, like we, were simply 
  fucked.
  It’s also possible that they knew.
  PAST
  You were there when the world ended, but you’ve been in stasis for 50 years and your 
  memory is only slowly returning. At the beginning of each session, roll+sharp. On a hit, 
  ask the MC one of the following questions and she’ll answer it. On a 10+, you can ask a 
  followup question, which can be from the list but needn’t. On a miss, the MC chooses a 
  question and you answer it.
  — Where was I when the world ended?
  — Did we know whose fault it was?
  — Who did it hit worst?
  — Was it sudden or gradual?
  — Could we have stopped it?
  — Who were the first people to know?
  — What was the first year like?
  — How long did we hold out hope?
  — What did we try that failed?
  — What were the first signs that the world was ending?
  — Who did I lose?
  — Who seemed safe, but wasn’t?
  — What’s the worst thing I saw?
  — When it reached us, what did we already know?
  — What let some people survive, when others couldn’t?
  OTHER MOVES
  QUARANTINE MOVES
   Combat veteran: you get +1cool (cool+3).
   Disciplined engagement: when you inflict harm, you can choose to inflict any amount 
  of harm you like, less than or up to your harm as established, including s-harm. Decide 
  at the moment you inflict the harm; you need not tell anyone in advance how much harm 
  you intend to inflict.
   Leave no one behind: in battle, when you help someone who’s rolling, don’t roll+Hx. 
  You help them as though you’d hit the roll with a 10+.
   Eager to know: when you go to someone for advice, they must tell you honestly 
  what they think the best course is. If you pursue that course, take +1 to any rolls you 
  make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark 
  experience.
   Inspiring: when another player’s character rolls+Hx to help you, they mark 
  experience.
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something 
  under fire
  go aggro;
  sucker someone;
  do battle
  seduce or 
  manipulate
  read a sitch; 
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
    NAME —
  LOOK
  — get +1hard (max hard+2)
  — get +1sharp (max sharp+2)
  — get +1weird (max weird+2)
  — unlock a stasis facility
  — unlock a stasis facility
  — unlock a stasis facility
  — get followers (you detail) and fortunes
  — get a move from another playbook
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, roll+sharp. On a hit, 
  ask their player questions. On a 10+, ask 2. On a 7–9, ask 1:
  • Whom do you most miss?
  • What do you hope for the future?
  • What makes you feel beautiful? Loved?
  • Who was your first kiss? Did you like it?
  • If I asked, would you stay with me?
  • In what ways are your mind and soul pure?
  They may ask you one in return.
  On a miss, you each get -1Hx with the other.
  QUARANTINE SPECIAL
  — 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
  QUARANTINE
  
  As things stand at the beginning of play, anyone released from stasis suffers both 2-harm 
  area ap and Ψ-harm.
  You emerged from stasis (choose 1):
   a few days ago,  a few weeks ago,  a few months ago.
  Remaining in stasis are the rest of your unit, plus (choose 1 or more): 
   your friends,  your colleagues,  your family,  your superiors.
  Stasis has remained untouched by outsiders. Why? Choose 1 or more:
   It’s securely hidden.   
   It has deadly defenses.
   They’re in awe or terror of the undying people within.
  When you emerged from stasis, Specialist jackson, tammy m. emerged with you. What 
  happened to her? Choose 1:
   The world’s psychic maelstrom inflicted 2-harm, killing her.
   The world’s psychic maelstrom inflicted Ψ-harm, shattering her sanity.
   The world’s psychic maelstrom inflicted Ψ-harm, and you were forced to kill her in 
  self-defense.
   You don’t know. You haven’t seen or heard from her.
  STASIS
  BARTER
  At the beginning of the session, spend 1- or 2-barter for your lifestyle.
  You haven’t managed yet to fit yourself into any local barter economy. If you need some 
  jingle, you’re going to have to figure that shit out.
  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 find 
  hi-tech or luxe eternal.
  STASIS FACILITIES
  Unlocked stasis facilities (choose 1): 
   Release: you can release everyone from stasis, all at once or one by one.
   Ψ-isolation rig: bring someone into stasis and you can isolate them from the world’s 
  psychic maelstrom. With a little reconfiguration, you can use the rig to further 
  manipulate the world’s psychic maelstrom: treat this as augury, but roll+sharp instead 
  of rolling+weird.
   Medlab: stasis includes a workspace with life support and medical technology. Bring 
  someone injured into it and you can work on them like a savvyhead on tech (cf).
   Archives: stasis includes an investigative workspace in the form of its records and 
  historical archives. Access them and you can get to the bottom of the past like a 
  savvyhead getting to the bottom of some tech shit (cf).
   Hi-tech scrounge: you can scavenge stasis for its spare parts. Each time you do, you get 
  5-barter worth of hi-tech crap, to detail or use as barter, but permanently scratch out 
  one stasis facility. (Yes, you can choose to scratch out this one.)
   Armory: stasis includes 6 assault rifles (3-harm close/far loud autofire) and 6 suits of 
  military body armor (2-armor valuable hi-tech), intended to arm the rest of your unit. 
  Unlock its armory and they’re yours.
  CREATING QUARANTINE
  To create your quarantine, choose name, look, stats, moves, gear, past, stasis, and Hx.
  NAME
  Specialist [last name], [first name] [mi]. 
  Maybe everyone calls you Quarantine, 
  though.
  LOOK
  Man, woman, or ambiguous.
  Ancient fatigues, scrounge wear.
  Young face.
  Scared eyes, shadowed eyes, lively eyes, clear 
  eyes, steady eyes, lost eyes, eager eyes.
  Athletic body, stocky body, thin body, 
  compact body, rangy body.
  STATS
  Choose one set:
  • Cool+2, Hard+1, Hot=0, Sharp+1, Weird—
  • Cool+2, Hard=0, Hot+1, Sharp+1, Weird—
  • Cool+2, Hard-1, Hot=0, Sharp+2, Weird—
  • Cool+2, Hard+1, Hot+1, Sharp=0, Weird—
  MOVES
  You get all the basic moves.  You get 3 
  quarantine moves.
  You can use all the battle moves, but when 
  you get the chance, look up seize by force 
  and the tactical and support moves.
  When you emerged from stasis, the 
  world’s psychic maelstrom rushed in on 
  you. Roll+hard. On a 10+, you were able 
  to receive it without succumbing to it; 
  you have weird-1. On a 7–9, you were able 
  to hold it off; you have weird-nil. You are 
  unable to open your brain to the world’s 
  psychic maelstrom; getting +1weird will 
  give you weird=0. On a miss, it overcame 
  you; you have weird+1, and in addition the 
  MC must always highlight your weird.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask:
  • Which of you did I meet first when I 
  emerged from stasis? 
  For those characters, write Hx+1.
  For everyone else, write Hx-2. You are not 
  from here and you do not understand.
  On the others’ turns, answer their 
  questions as you like. Likely you’ll answer 
  none of them.
  At the end, choose one of the characters 
  with the highest Hx on your sheet. Ask 
  that player which of your stats is most 
  interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  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
  In addition to your stasis, you get:
  • an assault rifle (3-harm close/far loud 
  autofire)
  • a 9mm sidearm (2-harm close loud)
  • military body armor (2-armor valuable 
  hi-tech)
  • your fatigues and scrounge, but no jingle
  If you’d like to start play with a vehicle or a 
  prosthetic, get with the MC.
  IMPORTANT NOTE
  This playbook makes some assumptions 
  about the apocalypse and the history of 
  Apocalypse World that may not otherwise 
  hold.
  If this playbook is not in play, do not consider 
  any of  its ideas binding.
  Quarantine © 2016 by D.Vincent Baker & Meguey Baker
  
  OTHER MOVES
  SHOW MOVE
   Off the leash: whenever you’re about to do something you don’t always do, turn to the 
  person who holds your leash. Ask them:
  • Do I think you’d be cool with this?
  If you do think they’d be cool with it, then no problems. If you don’t think they would, 
  you can do it anyway if you want, but first roll+hot. On a 10+, cool, carry on. On a 7–9, 
  they can choose to erase one of your stat highlights, as though they’d hit you with seduce 
  or manipulate and given you the stick. On a miss, they don’t hold your leash anymore. 
  Choose someone else to hold it (whether they want to or not).
  Introducing
  THE SHOW
  with Elliot Baker
  It’s like the ancient prophet said. You are the show. If you don’t make the gig, the gig is 
  fucking nowhere.
  YOUR RIG
  For your rig, choose 3.
   You have a vehicle (you detail).
   You have a gigantic armored war-vehicle (you detail).
   You can strip your rig down to a version that you can carry as a backpack (valuable 
  hitech).
   When you play, your instrument shoots fire (2-harm messy loud).
   When you play, your instrument drips blood.
   When you play, water freezes, and your skin and instrument frost over.
   When you play, you fill the air from horizon to horizon, and people miles away feel 
  the earth rumble.
   When you play, the ancient death satellites that still orbit the earth stir in their 
  sleep.
   When you play, it gives people sensitive to the world’s psychic maelstrom nosebleeds.
   You have a small but well-rewarded security force: Ba, Rothschild, Jeanette, and a 
  couple others (small gang 3-harm 1-armor).
   You have musicians who play with you. Circle some or all of: Dustwich, Harridan, 
  Jesus Christ, Lits, Rolfball, Ambeke, Si, x-many faceless backups.
   When you play, fucking dead souls stop their groaning to listen.
   You have a wide assortment of instruments and can play them all.
   There’s basically always some number of people around who want eagerly to have sex 
  with you. Whenever you feel like it, ask the MC who they are this time.
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something 
  under fire
  go aggro;
  sucker someone;
  do battle
  seduce or 
  manipulate
  read a sitch; 
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
    NAME —
  LOOK
  — get +1hot (max hot+3)
  — get +1weird (max weird+3)
  — get +1cool (max cool+2)
  — get +1hard (max hard+2)
  — get +1sharp (max sharp+2)
  — the person holding your leash gets a gang (you detail) 
  and leadership or pack alpha (you choose)
  — the person holding your leash gets 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, sweet.
  SHOW SPECIAL
  SHOW
  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.
  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
  
  When you perform, you can, if you try, crack open the world. Roll+weird. On a 10+, 
  choose 1. On a 7–9, choose 1, but you suffer 1-harm ap loud. On a miss, choose 1, but you 
  and everyone within reach of you suffers 1-harm ap loud.
  • You make the noise that the ancient bronze armies made, beating their spears on their shields. 
  In battle, you can give someone seizing by force (or a variant) +1choice.
  • You make the noise that reverberates inside a vulture’s skull when it scrapes its beak on carrion 
  bone. Tell the MC that all the NPCs who hear it now form a hunting pack, and ask what 
  they do.
  • You make the noise in the heart of doomed soldiers when they realize that they have lost 
  everything they loved. In battle, tell the MC that your enemies panic, and ask what 
  happens.
  • You make the noise that the alien brains made when they pushed the button that ended 
  humanity. You can use your audience for augury. 
  • You make the noise that your lover’s breath and blood makes when they’re turned on. Tell the 
  MC that this place becomes shifting ground. Ask what happens.
  • You make the noise that the last whale heard when it sang and no one answered. Tell the 
  MC that this place becomes a prison (impulse: to contain, to deny egress), a furnace 
  (impulse: to consume things), or a mirage (impulse: to entice and betray people), your 
  choice. Ask what happens.
  • You make the noise that the dinosaurs heard when they looked up and saw the fireball. Tell the 
  MC that all the NPCs who hear it now form a cult, and ask what they do.
  • You make the noise that your soul made when the worst happened, and you learned that you 
  were still alive, and were not alone. Tell the MC that all the NPCs who hear it now form a 
  family, and ask what they do.
  • You make the noise that the citizens of Rome heard when Spartacus’ army smashed open their 
  gates. Tell the MC that any NPCs who hear it who’ve been enslaved rise up, throw off their 
  chains, take up arms, and attack their slavers, and ask what happens.
  You can instead, if you choose, pander to your audience. Roll+hot. On a 10+, choose 1. 
  On a 7–9, choose 1, and take -1weird to the next time you try to crack open the world. On 
  a miss, choose 1, and the next time you try to crack open the world, don’t roll, treat it as 
  a miss.
  • They cough up. The person who holds your leash gets 10-barter.
  • They cough up. The person who holds your leash gets 6-barter.
  • They cough up. The person who holds your leash gets 1-barter.
  YOUR MUSIC
  BARTER
  At the beginning of the session, tell the person who holds your leash whether to spend 
  1-barter, 2-barter, or an absurd 3-barter for your lifestyle. They have to. If they can’t, it’s 
  not your problem, they have to work it out with the MC.
  If you need jingle during the session, you have to get it from them.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: a 
  night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; a session’s 
  hire of a violent individual as bodyguard; a few sessions’ hire of simple labor; the material 
  costs for crash resuscitation by a medic; a few sessions’ tribute to a warlord; a few sessions’ 
  maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient 
  to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to find 
  hi-tech or luxe eternal. I mean, you can expect to, but like, shit.
  CREATING THE SHOW
  To create the show, choose name, look, stats, moves, rig, leash, and Hx.
  NAME
  Noah, Adam, Jimi, Janus, Nina, Kayd, 
  Steevee, Bilireta,Cook, Miles, Lola, 
  Conred, Saint, Que, Florence.
  Rhythm, Platinum, MSG, Queen, Sticks, 
  Arceay, Vic, Ring, Waxtrax, ToyB, Coda, 
  Scratch, Thumper, Wartooth.
  LOOK
  Man, woman, androgynous, transgressing, 
  concealed.
  Flashy costume, ritual costume, branded 
  costume, casual costume, scrounge wear 
  costume.
  Enchanting face, inviting face, chiseled face, 
  open face, covered face or busted face.
  Warm eyes, intense eyes, darting eyes, liquid 
  eyes, heavy-set eyes, vacant eyes.
  Muscled body, lush body, compact body, 
  road-weary body, graceful body, angular body.
  STATS
  Choose one set:
  • Cool+1 Hard-1 Hot+2 Sharp=0 Weird+1
  • Cool-1 Hard=0 Hot+2 Sharp+1 Weird+1
  • Cool+1 Hard-1 Hot+1 Sharp=0 Weird+2
  • Cool=0 Hard+1 Hot+1 Sharp-1 Weird+2
  GEAR
  In addition to your rig, detail your 
  fashion according to your look, including 
  at your option clothing worth 1-armor.
  If nobody’s playing a battlebabe, you can 
  grab that playbook and make a custom 
  weapon for yourself. Otherwise, choose a 
  normal weapon or two from some other 
  playbook.
  If you’d like to start play with a 
  prosthetic, get with the MC.
  MOVES
  You get all the basic moves. You get off the 
  leash.
  You can use all the battle moves, but when you 
  get the chance, look up seize by force.
  LEASH & HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Before anybody assigns Hx, choose which of 
  the other characters holds your leash. Tell 
  them. If they don’t like it, shrug.
  Go around again for Hx. On your turn, 
  whoever holds your leash, write Hx+2. Leave 
  everyone else blank for now.
  On the others’ turns, answer their questions 
  as you like.
  At the end, copy Hx straight over from the 
  person who holds your leash. Who they know, 
  you know. Who they don’t, you don’t.
  Finally, choose one of the characters with 
  the highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, and 
  highlight it. The MC will have you highlight a 
  second stat too.
  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.
  IMPORTANT NOTE
  This playbook makes some assumptions 
  about the apocalypse and the history 
  of Apocalypse World that may not 
  otherwise hold.
  If this playbook is not in play, do not 
  consider any of  its ideas binding.
  The Show © 2016 by D.Vincent Baker & Meguey Baker, with Elliot Baker
  
  USE IN PLAY
  Print this supplement out and bring it to the table.
  As a player, you can get these skills by taking them as moves from another playbook. If you’d 
  like to start play with one, get with the MC.
  DOWSING
  For gear, you get:
  • a pendulum, a stud finder, or bent coat hangers.
  Dowsing: when you spend a day dowsing the wastes, roll+sharp. On a hit, you find water, 
  oddments worth 1-barter, or some specific thing you were looking for, your choice. On a 10+, 
  you’ve returned with it at the end of the day. On a 7–9, the MC chooses 1:
  • You found something else instead, something as interesting or something that more urgently 
  demands your attention.
  • You found it, but you weren’t able to bring it back with you. Have the MC explain to you where 
  it is.
  • You found it, but something kept you from coming back. You’re still in the wastes as night’s 
  falling.
  • You brought someone back with you, or someone followed you back.
  • You’ve disturbed something: an old truce, a sleeping danger, an inhuman thing.
  On a miss, the MC chooses 2. If the specific thing you’re looking for is hi-tech, valuable, 
  huge, or unlikely, the MC chooses  an additional 1, so on a 10+, the MC chooses 1; on a 
  7–9, 2; on a miss, 3.
  GAME DESIGN
  For gear, you get:
  • dice, cards, scraps of paper, a splitting headache.
  Game design: when you design a game and release it into the wild, tell the MC to create it as 
  an affliction: disease, and to give it a special threat move. Choose 1:
  • It’s a gambling game. Threat move: enrich someone at their friends’ expense.
  • It’s a solitaire game. Threat move: occupy someone who should be paying attention to 
  something else.
  • It’s a sport. Threat move: divide a population against itself along fan lines.
  • It’s a strategy game. Threat move: create skepticism and paranoia in someone.
  • It’s a fantasy game. Threat move: create false and unreliable relationships between people.
  • It’s a bluffing game. Threat move: sow mistrust between friends.
  …And roll+weird. On a 10+, tell the MC that it takes off and will spread fast, far and wide. On 
  a 7–9, tell the MC that it hooks only a few fans, but goddamn, they’re serious about it. On a 
  miss, tell the MC that it’s horribly broken, and that it has a second threat impulse: to expose 
  you, personally, its creator, to the fury of anyone who tries to play it.
  INTERROGATION
  For gear, you get:
  • restraints, pliers, jumper cables, a hand drill, a bucket, a canvas sack.
  Interrogation: to interrogate someone, you need some time with them under your power 
  and at your mercy. Tell their player the answers you want to hear and roll+hard. On a 10+, 
  those are exactly the answers they give you, and they’ll repeat them to anyone you want 
  them to. On a 7–9, they give you the answers you want, but they aren’t quite convincing. 
  On a miss, no matter what you do, they just will not give you the answers you want to hear. 
  Decide whether you kill them over it.
  CARTOGRAPHY
  For gear, you get:
  • paper, pencils, drafting tools, compass, signal and sighting mirrors.
  Cartography: to create an accurate map, you’ll need time and liberty to roam the landscape 
  you’re mapping, and an assistant to hold up sighting mirrors for you. Whenever you want, 
  mention to the MC that you’re starting a map. You can work on it off-screen, whenever 
  you’re not otherwise occupied.
  At the beginning of a subsequent session, or whenever a stretch of time passes in play, 
  ask the MC if something’s stopped you from finishing your map. If something has, you’re 
  entitled to know what it was, so demand a full explanation. If nothing has, though, you’ve 
  finished your map.
  Tell the MC to open the MC book to p111–112. Draw a 4x4 grid on a sheet of paper to be 
  your map. With the MC, draw in its known landmarks for orientation, then roll+sharp. On a 
  10+, you’re entitled to 4 new details, plus 1 new detail that you don’t know about. On a 7–9, 
  3 new details, plus 1 new detail that you don’t know about. On a miss, 2 new details, plus 1 
  new detail that you don’t know about. For each of your new details, the MC chooses 1:
  • Reveal the landscape’s threat type and impulse, if the players don’t already know it. Write it 
  on the map.
  • Betray the landscape’s impulse: create a way into a fortress, a way out of a prison, or a way 
  through a labyrinth; create a safe, secure, and reliable place in a breeding pit, furnace, or 
  mirage. Add it to the map.
  • Create a terrain threat. Add it to the map, noting its threat type and impulse.
  For the detail they don’t know about, choose one of the above and write it up in your threat 
  sheets, but add it to the map as only a circled question mark.
  HITCHHIKING
  For gear, you get:
  • a duffel, half a pack to share, a sob story, a funny story, a conspiratorial story.
  Hitchhiking: when you need a lift, stick out your thumb and roll+hot. On a 10+, you’re 
  where you wanted to be, in tidy time and good spirits. On a 7–9, you’re maybe halfway there 
  now, and let’s find out who’s giving you a ride. Ask the MC to create them quick as a threat, 
  and their vehicle too, and why don’t you go ahead and read a person or read a situation. On 
  a miss, cannibals.
  SKILLER
  THE 
  
  TAXIDERMY
  For gear, you get:
  • sawdust, needles, wire, glass eyes, an assortment of dead critters.
  Taxidermy: when you taxiderm something, roll+sharp. On a 10+, choose 3 of the following. 
  On a 7–9, choose 2:
  • You’ve really captured the character of the creature you’ve taxidermed. Marvelous, truly 
  marvelous work. +Valuable.
  • You’ve created something deeply creepy. Anyone who opens their brain when this thing is 
  around marks experience, but takes -2 to the roll.
  • You’ve created a beautiful paean to a lost or imagined time of primeval innocence. +Valuable.
  • You’ve created a convincing chimera. You can use it as concrete and compelling evidence when 
  you seduce or manipulate someone, if your proposition somehow hinges on the existence 
  of such a creature.
  • It’s so lifelike that you’d swear it moved. And you can hear it breathing. And sometimes its 
  eyes follow you.
  On a miss, you choose 1, and the MC chooses 1 or 2 for you. The MC can choose from the 
  above, or from the following:
  • You’ve accidentally created a living thing. MC, write it up as a perversion of birth.
  • You’ve accidentally created a psychic antenna. You can use your creation for augury.
  • Though sewn from the corpses of animals, your creation demonstrates a certain insight into 
  the human condition. You can use it for insight.
  ZOoLOGY
  For gear, you get:
  • sketches of animals, folktales about animals’ exploits, a See ’n Say.
  Zoölogy: when you encounter an animal, roll+sharp. On a 10+, ask the MC 2 of the following 
  questions. On a 7–9, ask 1. If the animal is familiar to you, ask an additional question:
  • If I do —, how will this animal respond?
  • How could I get this animal to —?
  • Is this animal old or young, healthy or sick, well-fed or suffering, everything’s fine or 
  something’s wrong?
  • What are this animal’s instincts telling it? Does it know something I don’t?
  On a miss, ask 1 anyway, and the MC gets to ask you a question from the animal’s point 
  of view, from this move, from reading a person, or any question. Answer it truthfully; the 
  animal realizes this about you.
  Furthermore, whenever you read a situation, ask, as a free additional question:
  • What animals are around here now?
  DEMOLATIONS
  For gear, you get:
  • TNT, blasting caps, wire, fuses, blast suit (4-armor lumbersome).
  Demolations: when you want to demolate something, roll+sharp and tell the MC to open 
  the MC book to p216. By default, you spend an hour or so placing and wiring your explosives, 
  then do 7-harm messy. On a 10+, choose 3. On a 7–9, choose 2:
  • You do +1harm. (You can choose this more than once.)
  • You manage it in just a few minutes instead of an hour.
  • You do area harm instead of messy harm.
  • You do harm to a single specific thing of your choice instead of messy harm.
  On a miss, you do the default, plus the MC chooses 1:
  • Somewhere you thought was safe, you inflict 2-harm messy, from shrapnel.
  • Somewhere you thought was safe, you inflict d-harm (not being on fire) messy.
  Lumbersome means that it’s bulky, awkward, tiring to wear, and extremely slow to move in. 
  It’s not practical combat armor, only for hunkering down to endure fire.
  FLAMETHROWERING
  For gear, you get:
  • the flamethrower in question, a fuel tank, a mixing tub.
  Flamethrowering: you have a flamethrower (close area d-harm [not being on fire] volatile 
   refill). Use it three times and you have to refill the tank. You can mix up a batch of the 
  fuel yourself when you need it, it just takes 1-barter’s worth of gasoline and 1-barter’s worth 
  of other supplies.
  Volatile means that the fuel tank can, when things go, yknow, pretty poorly, explode, doing 
  3-harm for the blast and d-harm (not being on fire) area for the explosion of burning fuel.
  D-HARM (NOT BEING ON FIRE)
  d-harm (not being on fire): terrible pain, panic, disfiguring and life-threatening burns. For 
  whole-body immolation: unbearable pain, asphyxiation, death in a minute or less.
  Inflicted on a population: immediate frenzied panic. Social cohesion breaks down at once, 
  replaced by pure survival instinct. Some members of the population may retain the presence 
  of mind to try sacrificing themselves to save their loved ones.
  PROOFREADING
  For gear, you get:
  • a red pen, a manuscript.
  Proofreading: when you publish, roll+sharp. It doesn’t matter what you roll. There’s a typo 
  on the fucking back cover.
  :
  The Skiller © 2018 by D.Vincent Baker & Meguey Baker
  with Elliot Baker & Josh Savoie
  
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something 
  under fire
  go aggro;
  sucker someone;
  do battle
  seduce or 
  manipulate
  read a sitch; 
  read a person
  open your brain
  STATS
  MOVES
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  — get +1weird (max +3)
  — get the other symbiote move
  — add an option to your colony
  — add an option to your colony
  — add an option to your colony
  — add a person to your colony
  — add a person to your colony
  — get followers (you detail) and fortunes
  — get a move from another playbook
  — get a move from another playbook
  When you and another character have sex, choose 1:
  • Your psyche fixes upon theirs. Next time they improve, 
  mark experience.
  • Ask them any 3 questions you want. They must answer 
  honestly.
  • They may use you for augury. You roll and they make all 
  the decisions.
  SYMBIOTE SPECIAL
  — 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.
  SYMBIOTE
  THE
  NAMES
  1-harm: cosmetic damage, 
  concussion, pain, fear.
  2-harm: wounds, unconsciousness, 
  bad pain, broken bones, shock, 
  often fatal.
  3-harm: Terrible wounds, shock, 
  sometimes immediately fatal, 
  otherwise death soon.
  4-harm: Mangled and ruined, 
  always fatal, usually instantly 
  fatal.
  5-harm and more: fatal and bodily 
  destructive.
  When your last self dies, mark 
  enough experience to improve and 
  continue play.
  HARM
  SYMBIOTE MOVES
   The health of the host (i): at the beginning of the session, roll+weird. On a hit, give +1 to 
  everyone else making a beginning-of-session move. On a 10+, for each of them who also hits their 
  move with a 10+, you mark experience. On a miss, give -2 to everyone else making a beginning-of-
  session move.
   The health of the host (ii): at the beginning of the session, roll+weird. On a 10+, choose 4. On 
  a 7–9, choose 3. You may choose an option more than once, but you must choose the first option at 
  least once:
  • Name an NPC, and explain how good luck has improved, eased, or enriched their life.
  • Name another player’s character. They get 1-barter to spend on their lifestyle. Tell them which one of you 
  is their benefactor.
  • Name another player’s character. They get 1-barter to spend on their lifestyle. None of your colony is 
  their apparent benefactor. By all evidence, the barter comes from their own efforts and/or good fortune.
  On a miss, instead choose 2. You must choose the first option at least once:
  • Name another player’s character, and explain how their luck has turned suddenly incredibly shitty.
  • Name an NPC, and explain how their luck has turned suddenly incredibly shitty.
  You can defer your choice to the MC, if you prefer.
  OTHER MOVES
  BARTER
  At the beginning of the session, spend 1- or 2-barter for your lifestyle. The options you chose for 
  your colony determine how much you have to spend for each of you.
  If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs:
  • Brute labor for a wealthy NPC or population. 
  • Any of the gigs from your colony segments.
  • Others, as you negotiate them.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in 
  high luxury & company; any weapon, gear or fashion not valuable or hi-tech; a session’s hire of a violent 
  individual as bodyguard; a few sessions’ hire of simple labor; the material costs for crash resuscitation by 
  a medic; a few sessions’ tribute to a warlord; a few sessions’ maintenance and repairs for a hi-performance 
  vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just wander around 
  the commons of some hardhold with oddments ajangle and expect to find hi-tech or luxe eternal.
  Introducing
  THE SYMBIOTE
  When the apocalypse came, it did not come as they expected it. Oh, they expected their world to 
  break down — feared it would, denied it would, planned for it, planned against it, whatever. But they 
  looked at their future and they could only see their own monsters. They couldn’t see, couldn’t even 
  guess, the creatures that would come that were not them.
  
  CREATING THE SYMBIOTE
  As the symbiote, you are a psyche in some way native to the world’s psychic maelstrom. 
  You live there; it is the medium of your life the way that the earth and air are the medium 
  of others’. However, you are also embodied in this world, in the form of several otherwise 
  apparent human beings.  You all seem to live and act and move independently, but it’s an 
  illusion. You’re one creature, you, sharing experiences and thoughts and separated only 
  bodily.
  To create the symbiote, choose moves, colony, and Hx.
  MOVES
  You get all the basic moves. Choose 1 
  symbiote move.
  You can use all of the battle moves, and 
  you’ll find that your colony is better suited 
  to some than to others. If your colony tends 
  hard, look up seize by force; if it tends cool, 
  look up the subterfuge moves; if it tends 
  sharp, look up keeping an eye out.
  COLONY
  Print out supplemental: the colony and 
  bring it to the table with you.
  Create your colony.
  When you act, you act as one of your colony, 
  in that one’s body. For all practical purposes 
  you, your MC, and your fellow players can 
  treat all of your colony as full and separate 
  characters, with these exceptions:
  • You all share your moves.
  • You all share Hx, experience, and 
  advancement.
  • You each take harm as NPCs would, as 
  listed, not on a PC’s harm countdown. You 
  are individually fragile.
  • You can’t have sex with yourself.
  When you roll+a stat, the person you’re 
  acting as may give you +2 or -1, as listed. 
  Otherwise, roll +2 for weird and +0 for all 
  other stats.
  If the last person of your colony dies, mark 
  enough experience to improve, and take 
  your improvement right then.
  RIVAL COLONY
  Once during play, whenever you choose, you 
  can create a rival colony, too. 
  HX
  Everyone introduces their characters by 
  name, look and outlook. On your turn, 
  introduce all of the people in your colony.
  List the other characters’ names.
  Go around again for Hx. On your turn, 
  ask each of the others which of your 
  colony they know.
  • If they know none or only 1 of you, 
  write Hx=0.
  • If they know 2 of you, write Hx+1.
  • If they know more than 2 of you, write 
  Hx+2.
  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 one of your colony 
  is most interesting, and highlight it. 
  Instead of getting highlighted stats, you 
  get one of yourselves highlighted.
  The MC does NOT highlight a second.
  When everyone else changes highlighted 
  stats, you change highlighted selves. 
  Again, ask the player whose character 
  has the highest Hx on your sheet which 
  of you to highlight.
  IMPROVEMENT
  Whenever you roll when you’re acting 
  as the highlighted one of your colony, 
  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.
  By default, your colony consists of 3 people. You are each integrated into the surrounding population, 
  not by default distinctive or remarkable. Your individual homes, means, and livelihoods are typical 
  for this place, providing a 1-barter lifestyle at the beginning of every session. If you choose to fight 
  together in a coordinated fashion, you count as a small gang, by default with 2-harm 0-armor.
  Then, choose 2:
   Martyr: when you take a blow for another player’s character, mark experience. When anyone of 
  your colony dies, mark experience.
   Thriving: add a person to your colony.
   Sustaining: When anyone of your colony dies, erase their information from your colony and 
  create a new person to replace them. Use the same colony segment or an unused one.
   Tendrils: when 3 or more of your colony convene and act together, you can expand your reach 
  through the world’s psychic maelstrom. +Augury.
   Shared eyes: when you read a situation, roll+weird instead of roll+sharp.
  CREATING YOUR PEOPLE
  To create one of your colony, choose one of the available colony segments, and choose name, looks 
  (selecting all that apply), and circumstances. 
  During initial character creation, don’t choose the blank segments. When you add someone new 
  to your colony, you can choose to use a blank segment then, to create someone to fit the current 
  circumstances of play. When you do use a blank segment, for your +2 and -1 stats, choose cool, hard, 
  hot, or sharp, not weird. You always have weird+2.
  YOUR COLONY
  Once during play, whenever you choose, you can create a rival colony. Tell the MC which you 
  choose, and that they’re perversions of birth. She’ll know what you mean.
  Choose 1:
   The rival colony is like you.
   The rival colony is some kind of psychic & physical contamination. If the contaminated is in 
  play, ask that player what the contamination is like. Otherwise, create it yourself: 
  Affected people become (circle 3–4): bloodcrazed, cannibalistic, insatiable, inhumanly fast & strong, 
  inhumanly patient, unsleeping & tireless, a hive mind, contagious, nearly unkillable, blood-washed, 
  electricity-eating, memory-eating, terror-driven, death-intent.
   The rival colony are child-things. If the child-thing is in play, ask that player what child-things are 
  like. Otherwise, create them yourself:
  They are (circle 3–4): ravenous, omnivorous, mercurial in form, impossible to contain or restrain, many, 
  maelstrom-worshipping, silent & staring, ferocious, snarling & shrieking, quite possibly rabid.
  Their den includes (circle 2–3): parts of a plane, labyrinthine tunnels, ancient underground vaults, a 
  terrifying place of death, an alien place of luminous glass, other things of significance only to them.
   The rival colony are wolves of the maelstrom. If the child-thing is in play, ask that player what the 
  wolves of the maelstrom are like. Otherwise, create them yourself:
  They seem human, but under their disguise, like all of the maelstrom’s wolves, they look like 
  (cirlce 1): people, birds, beasts, insects, angels, shadows, machines.
  Except (choose 2):
   they don’t stand on the ground 
   they have no faces 
   they have awful voices
   they make terrible grinding noises  
   they have human faces 
   they’re invisible
   they are made of metal and plastic 
   they have wolves’ faces 
   they’re dripping gore 
   they come and go impossibly 
   they have no expression 
   they only howl
   they have empty holes for eyes
  A RIVAL COLONY
  The Symbiote © 2018 by D.Vincent Baker & Meguey Baker
  
  NAME & LOOK
  CIRCUMSTANCES
  highlight
  NAME & LOOK
  CIRCUMSTANCES
  highlight
  You take harm like NPCs, not like a PC:
  1-harm: cosmetic damage, concussion, pain, fear.
  2-harm: wounds, unconsciousness, bad pain, broken bones, shock, often fatal.
  3-harm: Terrible wounds, shock, sometimes immediately fatal, otherwise death soon.
  4-harm: Mangled and ruined, always fatal, usually instantly fatal.
  5-harm and more: fatal and bodily destructive.
  When your last self dies, mark enough experience to improve and continue play.
  HARM
  NAME & LOOK
  CIRCUMSTANCES
  Silk, Frans, Azaz, Rolfball, or Janis.
  Man, woman, or concealed.
  Old, pierced, willowy, golden-eyed, 
  barrel-chested, amputated, bearded, 
  lush-mouthed, elaborately-coiffed, 
  tiny, fat, and/or muscular.
  highlight
  SHARP
  HARD
  Choose 3:
   I’m in —’s crew/cult/gang.*
   I have a hunting rifle with a good sight (3-harm far 
  loud reload).
   I have a spike-studded baseball bat (3-harm hand 
  messy) and bulky body armor (2-armor).
   I have a tempestuous, devoted, tough, beautiful 
  little family: Asso, Ki Yin, Quick, Limester, and me.
   I know basic first aid. I can’t heal harm, but I can 
  stabilize it.
   I make my house down in the maze.
   I have oddments worth 3-barter.
  *Free if a PC, with that player’s approval.
  COOL
  NAME & LOOK
  CIRCUMSTANCES
  November, Hyacinth, or Capella.
  Woman or transgressing.
  Stocky, shave-headed, grinning, 
  buxom, full-lipped, heavy-eyed, 
  dimpled, salt and peppered, soft, 
  lissome, angry, wounded.
  highlight
  Choose 3:
   I’m in —’s crew/cult/gang.*
   I have access to —’s garage and all their vehicles.*
   I’m  —’s lover.*
   I have a machete (3-harm hand messy) and fashion 
  worth 1-armor (you detail).
   I have a gig providing — with food, entertainment, 
  and drugs, worth 2-barter for lifestyle at the 
  beginning of the session. 
   I get +1 to go aggro. 
   The other PCs can come to me for insight.
   My rooms are poor, cramped, and claustrophobic.
   I have oddments worth 3-barter.
  *Free if a PC, with that player’s approval.
  HOT
  COLONY
  THE
  SUPPLEMENTAL FOR THE SYMBIOTE
  
  NAME & LOOK
  CIRCUMSTANCES
  Woodward, Murray, Gams, or Jastor.
  Woman, transgressing, or concealed.
  Scarred, broken-bodied, powerful, 
  curvaceous, aristocratic, slender, 
  rope-veined, velvet-skinned, gray, 
  rangy, and/or blunt-faced.
  highlight
  NAME & LOOK
  CIRCUMSTANCES
  Past, Cass, Dutch, Echo, or Bow.
  Man or transgressing.
  Hulking, shaven, crooked-built, 
  dead-pale, slight, heavy-bearded, 
  one-eyed, handsome, smirking, vast, 
  mashed-faced, dapper, and/or tall.
  HOT
  HARD
  highlight
  Choose 3:
   I’m in —’s crew/cult/gang.*
   I have a brother, Jinte, who’s also a fuckin badass.
   I have a shotgun (3-harm close messy) and 
  impressive body armor (2-armor).
   I get +1 to reading a situation.
   I have a gig doing violence for pay, worth 2-barter 
  for lifestyle at the beginning of every session.
   I have a fortified little double-room I call home. 
  +1armor in defense.
   I have oddments worth 3-barter.
  *Free if a PC, with that player’s approval.
  SHARP
  COOL
  Choose 3:
   I’m in —’s crew/cult/gang.*
   I’ve got something big on —.*
   I have free passage through —’s holdings, no 
  questions asked.*
   I have a smg (2-harm close area loud) and fashion 
  worth 1-armor (you detail).
   I have a gig keeping and holding onto valuables for 
  —, worth 2-barter for lifestyle at the beginning of 
  every session.
   I’m one of the few who make my home in the upper 
  rooms.
   I have oddments worth 3-barter.
  *Free if a PC, with that player’s approval.
  NAME & LOOK
  CIRCUMSTANCES
  Dystart, Safire, Elba, Olive, or Jaim.
  Man, woman, or transgressing.
  Compact, long-legged, mild-eyed, 
  nervous, utterly bald, severe-faced, 
  quick-eyed, beautiful, thick-bodied, 
  lithe, flush-faced, and/or towering.
  highlight
  Choose 3:
   I’m in —’s crew/cult/gang.*
   I have access to —’s living space.*
   I have wicked knives (2-harm hand) and fashion 
  worth 1-armor.
   I have a distinctive presence in the local 
  population; I command attention when I come into 
  a room.
   When I die, mark experience.
   My rooms are above the autoshop.
   I have a bike (you detail).
   I have oddments worth 3-barter.
  *Free if a PC, with that player’s approval.
  HARD
  NAME & LOOK
  CIRCUMSTANCES
  Lee-On, Billy, Mox, or Bismark.
  Man, woman, or ambiguous.
  Slight, long-haired, smoky-eyed, 
  arresting, tattoed, disfigured, 
  angular, energetic, fat, calm-eyed, 
  stocky, and/or sharp-featured.
  highlight
  Choose 3:
   I’m in —’s crew/cult/gang.*
   I have access to —’s infirmary, and I can work on 
  people in it.*
   I’m  —’s lover.*
   I have a 9mm (2-harm close loud) and scrounged 
  armor (1-armor).
   I keep hives of bees (vicious, swarming little bitches 
  who love only me). 
   When I kill someone, mark experience.
   My rooms are atmospheric, cool, and well-appointed. 
  I get +1 to read a person within them.
   I have oddments worth 3-barter.
  *Free if a PC, with that player’s approval.
  HOT
  SHARP
  COOL
  The Colony: a Playbook Supplement for the Symbiote
  ©2018 by Meguey Baker & D.Vincent Baker
  
  Introducing
  THE WATERBEARER
  Every once in a while there’s a place worth being, even in Apocalypse World. And if you’re 
  in that place, sometimes you wind up becoming more than you were. You’re not about the 
  grasping, gasping thirsty mess of the world, you’re not afraid of the howling wolves, and 
  you could give a damn about what October wants or who T-Bone is fucking. You have the 
  Source, and it can quench any thirst they have.
  WATERBEARER MOVES
   Lawbringer: when someone breaks your law, roll+cool. On a 10+, choose:
  • You let them off with a warning, reduced penalty, or reprieve.
  • You make an exception for them and they have no blame.
  • They must face the full penalty.
  On a 7-9, they must face the full penalty. On a miss, or if you are unable to enact 
  judgment for any reason, responsibility falls to you, and you must face the penalty 
  yourself.
   Peacemaker: when you call for two rivals or enemies to come to you and meet, to 
  settle things between them, roll+cool. On a hit, they must both come, at the time you 
  specify. On a 10+, choose 2. On a 7–9, choose 1:
  • They must come alone.
  • They must come unarmed.
  • They must bring gifts, peace offerings, prisoners to exchange, or tokens of good will.
  On a miss, they can make demands of you, and come only if you accede.
   Embargo: you can go aggro with deprivation as your weapon, inflicting d-harm (water).
   All are welcome: when you personally welcome newcomers in, roll+sharp. On a 10+, 
  ask 3. On a 7-9, ask 2. On a miss, ask 1 anyway:
  • Are they hiding any weapons?
  • Are they hiding any valuables?
  • Are they hiding a disease?
  • Are they hiding my enemies among them?
  • Are they keeping any malicious secrets?
   Step into the flow: when you lead a group in true ceremony, roll+cool. On a 10+, 
  choose 2. On a 7–9, choose 1:
  • Anyone sick is healed.  
   
   
  • Anyone injured is healed.
  • Anyone distraught is calmed. 
   
  • Anyone bereft is comforted.
  • Anyone lost is reassured.  
   
  • The source speaks to you.
  On a miss, the world’s psychic maelstrom interferes. Open your brain instead.
  OTHER MOVES
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something 
  under fire
  go aggro;
  sucker someone;
  do battle
  seduce or 
  manipulate
  read a sitch; 
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
    NAME —
  LOOK
  — get +1hot (max +2)
  — get +1sharp (max +2)
  — get a new waterbearer move
  — get a new waterbearer move
  — add 2 features to the source
  — change the laws and penalties of the source
  — get followers (you detail) and fortunes
  — get a gang (you detail) and leadership
  — get a move from another playbook
  — get a move from another playbook
  When you and another character have sex, ask them 
  to do something for you. Whether they agree or 
  refuse in the moment, if they go on to do it, you mark 
  experience.
  WATERBEARER SPECIAL
  — 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
  WATERBEARER
  THE 
  
  You have a source of abundant pure water. Choose the water’s special quality:
   It is the only reliable source of clean drinking water around.
   It has healing properties, and can count as an angel’s supplier.
   A prosperous marketplace, largely self-governing, has grown up around it.
   It is sacred to a god / the gods / the ghosts of the dead / life itself (circle 1).
  Choose 3-5 features of the source’s atmosphere, surroundings, and culture:
   hot springs 
   lush vegetation 
   faith & ritual 
   birds & birdsong 
   art 
   fragrant water 
   a grotto or cave 
   music
   wide flat rocks 
   a deep well 
   sex 
   strong currents 
   fish 
   a reflective pool 
   fountains 
   bioluminescent algae
   icy cold water 
   refuge & security 
   pipes & plumbing 
   leisure 
   a grove of trees 
   personal liberty 
   tended gardens 
   calm & quiet
   a basin of a unique material 
   bright stainless steel & glass
   giant & invulnerable storage tanks 
   catch-tarps & plastic jugs
   a complex & hi-tech filtration system
  Many people have come to the source over time, and some of them have become your 
  chosen friends. Detail 3 of them with a name (Gage, Babylon, Lissa, Porter, Nipperkin, 
  Splendor, — ) and a role (guardian, foundling, lover, exile, potter, brewer, self-appointed guide, 
  healer, dyer, weird one, librarian, — ). They give you insight.
   , my 
   , my 
   , my 
  The source has laws that all must obey. You didn’t create these laws, but it’s your 
  responsibility to enforce them. Choose 3–5 laws and the penalties for breaking them.
  Laws 
   
   
   
   
   
  Penalties
   Offer sacrifices of blood / labor / precious things. 
  • Exile
   Surrender your firearms. 
   
  • Execution
   A slave who crosses the threshold is free. 
   
  • Forced labor
   Leave your grudges outside. 
   
  • Restitution
   Everyone drinks. Everyone eats. No one goes without. 
  • Imprisonment
   Do no violence and no intentional harm. 
   
  • Public humiliation
   Honor the god / the gods / the ghosts of the dead / all living things. 
  • Disfigurement
   Everything belongs to everyone. Give freely.  
  • Punitive violence
   Don’t touch what isn’t yours. 
   
  • 2 enter, 1 leaves
   Keep your agreements. 
   
  • 
   Settle your grievances privately by trial and ordeal.
   Speak the truth.
   
  SOURCE
  BARTER
  The source provides for your day-to-day living, so while you’re there, 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 find 
  hi-tech or luxe eternal.
  CREATING A WATERBEARER
  To create your waterbearer, choose name, look, stats, moves, gear, source, and Hx.
  NAME
  Rebia, Pete, Quahanna, Millers, Latha, 
  Chalice, Green, Nasus, Spicket, Swift, 
  Abay, Myint, or Deerfield.
  Sista, Hoover, Nest, Kariba, Ayazma, 
  Quabbin, Tynant, Poland,  Cumbees, 
  Andes, or Calistoga.
  LOOK
  Man, woman, ambiguous, transgressing, or 
  concealed.
  Camouflage wear, ornate wear, casual wear, 
  scrounge wear, or half-dressed.
  Open face, scarred face, weathered face, 
  placid face, strong face or beautiful face.
  Soft eyes, calm eyes, distant eyes, liquid 
  eyes, deep-set eyes, or watchful eyes.
  Huge body, mended body, wiry body, tiny 
  body, graceful body, or angular body.
  STATS
  Choose one set:
  • Cool+2 Hard-1 Hot+1 Sharp+1 Weird=0
  • Cool+2 Hard+1 Hot=0 Sharp+1 Weird-1
  • Cool+2 Hard+1 Hot-1 Sharp+1 Weird=0
  • Cool+2 Hard-1 Hot+1 Sharp=0 Weird+1
  MOVES
  You get all the basic moves.  You 
  get lawbringer, and choose 2 more 
  waterbearer moves.
  You can use all the battle moves, but when 
  you get the chance, definitely look up seize 
  by force, especially the variant to keep 
  hold of something you have.
  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 once gave me water in the 
  wilderness, real or metaphoric? 
  For that character, write Hx+3.
  • Which of you, like me, serve the source? 
  For those characters, write Hx+2.
  For everyone else, write Hx+1. You saw 
  them coming.
  On the others’ turns, answer their 
  questions as you like.
  At the end, choose one of the characters 
  with the highest Hx on your sheet. Ask 
  that player which of your stats is most 
  interesting, and highlight it. The MC will 
  have you highlight a second stat too.
  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
  In addition to your source, you get:
  • 1 simple weapon
  • oddments worth 4-barter
  • fashion suitable to your look (you detail)
  Simple weapons (choose 1):
  • 9mm (2-harm close loud)
  • big knife (2-harm hand)
  • hunting rifle (2-harm far loud)
  • crossbow (2-harm close slow)
  If you’d like to start play with a vehicle or a 
  prosthetic, get with the MC.
  D-HARM
  d-harm (water): desperation, headache, 
  confusion, delirium, collapse, death in 
  3 days. 
  To a population: rationing & hoarding, 
  desperation, individual symptoms, 
  infighting, dissolution or dispersal in 
  1 week. Individuals unable to find water 
  elsewhere suffer advancing individual 
  symptoms.
  The Waterbearer © 2016 by D.Vincent Baker & Meguey Baker,
  
SOURCE: textdata/thevault/Apocalypse World (PbtA) [multi]/2nd Edition/Playbooks-Suplements/Apocalypse World 2e - Extended Refbook/Apocalypse World 2e - Extended Refbook Playbooks.pdf