TEXT: LIMITED ED PLAYBOOKS
  ese are 9 “limited edition” playbooks designed and 
  published after Apocalypse World’s initial release.
  Most of them — the faceless, the hoarder, the maestro 
  d’, the touchstone — are just straightforward additional 
  characters. You can include them in your game without 
  any special attention or concern.
  Each of the others changes Apocalypse World in some 
  particular important way. e Macaluso is a psychic 
  entity, not a person, and introduces the idea of playing 
  multiple PCs. e marmot is a literal marmot, and 
  introduces crimes, mysteries, and clues into play. 
  e quarantine is a person from Apocalypse World’s 
  past, from our world, and raises questions about what 
  happened. And the solace is a paci�st with a lot of unique 
  power to change the other players’ characters and disarm 
  the game. e space marine mammal is a technologically 
  advanced dolphin on a mission to reclaim the earth from 
  the apocalypse.
  is �le includes the 9 limited edition playbooks; Supplemental: Mysteries & Clues; 
  Supplemental: Walkingsuit; a reference sheet for large-scale weapons and Ψ-harm; and a 
  complete and inclusive index and guide to character moves.
  THE FACELESS
  Written with Bret Gillan
  print pages 4–5
  Is it true everywhere, always? Was it true in the golden 
  age of legend, when life was kind? For certain it’s true 
  here in Apocalypse World: some of us are born and grow 
  up and live without faces. We have things on the fronts 
  of our heads, of course, but they’re soft, malleable, 
  expressive, revealing things, they aren’t our faces. Our 
  faces would be hard, ungiving, silent and stern, they 
  would be what we are. ey would never �inch.
  e Faceless is a giant unstoppable killing machine, but built 
  for tragedy. If you want to barf out violence, grotesquerie, 
  and externalized pain, play the faceless. Warning: you’ll hurt 
  and disappoint the people you care about, for reals.
  e Faceless was originally created for distribution at 
  conventions.
  THE HOARDER
  Written with Elizabeth Shoemaker Sampat
  print pages 6–7
  When the world ended, so much was lost among the 
  blood and shit and debris of a dying world in its last 
  spasms of life. Some say it was a tragedy; some say it 
  made us stronger.
  Fuck them. You know what I say? Finders keepers.
  e Hoarder is a creepy character with a powerful collection 
  of goods and a uniquely appraising vision. If you want to 
  play a weird and grotesque villain but you’re tired of playing 
  brainers, try a hoarder. Warning: your MC will have a lot of 
  leverage over you. You’ll sometimes have to �ght to pursue 
  your own agenda.
  e Hoarder was originally created for the Sight for Sore 
  Eyes bene�t bundle.
  THE MACALUSO
  print pages 8–9
  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. ey 
  couldn’t see, couldn’t even guess, the creatures that 
  would come that were not them.
  e Macaluso is a multibodied psychic entity, a single person 
  with several human bodies. If you want to play the weirdest 
  character in the game, play the Macaluso. Warning: don’t 
  play the Macaluso your �rst time out with Apocalypse World. 
  Learn the game �rst.
  e Macaluso was originally created to celebrate Il Mondo 
  dell’Apocalisse and its Best of Show win at Lucca Comics 
  and Games.
  Apocalypse World: Limited Edition Refbook
  ©2k+10–2k+13 by D. Vincent Baker & others as indicated
  
  THE MAESTRO D’
  print pages 10–11
  In the golden age of legend, there was this guy named 
  Maestro. He was known for dressing up real dap and 
  whever he went, the people had much luxe tune. ere 
  was this other guy named Maitre d’. He was known for 
  dressing up real dap and whever he went, the people had 
  all the food they could eat and the fanciest of it.
  Here in Apocalypse World, those two guys are dead. 
  ey died and the fat sizzled off them, they died same as 
  much-luxe-tune and all-you-can-eat. e maestro d’ now, 
  he can’t give you what those guys used to could, but fuck 
  it, maybe he can �nd you a little somethin somethin to 
  take off the edge.
  e maestro d’ runs a social establishment, like a bar, a drug 
  den or a bordello. If you want to be sexier than a hardholder, 
  with fewer obligations and less shit to deal with, play a 
  maestro d’. Warning: fewer obligations and less shit, not none 
  and none.
  e Maestro D’ was originally created as a perk for 
  preordering the game.
  THE MARMOT
  Written with Ben Lehman
  print pages 12–15 (includes Supplemental: mysteries & clues)
  One thing that hasn’t changed since the apocalypse: 
  people do bad things to each other and expect to get 
  away with it. If there’s any marmot who can untangle 
  the secrets, the lies, and the pain to �nd some justice in 
  this �lthy, �lthy world, it’s you.
  e marmot is a detective, and no shit, it’s a marmot. A furry 
  little rodent dude who solves mysteries. If you want to play 
  a marmot detective, well, here’s your chance. Warning: your 
  fellow players just might think you’re fucking around with 
  them.
  e Marmot was originally created to support Animal 
  Crime by Ben Lehman.
  QUARANTINE
  print pages 16–17
  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.
  Quarantine is a soldier from the past who’s been in stasis 
  since the apocalypse. If you want to bring a sane modern-day 
  sensibility and point of view to Apocalypse World, play a 
  quarantine. Warning: a sane modern-day sensibility and 
  point of view makes you spectacularly unsuited to life in 
  Apocalypse World.
  Quarantine was originally created to support Shock:
  Human Contact by Joshua A.C. Newman.
  SOLACE
  print pages 18–19
  e world’s psychic maelstrom vomits forth its own. 
  It eats the fortune of all living and all dead and leaves 
  no fortune for any but itself. In this Apocalypse World, 
  howling at the door, they used to be called wolves but we 
  know them for themselves at last.
  Solace is a paci�st and an enemy of violence. If you want 
  to disarm potential violence, promote collaboration and 
  cooperation, and call the other characters out as the big 
  violent meanies they are, play the solace. Warning: you can 
  already guess that your situation is precarious. What you 
  may not guess is that the other characters might really resent 
  being called out as big violent meanies, and might call you 
  out as a priggish killjoy in turn.
  Solace was originally created for a “nice games” bundle for 
  Epimas.
  
  THE SPACE MARINE 
  MAMMAL
  print pages 20–23 (includes Supplemental: Walkingsuit)
  50 years ago, the enemies of Earth unleashed a psychic 
  weapon that destroyed all hope for the future of 
  dolphinity. Anticipating the attack and its outcome, 
  leaving many behind to suffer and die, your grandparents 
  rushed to evacuate Earth. ey built secret orbital 
  stations and expanded the hidden Mars base into a 
  functional colony. eir grandchildren — you — are 
  all that remains of true dolphinity after this appalling 
  apocalyptic assault.
  Today, the mission to reclaim Earth begins.
  e Space Marine Mammal enters play as a wicked badass 
  automatically disposed against the other PCs. Its badassery 
  is in tension with its experience — it might learn to get along 
  — but still play it only if you want to deal with that.
  e Space Marine Mammal was originally created to support 
  Sea Dracula: Judicial Inquest by Morgan Stinson and 
  Jackson Tegu.
  THE TOUCHSTONE
  print pages 24–25
  At the earliest reaches of living memory, the world 
  collapsed. Cities raged, burned, or just died in agony, 
  starved, fell silent. e sky howled. Not everyone who 
  remembers it remembers it the same way. People forgot 
  who they were, where they had come from, what they 
  could make.
  Now, in this world of �lth and blindness, there are a few 
  with new vision. ey go among us at war, indomitable 
  and doomed, hoping and �ghting for something better.
  e Touchstone hopes and �ghts for a better future that only 
  she can see. If you want to declare yourself an enemy of the 
  world and �ght hard to change it, play a touchstone. Warning: 
  you have hope and vision, but violence is all you’re good at.
  e Touchstone was originally created to give newcomers to 
  the game a playbook to trade with.
  CHARACTER MOVES INDEX
  & ADDITIONAL RULES
  print pages 28–35
  Index, complete reference, and character moves by stat, 
  updated to include all the limited edition character 
  moves.
  Additional rules: large-scale weapons, harm & buildings, 
  Ψ-harm.
  SUPPLEMENTAL:
  WALKINGSUIT (HUMAN 
  CONFIGURATION)
  print pages 26–27
  is is a walkingsuit as though created by humans, 
  not space dolphins. MC, you may choose whether to 
  have it appear in your game, and if so, under what 
  circumstances.
  
  Introducing
  THE FACELESS
  with Bret Gillan
  Is it true everywhere, always? Was it true in the golden age of legend, when life was kind? 
  For certain it’s true here in Apocalypse World: some of us are born and grow up and 
  live without faces. We have things on the fronts of our heads, of course, but they’re soft, 
  malleable, expressive, revealing things, they aren’t our faces. Our faces would be hard, 
  ungiving, silent and stern, they would be what we are. ey would never �inch.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1cool)
   crippled (-1hard)
   dis�gured (-1hot)
   broken (-1sharp)
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  seize by force
  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 +1weird (max +2)
  __ get a new faceless move
  __ get a new faceless move
  __ get a new faceless move
  __ get a gang (detail) and pack alpha
  __ get a holding (detail) and wealth
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, hold 1. If they 
  get into shit, either you or they can spend your hold 
  and you are there.
  FACELESS SPECIAL
  FACELESS
  THE 
  FACELESS MOVES
   Pit bull: whenever you take a debility, name the person you hold most responsible. 
  Take +1 ongoing to all rolls versus them, forever. (All rolls with them directly as a target 
  count, of course. Rolls against their family and friends, minions, or property may count, 
  in the MC’s judgment. MCs, remember your job is to make Apocalypse World seem real 
  and keep the characters’ lives interesting, not deny the PCs bonuses.)
   Rasputin: shot, stabbed, and poisoned, you just keep coming. When you are being 
  scary as fuck and coming at someone, you get +1-armor. You still get shot and stabbed, 
  bleeding just doesn’t bother you that much anymore.
   Juggernaut: take -2 on all “when you suffer harm” rolls.
   Oh yeah! roll+hard to smash your way through scenery to get to or away from 
  something. 10+, the scenery moved or smashed and you get what you want. On a 7–9 
  you get what you want and smash or move the scenery, but take 1-harm (ap), and 
  are disoriented and under �re in follow-up actions, leave something behind, or take 
  something with you. ink smashing through walls or pushing through burned out husks 
  of cars.
   Scent of blood: at the beginning of the session, roll+weird. On a 10+ hold 1+1. On a 
  7–9 hold 1. At any time, you or the MC can spend your hold to have you at the scene of a 
  battle (a real battle, not intimate violence between a couple people). On a miss, the MC 
  holds 1, and can spend it to have you there and pinned down.
   Norman: you seek the advice of your mask. Roll+weird to see what it directs you to do. 
  On a 10+ mark experience and take a +1 if you  do as your mask wishes. On a 7–9, take a 
  +1 if you do what it wants and act under �re if you don’t. On a miss, it has its own agenda 
  and act under �re if you don’t follow it.
   As one: attempts by other PCs to seize your mask by force, or to get you to remove or 
  give away your mask by going aggro or seduction/manipulation, are at -2. NPCs will never 
  succeed at unmasking you against your will unless you are completely at their mercy.
   Beastly: you get +1hard (hard+3). 
  OTHER MOVES
  
  Choose your mask’s type: sports mask, gas mask, combat helmet, hood, balaclava, carved 
  mask, scrounged mask, fetish mask.
  Choose its look: dusty, battered, painted, stained, or cracked.
  e Unexpected: when someone sees you unmasked for the �rst time, they take s-harm, 
  in addition to anything else that happens.
  Unmasked, you are (choose 2):
   Vulnerable. Whenever you suffer harm, you suffer +1harm.
   Grotesque. Every PC who sees you goes immediately to Hx+3 with you.
   Afraid. You take -1 ongoing until you cover your face again.
   Irresolute. When you in�ict harm, in�ict -1harm.
   Ashamed. You have hard=0 until you cover your face again.
   Powerless. You lose access to all of your character moves. You can still make basic 
  moves.
  YOUR MASK
  BARTER
  IIf you’re charging someone wealthy for your services, 1-barter is the going rate for: one 
  act of murder, extortion, or other violence; one week’s employment as bodyguard or gang leader; 
  one month’s employment as thug-on-hand; one threat delivered; one convoy guarded through 
  hostile territory; one month’s physical labor requiring your strength and size.
  1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: 
  a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; the 
  material costs of resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a 
  year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle 
  well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal.
  GEAR & BARTER
  DRAW YOUR MASK
  is is not optional.
  CREATING A FACELESS
  To create your faceless, choose name, look, stats, moves, gear, mask, and Hx.
  NAME
  Hunk, Tor, Ork, Doule, Big Fucker, Blag, 
  Mega, Dent, Crudhammer, Deg, Frog, 
  Summint, Trench, Zuto, Kray, Momo, Gigg, 
  Meat, Stomp, Playboy.
  LOOK
  Man, woman, concealed, or transgressing.
  Casual wear, fetish-bondage wear, showy 
  armor, scrounged armor.
  Hard eyes, blank eyes, merciless eyes, dead 
  eyes, or calculating eyes.
  Huge body, muscular body, tall gangly body, 
  wiry body, or obese body.
  STATS
  Choose one set:
  • Cool+1, Hard+2, Hot-1, Sharp+1, Weird=0
  • Cool=0, Hard+2, Hot+1, Sharp-1, Weird+1
  • Cool=0, Hard+2, Hot-1, Sharp+2, Weird-1
  • Cool+1, Hard+2, Hot-1, Sharp=0, Weird+1
  MOVES
  You get all the basic moves.  Choose 3 
  faceless moves.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn:
  • One of the characters helped you do 
  something terrible once. Tell that player 
  Hx+2.
  • Tell everyone else Hx+1.
  On the others’ turns, choose one or both:
  • One of them was once kind and unafraid 
  towards you. Ignore what they tell you 
  and write Hx+3.
  • You think one of them is pretty. Add +1 to 
  whatever number they tell you.
  At the end, �nd the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. e MC will have you 
  highlight a second stat too.
  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 mask, you get:
  • 1 brutal weapon
  • fashion suitable to your look, including at 
  your option a piece worth 1- or 2-armor 
  (you detail)
  • oddments worth 1 barter
  Brutal weapons (choose 1):
  • magnum (3-harm close reload loud)
  • sawed off (3-harm close reload messy)
  • crowbar or club or bat (2-harm hand 
  messy)
  • machete or axe (3-harm hand messy)
  • chainsaw (3-harm hand auto�re messy)
  
  Introducing
  THE HOARDER
  with Elizabeth Shoemaker Sampat
  When the world ended, so much was lost among the blood and shit and debris of a dying 
  world in its last spasms of life. Some say it was a tragedy; some say it made us stronger.
  Fuck them. You know what I say? Finders keepers.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1cool)
   crippled (-1hard)
   dis�gured (-1hot)
   broken (-1sharp)
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  seize by force
  seduce or
  manipulate
  read a sitch;
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
     NAME —
  LOOK
  __ get +1weird (max weird+3)
  __ get +1sharp (max sharp+3)
  __ get +1sharp (max sharp+3)
  __ get +1cool (max cool+2)
  __ get +1hot (max hot+2)
  __ get a new hoarder move
  __ get a new hoarder move
  __ add an option to your hoard
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, use acquisitive 
  eye as though your partner were an object and you’d 
  rolled a 10+, even if you don’t have the move.
  HOARDER SPECIAL
  HOARDER
  THE 
  HOARDER MOVES
   Acquisitive eye: when you see, hear about, or otherwise come to know of a thing you 
  want, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 
  2:
  • How can I make this mine?
  • Who will stand in my way?
  • Will my hoard accept it?
  • Who will try to take it from me once it’s mine?
  • What is this truly worth?
  On a miss, your face and body language betray your interest in the thing to anyone who’s 
  paying attention. 
   Sticky �ngers: when you give someone a gift, roll +Weird. On a 10+, it comes back to 
  you within a week. On a 7-9, it comes back to you eventually, with strings attached. On a 
  miss, you can never own it again.
   Money is power: when you help or interfere with someone, after you’ve rolled, you 
  can:
  • Spend 1-barter to change your miss into a 7–9 hit, or your 7–9 hit into a 10+ hit;
  • Spend 1-barter to give +2 (helping) or -3 (interfering) instead of +1 or -2.
  e jingle doesn’t go anywhere, or it goes into the world’s psychic maelstrom.  Either way 
  this isn’t commerce, it’s power.
   Greed: when you’re defending your hoard, your greed makes you unstoppable. Being 
  in the presence of your hoard counts as 2-armor— if your hoard is under attack. (If 
  someone’s just trying to kill you and it happens to be around your hoard, not so much.)
   Appraising eye: when you read a situation, on a hit, in addition to your other 
  questions, you may ask this:
  • What’s the most beautiful, the rarest, or the most valuable thing here?
  When you read a person, on a hit, in addition to your other questions, you may ask this:
   • What’s the best thing your character owns, or the best thing your character’s carrying?
  OTHER MOVES
  
  What kinds of things are in your hoard? Choose 1, 2 or 3:
   armor, armaments and ammunition
   others’ castoffs & discards
   pretty things
   fetish objects, art & mementos
   intoxicants, delicacies & poisons
   technology, electronics, parts & wire
   relics & waste of the golden age past
   books, maps, drawings & photographs
   plant, animal & human specimens
   ___________________________
  What else is true of your hoard? Choose 1 or 2:
   Conscious: it speaks to you in your mind.
   Meticulous: when you return something to it, it must be in 
  perfect condition.
   Voracious: if you ignore its demands, whatever you do 
  instead, you do under �re.
   Beautiful: if an NPC sees it, she envies and desires it.
  Your hoard begins play with hunger=0.
  HOARD
  HUNGER
  LOANS
  hunger+4 means -1ongoing
  As long as your hoard’s hunger is 3 or less, you can go into your hoard and look for 
  something useful. Describe your situation and roll+weird. e MC’s job is to come up 
  with something for you that she genuinely thinks you’ll �nd useful in the situation 
  you’ve described, and to have your hoard deliver it forth. (You might remind her the 
  kinds of things you have in your hoard.) On a 10+, your hoard’s hunger holds where 
  it is. On a 7-9, your hoard gets +1hunger. On a miss, your hoard goes immediately to 
  hunger+4.
  If you take the thing, your hoard considers you to have borrowed it, and will expect it 
  back.
  As long as your hoard’s hunger is 3 or less, you can go into your hoard for jingle. Pull 
  oddments worth 2-barter out of it and give it +1hunger.
  At the beginning of the session, roll+your hoard’s hunger. On a 10+, the MC holds 3; on 
  a 7-9, the MC holds 1. During the session, the MC can spend her hold 1 for 1 to:
  • name a thing present. Your hoard must have it. When you give it to your hoard, mark experience and give 
  your hoard -1hunger.
  • name a thing you’ve borrowed from your hoard. Your hoard must have it back. When you return it to your 
  hoard, mark experience and give your hoard -1hunger.
  If the MC has any hold left at the end of the session, give your hoard +1hunger, to a 
  maximum of hunger+4.
  If your hoard has hunger+4, take -1 ongoing.
  CREATING A HOARDER
  To create your hoarder, choose name, look, stats, moves, hoard, and Hx.
  NAME
  Smaug, Napoleon, Winona, Morgan Chase, 
  Boa, Dunbar, Rockefeller, Wembley, Philo, 
  Gunge, Zuck, Hov, Yeezy, Jake, Billy Beau.
  LOOK
  Man, woman, transgressing, or obscured.
  Luxe scrounge wear, decaying scrounge 
  wear, armored scrounge wear, or sexy 
  scrounge wear.
  Soft face, hollow face, eager face, old face, or 
  scarred face.
  Hungry eyes, green eyes, calculating eyes, 
  wide eyes, or nervous eyes.
  Emaciated body, pudgy body, stringy body, 
  huge body, or slinky body.
  STATS
  Choose one set:
  • Cool-1 Hard-1 Hot=0 Sharp+2 Weird+2
  • Cool=0 Hard+1 Hot=0 Sharp=0 Weird+2
  • Cool-1 Hard=0 Hot+1 Sharp+1 Weird+2
  • Cool+1 Hard-2 Hot+1 Sharp+1 Weird+2
  MOVES
  You get all the basic moves.  You get 2 
  hoarder moves.
  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.
  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:
  • Do you brag about your hoard or do you 
  keep it secret? If the former, do so, and at 
  the end tell everyone Hx+1. If the latter, 
  deny that you’re keeping anything secret, 
  and tell everyone Hx+1. (Yes, tell them 
  Hx+1 either way.)
  On the others’ turns:
  • For each character, judge them rich or 
  poor in terms set by the qualities and 
  substance of your hoard. If you judge 
  them rich, whatever number they tell 
  you, give it +1 and write it next to the 
  character’s name. If you judge them poor, 
  whatever number they tell you, give it -1 
  and write it next to the character’s name.
  At the end, �nd the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. e MC will have you 
  highlight a second stat too.
  You can get barter from your hoard, so no need to worry about earning it.
  1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: a 
  night in high luxury & company; the material costs of resuscitation by an angel; repair of a piece 
  of hi-tech gear by a savvyhead; a year’s tribute to a warlord; a month’s maintenance and repairs 
  for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost 
  anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal.
  BARTER
  
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  HX
  help or interfere; 
  session end
  __ get +1weird (max weird+3)
  __ add somone to your secret society
  __ add somone to your secret society
  __ get a new Macaluso move
  __ get a new Macaluso move
  __ get a car (detail)
  __ get 2 pieces of brainer gear
  __ get followers (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 �xes upon theirs. Next time they 
  improve, mark experience.
  • Ask them any 3 questions you want. ey must 
  answer honestly.
  • ey may use you for augury. You roll and they 
  make all the decisions.
  SPECIAL
  Introducing
  THE MACALUSO
  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. ey couldn’t see, couldn’t 
  even guess, the creatures that would come that were not them.
  MACALUSO MOVES
   Luck: 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+, mark experience for each other’s beginning-
  of-session move that also hits with a 10+. On a miss, give -2 to 
  everyone else making a beginning-of-session move.
   Martyr: when you take a blow for another player’s 
  character, mark experience. When anyone of your secret 
  society dies, mark experience.
   Broad in�uence: add a person to your secret society.
   Sustaining in�uence: When anyone of your secret society 
  dies, erase their information from your playbook and create 
  a new person to replace them. Use the same secret society 
  segment or an unused one.
   Fingertips throughout: when 3 or more of your secret 
  society 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.
  STATS
  OTHER
  WEIRD
  HARM
  1-harm: cosmetic damage, concussion, pain, fear.
  2-harm: wounds, unconsciousness, bad pain, 
  broken bones, shock.
  3-harm: Terrible wounds, shock, likely fatal.
  4-harm: Mangled and ruined, usually 
  immediately fatal.
  5-harm and more: fatal and bodily destructive.
  SECRET SOCIETY
  By default: Your secret society consists of 3 individuals. 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. If you pool your 
  free jingle, it’ll amount to 2-barter.
  PEOPLE
  CREATING THE MACALUSO
  As the Macaluso, 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 Macaluso, choose moves, secret society, and Hx.
  MOVES
  You get all the basic moves. You get luck, and 
  choose 2 more Macaluso moves.
  SECRET SOCIETY
  By default, you consist of 3 people, called 
  your “secret society” (misnomer though it is). 
  If you choose the move broad in�uence, add 
  a 4th.
  When you act, you act as one of your secret 
  society, in that one’s body. For all practical 
  purposes you, your MC, and your fellow 
  players can treat your secret society all as 
  full and separate characters, with these 
  exceptions:
  • You all share all of 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 body you’re acting 
  as may give you +2 or -1. Otherwise, roll your 
  stat as usual (by default, +2 for weird and +0 
  for all others). 
  To create one of your secret society, choose 
  one of the available segments, and choose 
  name, looks (selecting all that apply), and 
  circumstances. 
  During initial character creation, don’t 
  choose the blank segment. When you add 
  someone new to your secret society, you can 
  choose to use it to create someone to �t the 
  current circumstances of play. 
  For your +2 and -1 stats, choose Cool, Hard, 
  Hot, or Sharp, not Weird. e body you’re 
  acting in doesn’t determine how Weird you 
  are.
  HX
  Everyone introduces their characters by 
  name, look and outlook. On your turn, 
  introduce each of your secret society.
  List the other characters’ names.
  Go around again for Hx. On your turn, 
  tell everyone Hx-1. Even if they know 
  you, they don’t know all of you.
  On the others’ turns, whatever number 
  they tell you, give it +1 and write it next 
  to their character’s name. You have the 
  bene�t of multiple points of view.
  At the end, �nd the character with the 
  highest Hx on your sheet. Ask that 
  player which one of your secret society 
  is most interesting, and highlight it. 
  Instead of getting highlighted stats, 
  you get one of yourselves highlighted.
  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 secret 
  society, 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.
  
  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
  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
  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 have a gig doing violence for pay, worth 1-barter 
  every couple weeks.
   I have a forti�ed little double-room I call home. 
  +1armor in defense.
   I have oddments worth 2-barter.
  *Free if a PC’s, with player approval.
  SHARP
  HARD
  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.
   I have a gig keeping and holding onto valuables for 
  , worth 1-barter every month or so.
   I’m one of the few who make my home in the upper 
  rooms.
   I have oddments worth 2-barter.
  *Free if a PC’s, with player approval.
  Choose 3:
   I’m in 
  ’s crew/cult/gang.*
   I have a hunting ri�e with a good sight (3-harm 
  far loud reload).
   I have a spike-studded baseball bat (3-harm hand 
  messy) and crude body armor (2-armor).
   I have a tempestuous, devoted, tough, beautiful 
  little family: Asso, Ki Yin, Quick, Limester, and 
  me.
   I make my house down in the maze.
   I have oddments worth 2-barter.
  *Free if a PC’s, with player approval.
  NAME & LOOK
  CIRCUMSTANCES
  Dystart, Sa�re, Elba, Olive, or Jaim.
  Man, woman, or transgressing.
  Compact, long-legged, mild-eyed, 
  nervous, utterly bald, severe-faced, 
  quick-eyed, beautiful, thick-bodied, 
  lithe, �ush-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.
   My rooms are above the autoshop.
   I have a bike (you detail).
   I have oddments worth 2-barter.
  *Free if a PC’s, with player approval.
  HARD
  NAME & LOOK
  CIRCUMSTANCES
  Lee-On, Billy, Mox, or Bismark.
  Man, woman, or ambiguous.
  Slight, long-haired, smoky-eyed, 
  arresting, tattoed, dis�gured, 
  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 in�rmary, 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). 
   My rooms are atmospheric, cool, and well-appointed. 
  I get +1 to read a person within them.
   I have oddments worth 2-barter.
  *Free if a PC’s, with player approval.
  HOT
  NAME & LOOK
  CIRCUMSTANCES
  highlight
  SHARP
  COOL
  
  Introducing
  THE MAESTRO D’
  In the golden age of legend, there was this guy named Maestro. He was known for 
  dressing up real dap and whever he went, the people had much luxe tune. ere was this 
  other guy named Maitre d’. He was known for dressing up real dap and whever he went, 
  the people had all the food they could eat and the fanciest of it.
  Here in Apocalypse World, those two guys are dead. ey died and the fat sizzled off 
  them, they died same as much-luxe-tune and all-you-can-eat. e maestro d’ now, he 
  can’t give you what those guys used to could, but fuck it, maybe he can �nd you a little 
  somethin somethin to take off the edge.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1cool)
   crippled (-1hard)
   dis�gured (-1hot)
   broken (-1sharp)
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  seize by force
  seduce or
  manipulate
  read a sitch;
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
     NAME —
  LOOK
  __ get +1hot (max hot+3)
  __ get +1cool (max cool+2)
  __ get +1hard (max hard+2)
  __ get +1weird (max weird+2)
  __ get a new maestro d’ move
  __ get a new maestro d’ move
  __ add a security to your establishment
  __ resolve somebody’s interest in your establishment
  __ get a move from another playbook
  __ get a move from another playbook
  If you hook another character up — with sex, with 
  food, with somethin somethin, whatever — it counts 
  as having sex with them.
  MAESTRO DI SPECIAL
  OTHER MOVES
  MAESTRO D
  THE 
  I
  MAESTRO DI MOVES
   You call this hot? when you do something under �re, roll+hot instead of roll+cool.
   A devil with a blade: when you use a blade to go aggro or seize something by force, 
  roll+hot instead of roll+hard.
   Fingers in every pie: put out the word that you want a thing — could be a person, 
  could be somethin somethin, could even be just a thing — and roll+hot. On a 10+, it 
  shows up in your establishment for you, like magic. On a 7-9, well, your people make an 
  effort and everybody wants to please you and close is close, right? On a miss, it shows up 
  in your establishment for you with strings wicked attached. 
   Everybody eats, even that guy: when you want to know something about someone 
  important (your call), roll+hot. On a hit, you can ask the MC questions. On a 10+, ask 3. 
  On a 7-9, ask 1:
  • how are they doing? what’s up with them? 
  • what or who do they love best?
  • who do they know, like and/or trust? 
   
  • when next should I expect to see them?
  • how could I get to them, physically or emotionally?
   Just give me a motive: name somebody who might conceivably eat, drink, or 
  otherwise ingest something you’ve touched. If it’s an NPC, roll+hard; a PC, roll+Hx. On 
  a 10+, they do, and suffer 4-harm (ap) sometime during the next 24 hours. On a 7-9, it’s 
  2-harm (ap). On a miss, some several people of the MC’s choice, maybe including your guy 
  maybe not, get it, and all suffer 3-harm (ap). 
  BARTER
  1-barter will cover a month’s living expenses, if your tastes aren’t too grand. 1-barter will 
  also cover your cast & crew’s cut of a spectacular event or two.
  As a one-time expenditure, and very subject to availablilty, 1-barter might count for: 
  a night in high luxury and company; any weapon, gear or fashion not valuable or hi-tech; the 
  material costs of a crash resuscitation by an angel; a week’s hire of the protective companionship 
  of a battlebabe or gunlugger; repair of a piece of hitech gear by a savvyhead; a year’s tribute to a 
  warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees 
  and gifts sufficient to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal.
  
  Your establishment features one main attraction supported by 2 side attractions (like a 
  bar features drinks, supported by music and easy food). Choose one to be your main act 
  and 2 for lube:
   luxury food 
   music 
   fashion 
   lots of food 
   sex 
   spectacle 
   easy food 
   games 
   art 
   drinks 
   coffee 
   drugs  
   scene (see and be)
  For your establishment’s atmosphere, choose & underline 3 or 4: bustle, intimacy, 
  smoke, shadows, perfume, slime, velvet, fantasy, brass, lights, acoustics, anonymity, meat, 
  eavesdropping, blood, intrigue, violence, nostalgia, spice, quiet, luxury, nudity, restraint, 
  forgetting, pain, kink, candy, protection, grime, noise, dancing, chill, masks, fresh fruit, a cage.
  Your regulars include these 5 NPCs (at least): Lamprey, Ba, Camo, Toyota and Lits.
  Who is your best regular? 
  Who’s your worst regular?  
  ese 3 NPCs (at least) have an interest in your establishment: Been, Rolfball, Gams.
  Who wants in on it? 
  Who do you owe for it? 
  Who wants it gone? 
  For security, choose this:
   a real gang (3-harm gang small 1-armor)
  Or else choose 2 of these:
   a convenient shotgun (3-harm close reload messy)
   a bouncer who knows his biz (2-harm 1-armor)
   plywood & chickenwire (1-armor)
   secrecy, passwords, codes & signals, invites-only, vouching, etc.
   everybody’s packing: your cast & crew are a gang (2-harm gang small 0-armor)
   a warren of dead-ends, hideaways & boltholes
   no �xed location, always new venues
  ESTABLISHMENT
  CAST& CREW
  Your cast & crew can consist entirely of the 
  other players’ characters, with their agreement, 
  or entirely of NPCs, or any mix. If it includes 
  any NPCs, sketch them out — names and 1-line 
  descriptions — with the MC. Make sure they 
  suit your establishment’s scene.
  GEAR & BARTER
  CREATING A MAESTRO DI
  To create your maestro d’, choose name, look, stats, moves, establishment, gear, and Hx.
  NAME
  Cookie, Silver, Smoky, Slops, Chief, Rose, 
  Angler, Chairman, Grave, Saffron, Life.
  Yen, Emmy, Julia, Jackbird, Francois, Esco, 
  Boiardi, Mari, Nan, Rache, Proper, Fall.
  LOOK
  Man, woman, ambiguous, transgressing.
  Casual wear, display wear, vintage wear, 
  butcher wear, fetish wear, display wear, 
  immaculate whites.
  Pinched face, boyish face, pretty face, 
  expressive face, full face, tattooed face, 
  porcelain face, or scarred face.
  Cool eyes, bright eyes, inquisitive eyes, 
  frank eyes, mischievous eyes, or one eye.
  Fat body, restless body, stubby body, curvy 
  body, unusual body, or lean body.
  Flexible hands, quick hands, precise hands, 
  nervous hands, sausage �ngers, scarred 
  hands, or playful hands.
  STATS
  Choose one set:
  • Cool+1 Hard-1 Hot+2 Sharp=0 Weird+1
  • Cool=0 Hard+1 Hot+2 Sharp+1 Weird-1
  • Cool-1 Hard+2 Hot+2 Sharp=0 Weird-1
  • Cool=0 Hard=0 Hot+2 Sharp+1 Weird=0
  MOVES
  You get all the basic moves.  Choose 2 
  maestro d’ moves.
  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:
  • Choose the character you �nd the most 
  attractive; tell that player Hx+2.
  • Tell everyone else Hx+1.
  On the others’ turns:
  • Choose your favorite character; ignore 
  the number that player tells you and 
  write Hx+3 instead.
  • Everyone else, whatever number they tell 
  you, give it +1.
  At the end, �nd the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. e MC will have you 
  highlight a second stat too.
  IMPROVEMENT
  Whenever you roll a highlighted stat, and 
  whenever you reset your Hx with someone, 
  mark an experience circle. When you mark 
  the 5th, improve and erase. 
  Each time you improve, choose one of the 
  options. Check it off; you can’t choose it 
  again.
  GEAR
  You get:
  • a wicked blade, like a kitchen knife or 12” 
  razor-sharp scissors (2-harm hand)
  • oddments worth 1-barter
  • fashion suitable to your look, including at 
  your option a piece worth 1-armor (you 
  detail)
  
  Introducing
  THE MARMOT
  with Ben Lehman
  One thing that hasn’t changed since the apocalypse: people do bad things to each other 
  and expect to get away with it. If there’s any marmot who can untangle the secrets, the 
  lies, and the pain to �nd some justice in this �lthy, �lthy world, it’s you.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1cool)
   crippled (-1hard)
   dis�gured (-1hot)
   broken (-1sharp)
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  seize by force
  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 +1sharp (max sharp+3)
  __ get +1weird (max weird+2)
  __ get +1hard (max hard+2)
  __ get a new marmot move
  __ get a new marmot move
  __ get a new marmot move
  __ get a car (detail) and a no shit driver
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, you both take 
  -1forward for shame, unless they’re also a marmot or it’s 
  true love. In addition, roll+current fat reserves. On a hit, 
  you’re pregs. On a 10+, with a litter of 4–6. On a 7–9, with 
  a litter of 1–3.
  If they also have fat reserves, they might get pregs too, on 
  the same terms.
  Marmot gestation is 4–5 weeks.
  MARMOT SPECIAL
  MARMOT
  THE 
  MARMOT MOVES
   Fat reserves: you start with 0-fat reserves. When you regard a cache or store of food, ask 
  the MC how many barter it’s worth; she’ll tell you. When you gorge yourself on nuts, berries and 
  cheetos, roll+the barter value of the food you consume. On a 10+, choose 2. On a 7–9, choose 1:
  • You get 1-fat reserves. 
  • You don’t immediately take a nap.
  • You don’t get in trouble for eating all the food.
  On a miss, choose 1 anyway, but take (1-harm ap loud stinky) today, 
  and (1-harm ap loud stinky) again tomorrow, for food poisoning.
   Hibernation: when you hibernate, spend all your fat reserves 
  and roll+fat reserves spent. On a 10+, the MC chooses 3. On a 7–9, 
  the MC chooses 2:
  • You maintain some fat reserves after all. Keep 1-fat reserves.
  • No NPCs fuck with your shit.
  • You have strange dreams. Open your brain , but roll+weird+fat reserves spent(!).
  • Your subconscious grapples with your experiences. Mark experience.
  • Your subconscious pieces things together. Get 1-clue.
  On a miss, the MC chooses 1 anyway, but you wake up ravenous. Take -1ongoing until you gorge 
  yourself.
  When you miss a session, you automatically hibernate. e MC rolls for you.
   Dashiell Hammet got nothing: when you take harm, make this move instead of making 
  the normal harm move. Roll+harm taken. On a 10+, choose 2. On a 7–9, choose 1:
  • It’s not so bad. Take -1harm.  
   
   
  • Someone present lets slip 1-clue.
  • Take +1forward against your attacker.
  Treat a miss on this move as a 7–9 hit on the normal harm move.
   On it: you get moonlighting and 2 gigs: foraging (1-fat reserves / starving) and investigating 
  (1-clue / in too deep). You can add 1-juggling and an obligation gig if you like.
   Rock bottom: when you indulge in vice, roll+cool. On a 10+, the choose 3. On a 7–9, choose 2:
  • You get 1-fat reserves. 
   
   
   
  • Someone present lets slip 1-clue.
  • You don’t wake up in a difficult sitch.
  • You don’t suffer the aftereffects (-1ongoing for the entire next day).
  On a miss, hell, choose 1 anyway.
   Nose for murder: when you sniff out a clue or follow a lead, roll+sharp. On a 10+, the MC 
  chooses 1:
  • An accomplice or witness confesses their guilty conscience to you.
  • e guilty party confesses to you or attacks you.
  • Choose 2 from the 7–9 list below.
  On a 7–9, the MC chooses 1: 
  • You uncover the next clue. Get 1-clue.
  • Someone threatens you or acts guilty.
  • Someone leaves you a message or asks to talk with you in private.
  • Someone offers you a bribe worth 1-barter.
  On a miss, you get nothing but the attention of bad people. 
  FAT RESERVES
  
  CREATING A MARMOT
  To create your marmot, choose name, look, stats, moves, gear, clues, and Hx.
  NAME
  Marmot Detective, Handlebar Raccoon, 
  Mister Tiger Pants, Dinosaur Boomerang, 
  Whale McDoff, Broombat Zoombat, 
  Cheesegator, Bandolier Beaver, 
  Noah’s Shark, Kemit the Hog, 
  Dancing Lamprey, Porcupine Tarmac.
  LOOK
  Concealed gender.
  Healthy fur, rufous fur, lush fur, mangy fur, 
  hoary fur, combover.
  Beady black eyes, hooded eyes, bleary 
  bloodshot eyes, rabid eyes.
  Paunchy body, sleek body, muscly body, 
  scrawny body, obese body.
  STATS
  Choose one set:
  • Cool+2 Hard-1 Hot-1 Sharp+2 Weird=0
  • Cool+2 Hard=0 Hot-1 Sharp+1 Weird+1
  • Cool+1 Hard-1 Hot=0 Sharp+2 Weird+1
  • Cool+1 Hard+1 Hot-1 Sharp+2 Weird=0
  MOVES
  You get all the basic moves. You get fat 
  reserves and hibernation, and then 
  choose one more marmot move.
  GEAR
  You get:
  • a .38 special (2-harm close loud reload)
  • a notebook & stubby pencil
  • a tiny �ask
  CLUES
  You start with 3-clues. At the beginning 
  of play, ask the MC to tell you what they 
  are.
  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:
  • Tell everyone Hx-1. You aren’t exactly easy 
  to read. Or even notice really.
  On the others’ turns:
  • For each other character, decide whether 
  they seem suspicious to you, or don’t.
  • If they seem suspicious to you, whatever 
  number they tell you, give it +1 and write it 
  next to their name.
  • If they don’t seem suspicious to you, 
  whatever number they tell you, give it -1 and 
  write it next to their name.
  At the end, �nd the character with the highest 
  Hx on your sheet. Ask that player which of 
  your stats is most interesting, and highlight 
  it. e MC will have you highlight a second 
  stat too.
  IMPORTANT NOTE
  is playbook makes some assumptions about 
  the denizens and environment of Apocalypse 
  World that may not otherwise hold.
  If this playbook is not in play, do not 
  consider any of  its ideas binding.
  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.
  BARTER
  1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: a 
  night in high luxury & company; the material costs of a crash resuscitation by an angel; a week’s 
  hire of the protective companionship of a battlebabe or gunlugger; a year’s tribute to a warlord; 
  a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts 
  sufficient to get you into almost anyone’s presence; one square meal each for around 30 people; a 
  typical family’s entire food store.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal.
  GEAR & BARTER
  CLUES
  OTHER MOVES
  
  CRIME
  ere are no laws in Apocalypse World. “Crime” has to mean something other than 
  lawbreaking. (is is �ne! Ask Dashiell Hammet, Elmore Leonard, Walter Mosley 
  — those dudes don’t care about lawbreaking any more than we do.)
  A crime is when someone does something bad to someone who doesn’t deserve it, and is 
  getting away with it.
  Most crimes are just crimes. Dremmer smashed Lits’ head in and is getting away with it 
  because nobody meaner than Dremmer cares. Shigusa is forcing people to give her their 
  jingle and goods, and she’s getting away with it because she controls the medical supplies. 
  Barnum deals with his problems by murdering their symptoms, and he’s getting away 
  with it because he’s the fuckin hardholder and his enforcers will fuck your shit up.
  Crimes of this sort don’t demand any special attention from you, the MC, in prep for 
  play. ey’re just a natural part of how threats interact with threats, characters with 
  characters. I bet your game is already full to bursting with head-smashing thugs, corrupt 
  extortionists, and people who throw their weight around without pausing to consider the 
  justice of the situation. 
  Some crimes are mysteries, though.
  MYSTERIES
  A mystery is a crime, and they’re getting away with it because the facts aren’t yet clear.
  Someone’s bashed Toyota’s head in — Toyota, of all people! Who? Someone’s been 
  stealing medical supplies from the in�rmary and now with the scab rot people are dying 
  because of it. Who? Someone’s murdered Barnum’s new squeeze and left her in his bed, 
  and shit, it wasn’t Barnum this time. Who?
  A mystery is a new kind of threat.
  CLUES
  AND 
  MYSTERIES 
  SUPPLEMENTAL:
  To create a mystery:
  1. Choose who did what to whom, where, and why. 
  2. Imagine the scene pretty carefully, and note down any details that’ll help you 
  remember it.
  3. List the other people present or implicated, either as accomplices or witnesses.
  1. Choose so that it’s reasonable for the facts to be, as of now, unclear. Murder is good 
  because it doesn’t leave a living victim. Robbery is good only if the victim can’t identify 
  the robber — if it’s obvious who stole the crap, that’s just a crime, not a mystery. Same 
  with assault, rape, extortion, and other kinds of face to face brutality.
  It’s also important to come up with a motive for the crime that isn’t obvious, for the same 
  reason. If everybody knows that Crine has good reason to bash Toyota’s head in, and he 
  did, it’s not much of a mystery. Remember too that for it to be a crime in the �rst place, 
  the victim shouldn’t deserve it. Somebody bashes Dremmer’s head in, that’s not a crime, 
  that’s just what he gets, and it’s about time too.
  Finally, choose accomplices and witnesses who won’t just go spill to everyone who’ll 
  listen. Implicate them: give them practical reasons to keep quiet. Accessory for the 
  accomplices, of course, but for witnesses maybe fear, doubt, complacency, or some guilt of 
  their own.
  2. Imagine the crime in pretty good detail. Spend a few minutes on this. Picture the 
  environment, the walls and door and windows and furniture, or the spaces between the 
  buildings, or the cars and spike-studded trucks nearby. Picture the light — is it strong 
  or weak, harsh or clear, shadowy and dark, blue with re�ected glow? Picture the faces of 
  the people, their expressions; imagine what they say to one another, and how their hearts 
  race or skip. If it’s a murder, think concretely about the murder weapon and the moment 
  of murder.
  MYSTERIES & CLUES 
  is goes along with the Marmot limited edition playbook. Marmot player, your MC 
  will need access to this, so print it out and hand it over.
  Take this material to supercede NONE of your MC agendas, principles or moves.
  
  is scene is the basis for the clues you’ll give later. You don’t have to imagine every 
  detail, but do imagine it in enough detail that you’ll be able to improvise more when you 
  need to.
  Spend a minute imagining what the scene looks like now, when someone �nds it, too.
  And �nally 3. List the names of any accomplices, witnesses and survivors, with notes 
  to yourself as you think you might need them.
  CLUES
  A clue is just a detail that casts light on the mystery’s unclear facts. Here are the four 
  main clues:
  [Character] was at the scene at the time of the crime.
  [Character] was capable of committing the crime. 
  [Character] had a reason to commit the crime.
  [Character] is lying about something important.
  If you come up with a perfect clue that doesn’t �t these, by all means use it.
  3–6 clues, no more, should solve a mystery. Smill says that she saw Mox force Lamprey’s 
  door, the replacement drugs in the in�rmary aren’t right and only Mox had access 
  to them, her duffel is stained from the rotten seep under Lamprey’s shack, maybe 
  something comes back up from Towerhatch, maybe Mox’s prybar surfaces — 5 clues, 
  parcel ’em out and…
  ...CASE CLOSED
  A MYSTERY
  WHO:
  DID WHAT:
  TO WHOM:
  WHERE:
  WHY:
  SCENE:
  ACCOMPLICES & WITNESSES:
  A MYSTERY
  WHO:
  DID WHAT:
  TO WHOM:
  WHERE:
  WHY:
  SCENE:
  ACCOMPLICES & WITNESSES:
  
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1cool)
   crippled (-1hard)
   dis�gured (-1hot)
   broken (-1sharp)
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  seize by force
  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 (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 �rst kiss? Did you like it?
  • if I asked, would you stay with me?
  • in what ways are your mind and soul pure?
  ey may ask you one in return.
  On a miss, you each get -1Hx with the other.
  QUARANTINE SPECIAL
  QUARANTINE
  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 will choose 
  a question and you will answer it.
  __ Where was I when the world ended?
  __ Did we know whose fault it was?
  __ What were the �rst signs that the world was 
  ending?
  __ Who did it hit worst?
  __ Was it sudden or gradual?
  __ Could we have stopped it?
  __ Who were the �rst people to know?
  __ What was the �rst year like?
  __ How long did we hold out hope?
  __ What did we try that failed?
  __ 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 in�ict harm, you can choose to in�ict any 
  amount of harm you like, less than or up to your harm as established, including s-harm. 
  Decide at the moment you in�ict the harm; you need not tell anyone in advance how 
  much harm you intend to in�ict.
   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.
  
  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.
   ey’re in awe or terror of the undying people within.
  When you emerged from stasis, Specialist ,  . emerged with you. What 
  happened to her? Choose 1:
   e world’s psychic maelstrom in�icted 2-harm, killing her.
   e world’s psychic maelstrom in�icted Ψ-harm, shattering her sanity.
   e world’s psychic maelstrom in�icted 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
  You haven’t managed yet to �t yourself into any local barter economy. If you need some 
  jingle, you’re going to have to �gure that shit out.
  1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: 
  a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; the 
  material costs of resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a 
  year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle 
  well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal.
  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 recon�guration, 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 a 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. (You can choose this one.)
   Armory: stasis includes 6 assault ri�es (3-harm close loud auto�re) 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 [ ], [ ] []. 
  Maybe everyone calls you Quarantine, 
  though.
  LOOK
  Man or woman.
  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—
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn:
  • Who was the �rst person you met on 
  emerging from stasis? Tell that player 
  Hx+2.
  • Tell everyone else Hx+1.
  On the others’ turns:
  • Whatever number everyone tells you, give 
  it -1 and write it next to their character’s 
  name. You are not from here and you do 
  not understand.
  At the end, �nd the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, and 
  highlight it. e MC will have you highlight 
  a second stat too.
  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
  is 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.
  MOVES
  You get all the basic moves.  You get 3 
  quarantine moves.
  GEAR
  In addition to your stasis, you get:
  • an assault ri�e (3-harm close loud auto�re)
  • a 9mm sidearm (2-harm close loud)
  • military body armor (2-armor valuable 
  hi-tech)
  • your fatigues and scrounge, but no jingle
  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 
  choose 1:
   Whenever you act under �re, you open 
  your brain as well (roll+weird as always).
   Whenever you read a person, you open 
  your brain as well (roll+weird as always).
   e MC must always highlight your 
  weird.
  
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1cool)
   crippled (-1hard)
   dis�gured (-1hot)
   broken (-1sharp)
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  seize by force
  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 +1sharp (max sharp+3)
  __ get +1sharp (max sharp+3)
  __ get a new solace move
  __ get a new solace move
  __ give a solace move to another character
  __ give a solace move to another character
  __ give a solace move to another character
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, you decide 
  whether the other character’s sex move happens as 
  usual, or doesn’t happen at all.
  SOLACE SPECIAL
  SOLACE
  Introducing
  SOLACE
  e world’s psychic maelstrom vomits forth its own. It eats the fortune of all living and 
  all dead and leaves no fortune for any but itself. In this Apocalypse World, howling at 
  the door, they used to be called wolves but we know them for themselves at last.
  SOLACE MOVES
   Radiant: advance seduce or manipulate for all the players’ characters.
   Disarming presense: when you want to disarm a charged situation, start speaking 
  or singing and roll+hot. On a hit, no one present can commit violence while they can see 
  you or hear your voice. On a 10+, furthermore, if any of your fellow players’ characters 
  leave the situation peacefully, they mark experience as well. On a miss, no one present 
  can commit violence against anyone but you.
   Alive in the world: when you take your bearings in a landscape or a settlement, ask 1:
  • Where could I hide here?
  • If I had to make a stand here, where would be best?
  • What does this place or these people have to offer me?
  • How could I gain access to this place’s  or these people’s secrets?
  • How could I gain the undivided attention of all present?
  • How could I best become accepted as a part of this place or these people?
  • What or who is the source of the most pain here?
  Whenever acting on the answer requires a roll, take +1. If you’d like to ask further 
  questions, roll+sharp. On a 10+, ask 2 more. On a 7–9, ask 1 more. On a miss, ask 1 more, 
  but you stand musing, and if time’s urgent you stand musing too long.
   An understanding: at the beginning of the session, name another player’s character. 
  If neither you nor they in�ict any harm on anyone during the session, then at the end of 
  the session, you both mark experience.
   A higher standard: at the end of the session, when you would normally choose a 
  character who knows you better, instead, consider each of the other players’ characters 
  and decide whether or not they were good people. All that were, tell them to add +1 to 
  their Hx with you on their sheet. You can tell none of them, any of them, or all of them, 
  as you see �t. If this brings them to Hx+4, they mark experience and reset to Hx+1, as 
  always.
   Cooperative: when you help someone who’s making a roll, add +2 to their roll instead 
  of +1. When someone helps you when you’re making a roll, they add +2 to your roll 
  instead of +1.
   Self-possessed: when you highlight stats, the MC doesn’t get to highlight one. 
  Instead, you choose one to highlight for yourself.
  OTHER MOVES
  
  e maelstrom’s wolves are hunting you.
  Under their disguises, they look like (choose 1):
   People 
   Birds 
   
   Beasts 
   Insects
   Angels 
   Shadows 
   
   Machines
  But (choose 2):
   ey have no faces 
   
   
   ey don’t stand on the ground
   ey have human faces  
   
   ey make terrible grinding noises
   ey have wolves’ faces  
   
   ey are made of metal and plastic
   ey have empty holes for eyes 
   ey have awful voices
   ey have no expression  
   
   ey come and go impossibly
   ey’re dripping gore 
   
   
   ey’re invisible
   ey only howl
  Tell the MC the above, and that they’re perversions of birth. She’ll know what you mean.
  WOLVES
  BARTER
  1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in 
  high luxury & company; any weapon, gear or fashion not valuable or hi-tech; the material costs of a crash 
  resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a week’s hire of the protective 
  companionship of a battlebabe or gunlugger; a year’s tribute to a warlord; a month’s maintenance and 
  repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost 
  anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just wander around 
  the commons of some hardhold with oddments ajangle and expect to �nd hi-tech or luxe eternal.
  THRESHOLD
  You hold space safe; your space has a threshold, a perimeter. By default, your threshold provides 
  1-safety to your personal living space only. At the beginning of the session, roll+hot. On a 10+, 
  choose 3. On a 7–9, choose 2:
  • Your threshold provides 2-safety. Choose this again for 3-safety.
  • Your threshold protects not just your own space, but the space of anyone to whom you extend your 
  protection.
  • No one with weird+2 or higher can enter across your threshold, and if they’re already within it, they must 
  act under �re to do anything but depart.
  • Your threshold is a barrier to the world’s psychic maelstrom, isolating all within from it.
  • Your threshold doesn’t protect just your living space, but any space you’re in, moving with you wherever 
  you go.
  On a miss, the default stands.
  Whenever any player’s character within your threshold rolls+hard or rolls+weird, they subtract 
  your threshold’s safety from the roll.
  Whenever any NPC within your threshold begins to take violent action, the MC must tell you 
  and have you roll+safety. On a 10+, the NPC reconsiders, and �nds a nonviolent way to express 
  her impulse. On a 7–9, the NPC telegraphs her intention, and all present have time to act before 
  she carries through (but bearing in mind that she remains, nevertheless, under your threshold’s 
  protection herself). On a miss, the NPC is free to act as the MC chooses.
  CREATING SOLACE
  To create Solace, choose name, look, stats, moves, gear, threshold, wolves, and Hx.
  NAME
  Art, Charity, Dove, Faith, Grace, Justice, 
  Laughter, Mercy, Noble, Olive, Patience, 
  Question, Rationality, Solace, Teacher, 
  Unwavering, Virtue, Wish, Yearning.
  LOOK
  Man, woman, ambiguous, transgressing, or 
  concealed.
  Casual wear, utility wear, simple robes, or 
  environmental wear appropriate to the local 
  environment.
  Calm face, lovely face, broken face, ugly face, 
  open face, beautiful face.
  Warm eyes, laughing eyes, wide eyes, clear 
  eyes, piercing eyes, calm eyes, quick eyes.
  Spare body, slim body, fat body, soft body, 
  skinny body, small body, hulking body.
  STATS
  Choose one set:
  • Cool=0 Hard-1 Hot+2 Sharp+1 Weird+1
  • Cool+1 Hard=0 Hot+2 Sharp+1 Weird-1
  • Cool+1 Hard+1 Hot+2 Sharp=0 Weird-1
  • Cool-1 Hard+1 Hot+2 Sharp+1 Weird=0
  MOVES
  You get all the basic moves. You get 2 
  Solace moves.
  GEAR
  You get:
  • 2 impractical belongings
  • oddments worth 1-barter
  • fashion suitable to your look (you detail)
  Impractical belongings (choose 2):
  • small collection of books (cumbersome 
  valuable) you detail.
  • musical instrument (cumbersome valuable) 
  you detail.
  • yeast culture (consumed alive) feed it 
  regularly with water & starch, use it to make 
  bread or beer.
  • handmade childrens’ toys (you detail).
  • comfortable folding chair (cumbersome).
  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.
  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 of the other players if their 
  character is a wolf of the maelstrom.
  • If they say yes, tell them Hx+2, and tell 
  them what they look like under their 
  disguise.
  • If they say no, tell them Hx+1. 
  • If they say anything else – that they 
  don’t know, that they’d rather not say, 
  anything – tell them Hx=0.
  On the others’ turns, whatever number 
  they tell you, write it next to their 
  character’s name.
  At the end, �nd the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. e MC will have you 
  highlight a second stat too (unless you’ve 
  chosen self-possessed).
  
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1cool)
   crippled (-1hard)
   dis�gured (-1hot)
   broken (-1sharp)
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ you wake up human
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  seize by force
  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 +1weird (max weird+3)
  __ you can talk directly with humans
  __ you’re no longer vulnerable to Ψ-harm
  __ you can live on local human food and are no longer 
  vulnerable to hunger
  __ you’re growing arms and legs
  __ 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.
  In addition, you’re vulnerable to Ψ-harm. Each time you exit 
  your walkingsuit on the earth’s surface, suffer Ψ-harm.
  In addition, you’re vulnerable to hunger. At the beginning 
  of each session, mark off one Food countdown segment. If 
  your food countdown is at 12:00, mark hunger. Hunger is 
  -1ongoing, cumulative.
  SMM SPECIAL
  THE SPACE MARINE MAMMAL
  SPACE MARINE MAMMAL MOVES
   Agent/combatant: you get all the Space Marine Mammal missions. You have contact with a 
  dolphin orbital echo/drop platform. Each time you complete a mission, you can call for resupply. 
  During play, the MC may have your superiors contact you with information relevant to your 
  missions.
   Walkingsuit calibration: when you charge up a walkingsuit, roll+power instead of roll+weird.
  OTHER MOVES
  SPACE MARINE MAMMAL MISSIONS
  • In�ltration: 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 
  dolphin interests, and win concessions or collaboration, receive resupply.
  • Reconaissance: when you identify and accurately report an armed population’s position, 
  strength, numbers, and resources, receive resupply.
  • Reoceani�cation: when you identify and report an area of the landscape suitable for excavatory 
  bombardment and reoceani�cation, receive resupply.
  • Scout/survey: when you identify and accurately report a feature of the landscape with strategic 
  signi�cance, receive resupply. 
  • Relief & recovery: when you come to the aid of a dolphin in duress, or recover dolphin matériel, 
  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 this session, you may use bombardment as a 
  weapon. 8-harm far area messy.
  • Food: erase all of your marked hunger and food countdown segments.
  • Reinforcement: the MC brings an NPC Space Marine Mammal into play. Tell 
  her to create it as a threat as normal, perhaps as a hunting pack. She’ll know 
  what you mean. Tell her to give it a walkingsuit too.
  • Repair: erase all of your walkingsuit’s damage countdown segments.
  • Retrocon�guration: exchange one of your walkingsuit’s systems for another 
  of your choice.
  FOOD
  3
  6
  9
  12
   hunger
   hunger
   hunger
  -1ongoing,
  cumulative
  Introducing
  THE SPACE MARINE MAMMAL
  50 years ago, the enemies of Earth unleashed a psychic weapon that destroyed all hope for the 
  future of dolphinity. Anticipating the attack and its outcome, leaving many behind to suffer and 
  die, your grandparents rushed to evacuate Earth. ey built secret orbital stations and expanded 
  the hidden Mars base into a functional colony. eir grandchildren — you — are all that remains 
  of true dolphinity after this appalling apocalyptic assault.
  Today, the mission to reclaim Earth begins.
  
  CREATING A SPACE MARINE MAMMAL
  To create a space marine mammal, choose interspecial designation, look, stats, moves, 
  walkingsuit, missions, and Hx.
  INTERSPECIAL DESIGNATION
  Luis, Gabi, Maria, Gordon, Bob, Gina, 
  Susan, Alan, Olivia, Linda.
  Dolphins’ actual names are, of course, 
  incomprehensible to other creatures. 
  LOOK
  Common dolphin, bottlenose dolphin, beaked 
  dolphin, spotted dolphin, striped dolphin, 
  cephalorhynchus dolphin, humpback dolphin, 
  right whale dolphin, dusky dolphin, river 
  dolphin, snub�n dolphin.
  Intimidating walkingsuit.
  STATS
  Choose one set:
  • Cool+2, Hard+2, Hot-2, Sharp+1, Weird-2
  • Cool+2, Hard+1, Hot-2, Sharp+2, Weird-2
  • Cool+1, Hard+2, Hot-2, Sharp+2, Weird-2
  MOVES
  You get all the basic moves. You get both 
  Space Marine Mammal moves.
  WALKINGSUIT
  You get a walkingsuit. Choose assault 
  con�guration or incursion con�guration. 
  For complete walkingsuit rules, see 
  Supplemental: Walkingsuit.
  MISSIONS & RESUPPLY
  Because you’re an  agent/combatant, you get 
  all the Space Marine Mammal missions.
  During play, you can voluntarily abandon 
  your missions, one by one. When you choose 
  to abandon a mission:
  • Scratch the mission out. You no longer have 
  it, and cannot regain it.
  • Your superiors know that you have 
  abandoned it, whether you tell them or not. 
  Disciplinary action is up to them.
  • You can no longer receive resupply for it, even 
  if you later go on to accomplish it.
  • Mark experience.
  Note: these rules for abandoning missions apply 
  only to the Space Marine Mammal. ey 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.
  Do not participate in the normal Hx 
  go-round. Instead, tell everyone to take 
  Hx-2 with you, and give yourself Hx-2 
  with everyone, no modi�ers allowed. No 
  one else’s Hx decisions or options can 
  apply to you.
  At the end, highlight your sharp and your 
  choice of hot or weird. Look ahead at your 
  improvement options before you choose.
  Do not change your highlighted stats 
  until somebody’s Hx on your sheet 
  improves to Hx=0 or better.
  IMPROVEMENT
  Whenever you roll a highlighted stat, 
  whenever you reset your Hx with someone, 
  and whenever you abandon and scratch out 
  one of your missions, 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.
  A walkingsuit is a vehicle. By default, your walkingsuit has power+2 agility+1 2-armor. 
  Choose a con�guration and then systems.
   Assault con�guration: Panspecial comsuite,  1 armor system, 1 targeting system, 1 weapon 
  system, 1 system of your choice.
   Incursion con�guration: Panspecial comsuite, 1 �ight system, 1 stealth system, 1 weapon 
  system, 1 system of your choice.
  WALKINGSUIT
  CHARGE
  3
  6
  9
  12
  Armor systems
   Heavy armor (+1armor)
   Point-hardened laminate armor
  Counters ap ammo.
   Ultra-light armor (+1agility)
  Communication systems
   Panspecial comsuite (loud-optional)
  Allows communication with humans.
   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.
   Microresponsive parawings
  Allows high, silent, slow-speed �ight.
  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-de�ective surfacing
  When an enemy reads a situation by listening or using 
  electronics, remove “what is my enemy’s true position?”
  Targeting systems
   Target recognition-re�ex system
  Add +1 to all attack and combat moves.
   Pinpoint targeting system
  Add +1harm to all weapon systems.
  Weapon systems
  Mark 1 ammo countdown segment for each �ring.
   Biodisruption Impulse projector (5-harm close/far 
  area loud)
   High-energy resonator (“tuna in a can”) (3-harm 
  close/far loud)
  Target a vehicle. Vehicle takes no harm. Full harm blows 
  through to passengers.
   Magnefusion projector (6-harm far)
  AP against vehicle armor.
  POWER
  AGILITY
  MOVES
  In baseline
  Charge up
  At charge 12:00
  Hard shutdown
  Cover ground
  Force an entrance
  At ammo 12:00
  ARMOR
  DAMAGE
  3
  6
  9
  12
  AMMO
  3
  6
  9
  12
  
  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, �y, exert 
  powerful physical force, or use most of its systems, including its targeting and weapon 
  systems, it must charge up. e 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. e process of charging a walkingsuit up from 
  baseline, or cooling it back down to baseline, takes only a second or two.
  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. To charge it up again, you’ll need to charge it up again.
  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 instead of freezing immobile at this precise moment.
  • Your walkingsuit lands in a stable, balanced position instead of falling awkwardly.
  • Your walkingsuit maintains its baseline comms and sensor activity instead of leaving 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. 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 �re.
  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.
  Remember the optional battle moves: provide covering �re, maintain an untenable 
  position or course, stay the fuck down, follow through on someone else’s move.
  WALKINGSUIT
  is goes along with the Space Marine Mammal limited edition playbook. SMM player, 
  you’ll need access to this during play, so print it out and bring it along. When your MC 
  asks to see it, share!
  A walkingsuit is a vehicle. By default, your walkingsuit has power+2 agility+1 2-armor. 
  Choose a con�guration and then systems.
   Assault con�guration: Panspecial comsuite,  1 armor system, 1 targeting system, 1 weapon 
  system, 1 system of your choice.
   Incursion con�guration: Panspecial comsuite, 1 �ight system, 1 stealth system, 1 weapon 
  system, 1 system of your choice.
  WALKINGSUIT
  CHARGE
  3
  6
  9
  12
  Armor systems
   Heavy armor (+1armor)
   Point-hardened laminate armor
  Counters ap ammo.
   Ultra-light armor (+1agility)
  Communication systems
   Panspecial comsuite (loud-optional)
  Allows communication with humans.
   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.
   Microresponsive parawings
  Allows high, silent, slow-speed �ight.
  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-de�ective surfacing
  When an enemy reads a situation by listening or using 
  electronics, remove “what is my enemy’s true position?”
  Targeting systems
   Target recognition-re�ex system
  Add +1 to all attack and combat moves.
   Pinpoint targeting system
  Add +1harm to all weapon systems.
  Weapon systems
  Mark 1 ammo countdown segment for each �ring.
   Biodisruption Impulse projector (5-harm close/far 
  area loud)
   High-energy resonator (“tuna in a can”) (3-harm 
  close/far loud)
  Target a vehicle. Vehicle takes no harm. Full harm blows 
  through to passengers.
   Magnefusion projector (6-harm far)
  AP against vehicle armor.
  POWER
  AGILITY
  MOVES
  In baseline
  Charge up
  At charge 12:00
  Hard shutdown
  Cover ground
  Force an entrance
  At ammo 12:00
  ARMOR
  DAMAGE
  3
  6
  9
  12
  AMMO
  3
  6
  9
  12
  
  OPTIONAL BATTLE MOVES
  You may �nd these useful and advantageous, so if you want to use them, ask the MC to 
  bring them into play.
  Battle countdown:
  Concentrated fire
  Fighting begins
  in earnest
  Maneuvering, incidental fire
  12
  3
  6
  9
  countdown
  Incidental �re means 0-harm or 1-harm (ricochets connecting, bullets spun by cover, 
  bullets �red from far-off on dim chance). Concentrated �re means the enemy’s full 
  harm, as established by their weapons and their numbers, as normal.
  When you provide covering �re for someone, roll+cool. On a 10+, you keep them from 
  coming under concentrated �re, even past 9:00. On a 7–9, their position or course is 
  untenable, and they proceed accordingly. On a miss, they suffer concentrated �re now. (If 
  it’s before 9:00, now it’s 9:00.)
  When you maintain an untenable position or course, roll+hard. On a 10+, you can hold 
  it, and for 3 ticks you’ll come under only incidental �re, even past 9:00. On a 7–9, you can 
  hold it, and for a tick you’ll come under only incidental �re. Either way you can abandon 
  it before your time is up to avoid concentrated �re. On a miss, abandon it now or suffer 
  concentrated �re. (If it’s before 9:00, now it’s 9:00.)
  When you stay the fuck down, roll+sharp. On a hit, you’re in a relatively safe spot for 
  the rest of the battle. On a 10+, you come under no �re. On a 7–9, you come under only 
  incidental �re. On a miss, you have to break position now or come under concentrated 
  �re.
  When you follow through on someone else’s move, roll+Hx. If it’s one of the MC’s 
  characters’, roll+sharp. On a 10+, the MC chooses one of the following for you, as 
  appropriate:
  • you in�ict +1harm
  • you dominate someone’s position
  • you make an untenable position or course secure
  • you avoid all �re
  • you create an opportunity and follow through to full effect
  On a 7–9, you create an opportunity, but you haven’t seized it or followed through on it 
  yet. e MC will tell you what it is. On a miss, the MC chooses one of the above for an 
  appropriate character of her own.
  HARM & VEHICLES
  When a vehicle suffers…
  1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can blow 
  through to passengers.
  2-harm: functional damage. Fuel leak, shot-out tires, engine stall, problems 
  with steering, braking or acceleration. Can be �eld-patched. 1-harm can blow 
  through to passengers.
  3-harm: serious damage. Functional damage affecting multiple functions, but 
  can be �eld-patched. 2-harm can blow through to passengers.
  4-harm: breakdown. Catastrophic functional damage, can be repaired in a 
  garage but not in the �eld, or can used for parts. 3-harm can blow through to 
  passengers.
  5-harm and more: total destruction. Full harm can blow through to passengers, 
  plus they can suffer additional harm if the vehicle explodes or crashes.
  total destruction
  breakdown, 3-harm 
  through
  cosmetic damage, 0-harm through
  functional damage, 1-harm through
  serious damage, 2-harm through
  12
  3
  6
  9
  countdown
  Whether harm blows through to a vehicle’s driver and passengers, doesn’t blow through, 
  or just hits them too without having to blow through, depends on the MC’s judgment of 
  the circumstances and the vehicle.
  HARM & BUILDINGS
  Harm to buildings and other structures is non-cumulative. Don’t bother tracking a 
  building’s harm on a countdown. Shooting a building 3 times with your 3-harm shotgun 
  doesn’t add up to 9-harm and make the building collapse.
  When a building or structure suffers…
  1-harm – 3-harm: cosmetic damage. Bullet holes, broken glass, scorch marks, chipped 
  surfaces. 0-harm can blow through to inhabitants.
  4-harm – 6-harm: severe cosmetic damage. Many holes or large holes, no intact glass, 
  burning or smoldering. 2-harm can blow through to inhabitants.
  7-harm – 8-harm: Structural damage. Strained load-bearing walls or pillars, partial 
  collapse, raging �re. 4-harm can blow through to inhabitants. Further structural damage 
  can lead to full collapse.
  9-harm and more: destruction. Full harm can blow through to inhabitants, plus they can 
  suffer additional harm as the building or structure collapses.
  Again, whether harm blows through to a building’s inhabitants depends on the MC’s 
  judgment of the circumstances and the building.
  LARGE-SCALE HARM
  • 50cal mg (5-harm far area messy braced) 
  • 50cal sniper (5-harm far loud braced)
  • rpg (6-harm far area messy) 
  • anti-tank missile (7-harm far loud av)
  • light mortar (7-harm far reload area messy braced)
  • heavy mortar (8-harm far reload area emplaced)
  AV: It’s intended to target vehicles or large structures, not at individual human targets.
  Braced: It can’t be �red while held, but must be braced in a stable position for �ring.
  Emplaced: It’s mounted on a vehicle or structure, and can’t easily be moved or removed.
  LARGE-SCALE WEAPONS
  LARGE-SCALE BATTLES 
  
  HARM
  countdown
  3
  6
  9
  12
   stabilized
   shattered (-1cool)
   crippled (-1hard)
   dis�gured (-1hot)
   broken (-1sharp)
  IMPROVEMENT
  > >>improve
  experience
  __ get +1 to any stat (max stat+3)
  __ retire your character (to safety)
  __ create a second character to play
  __ change your character to a new type
  __ choose 3 basic moves and advance them.
  __ advance the other 4 basic moves.
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  seize by force
  seduce or
  manipulate
  read a sitch;
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
     NAME —
  LOOK
  __ get +1hard (max hard+3)
  __ get +1cool (max cool+2)
  __ get +1hot (max hot+2)
  __ get +1sharp (max sharp+2)
  __ get a new touchstone move
  __ get a new touchstone move
  __ get a followers (detail) and fortunes
  __ get a gang (detail) and leadership
  __ get a move from another playbook
  __ get a move from another playbook
  If you and another character have sex, if you love 
  them, all’s well and my blessings. If you don’t love 
  them, permanently scribble out an improvement 
  option you haven’t taken. Don’t scribble out “change 
  your character to a new type.”
  TOUCHSTONE SPECIAL
  TOUCHSTONE
  THE 
  TOUCHSTONE MOVES
   Visionary: when you share your vision of the future with another player’s character, 
  roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever you like, 
  you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1 
  over you, on the same terms.
   Know your enemy: when you open your brain to the world’s psychic maelstrom, 
  roll+hard instead of roll+weird.
   Clear-eyed: when you read a person, roll+hard instead of roll+sharp.
   Towering presence: when you give someone an order or a warning, roll+hard. On a 
  hit, they choose:
  • ey do it, following your order or heeding your warning.
  • ey freeze.
  • ey back away, hands where you can see them.
  • ey attack you.
  On a 10+, take +1forward against them as well. On a miss, they do what they like and you 
  take -1forward against them.
   Long history: choose a move from another playbook. (During initial character 
  creation, choose it from a playbook that isn’t otherwise in play.)
   Indomitable: when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9, hold 2. 
  On a miss, hold 1, but take -1forward. During the battle you can spend your hold 1 for 1 
  to:
  • Name an npc within your reach. You kill, disable or disarm them (MC’s choice).
  • Name a character within your reach. You redirect their attack to another character within your 
  reach, or else to nowhere — into the ground or a wall or the sky.
  • Name a character on the scene, but outside your reach. You cross the distance between you 
  before they have time to adjust or react.
  • Name a character within your reach. While you keep �ghting, you intercept any attack directed 
  at them and they suffer no harm.
  • Ignore all harm to yourself from an incoming attack.
  OTHER MOVES
  Introducing
  THE TOUCHSTONE
  At the earliest reaches of living memory, the world collapsed. Cities raged, burned, or 
  just died in agony, starved, fell silent. e sky howled. Not everyone who remembers it 
  remembers it the same way. People forgot who they were, where they had come from, 
  what they could make.
  Now, in this world of �lth and blindness, there are a few with new vision. ey go among 
  us at war, indomitable and doomed, hoping and �ghting for something better.
  
  You carry one:
   a symbol of the radiant, loving sun
   a symbol of sweet pure water
   a symbol of human purpose and achievement
   a symbol of abundant, healthy, growing things
   a symbol of the past that could yet be reborn
   a symbol of the future that is only now becoming possible
   a symbol of healing
  What is it?
  It’s just a symbol, replaceable. It’s precious for what it means, not what it is.
  When you go among people, offering hope, they respond by giving you food, shelter, 
  companionship, trust, and any small thing you need, worth 1-barter or less, generously 
  or grudgingly according to their nature.
  When you go among people, exploiting their hope, they respond by giving you food, 
  shelter, companionship, trust, any small thing you need, or even straight-up jingle, worth 
  1- or 2-barter. ey won’t suffer you forever.
  When you go among people, acting with hope, they respond by spreading your 
  name everywhere they go, to everyone they meet, with admiration, revulsion, fear, or 
  contempt, according to their nature.
  TOKEN OF HOPE
  BARTER
  1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
  As a one-time expenditure, and very subject to availability, 1-barter might count 
  for: a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; 
  the material costs of a crash resuscitation by an angel; repair of a piece of hi-tech gear by a 
  savvyhead; a week’s hire of the protective companionship of a battlebabe or gunlugger; a year’s 
  tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; 
  bribes, fees and gifts sufficient to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal.
  GEAR & BARTER
  CREATING A TOUCHSTONE
  To create your touchstone, choose name, look, stats, moves, gear, and Hx.
  NAME
  Fraze, Garber,  MB, Alonzo, Queue, 
  Hurricane, Rhyme, Humpty Dumpty.
  Road, Sun, Eliza, Pandora, Shar, Mom, 
  Guru, Sister, Clarity, Cassa, Morgana, 
  Burn. 
  LOOK
  Man, woman, ambiguous, transgressing, or 
  concealed.
  Utility wear, survival wear, comfort wear.
  Weatherbeaten face, scarred face, grim face, 
  sober face, lined face, mournful face, striking 
  face, sweet face.
  Calm eyes, faraway eyes, steady eyes, caring 
  eyes, laughing eyes, clear eyes, narrow eyes, 
  scorched eyes, sad eyes.
  in body, restless body, still body, solid body, 
  curvy body.
  STATS
  Choose one set:
  • Cool+1 Hard+2 Hot=0 Sharp+1 Weird-1
  • Cool=0 Hard+2 Hot-1 Sharp+2 Weird-1
  • Cool+1 Hard+2 Hot+1 Sharp=0 Weird-1
  • Cool+2 Hard+2 Hot=0 Sharp-1 Weird-1
  MOVES
  You get all the basic moves. You get 
  visionary, and then choose 2 more 
  touchstone moves.
  GEAR
  You get:
  • a token of hope
  • 2 handy weapons
  • oddments worth 1-barter
  • fashion suitable to your look, including at 
  your option a piece worth 1-armor (you 
  detail)
  Handy weapons (choose 2):
  • 9mm (2-harm close loud)
  • big knife (2-harm hand)
  • hunting ri�e (2-harm far loud)
  • machete (3-harm hand messy)
  • magnum (3-harm close reload loud)
  • sawed-off (3-harm close reload messy)
  • stun gun (s-harm hand reload)
  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, 
  tell everyone Hx+1. You’re an open book.
  On the others’ turns, for each, ask 
  yourself: is there a place for them, as they 
  are, in the future you hope for?
  • If there is: whatever number that player 
  tells you, write it next to the character’s 
  name.
  • If there is not: whatever number that 
  player tells you, give it +1 and write it 
  next to the character’s name. ey have 
  your attention.
  At the end, �nd the character with the 
  highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, 
  and highlight it. e MC will have you 
  highlight a second stat too.
  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.
  
  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, �y, exert 
  powerful physical force, or use most of its systems, including its targeting and weapon 
  systems, it must charge up. e 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. e process of charging a walkingsuit up from 
  baseline, or cooling it back down to baseline, takes only a second or two.
  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. To charge it up again, you’ll need to charge it up again.
  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 instead of freezing immobile at this precise moment.
  • Your walkingsuit lands in a stable, balanced position instead of falling awkwardly.
  • Your walkingsuit maintains its baseline comms and sensor activity instead of leaving 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. 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 �re.
  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.
  Remember the optional battle moves: provide covering �re, maintain an untenable 
  position or course, stay the fuck down, follow through on someone else’s move.
  WALKINGSUIT (HUMAN CONFIGURATION)
  is is a walkingsuit as though created by humans, not space dolphins. MC, you may 
  choose whether to have it appear in your game, and if so, under what circumstances.
  A walkingsuit is a vehicle. By default, your walkingsuit has power+2 agility+1 2-armor. 
  Choose a con�guration and then systems.
   Assault con�guration: 1 armor system, 1 targeting system, 1 weapon system, 1 systems of your 
  choice.
   Incursion con�guration: 1 �ight system, 1 stealth system, 1 weapon system, 1 systems of your 
  choice.
  WALKINGSUIT
  CHARGE
  3
  6
  9
  12
  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 �ight.
  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-de�ective 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 �re handheld weapons.
  Mounted weapons:
   50cal mg (5-harm far area messy)
   50cal sniper (5-harm far loud)
   RPG (6-harm far area messy)
  For mounted weapons, mark 1 ammo countdown segment 
  for each �ring.
  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
  ARMOR
  DAMAGE
  3
  6
  9
  12
  AMMO
  3
  6
  9
  12
  
  OPTIONAL BATTLE MOVES
  You may �nd these useful and advantageous, so if you want to use them, ask the MC to 
  bring them into play.
  Battle countdown:
  Concentrated fire
  Fighting begins
  in earnest
  Maneuvering, incidental fire
  12
  3
  6
  9
  countdown
  Incidental �re means 0-harm or 1-harm (ricochets connecting, bullets spun by cover, 
  bullets �red from far-off on dim chance). Concentrated �re means the enemy’s full 
  harm, as established by their weapons and their numbers, as normal.
  When you provide covering �re for someone, roll+cool. On a 10+, you keep them from 
  coming under concentrated �re, even past 9:00. On a 7–9, their position or course is 
  untenable, and they proceed accordingly. On a miss, they suffer concentrated �re now. (If 
  it’s before 9:00, now it’s 9:00.)
  When you maintain an untenable position or course, roll+hard. On a 10+, you can hold 
  it, and for 3 ticks you’ll come under only incidental �re, even past 9:00. On a 7–9, you can 
  hold it, and for a tick you’ll come under only incidental �re. Either way you can abandon 
  it before your time is up to avoid concentrated �re. On a miss, abandon it now or suffer 
  concentrated �re. (If it’s before 9:00, now it’s 9:00.)
  When you stay the fuck down, roll+sharp. On a hit, you’re in a relatively safe spot for 
  the rest of the battle. On a 10+, you come under no �re. On a 7–9, you come under only 
  incidental �re. On a miss, you have to break position now or come under concentrated 
  �re.
  When you follow through on someone else’s move, roll+Hx. If it’s one of the MC’s 
  characters’, roll+sharp. On a 10+, the MC chooses one of the following for you, as 
  appropriate:
  • you in�ict +1harm
  • you dominate someone’s position
  • you make an untenable position or course secure
  • you avoid all �re
  • you create an opportunity and follow through to full effect
  On a 7–9, you create an opportunity, but you haven’t seized it or followed through on it 
  yet. e MC will tell you what it is. On a miss, the MC chooses one of the above for an 
  appropriate character of her own.
  HARM & VEHICLES
  When a vehicle suffers…
  1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can blow 
  through to passengers.
  2-harm: functional damage. Fuel leak, shot-out tires, engine stall, problems 
  with steering, braking or acceleration. Can be �eld-patched. 1-harm can blow 
  through to passengers.
  3-harm: serious damage. Functional damage affecting multiple functions, but 
  can be �eld-patched. 2-harm can blow through to passengers.
  4-harm: breakdown. Catastrophic functional damage, can be repaired in a 
  garage but not in the �eld, or can used for parts. 3-harm can blow through to 
  passengers.
  5-harm and more: total destruction. Full harm can blow through to passengers, 
  plus they can suffer additional harm if the vehicle explodes or crashes.
  total destruction
  breakdown, 3-harm 
  through
  cosmetic damage, 0-harm through
  functional damage, 1-harm through
  serious damage, 2-harm through
  12
  3
  6
  9
  countdown
  Whether harm blows through to a vehicle’s driver and passengers, doesn’t blow through, 
  or just hits them too without having to blow through, depends on the MC’s judgment of 
  the circumstances and the vehicle.
  HARM & BUILDINGS
  Harm to buildings and other structures is non-cumulative. Don’t bother tracking a 
  building’s harm on a countdown. Shooting a building 3 times with your 3-harm shotgun 
  doesn’t add up to 9-harm and make the building collapse.
  When a building or structure suffers…
  1-harm – 3-harm: cosmetic damage. Bullet holes, broken glass, scorch marks, chipped 
  surfaces. 0-harm can blow through to inhabitants.
  4-harm – 6-harm: severe cosmetic damage. Many holes or large holes, no intact glass, 
  burning or smoldering. 2-harm can blow through to inhabitants.
  7-harm – 8-harm: Structural damage. Strained load-bearing walls or pillars, partial 
  collapse, raging �re. 4-harm can blow through to inhabitants. Further structural damage 
  can lead to full collapse.
  9-harm and more: destruction. Full harm can blow through to inhabitants, plus they can 
  suffer additional harm as the building or structure collapses.
  Again, whether harm blows through to a building’s inhabitants depends on the MC’s 
  judgment of the circumstances and the building.
  LARGE-SCALE HARM
  • 50cal mg (5-harm far area messy braced) 
  • 50cal sniper (5-harm far loud braced)
  • rpg (6-harm far area messy) 
  • anti-tank missile (7-harm far loud av)
  • light mortar (7-harm far reload area messy braced)
  • heavy mortar (8-harm far reload area emplaced)
  AV: It’s intended to target vehicles or large structures, not at individual human targets.
  Braced: It can’t be �red while held, but must be braced in a stable position for �ring.
  Emplaced: It’s mounted on a vehicle or structure, and can’t easily be moved or removed.
  LARGE-SCALE WEAPONS
  LARGE-SCALE BATTLES 
  
  1
  CHARACTER MOVE REFERENCE
  A devil with a blade (maestro d’): when you use a blade to go aggro or seize something by 
  force, roll+hot instead of roll+hard.
  A higher standard (solace): at the end of the session, when you would normally choose a 
  character who knows you better, instead, consider each of the other players’ characters 
  and decide whether or not they were good people. All that were, tell them to add +1 to 
  their Hx with you on their sheet. You can tell none of them, any of them, or all of them, 
  as you see �t. If this brings them to Hx+4, they mark experience and reset to Hx+1, as 
  always.
  A no shit driver (driver; car req’d): when behind the wheel…
  …if you do something under �re, add your car’s power to your roll.
  …if you try to seize something by force, add your car’s power to your roll.
  …if you go aggro, add your car’s power to your roll.
  …if you try to seduce or manipulate someone, add your car’s looks to your roll.
  …if you help or interfere with someone, add your car’s power to your roll.
  …if someone interferes with you, add your car’s weakness to their roll.
  Acquisitive eye (hoarder): when you see, hear about, or otherwise come to know of a 
  thing you want, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 
  7–9, ask 2:
  • How can I make this mine?
  • Who will stand in my way?
  • Will my hoard accept it?
  • Who will try to take it from me once it’s mine?
  • What is this truly worth?
  On a miss, your face and body language betray your interest in the thing to anyone who’s 
  paying attention.
  Agent/combatant (space marine mammal): you get all the Space Marine Mammal 
  missions. You have contact with a dolphin orbital echo/drop platform. Each time you 
  complete a mission, you can call for resupply. During play, the MC may have your 
  superiors contact you with information relevant to your missions.
  Alive in the world (solace): when you take your bearings in a landscape or a settlement, 
  ask 1:
  • Where could I hide here?
  • If I had to make a stand here, where would be best?
  • What does this place or these people have to offer me?
  • How could I gain access to this place’s  or these people’s secrets?
  • How could I gain the undivided attention of all present?
  • How could I best become accepted as a part of this place or these people?
  • What or who is the source of the most pain here?
  Whenever acting on the answer requires a roll, take +1. If you’d like to ask further 
  questions, roll+sharp. On a 10+, ask 2 more. On a 7–9, ask 1 more. On a miss, ask 1 more, 
  but you stand musing, and if time’s urgent you stand musing too long.
  An arresting skinner (skinner): when you remove a piece of clothing, your own or 
  someone else’s, no one who can see you can do anything but watch. You command their 
  absolute attention. If you choose, you can exempt individual people, by name.
  A devil with a blade (maestro d’)
  A higher standard (solace)
  A no shit driver (driver; car req’d)
  Acquisitive eye (hoarder)
  Agent/combatant (space marine mammal)
  Alive in the world (solace)
  An arresting skinner (skinner)
  An understanding (solace)
  Appraising eye (hoarder)
  Artful & gracious (skinner)
  As one (faceless; mask req’d)
  Battle-hardened (gunlugger)
  Beastly (faceless) 
  Battle�eld grace (angel)
  Battle�eld instincts (gunlugger)
  Bloodcrazed (gunlugger)
  Bonefeel (savvyhead)
  Breathtaking (skinner)
  Broad in�uence (the Macaluso)
  Casual brain receptivity (brainer)
  Charismatic (hocus)
  Clear-eyed (touchstone)
  Collector (driver)
  Combat veteran (quarantine)
  Cooperative (solace)
  Dangerous & sexy (battlebabe)
  Daredevil (driver)
  Dashiell Hammet got nothing (marmot)
  Deep brain scan (brainer)
  Deep insights (savvyhead)
  Direct-brain whisper projection (brainer)
  Disarming presense (solace)
  Disciplined engagement (quarantine)
  Divine protection (hocus)
  Everybody eats, even that guy (maestro d’)
  Eye on the door (operator) 
  Eager to know (quarantine)
  Easy to trust (operator)
  Fat reserves (marmot)
  Fingers in every pie (maestro d’)
  Fingertips throughout (the Macaluso; secret 
  society req’d)
  Fortunes (hocus; followers req’d)
  Frenzy (hocus)
  Fuck this shit (gunlugger)
  Fucking thieves (chopper; gang req’d)
  Fucking wacknut (hocus)
  Good in the clinch (driver)
  Greed (hoarder; hoard req’d)
  Healing touch (angel)
  Hibernation (marmot; fat reserves req’d)
  Hypnotic (skinner)
  Ice cold (battlebabe)
  Impossible re�exes (battlebabe)
  In-brain puppet strings (brainer)
  Indomitable (touchstone)
  In�rmary (angel)
  Insano like Drano (gunlugger)
  Inspiring (quarantine)
  Juggernaut (faceless)
  Just give me a motive (maestro d’)
  Know your enemy (touchstone)
  Leadership (hardholder; gang req’d)
  Long history (touchstone)
  Lost (skinner)
  Luck (the Macaluso)
  Martyr (the Macaluso)
  Merciless (battlebabe)
  Money is power (hoarder)
  Moonlighting (operator)
  My other car is a tank (driver)
  Norman (faceless; mask req’d)
  Nose for murder (marmot)
  NOT TO BE FUCKED WITH (gunlugger)
  Oftener right (savvyhead)
  Oh yeah! (faceless)
  On it (marmot)
  Opportunistic (operator)
  Pack alpha (chopper; gang req’d)
  Perfect instincts (battlebabe)
  Pit bull (faceless)
  Prepared for the inevitable (gunlugger)
  Preternatural at-will brain attunement 
  (brainer)
  Professional compassion (angel)
  Radiant (solace)
  Rasputin (faceless)
  Reality’sfraying edge (savvyhead; workspace 
  req’d)
  Reputation (operator)
  Rock bottom (marmot)
  Scent of blood (faceless)
  Seeing souls (hocus)
  Self-possessed (solace)
  Shared eyes (the Macaluso)
  Sixth sense (angel)
  Spooky intense (savvyhead)
  Sticky �ngers (hoarder)
  Sustaining in�uence (the Macaluso; secret 
  society req’d)
  ings speak (savvyhead)
  Touched by death (angel)
  Towering presence (touchstone)
  Visionary (touchstone)
  Walkingsuit Calibration (space marine 
  mammal; walkingsuit req’d)
  Wealth (hardholder; holding req’d)
  Weather eye (driver)
  Unnatural lust trans�xion (brainer)
  Visions of death (battlebabe)
  You call this hot? (maestro d’)
  
  2
  An understanding (solace): at the beginning of the session, name another player’s 
  character. If neither you nor they in�ict any harm on anyone during the session, then at 
  the end of the session, you both mark experience.
  Appraising eye (hoarder): when you read a situation, on a hit, in addition to your other 
  questions, you may ask this:
  • What’s the most beautiful, the rarest, or the most valuable thing here?
  When you read a person, on a hit, in addition to your other questions, you may ask this:
   • What’s the best thing your character owns, or the best thing your character’s carrying?
  Artful & gracious (skinner): when you perform your chosen art — any act of expression 
  or culture — or when you put its product before an audience, roll+hot. On a 10+, spend 3. 
  On a 7–9, spend 1. Spend 1 to name an NPC member of your audience and choose one:
  • this person must meet me
  • this person must have my services
  • this person loves me
  • this person must give me a gift
  • this person admires my patron
  On a miss, you gain no bene�t, but suffer no harm or lost opportunity. You simply 
  perform very well.
  As one (faceless; mask req’d): attempts by other PCs to seize your mask by force, or to get 
  you to remove or give away your mask by going aggro or seduction/manipulation, are at 
  -2. NPCs will never succeed at unmasking you against your will unless you are completely 
  at their mercy.
  Beastly (faceless): you get +1hard (hard+3). 
  Battle-hardened (gunlugger): when you act under �re, roll+hard instead of roll+cool.
  Battle�eld grace (angel): while you are caring for people, not �ghting, you get +1armor.
  Battle�eld instincts (gunlugger): when you open your brain to the world’s psychic 
  maelstrom, roll+hard instead of roll+weird, but only in battle.
  Bloodcrazed (gunlugger): whenever you in�ict harm, in�ict +1harm.
  Bonefeel (savvyhead): at the beginning of the session, roll+weird. On a 10+, hold 1+1. On 
  a 7–9, hold 1. At any time, either you or the MC can spend your hold to have you already 
  be there, with the proper tools and knowledge, with or without any clear explanation 
  why. If your hold was 1+1, take +1forward now. On a miss, the MC holds 1, and can spend 
  it to have you already be there, but somehow pinned, caught or trapped.
  Breathtaking (skinner): you get +1hot (hot+3).
  Broad in�uence (the Macaluso): add a person to your secret society.
  Casual brain receptivity (brainer): when you read someone, roll+weird instead of 
  roll+sharp. Your victim has to be able to see you, but you don’t have to interact.
  Charismatic (hocus): when you try to manipulate someone, roll+weird instead of 
  roll+hot.
  Clear-eyed (touchstone): when you read a person, roll+hard instead of roll+sharp.
  Collector (driver): you get 2 additional cars.
  Combat veteran (quarantine): you get +1cool (cool+3).
  Cooperative (solace): when you help someone who’s making a roll, add +2 to their roll 
  instead of +1. When someone helps you when you’re making a roll, they add +2 to your 
  roll instead of +1.
  Dangerous & sexy (battlebabe): when you enter into a charged situation, roll+hot. On a 
  10+, hold 2. On a 7–9, hold 1. Spend your hold 1 for 1 to make eye contact with an NPC 
  present, who freezes or �inches and can’t take action until you break it off. On a miss, 
  your enemies identify you immediately as their foremost threat.
  Daredevil (driver): if you go straight into danger without hedging your bets, you get 
  +1armor. If you happen to be leading a gang or convoy, it gets +1armor too.
  Dashiell Hammet got nothing (marmot): when you take harm, make this move instead 
  of making the normal harm move. Roll+harm taken. On a 10+, choose 2. On a 7–9, 
  choose 1:
  • It’s not so bad. Take -1harm.
  • Someone present lets slip 1-clue.
  • Take +1forward against your attacker.
  Treat a miss on this move as a 7–9 hit on the normal harm move.
  Deep brain scan (brainer): when you have time and physical intimacy with someone 
  — mutual intimacy like holding them in your arms, or 1-sided intimacy like they’re 
  restrained to a table — you can read them more deeply than normal. Roll+weird. On a 
  10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend your hold to ask their 
  player questions, 1 for 1:
  • what was your character’s lowest moment?
  • for what does your character crave forgiveness, and of whom?
  • what are your character’s secret pains?
  • in what ways are your character’s mind and soul vulnerable?
  On a miss, you in�ict 1-harm (ap) upon your subject, to no bene�t.
  Deep insights (savvyhead): you get +1weird (weird+3).
  Direct-brain whisper projection (brainer): you can roll+weird to get the effects of going 
  aggro, without going aggro. Your victim has to be able to see you, but you don’t have to 
  interact. If your victim forces your hand, your mind counts as a weapon (1-harm ap close 
  loud-optional). 
  Disarming presense (solace): when you want to disarm a charged situation, start 
  speaking or singing and roll+hot. On a hit, no one present can commit violence while 
  they can see you or hear your voice. On a 10+, furthermore, if any of your fellow players’ 
  characters leave the situation peacefully, they mark experience as well. On a miss, no one 
  present can commit violence against anyone but you.
  Disciplined engagement (quarantine): when you in�ict harm, you can choose to in�ict 
  any amount of harm you like, less than or up to your harm as established, including 
  s-harm. Decide at the moment you in�ict the harm; you need not tell anyone in advance 
  how much harm you intend to in�ict.
  CHARACTER MOVE REFERENCE
  
  3
  Divine protection (hocus): your gods give you 1-armor. If you wear armor, use that 
  instead, they don’t add.
  Eager to know (quarantine): 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.
  Easy to trust (operator): when you try to seduce or manipulate another player’s character, 
  roll+Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot.
  Everybody eats, even that guy (maestro d’): when you want to know something about 
  someone important (your call), roll+hot. On a hit, you can ask the MC questions. On a 
  10+, ask 3. On a 7-9, ask 1:
  • how are they doing? what’s up with them?
  • what or who do they love best?
  • who do they know, like and/or trust? 
  • when next should I expect to see them?
  • how could I get to them, physically or emotionally?
  Eye on the door (operator): name your escape route and roll+cool. On a 10+ you’re gone. 
  On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take 
  something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half 
  in and half out. 
  Fat reserves (marmot): you start with 0-fat reserves. When you regard a cache or store 
  of food, ask the MC how many barter it’s worth; she’ll tell you. When you gorge yourself 
  on nuts, berries and cheetos, roll+the barter value of the food you consume. On a 10+, 
  choose 2. On a 7–9, choose 1:
  • You get 1-fat reserves. 
  • You don’t immediately take a nap.
  • You don’t get in trouble for eating all the food.
  On a miss, choose 1 anyway, but take (1-harm ap loud stinky) today, and (1-harm ap loud 
  stinky) again tomorrow, for food poisoning.
  Fingers in every pie (maestro d’): put out the word that you want a thing — could be a 
  person, could be somethin somethin, could even be just a thing — and roll+hot. On a 10+, 
  it shows up in your establishment for you, like magic. On a 7-9, well, your people make an 
  effort and everybody wants to please you and close is close, right? On a miss, it shows up 
  in your establishment for you with strings wicked attached. 
  Fingertips throughout (the Macaluso; secret society req’d): when 3 or more of your secret 
  society convene and act together, you can expand your reach through the world’s psychic 
  maelstrom. +Augury.
  Fortunes (hocus; followers req’d): fortune, surplus and want all depend on your followers. At 
  the beginning of the session, roll+fortune. On a 10+, your followers have surplus. On a 
  7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus 
  lists barter, like 1-barter or 2-barter, that’s your personal share.
  Frenzy (hocus): When you speak the truth to a mob, roll+weird. On a 10+, hold 3. On a 
  7–9, hold 1. Spend your hold 1 for 1 to make the mob:
  • bring people forward and deliver them.
  • bring forward all their precious things.
  • unite and �ght for you as a gang (2-harm 0-armor size appropriate).
  • fall into an orgy of uninhibited emotion: fucking, lamenting, �ghting, sharing, celebrating, as 
  you choose.
  • go quietly back to their lives.
  On a miss, the mob turns on you.
  Fuck this shit (gunlugger): name your escape route and roll+hard. On a 10+, sweet, you’re 
  gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or 
  take something with you, the MC will tell you what. On a miss, you’re caught vulnerable, 
  half in and half out. 
  Fucking thieves (chopper; gang req’d): when you have your gang search their pockets 
  and saddlebags for something, roll+hard. It has to be something small enough to �t. On 
  a 10+, one of you happens to have just the thing, or close enough. On a 7–9, one of you 
  happens to have something pretty close, unless what you’re looking for is hi-tech, in 
  which case no dice. On a miss, one of you used to have just the thing, but it turns out that 
  some asswipe stole it from you.
  Fucking wacknut (hocus): you get +1weird (weird+3).
  Good in the clinch (driver): when you do something under �re, roll+sharp instead of 
  roll+cool.
  Greed (hoarder; hoard req’d): when you’re defending your hoard, your greed makes you 
  unstoppable. Being in the presence of your hoard counts as 2-armor— if your hoard is 
  under attack. (If someone’s just trying to kill you and it happens to be around your hoard, 
  not so much.)
  Healing touch (angel): when you put your hands skin-to-skin on a wounded person 
  and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1 
  segment, but you’re acting under �re from your patient’s brain. On a miss: �rst, you 
  don’t heal them. Second, you’ve opened both your brain and theirs to the world’s psychic 
  maelstrom, without protection or preparation. For you, and for your patient if your 
  patient’s a fellow player’s character, treat it as though you’ve made that move and missed 
  the roll. For patients belonging to the MC, their experience and fate are up to the MC.
  Hibernation (marmot; fat reserves req’d): when you hibernate, spend all your fat reserves 
  and roll+fat reserves spent. On a 10+, the MC chooses 3. On a 7–9, the MC chooses 2:
  • You maintain some fat reserves after all. Keep 1-fat reserves.
  • No NPCs fuck with your shit.
  • You have strange dreams. Open your brain , but roll+weird+fat reserves spent(!).
  • Your subconscious grapples with your experiences. Mark experience.
  • Your subconscious pieces things together. Get 1-clue.
  On a miss, the MC chooses 1 anyway, but you wake up ravenous. Take -1ongoing until you 
  gorge yourself.
  When you miss a session, you automatically hibernate. e MC rolls for you.
  CHARACTER MOVE REFERENCE
  
  4
  Hypnotic (skinner): when you have time and solitude with someone, they become �xated 
  upon you. Roll+hot. On a 10+, hold 3. On a 7–9, hold 2. ey can spend your hold, 1 for 1, 
  by:
  • giving you something you want
  • acting as your eyes and ears
  • �ghting to protect you
  • doing something you tell them to
  For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any 
  time you like you can spend your hold, 1 for 1:
  • they distract themselves with the thought of you. ey’re acting under �re.
  • they inspire themselves with the thought of you. ey take +1 right now.
  On a miss, they hold 2 over you, on the exact same terms.
  Ice cold (battlebabe): when you go aggro on an NPC, roll+cool instead of roll+hard. When 
  you go aggro on another player’s character, roll+Hx instead of roll+hard.
  Impossible re�exes (battlebabe): the way you move unencumbered counts as armor. If 
  you’re naked or nearly naked, 2-armor; if you’re wearing non-armor fashion, 1-armor. If 
  you’re wearing armor, use it instead.
  In-brain puppet strings (brainer): when you have time and physical intimacy with 
  someone — mutual or 1-sided — you can plant a command inside their mind. Roll+weird. 
  On a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the circumstances, you can 
  spend your hold 1 for 1:
  • in�ict 1-harm (ap)
  • they take -1 right now
  If they ful�ll your command, that counts for all your remaining hold. On a miss, you 
  in�ict 1-harm (ap) upon your subject, to no bene�t.
  Indomitable (touchstone): when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9, 
  hold 2. On a miss, hold 1, but take -1forward. During the battle you can spend your hold 
  1 for 1 to:
  • Name an npc within your reach. You kill, disable or disarm them (MC’s choice).
  • Name a character within your reach. You redirect their attack to another character within 
  your reach, or else to nowhere — into the ground or a wall or the sky.
  • Name a character on the scene, but outside your reach. You cross the distance between you 
  before they have time to adjust or react.
  • Name a character within your reach. While you keep �ghting, you intercept any attack 
  directed at them and they suffer no harm.
  • Ignore all harm to yourself from an incoming attack.
  In�rmary (angel): you get an in�rmary, a workspace with life support, a drug lab and a 
  crew of 2 (Shigusa & Mox, maybe). Get patients into it and you can work on them like a 
  savvyhead on tech (cf).
  Insano like Drano (gunlugger): you get +1hard (hard+3).
  Inspiring (quarantine): when another player’s character rolls+Hx to help you, they mark 
  experience.
  Juggernaut (faceless): take -2 on all “when you suffer harm” rolls.
  Just give me a motive (maestro d’): name somebody who might conceivably eat, drink, or 
  otherwise ingest something you’ve touched. If it’s an NPC, roll+hard; a PC, roll+Hx. On 
  a 10+, they do, and suffer 4-harm (ap) sometime during the next 24 hours. On a 7-9, it’s 
  2-harm (ap). On a miss, some several people of the MC’s choice, maybe including your guy 
  maybe not, get it, and all suffer 3-harm (ap). 
  Know your enemy (touchstone): when you open your brain to the world’s psychic 
  maelstrom, roll+hard instead of roll+weird.
  Leadership (hardholder; gang req’d): when your gang �ghts for you, roll+hard. On a 10+, 
  hold 3. On a 7–9, hold 1. Over the course of the �ght, spend your hold 1 for 1 to make 
  your gang:
  • make a hard advance
  • stand strong against a hard advance
  • make an organized retreat
  • show mercy to their defeated enemies
  • �ght and die to the last
  On a miss, your gang turns on you or tries to hand you over to your enemy.
  Leave no one behind (quarantine): 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+.
  Long history (touchstone): choose a move from another playbook. (During initial 
  character creation, choose it from a playbook that isn’t otherwise in play.)
  Lost (skinner): when you whisper someone’s name to the world’s psychic maelstrom, 
  roll+weird. On a hit, they come to you, with or without any clear explanation why. On a 
  10+, take +1forward against them. On a miss, the MC will ask you 3 questions; answer 
  them truthfully.
  Luck (the Macaluso): 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+, mark experience for 
  each other’s beginning-of-session move that also hits with a 10+. On a miss, give -2 to 
  everyone else making a beginning-of-session move.
  Martyr (the Macaluso): when you take a blow for another player’s character, mark 
  experience. When anyone of your secret society dies, mark experience.
  Merciless (battlebabe): when you in�ict harm, in�ict +1harm.
  Money is power (hoarder): when you help or interfere with someone, after you’ve rolled, 
  you can:
  • Spend 1-barter to change your miss into a 7–9 hit, or your 7–9 hit into a 10+ hit;
  • Spend 1-barter to give +2 (helping) or -3 (interfering) instead of +1 or -2.
  e jingle doesn’t go anywhere, or it goes into the world’s psychic maelstrom.  Either way 
  this isn’t commerce, it’s power.
  CHARACTER MOVE REFERENCE
  
  5
  Moonlighting (operator): you get 2-juggling. Whenever there’s a stretch of downtime in 
  play, or between sessions, choose a number of your gigs to work. Choose no more than 
  your juggling. Roll+cool. On a 10+, you get pro�t from all the gigs you chose. On a 7–9, 
  you get pro�t from at least 1; if you chose more, you get catastrophe from 1 and pro�t 
  from the rest. On a miss, catastrophe all around. e gigs you aren’t working give you 
  neither pro�t nor catastrophe. Whenever you get a new gig, you also get +1juggling.
  My other car is a tank (driver): you get an additional car. Give it mounted machine 
  guns (3-harm close/far area messy) or grenade launchers (4-harm close area messy) and 
  +1armor.
  Norman (faceless; mask req’d): you seek the advice of your mask. Roll+weird to see what it 
  directs you to do. On a 10+ mark experience and take a +1 if you  do as your mask wishes. 
  On a 7–9, take a +1 if you do what it wants and act under �re if you don’t. On a miss, it 
  has its own agenda and act under �re if you don’t follow it.
  Nose for murder (marmot): when you sniff out a clue or follow a lead, roll+sharp. On a 
  10+, the MC chooses 1:
  • An accomplice or witness confesses their guilty conscience to you.
  • e guilty party confesses to you or attacks you.
  • Choose 2 from the 7–9 list below.
  On a 7–9, the MC chooses 1: 
  • You uncover the next clue. Get 1-clue.
  • Someone threatens you or acts guilty.
  • Someone leaves you a message or asks to talk with you in private.
  • Someone offers you a bribe worth 1-barter.
  On a miss, you get nothing but the attention of bad people. 
  NOT TO BE FUCKED WITH (gunlugger): in battle, you count as a gang (3-harm gang 
  small), with armor according to the circumstances.
  Oftener right (savvyhead): when a character comes to you for advice, tell them what you 
  honestly think the best course is. If they do it, they take +1 to any rolls they make in the 
  doing, and you mark an experience circle.
  Oh yeah! (faceless): roll+hard to smash your way through scenery to get to or away 
  from something. 10+, the scenery moved or smashed and you get what you want. On a 
  7–9 you get what you want and smash or move the scenery, but take 1-harm (ap), and 
  are disoriented and under �re in follow-up actions, leave something behind, or take 
  something with you. ink smashing through walls or pushing through burned out husks 
  of cars.
  On it (marmot): you get moonlighting and 2 gigs: foraging (1-fat reserves / starving) 
  and investigating (1-clue / in too deep). You can add 1-juggling and an obligation gig if 
  you like.
  Opportunistic (operator): when you interfere with someone who’s rolling, roll+cool 
  instead of roll+Hx. Asshole.
  Pack alpha (chopper; gang req’d): when you try to impose your will on your gang, 
  roll+hard. On a 10+, all 3. On a 7–9, choose 1:
  • they do what you want
  • they don’t �ght back over it
  • you don’t have to make an example of one of them
  On a miss, someone in your gang makes a dedicated bid to replace you for alpha.
  Perfect instincts (battlebabe): when you’ve read a charged situation and you’re acting on 
  the MC’s answers, take +2 instead of +1.
  Pit bull (faceless): whenever you take a debility, name the person you hold most 
  responsible. Take +1 ongoing to all rolls versus them, forever. (All rolls with them directly 
  as a target count, of course. Rolls against their family and friends, minions, or property 
  may count, in the MC’s judgment. MCs, remember your job is to make Apocalypse World 
  seem real and keep the characters’ lives interesting, not deny the PCs bonuses.)
  Prepared for the inevitable (gunlugger): you have a well-stocked and high-quality �rst 
  aid kit. It counts as an angel kit (cf) with a capacity of 2-stock.
  Preternatural at-will brain attunement (brainer): you get +1weird (weird+3).
  Professional compassion (angel): you can choose to roll+sharp instead of roll+Hx when 
  you help someone who’s rolling.
  Radiant (solace): advance seduce or manipulate for all the players’ characters.
  Rasputin (faceless): shot, stabbed, and poisoned, you just keep coming. When you are 
  being scary as fuck and coming at someone, you get +1-armor. You still get shot and 
  stabbed, bleeding just doesn’t bother you that much anymore.
  Reality’s fraying edge (savvyhead; workspace req’d): some component of your workspace, 
  or some arrangement of components, is uniquely receptive to the world’s psychic 
  maelstrom (+augury). Choose and name it, or else leave it for the MC to reveal during 
  play.
  Reputation (operator): when you meet someone important (your call), roll+cool. On a 
  hit, they’ve heard of you, and you say what they’ve heard; the MC will have them respond 
  accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss, 
  they’ve heard of you, but the MC will decide what they’ve heard.
  Rock bottom (marmot): when you indulge in vice, roll+cool. On a 10+, the choose 3. On a 
  7–9, choose 2:
  • You get 1-fat reserves.
  • Someone present lets slip 1-clue.
  • You don’t wake up in a difficult sitch.
  • You don’t suffer the aftereffects (-1ongoing for the entire next day).
  On a miss, hell, choose 1 anyway.
  Scent of blood (faceless): at the beginning of the session, roll+weird. On a 10+ hold 1+1. 
  On a 7–9 hold 1. At any time, you or the MC can spend your hold to have you at the scene 
  of a battle (a real battle, not intimate violence between a couple people). On a miss, the 
  MC holds 1, and can spend it to have you there and pinned down.
  CHARACTER MOVE REFERENCE
  
  6
  Seeing souls (hocus): when you help or interfere with someone, roll+weird instead of 
  roll+Hx.
  Self-possessed (solace): when you highlight stats, the MC doesn’t get to highlight one. 
  Instead, you choose one to highlight for yourself.
  Shared eyes (the Macaluso): when you read a situation, roll+weird instead of roll+sharp.
  Sixth sense (angel): when you open your brain to the world’s psychic maelstrom, 
  roll+sharp instead of roll+weird.
  Spooky intense (savvyhead): when you do something under �re, roll+weird instead of 
  roll+cool.
  Sticky �ngers (hoarder): when you give someone a gift, roll +Weird. On a 10+, it comes 
  back to you within a week. On a 7-9, it comes back to you eventually, with strings 
  attached. On a miss, you can never own it again.
  Sustaining in�uence (the Macaluso; secret society req’d): When anyone of your secret 
  society dies, erase their information from your playbook and create a new person to 
  replace them. Use the same secret society segment or an unused one.
  ings speak (savvyhead): whenever you handle or examine something interesting, 
  roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1:
  • who handled this last before me?
  • who made this?
  • what strong emotions have been most recently nearby this?
  • what words have been said most recently nearby this?
  • what has been done most recently with this, or to this?
  • what’s wrong with this, and how might I �x it?
  Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom and 
  missed the roll.
  Touched by death (angel): whenever someone in your care dies, you get +1weird (max +3). 
  Towering presence (touchstone): when you give someone an order or a warning, 
  roll+hard. On a hit, they choose:
  • ey do it, following your order or heeding your warning.
  • ey freeze.
  • ey back away, hands where you can see them.
  • ey attack you.
  On a 10+, take +1forward against them as well. On a miss, they do what they like and you 
  take -1forward against them.
  Unnatural lust trans�xion (brainer): when you try to seduce someone, roll+weird 
  instead of roll+hot.
  Visionary (touchstone): when you share your vision of the future with another player’s 
  character, roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever 
  you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they 
  hold 1 over you, on the same terms.
  Visions of death (battlebabe): when you go into battle, roll+weird. On a 10+, name one 
  person who’ll die and one who’ll live. On a 7–9, name one person who’ll die OR one 
  person who’ll live. Don’t name a player’s character; name NPCs only. e MC will make 
  your vision come true, if it’s even remotely possible. On a miss, you foresee your own 
  death, and accordingly take -1 throughout the battle.
  Walkingsuit calibration (space marine mammal, walkingsuit req’d): when you charge up a 
  walkingsuit, roll+power instead of roll+weird.
  Wealth (hardholder; holding req’d): If your hold is secure and your rule unchallenged, at 
  the beginning of the session, roll+hard. On a 10+, you have surplus at hand and available 
  for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss, 
  or if your hold is compromised or your rule contested, your hold is in want. e precise 
  values of your surplus and want depend on your holding, as follows.
  Weather eye (driver): when you open your brain to the world’s psychic maelstrom, 
  roll+sharp instead of roll+weird.
  You call this hot? (maestro d’): when you do something under �re, roll+hot instead of 
  roll+cool.
  CHARACTER MOVE REFERENCE
  
  7
  Seeing souls (hocus)
  Shared eyes (the Macaluso)
  Spooky intense (savvyhead)
  Sticky �ngers (hoarder)
  ings speak (savvyhead)
  Touched by death (angel)
  Unnatural lust trans�xion (brainer)
  Visions of death (battlebabe)
  ANTI-WEIRD
  Battle�eld instincts (gunlugger)
  Know your enemy (touchstone)
  Sixth sense (angel)
  Walkingsuit con�guration (spcae marine 
  mammal; walkingsuit req’d)
  Weather eye (driver)
  HX
  A higher standard (solace)
  Cooperative (solace)
  Easy to trust (operator)
  Ice cold (battlebabe)
  Inspiring (quarantine)
  Just give me a motive (maestro d’)
  ANTI-HX
  Leave no one behind (quarantine)
  Opportunistic (operator)
  Professional compassion (angel)
  Seeing souls (hocus)
  MULTIPLE STATS
  A no shit driver (driver; car req’d)
  HARM & ARMOR
  Battle�eld grace (angel)
  Bloodcrazed (gunlugger)
  Daredevil (driver)
  Dashiell Hammet got nothing (marmot)
  Disciplined engagement (quarantine)
  Divine protection (hocus)
  Impossible re�exes (battlebabe)
  Juggernaut (faceless)
  Martyr (the Macaluso)
  Merciless (battlebabe)
  NOT TO BE FUCKED WITH (gunlugger)
  Pit bull (faceless)
  Rasputin (faceless)
  NO STATS
  Agent/combatant (space marine mammal)
  An arresting skinner (skinner)
  An understanding (solace)
  As one (faceless; mask req’d)
  Broad in�uence (the Macaluso)
  Collector (driver)
  Eager to know (quarantine)
  Fat reserves (marmot)
  Fingertips throughout (the Macaluso; 
  secret society req’d)
  Fortunes (hocus; followers req’d)
  Greed (hoarder; hoard req’d)
  Hibernation (marmot; fat reserves req’d)
  In�rmary (angel)
  Long history (touchstone)
  Money is power (hoarder)
  My other car is a tank (driver)
  Oftener right (savvyhead)
  On it (marmot)
  Perfect instincts (battlebabe)
  Prepared for the inevitable (gunlugger)
  Radiant (solace)
  Reality’s fraying edge (savvyhead; 
  workspace req’d)
  Self-possessed (solace)
  Sustaining in�uence (the Macaluso; secret 
  society req’d)
  CHARACTER MOVES BY STAT
  COOL
  Combat veteran (quarantine)
  Eye on the door (operator) 
  Easy to trust (operator)
  Ice cold (battlebabe)
  Moonlighting (operator)
  Opportunistic (operator)
  Reputation (operator)
  Rock bottom (marmot)
  You call this hot? (maestro d’)
  ANTI-COOL
  Battle-hardened (gunlugger)
  Good in the clinch (driver)
  Spooky intense (savvyhead)
  HARD
  Battle-hardened (gunlugger)
  Beastly (faceless) 
  Battle�eld instincts (gunlugger)
  Clear-eyed (touchstone)
  Fuck this shit (gunlugger)
  Fucking thieves (chopper; gang req’d)
  Indomitable (touchstone)
  Insano like Drano (gunlugger)
  Just give me a motive (maestro d’)
  Know your enemy (touchstone)
  Leadership (hardholder; gang req’d)
  Oh yeah! (faceless)
  Pack alpha (chopper; gang req’d)
  Towering presence (touchstone)
  Visionary (touchstone)
  Wealth (hardholder; holding req’d)
  ANTI-HARD
  A devil with a blade (maestro d’)
  Ice cold (battlebabe)
  HOT
  A devil with a blade (maestro d’)
  Artful & gracious (skinner)
  Breathtaking (skinner)
  Dangerous & sexy (battlebabe)
  Disarming presense (solace)
  Everybody eats, even that guy (maestro d’)
  Fingers in every pie (maestro d’)
  Hypnotic (skinner)
  You call this hot? (maestro d’)
  ANTI-HOT
  Charismatic (hocus)
  Easy to trust (operator)
  Unnatural lust trans�xion (brainer)
  SHARP
  Alive in the world (solace)
  Appraising eye (hoarder)
  Good in the clinch (driver)
  Nose for murder (marmot)
  Professional compassion (angel)
  Sixth sense (angel)
  Weather eye (driver)
  ANTI-SHARP
  Casual brain receptivity (brainer)
  Clear-eyed (touchstone)
  Shared eyes (the Macaluso)
  WEIRD
  Acquisitive eye (hoarder)
  Bonefeel (savvyhead)
  Casual brain receptivity (brainer)
  Charismatic (hocus)
  Deep brain scan (brainer)
  Deep insights (savvyhead)
  Direct-brain whisper projection (brainer)
  Frenzy (hocus)
  Fucking wacknut (hocus)
  Healing touch (angel)
  In-brain puppet strings (brainer)
  Lost (skinner)
  Luck (the Macaluso)
  Norman (faceless; mask req’d)
  Preternatural at-will brain attunement 
  (brainer)
  Scent of blood (faceless)
  
  8
  LARGE-SCALE WEAPONS
  • 50cal mg (5-harm far area messy braced) 
  • 50cal sniper (5-harm far loud braced)
  • rpg (6-harm far area messy) 
  • anti-tank missile (7-harm far loud av)
  • light mortar (7-harm far reload area messy braced)
  • heavy mortar (8-harm far reload area emplaced)
  LARGE-SCALE WEAPON TAGS
  AV: It’s intended to target vehicles or large structures, not at individual human targets.
  Braced: It can’t be �red while held, but must be braced in a stable position for �ring.
  Emplaced: It’s mounted on a vehicle or structure, and can’t easily be moved or removed.
  HARM & BUILDINGS
  Harm to buildings and other structures is non-cumulative. Don’t bother 
  tracking a building’s harm on a countdown. Shooting a building 3 times with 
  your 3-harm shotgun doesn’t add up to 9-harm and make the building collapse.
  When a building or structure suffers…
  1-harm – 3-harm: cosmetic damage. Bullet holes, broken glass, scorch marks, 
  chipped surfaces. 0-harm can blow through to inhabitants.
  4-harm – 6-harm: severe cosmetic damage. Many holes or large holes, no intact 
  glass, burning or smoldering. 2-harm can blow through to inhabitants.
  7-harm – 8-harm: Structural damage. Strained load-bearing walls or pillars, 
  partial collapse, raging �re. 4-harm can blow through to inhabitants. Further 
  structural damage can lead to full collapse.
  9-harm and more: destruction. Full harm can blow through to inhabitants, plus 
  they can suffer additional harm as the building or structure collapses.
  Again, whether harm blows through to a building’s inhabitants depends on the 
  MC’s judgment of the circumstances and the building.
  Ψ-HARM
  A person suffers Ψ-harm from exposure to the world’s psychic maelstrom. It 
  might be �rst exposure, as in the case of people released from stasis, or it might 
  be some subsequent unusual exposure.
  When an NPC suffers Ψ-harm, the MC creates her as a threat if necessary, and 
  then chooses any or all:
  • She aggressively pursues her threat impulse. Make moves on her behalf as hard and as 
  direct as you can.
  • Her sanity shatters. She is incoherent, raving, raging or unresponsive, alive but gone.
  • She abruptly changes threat type.
  For players’ characters, when you suffer Ψ-harm, roll+Ψ-harm suffered (typically, 
  roll+1). On a 10+, the MC can choose 1:
  • You’re out of action: unconscious, trapped, incoherent or panicked.
  • You’re out of your own control. You come to yourself again a few seconds later, having 
  done I-don’t-know-what.
  • Choose 2 from the 7–9 list below.
  On a 7–9, the MC can choose 1:
  • You lose your footing.
  • You lose your grip on whatever you’re holding.
  • You lose track of someone or something you’re attending to.
  • You miss noticing something important.
  • You take a single concrete action of the MC’s choosing.
  On a miss, you keep it together and overcome the Ψ-harm with no effect.
  ADDITIONAL RULES SUMMARY
  
SOURCE: textdata/thevault/Apocalypse World (PbtA) [multi]/1st Edition/Apocalypse World Playbooks 02.pdf