TEXT: NAME: 
  PRONOUNS:
  STATS
  MOVES
  COOL
  HARD
  SHARP
  WEIRD
  Act under fire
  Charm or deceive 
  someone
  	Experience
  Do battle
   Experience
  Read someone
  Read a situation
   Experience
  Open your brain to 
  the world’s psychic 
  maelstrom
   Experience
  Hx
  EFFECTS
  Help someone
  Interrupt someone
    Experience
  ARMOR
  WEAPON
  ENVIRON
  1st IMPRESSION
  IMPROVEMENT
  Mark 3 Experience >>  >> Improve:
   Get +1Aggro (max Aggro+2).
   Get +1Cool (max Cool+2).
   Get +1Sharp (max Sharp+2).
   Get a new Brain-picker move.
   Get a new Brain-picker move.
   Get 2 new Brain-picker gear.
   Establish a venue and get wealth.
   Establish a following and get devotion.
   Get a move from an unused playbook.
   Get a move from an unused playbook.
   Get +1 to any stat (max stat+3).
   Get +1 to any stat (max stat+3).
   Unlock a gamechanger.
   Create an additional character to play.
   Retire your character to safety.
  SCAVENGE
  Choose 1:
   You’re known, and feared by 
  some, but you won’t use your 
  psychic abilities just to exploit 
  or extort people. You have 
  2-barter.
   When your resources run thin, 
  you’re more than willing to 
  use your psychic abilities to 
  exploit and extort people. You 
  have 3-barter.
  HARM
  3
  9
  6
  12
   Stabilized
  Countdown
  When life becomes untenable:
   Return to play with -1Hard.
   Return to play with +1Weird.
   Return to play with a new 
  playbook.
   Die.
   Experience
  BARTER
   Deep brain scan*: When you have time to study someone, you can read them more deeply 
  than usual. Read someone, but roll+Weird, and in addition to the usual questions, you can 
  choose from these:
  • What was your lowest moment?
  • What unfinished business do you have, and with whom?
  • What is your deepest secret fear?
  • How could I really get my hooks into you?
  On a miss, their brain freaks out and they suffer Ψ-harm instead.
   Embrace the maelstrom: You get +1Weird (max Weird+3). You get +1Ψ (max 2-Ψ).
   In-brain puppet strings*: When you have the time and opportunity to work on someone, 
  you can put psychic puppet strings into their brain. Roll+Weird. On a 10+, hold 3 against 
  them. On a 7–9, hold 1. From then on, whenever you want, you can spend 1 of your hold to 
  whisper an order directly into their brain. If they follow it, good. If they resist, they suffer 
  Ψ-harm instead, but your hold is still spent. On a miss, their brain freaks out and they 
  suffer Ψ-harm instead.
   Mesmerizing whisper*: When you whisper gently to someone, you can charm or deceive 
  them, but roll+Weird. Furthermore, when they choose how to respond, they can’t choose to 
  call you out to your face.
   The maelstrom, manifest: You can unleash the world’s psychic maelstrom as a destructive 
  physical force: environ=Ψ, close-far, can’t be brought to bear on a specific target.
  OTHER MOVES
  * This is a highly interruptible move.
  AGGRO
  Confront someone
   Experience
  Ψ
  THE BRAIN-PICKER
  When they burned the world down, they 
  didn’t know what would grow in its ashes. They 
  didn’t know that we would be born, we with our 
  eager, hungry brains, our unblinkered eyes, our 
  whispering, dangerous voices.
  BRAIN-PICKER MOVES
  
  BRAIN-PICKER GEAR
   Brain frequency resonator (hi-tech, worn)
  Gives the wearer +1Ψ (max 2-Ψ).
   Deep earplugs (hi-tech, worn)
  Protects the wearer from all Brain-picker moves and gear, and from many other sources 
  of Ψ-harm.
   Engineered nerve tick (hi-tech, touch)
  Apply to someone’s skin. Embeds itself into their nerve pathways. From now on, simple 
  proximity to them counts as the time and opportunity to work on them. (Applies to in-
  brain puppet strings and potentially to other moves and effects.)
   In-eye brain-lenses (hi-tech, worn)
  For the wearer, casually watching someone for a moment counts as taking the time to 
  study them. (Applies to deep brain scan and potentially to other moves and effects.)
   Pain-wave projector (1-harm ap, area, hi-tech, loud, reset)
  Goes off like a reusable grenade. Hits everyone but you.
   Psychic overload chamber
  You have an enclosed chamber that acts as a psychic antenna, giving you access to 
  augury.
  SMALL FANCY WEAPONS
   Antique handgun (2-harm, close, loud, reload, valuable)
   Handmade silenced handgun (2-harm, close, hi-tech)
   Hidden knives (2-harm, hand, hidden)
   Ornate dagger (2-harm, hand, valuable)
   Scalpels (3-harm, hi-tech, intimate, valuable)
  CLOTHING, LIVING SPACE & INCIDENTALS
  GEAR
  You get:
  • 
  2 Brain-picker gear.
  • 
  1 small fancy weapon.
  • 
  Clothing you detail, including at your 
  option a piece worth 1-armor.
  • 
  Living space and incidentals you detail, 
  suitable to your Scavenge, Hard Zone, 
  and moves.
  Hx
  Everyone introduces their characters by 
  name, pronouns, look and outlook. Take 
  your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  1 or both:
  • Are any of you actually, honestly 
  uncomfortable hanging out with me?
   For those characters, write Hx+3.
  • Do any of you seem dangerous and 
  unpredictable to me?
   For those character, write Hx+2.
  For everyone else, or if no one volunteers 
  at all, write Hx+1. You have weird insights 
  into everyone.
  On the others’ turns, volunteer if you like.
  IMPROVEMENT
  When you roll a stat, roll Hx, or suffer 
  harm, mark Experience. When you’ve 
  marked 3 Experience, erase those marks 
  and mark 1 toward Improvement.
  Then, when you’ve marked 3 toward 
  Improvement, erase those marks and 
  choose an option for your character. Check 
  it off; you can’t choose that option again.
   
  THE BRAIN-PICKER
  To create your Brain-picker, choose name 
  & pronouns, 1st impression, stats, effects, 
  moves, gear, and Hx.
  NAME
  Smith, Jones, Jackson, Marsh, Lively, 
  Burroughs, or Gritch.
  Joyette, Iris, Marie, Amiette, Suselle, or 
  Cybelle.
  Pallor, Sin, Charmer, Pity, Brace, or Sundown.
  Choose your pronouns.
  1st IMPRESSION
  Choose 1 or more, and add your own:
  Awkward, beautiful, cold, courteous, creepy, 
  distracted, hungry, impatient, implacable, 
  inquisitive, kindly, nervous, restrained, 
  secretive, serious, staring, strange, sweet, 
  unhealthy.
  STATS
  Choose a set:
  Aggro-2, Cool+1, Hard+1, Sharp+1, Weird+2
  Aggro+1, Cool=0, Hard=0, Sharp=0, Weird+2
  Aggro-1, Cool+1, Hard-2, Sharp+2, Weird+2
  Aggro-1, Cool+2, Hard-1, Sharp=0, Weird+2
  EFFECTS
  When you choose your gear, list your armor 
  and your weapon, including tags and harm.
  By default you have 0-Ψ, but your gear and 
  moves might give you 1-Ψ or 2-Ψ.
  You have Barter per your Scavenge.
  By default you have 0-environ, but your moves 
  might give you 1-environ or 2-environ.
  HARD ZONE
  Ask your MC which Hard Zone is in play, or 
  else choose with the other players.
  You can adapt your gear and other options to 
  the Hard Zone as necessary.
  MOVES
  You get all the basic moves. Choose 2 Brain-
  picker moves.
  
  NAME: 
  PRONOUNS:
  STATS
  MOVES
  COOL
  HARD
  SHARP
  WEIRD
  Act under fire
  Charm or deceive 
  someone
  	Experience
  Do battle
   Experience
  Read someone
  Read a situation
   Experience
  Open your brain to 
  the world’s psychic 
  maelstrom
   Experience
  Hx
  EFFECTS
  Help someone
  Interrupt someone
    Experience
  ARMOR
  WEAPON
  ENVIRON
  1st IMPRESSION
  IMPROVEMENT
  Mark 3 Experience >>  >> Improve:
   Get +1Weird (max Weird+3).
   Get +1Aggro (max Aggro+2).
   Get +1Cool (max Cool+2).
   Get +1Sharp (max Sharp+2).
   Get a new Gearcutter move.
   Get a new Gearcutter move.
   Add a medlab to your workshop (workspace: healing).
   Add weird tech to your workshop (workspace: Ψ).
   Get a move from an unused playbook.
   Get a move from an unused playbook.
   Get +1 to any stat (max stat+3).
   Get +1 to any stat (max stat+3).
   Unlock a gamechanger.
   Create an additional character to play.
   Retire your character to safety.
  SCAVENGE
  Choose 1:
   You always have an abundance 
  of interesting and useful 
  things to trade. You have 
  2-barter.
   In addition to your 
  trade goods, you have a 
  stranglehold, you’re the 
  only source for a particular 
  thing that the people around 
  you love or need. You have 
  3-barter.
  HARM
  3
  9
  6
  12
   Stabilized
  Countdown
  When life becomes untenable:
   Return to play with -1Hard.
   Return to play with +1Weird.
   Return to play with a new 
  playbook.
   Die.
   Experience
  BARTER
   Assay the salvage: When you read a situation, as a free additional question, you can ask:
  • What’s the most useful, valuable, or mysterious thing here?
   Bonefeel: At the beginning of the session, roll+Weird. On a 10+, hold 1+1. On a 7–9, hold 
  1. At any time, either you or the MC can spend your hold to have you already be there, with 
  the proper tools and knowledge, with or without any clear explanation why. If your hold 
  was 1+1, take +1forward now. On a miss, the MC holds 1, and can spend it to have you be 
  there already, but somehow pinned, caught or trapped.
   The mind’s fraying edge: You have one piece of Brain-picker gear. Ask the MC what it is. 
  You also get +1Ψ (max 2-Ψ).
   Oftener right: When another player’s 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 1 toward Improvement.
   Things speak: Whenever you handle or examine something interesting, roll+weird. On a 
  hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1:
  • Who handled this last before me?
  • Who made this?
  • What strong emotions have been most recently nearby this?
  • What words have been said most recently nearby this?
  • What has been done most recently with this, or to this?
  • What’s wrong with this, and how might I fix it?
  Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom and 
  missed the roll.
  OTHER MOVES
   Tinkering 
  * This is a highly interruptible move.
  AGGRO
  Confront someone
   Experience
  Ψ
  THE GEARCUTTER
  Before they set fire to the world, they knew 
  everything. They knew the workings of light, 
  of time, of human life, of space and of atoms. 
  Everything.
  When you know everything, will you set fire to the 
  world too?
  GEARCUTTER MOVES
  
  SALVAGE GROUNDS
  You have a workshop full of tools, parts, components, and scrap (workspace: machinery, 
  tech). You also get tinkering.
  You go out into dangerous territory to salvage. To create your salvage grounds, choose Hard 
  Zone locations for up to 5:
  : I have allowance from the local warlord to scavenge here and 
  keep anything I find.
  : I have a trade agreement here, goods for goods, food and 
  basics for parts and tech.
  : I deal direct with the scroungers here, anything strange they 
  find, they keep for me to look at.
  : I know secret ruins near here, where sometimes you can find 
  ancient machinery.
  : The collapsed city here created layers of salvage, warrened 
  through by scavengers.
  : The traders who come through here sometimes have strange 
  goods from distant places.
  : There’s lost treasure here, but only if you know how to look 
  for it.
  :
   
  You define:
  REPURPOSED WEAPONS
   Blowtorch (2-harm, fire, hand)
   CO2 Spike gun (2-harm, close, reload)
   Demolition hammer (2-harm, hand, brutal)
   Nailgun, safety disabled (1-harm, close, burstfire, loud)
   Pipe grenade (1-environ, thrown, single use: )
  CLOTHING, LIVING SPACE & INCIDENTALS
  GEAR
  You get:
  • 
  Salvage grounds.
  • 
  1 repurposed weapon.
  • 
  Clothing you detail, including at your 
  option a piece worth 1-armor.
  • 
  Living space and incidentals you detail, 
  suitable to your Scavenge, Hard Zone, 
  and moves.
  Hx
  Everyone introduces their characters by 
  name, pronouns, look and outlook. Take 
  your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  1, 2 or all 3:
  • Which of you seems to me like the biggest 
  potential problem?
   For that character, write Hx+2.
  • I go out into dangerous territory to salvage. 
  Who usually comes with me?
   For those characters, write Hx+1.
  • Do any of you abuse or really neglect your 
  gear?
   For those characters, write Hx-1.
  For everyone else, or if no one volunteers at 
  all, write Hx-1. You’re more insightful about 
  things than about people.
  On the others’ turns, volunteer if you like.
  IMPROVEMENT
  When you roll a stat, roll Hx, or suffer 
  harm, mark Experience. When you’ve 
  marked 3 Experience, erase those marks 
  and mark 1 toward Improvement.
  Then, when you’ve marked 3 toward 
  Improvement, erase those marks and 
  choose an option for your character. Check 
  it off; you can’t choose that option again.
   
  THE GEARCUTTER
  To create your Gearcutter, choose name 
  & pronouns, 1st impression, stats, effects, 
  moves, gear, and Hx.
  NAME
  Leah, Joshua, Tai, Ethan, Bran, Jeremy, 
  Amanuel, Justin, Jessica, Eliza, Dylan, Adnan, 
  Alan, Nils, Ellen, Lee, Kim, or Adele.
  Leone, Burdick, Oliver, Goldman, Whiting, 
  Fauci, Hossfield, Lemma, Morrell, Ozair, 
  Robinson, Lemieux, Whitmont, Cullen, or 
  Spector.
  Choose your pronouns.
  1st IMPRESSION
  Choose 1 or more, and add your own:
  Artistic, bookish, bored, clueless, creative, 
  curious, distracted, indifferent, insightful, 
  inventive, manipulative, mild, obsessive, 
  remote, restless, shy.
  STATS
  Choose a set:
  Aggro-2, Cool+1, Hard+1, Sharp+1, Weird+2
  Aggro+1, Cool-1, Hard=0, Sharp+1, Weird+2
  Aggro-1, Cool=0, Hard=0, Sharp+2, Weird+2
  Aggro+1, Cool+1, Hard-1, Sharp=0, Weird+2
  EFFECTS
  When you choose your gear, list your armor 
  and your weapon, including tags and harm.
  By default you have 0-Ψ, but a move might give 
  you 1-Ψ.
  You have Barter per your Scavenge.
  You have 0-environ.
  HARD ZONE
  Ask your MC which Hard Zone is in play, or 
  else choose with the other players.
  You can adapt your gear to the Hard Zone as 
  necessary.
  MOVES
  You get all the basic moves. Choose 2 
  Gearcutter moves.
  
  NAME: 
  PRONOUNS:
  STATS
  MOVES
  COOL
  HARD
  SHARP
  WEIRD
  Act under fire
  Charm or deceive 
  someone
  	Experience
  Do battle
   Experience
  Read someone
  Read a situation
   Experience
  Open your brain to 
  the world’s psychic 
  maelstrom
   Experience
  Hx
  EFFECTS
  Help someone
  Interrupt someone
    Experience
  ARMOR
  WEAPON
  ENVIRON
  1st IMPRESSION
  IMPROVEMENT
  Mark 3 Experience >>  >> Improve:
   Get +1Cool (max Cool+3).
   Get +1Hard (max Hard+2).
   Get +1Sharp (max Sharp+2).
   Get +1Weird (max Weird+2).
   Get a new Lawmaker move.
   Add an option and a surplus to your holding.
   Add an option and a surplus to your holding.
   Add an option to your holding and erase a want.
   Get a move from an unused playbook.
   Get a move from an unused playbook.
   Get +1 to any stat (max stat+3).
   Get +1 to any stat (max stat+3).
   Unlock a gamechanger.
   Create an additional character to play.
   Retire your character to safety.
  SCAVENGE
  Choose 1:
   You don’t hold yourself above 
  your holding’s population, but 
  live like them, subject to the 
  same tides of plenty and want. 
  You have 1-barter.
   No matter what changing 
  fortunes bring to your holding 
  and its people, you live above 
  and you always take your 
  share first. You have 3-barter.
  HARM
  3
  9
  6
  12
   Stabilized
  Countdown
  When life becomes untenable:
   Return to play with -1Hard.
   Return to play with +1Weird.
   Return to play with a new 
  playbook.
   Die.
   Experience
  BARTER
   The Law speaks to you †: when someone breaks your laws, roll+Weird. On a 10+, the Law 
  allows you to choose:
  • You let them off with a warning, reduced penalty, or reprieve.
  • You make an exception for them and they have no blame.
  • They must face the full penalty.
  On a 7-9, the MC tells you which the Law will allow. On a miss, or if you are unable to obey 
  the Law’s requirements, responsibility falls to you, and you must pay the penalty yourself. 
  You may choose to pay it in full, in reduced form, or only symbolically.
   Ears in the walls †: At the beginning of the session, roll+Sharp. On a 10+, hold 3. On a 
  7–9, hold 2. During the session, spend your hold 1 for 1 to name a person who’s living in or 
  visiting your holding, and ask what they’re up to right now. The MC has to answer frankly. 
  On a miss, hold 1 anyway.
   Forbidding presence: When you enter into a situation, roll+Cool. On a 10+, both. On a 
  7–9, choose 1:
  • If anyone here has broken your laws or betrayed  your holding, they can’t meet your eyes. Ask the 
  MC who can’t.
  • If anyone here intends to break your laws or intends you harm, they move involuntarily away from 
  you. Ask the MC who does.
  On a miss, if you have any enemies here, they panic and immediately move against you.
   Right hand: You have a lieutenant who isn’t just competent and loyal, they are, as the 
  saying goes, reliable. Detail them now with the MC.
   Taskmaster: When you give orders to a non-gang body of people who answer to you (eg 
  your holding’s population, your followers, your assistants or crew) use Leadership, even 
  though they’re not a gang.
  OTHER MOVES
   Leadership 
   Wealth 
  * This is a highly interruptible move.
   † This move requires you to have a holding and laws.
  AGGRO
  Confront someone
   Experience
  Ψ
  THE LAWMAKER
  Here in the ashes of the world, there’s not 
  much law to be found. Most places, if someone’s 
  wronged, they’re on their own.
  Your holding is a kind of oasis. Your law is a kind 
  of water, sweet and cold after too long without.
  LAWMAKER MOVES
  SEE   —»  
  REVERSE
  
  HOLDING
  You have a holding, a settlement where a population of about 100 lives and works, 
  defended by a gang of about 20 (gang: medium 2-harm 1-armor). You get wealth for your 
  holding and leadership for your gang. Your holding includes your laws:
   General laws that everybody should follow. Name a few: 
   
   
   One law that everybody knows not to break, or else. Name it: 
  And choose 3 more options:
   A bustling marketplace, traders & caravans coming through.
   A champion, a flashy, deadly showoff named 
  .
   A champion, a serious, deadly person named 
  .
   Electricity, heat, refrigeration, running water.
   Gorgeous, luxe rooms for whoever can afford them.
   A high watchtower with a commanding view.
   A place that holds a secret, silent and difficult to get to.
   A powerful stronghold (1-armor, gives defenders +1 size).
   A source of beautiful, pure, clean water.
   A scouting & raiding party separate from your gang.
   Something cool that one of the other PCs wants it to have: 
   
   A trade agreement & peace accord with (choose a Hard Zone location): 
   
  For your holding’s surplus, circle 3: Art, development projects, exploration, feasting, food 
  storage, growth, healing, intrigue, luxe goods, music, parties, performance, pit fights, profit, pure 
  water, relaxation, trade, transport, visiting strangers, worship.
  For its wants, circle 2: Abandonment, disease, extremism, hoarding, hunger, outcasts, power 
  struggles, ruthlessness, vendettas, violence.
  NO-NONSENSE WEAPONS
   Big knife (2-harm, hand)
   Handmade pistol (2-harm, close, loud, reload)
   Hatchet (3-harm, hand)
   Sawed off (3-harm, close, messy, reload)
  CLOTHING, LIVING SPACE & INCIDENTALS
  GEAR
  You get:
  • 
  A holding.
  • 
  2 no-nonsense weapons.
  • 
  Clothing you detail, including at your 
  option a piece worth 1-armor.
  • 
  Living space and incidentals you detail, 
  suitable to your Scavenge, Hard Zone, 
  moves, and holding.
  Hx
  Everyone introduces their characters by 
  name, pronouns, look and outlook. Take 
  your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  1, 2 or all 3:
  • Which of you has been with me the longest, 
  since before?
   For that character, write Hx+2.
  • Have any of you ever betrayed or stolen 
  from me?
   For those characters, write Hx+3.
  • Which of you is my favorite?
   For that character, write Hx+2.
  For everyone else, or if no one volunteers at 
  all, write Hx+1. You’re wary, watchful, and 
  conscientious.
  On the others’ turns, volunteer if you like.
  IMPROVEMENT
  When you roll a stat, roll Hx, or suffer 
  harm, mark Experience. When you’ve 
  marked 3 Experience, erase those marks 
  and mark 1 toward Improvement.
  Then, when you’ve marked 3 toward 
  Improvement, erase those marks and 
  choose an option for your character. Check 
  it off; you can’t choose that option again.
   
  THE LAWMAKER
  To create your Lawmaker, choose name 
  & pronouns, 1st impression, stats, effects, 
  moves, gear, and Hx.
  NAME
  Nbeke, Allison, Kobe, Kreider, Tranh, Marco, 
  Sadiq, Vega, Lang, Lin, or Jackson.
  Madame, Barbecue, Grandma, Uncle, Parson, 
  Barnum, Colonel, or Mother Superior.
  Choose your pronouns.
  1st IMPRESSION
  Choose 1 or more, and add your own:
  Busy, calculating, dangerous, domineering, 
  generous, gorgeous, gracious, hardnosed, 
  hardworking, hospitable, indolent, kind, regal, 
  ruthless.
  STATS
  Choose a set:
  Aggro+1, Cool+2, Hard-1, Sharp+1, Weird=0
  Aggro=0, Cool+2, Hard+1, Sharp+1, Weird-1
  Aggro-1, Cool+2, Hard+1, Sharp+1, Weird=0
  Aggro+1, Cool+2, Hard-1, Sharp=0, Weird+1
  EFFECTS
  When you choose your gear, list your armor 
  and your weapon, including tags and harm.
  You have 0-Ψ.
  You have Barter per your Scavenge.
  You have 0-environ.
  HARD ZONE
  Ask your MC which Hard Zone is in play, or 
  else choose with the other players.
  You can adapt your gear to the Hard Zone as 
  necessary.
  MOVES
  You get all the basic moves. You get the law, 
  and choose 1 more Lawmaker move.
  
  NAME: 
  PRONOUNS:
  STATS
  MOVES
  COOL
  HARD
  SHARP
  WEIRD
  Act under fire
  Charm or deceive 
  someone
  	Experience
  Do battle
   Experience
  Read someone
  Read a situation
   Experience
  Open your brain to 
  the world’s psychic 
  maelstrom
   Experience
  Hx
  EFFECTS
  Help someone
  Interrupt someone
    Experience
  ARMOR
  WEAPON
  ENVIRON
  1st IMPRESSION
  IMPROVEMENT
  Mark 3 Experience >>  >> Improve:
   Get +1Sharp (max Sharp+3).
   Get +1Aggro (max Aggro+2).
   Get +1Cool (max Cool+2).
   Get a new Medic move.
   Get a new Medic move.
   Add an option to your refuge.
   Add an option to your refuge.
   Add an option to your refuge.
   Get a move from an unused playbook.
   Get a move from an unused playbook.
   Get +1 to any stat (max stat+3).
   Get +1 to any stat (max stat+3).
   Unlock a gamechanger.
   Create an additional character to play.
   Retire your character to safety.
  SCAVENGE
  Choose 1:
   People support you out of 
  appreciation, and you turn 
  all their support back into 
  resources for providing more 
  care. You have 0-barter.
   People support you out of 
  appreciation, and you’re able 
  to live a little comfortably on 
  their gratitude for your care. 
  You have 2-barter.
  HARM
  3
  9
  6
  12
   Stabilized
  Countdown
  When life becomes untenable:
   Return to play with -1Hard.
   Return to play with +1Weird.
   Return to play with a new 
  playbook.
   Die.
   Experience
  BARTER
   Field medic: When somebody’s suffered harm, you can help. Roll+Sharp. On any hit, you 
  stabilize them: their injuries won’t get worse, and you can safely move them. On a 10+, 
  they recover 1harm as well. On a miss, you see at once that there’s nothing you can do for 
  them. Choose 1: 
  • I do my best for them, even though it won’t make a difference.
  • I break it to them compassionately and stay with them.
  • I walk away.
   Guardian angel: When you kneel over someone who has fallen, you and they both get 
  +2armor.
   Healing touch: Put your hands on someone injured and roll+Weird. On a 10+, choose 3. 
  On a 7–9, choose 2:
  • Your touch takes their pain away.
  • Your touch heals their tissue damage and stops their bleeding.
  • Your touch knits their bones back together.
  • Your touch removes their disease or purges their infection.
  …And ask the MC whether they heal 1-harm or 2-harm. On a miss, you take their pain 
  away, but they heal 0-harm.
   Know your enemy: When you read a situation, as a free additional question, always ask:
  • How might this situation turn [more] violent?
   Sixth sense: At the beginning of the session, roll+Sharp. On a 10+, hold 3. On a 7–9, hold 
  1. Any time during the session, spend 1 of your hold to ask the MC what your sixth sense 
  is telling you. The MC should answer with a warning, an assurance, a clue, or an insight 
  of some kind. On a miss, your sixth sense makes you paranoid and mistrustful. Choose 
  another player’s character and take -1 to your Hx with them.
  OTHER MOVES
  * This is a highly interruptible move.
  AGGRO
  Confront someone
   Experience
  Ψ
  THE MEDIC
  When you’re lying in the ashes, burned and 
  smashed and spilt, what do you hope for? More 
  time, revenge, restitution, to finish what you 
  started, to undo what you did, to do what you 
  didn’t? A second chance? Friend, here it is.
  MEDIC MOVES
  
  REFUGE
  You have a refuge where people can live, work, and heal. It includes (choose 4):
   Access to unexplored underground chambers
  Ancient, echoing, and mysterious.
   Armed guards (gang: small, 2-harm 1-armor)
  You also get leadership.
   Armored walls
  Provides a +1armor bonus to defenders.
   A cult (following: small; devotions: comfort, worship; demands: teaching, worship)
  Worshipers of the (circle 1) ghosts / life / gods that your refuge represents to them. You 
  also get devotion.
   A garden of green, growing plants
  Providing healthy food and simple medicines.
   Life support & medlab (workspace: healing)
  You also get tinkering.
   A reliable source of fresh, clean water
  A beautiful fountain, giant collection tanks, or just a cracked underground pipe that 
  somehow runs clear.
   A security system of some kind
  Cameras & motion detectors, or else tripwires, booby traps, and rigged floors.
   Skilled assistants
  Give them names, looks and outlooks with the MC.
   A thoughtful NPC caretaker (advisor)
  You also get insight.
  DEFENSIVE WEAPONS
   Big knife (2-harm, hand)
   Crude handmade pistol (2-harm, close, loud, reload)
   Stun gun (s-harm, hand, reload)
  CLOTHING, LIVING SPACE & INCIDENTALS
  GEAR
  You get:
  • 
  Your refuge.
  • 
  1 defensive weapon.
  • 
  Clothing you detail, including at your 
  option a piece worth 1-armor.
  • 
  Living space and incidentals you detail, 
  suitable to your Scavenge, Hard Zone, 
  moves, and refuge.
  Hx
  Everyone introduces their characters by 
  name, pronouns, look and outlook. Take 
  your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  1, 2 or all 3:
  • Do I figure that any of you are doomed to 
  self-destruction?
   For those characters, write Hx-2.
  • Have any of you ever put a hand in when it 
  mattered, and helped me save lives?
   For those characters, write Hx+2.
  • Have any of you been beside me all along, 
  and seen everything I’ve seen?
   For those characters, write Hx+3.
  For everyone else, or if no one volunteers at 
  all, write Hx+1. You keep your eyes open.
  On the others’ turns, volunteer if you like.
  IMPROVEMENT
  When you roll a stat, roll Hx, or suffer 
  harm, mark Experience. When you’ve 
  marked 3 Experience, erase those marks 
  and mark 1 toward Improvement.
  Then, when you’ve marked 3 toward 
  Improvement, erase those marks and 
  choose an option for your character. Check 
  it off; you can’t choose that option again.
   
  THE MEDIC
  To create your Medic, choose name & 
  pronouns, 1st impression, stats, effects, 
  moves, gear, and Hx.
  NAME
  Dou, Bon, Abe, Boo, T, Kal, Bai, Char, Jav, 
  Ruth, Wei, Jay, Nee, Kim, Lan, Di, or Dez.
  Doc, Core, Wheels, Buzz, Key, Gabe, Biz, Bish, 
  Line, Inch, Grip, or Setter.
  Choose your pronouns.
  1st IMPRESSION
  Choose 1 or more, and add your own:
  Angry, caring, crude, cute, dogged, fixated, 
  giving, gunshy, handsome, haunted, impatient, 
  intense, irreverent, patient, skeptical, 
  standoffish, worn down.
  STATS
  Choose a set:
  Aggro+1, Cool+1, Hard=0, Sharp+2, Weird-1
  Aggro=0, Cool+1, Hard+1, Sharp+2, Weird-1
  Aggro=0, Cool-1, Hard+1, Sharp+2, Weird+1
  Aggro-1, Cool+2, Hard-1, Sharp+2, Weird=0
  EFFECTS
  When you choose your gear, list your armor 
  and your weapon, including tags and harm.
  You have 0-Ψ.
  You have Barter per your Scavenge.
  You have 0-environ.
  HARD ZONE
  Ask your MC which Hard Zone is in play, or 
  else choose with the other players.
  You can adapt your gear to the Hard Zone as 
  necessary.
  MOVES
  You get all the basic moves. You get field 
  medic, and choose 1 more Medic move.
  
  NAME: 
  PRONOUNS:
  STATS
  MOVES
  COOL
  HARD
  SHARP
  WEIRD
  Act under fire
  Charm or deceive 
  someone
  	Experience
  Do battle
   Experience
  Read someone
  Read a situation
   Experience
  Open your brain to 
  the world’s psychic 
  maelstrom
   Experience
  Hx
  EFFECTS
  Help someone
  Interrupt someone
    Experience
  ARMOR
  WEAPON
  ENVIRON
  1st IMPRESSION
  IMPROVEMENT
  Mark 3 Experience >>  >> Improve:
   Get +1Cool (max Cool+3).
   Get +1Aggro (max Aggro+2).
   Get +1Sharp (max Sharp+2).
   Get +1Weird (max Weird+2).
   Get a new Monarch move.
   Get a new Monarch move.
   Add 1 option to your people.
   Add 1 option to your people.
   Get a move from an unused playbook.
   Get a move from an unused playbook.
   Get +1 to any stat (max stat+3).
   Get +1 to any stat (max stat+3).
   Unlock a gamechanger.
   Create an additional character to play.
   Retire your character to safety.
  SCAVENGE
  Choose 1:
   You are devoted to your 
  people and share their good 
  times and bad, you don’t hold 
  yourself above or apart from 
  them. You have 1-barter.
   You’re willing to let your 
  people support you and live 
  well off their devotion to you. 
  You have 3-barter.
  HARM
  3
  9
  6
  12
   Stabilized
  Countdown
  When life becomes untenable:
   Return to play with -1Hard.
   Return to play with +1Weird.
   Return to play with a new 
  playbook.
   Die.
   Experience
  BARTER
   Artful & gracious: When you perform your chosen art — any act of expression or culture 
  — or when you put its product before an audience, roll+Cool. 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 benefit, but suffer no harm or lost opportunity. You simply perform 
  very well.
   The grapevine: when you want to know something about someone distant, roll+Cool. On a 
  10+, ask the MC 3 questions. On a 7-9, ask 1. The MC has to answer frankly.
  • How are they doing? what’s up with them? 
  • What or who do they love best?
  • Who do they know, like and/or trust? 
  • When next should I expect to see them?
  • How could I get to them, physically or emotionally?
  On a miss, ask 1 anyway, but word of your interest reaches them.
   Incandescent*: When you make a show and display of passion — anguish, love, fury, 
  any — 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.
   Lost*: When you whisper someone’s name to the world’s psychic maelstrom, roll+Weird. 
  On a hit, they come to you, with or without any clear explanation why. On a 10+, take 
  +1forward against them. On a miss, the MC will ask you 3 questions; answer them 
  truthfully.
  OTHER MOVES
   Devotion 
  * This is a highly interruptible move.
  AGGRO
  Confront someone
   Experience
  Ψ
  THE MONARCH
  Before the world burned, there was a creature, 
  the story goes, smaller than your hand, orange and 
  black. It could fly, and it loved flowers, and it was 
  so powerful that they gave its name to kings and 
  queens.
  MONARCH MOVES
  
  YOUR PEOPLE
  You have people, a strong and loyal group to whom you belong. They are your following, and 
  you also get devotion.
  Your people are (choose 2):
   Children (devotion: hope, play; demands: protection)
  To them you are a parent figure.
   Choppers (devotion: battle, transport; demands: discipline, maintenance)
  They are your gang: small 2-harm 1-armor bikes. To them you are their gang boss. You 
  also get leadership.
   A cult (devotion: comfort, worship; demands: teaching)
  To them you are a prophet, so think up your teachings.
   Elders  (devotion: insight; demands: obedience)
  They are your advisors. To them you are a young leader, worth their wisdom. You also 
  get insight.
   Guardians (devotion: battle, protection; demands: discipline)
  They are your gang: small 2-harm 1-armor. To them you are their gang boss. You also get 
  leadership.
   Laborers (devotion: jingle; demands: R&R, solidarity)
  Circle 1–3: farming, hunting, manual labor, scavenging, skilled labor, trade labor. To them 
  you are a leader and organizer.
   Visionary  (devotion: insight; demands: flattery)
  Your people include a visionary advisor who knows weird things. To them you are a 
  supplicant. You also get insight.
   Wanderers (devotion: trade; demands: provisions)
  To them you are their (circle 1): home base / wayfinder.
  DISTINCTIVE WEAPONS
   Beautiful vintage handgun (2-harm, close, loud, reload)
   Custom-made handgun (2-harm, close, loud, reload)
   Hand-forged damascus blade (2-harm, hand)
   Lavishly decorated hunting rifle (2-harm, far, loud, reload)
   Weighted, swinging chain (2-harm, hand)
  CLOTHING, LIVING SPACE & INCIDENTALS
  GEAR
  You get:
  • 
  Your people.
  • 
  1 distinctive weapon.
  • 
  Clothing you detail, including at your 
  option a piece worth 1-armor.
  • 
  Living space and incidentals you detail, 
  suitable to your Scavenge, Hard Zone, 
  moves, and people.
  Hx
  Everyone introduces their characters by 
  name, pronouns, look and outlook. Take 
  your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  1, 2 or all 3:
  • Are any of you my people?
   For those characters, write Hx+3.
  • Have any of you ever stood up to me for 
  real, and refused to back down, in front of 
  my people and everything?
   For those characters, write Hx+2.
  • Do any of you wish you were my people, but 
  aren’t?
   For those characters, write Hx+2.
  For everyone else, or if no one volunteers at 
  all, write Hx+1. You like people and can see 
  them clearly.
  On the others’ turns, volunteer if you like.
  IMPROVEMENT
  When you roll a stat, roll Hx, or suffer 
  harm, mark Experience. When you’ve 
  marked 3 Experience, erase those marks 
  and mark 1 toward Improvement.
  Then, when you’ve marked 3 toward 
  Improvement, erase those marks and 
  choose an option for your character. Check 
  it off; you can’t choose that option again.
   
  THE MONARCH
  To create your Monarch, choose name & 
  pronouns, 1st impression, stats, effects, 
  moves, gear, and Hx.
  NAME
  October, Venus, Mercury, Dune, Shade, Heron, 
  Plum, Orchid, Storm, Dusk, Sword, Midnight, 
  Hide, Frost, Lawn, June, Icicle, Tern, Lavender, 
  Spice, Gazelle, Lion, Peacock, or Grace.
  Choose your pronouns.
  1st IMPRESSION
  Choose 1 or more, and add your own:
  Caring, clannish, cold, confident, generous, 
  graceful, hospitable, open, outgoing, polite, 
  reserved, retiring, self-aware, self-conscious, 
  self-possessed, sly, standoffish, temperamental, 
  warm.
  STATS
  Choose a set:
  Aggro+1, Cool+2, Hard-1, Sharp+1, Weird=0
  Aggro=0, Cool+2, Hard=0, Sharp=0, Weird+1
  Aggro-1, Cool+2, Hard=0, Sharp+2, Weird-1
  Aggro+1, Cool+2, Hard+1, Sharp+1, Weird-2
  EFFECTS
  When you choose your gear, list your armor 
  and your weapon, including tags and harm.
  You have 0-Ψ.
  You have Barter per your Scavenge.
  You have 0-environ.
  HARD ZONE
  Ask your MC which Hard Zone is in play, or 
  else choose with the other players.
  You can adapt your gear to the Hard Zone as 
  necessary.
  MOVES
  You get all the basic moves. Choose 1 Monarch 
  move.
  
  NAME: 
  PRONOUNS:
  STATS
  MOVES
  COOL
  HARD
  SHARP
  WEIRD
  Act under fire
  Charm or deceive 
  someone
  	Experience
  Do battle
   Experience
  Read someone
  Read a situation
   Experience
  Open your brain to 
  the world’s psychic 
  maelstrom
   Experience
  Hx
  EFFECTS
  Help someone
  Interrupt someone
    Experience
  ARMOR
  WEAPON
  ENVIRON
  1st IMPRESSION
  IMPROVEMENT
  Mark 3 Experience >>  >> Improve:
   Get +1Cool (max Cool+3).
   Get +1Aggro (max Aggro+2).
   Get +1Sharp (max Sharp+3).
   Get +1Weird (max Weird+2).
   Get a new Operator move.
   Get a new Operator move.
   Get a new vehicle (you detail).
   Get a garage (workspace: vehicles) and tinkering.
   Get a move from an unused playbook.
   Get a move from an unused playbook.
   Get +1 to any stat (max stat+3).
   Get +1 to any stat (max stat+3).
   Unlock a gamechanger.
   Create an additional character to play.
   Retire your character to safety.
  SCAVENGE
  Choose 1:
   You hold your reputation as 
  precious, and you’re willing 
  to take a loss when it means 
  making good and doing right. 
  You have 2-barter.
   You weigh your reputation 
  like any other resource, and 
  you’re willing to let it take the 
  hit when doing something 
  shady will net you. You have 
  4-barter.
  HARM
  3
  9
  6
  12
   Stabilized
  Countdown
  When life becomes untenable:
   Return to play with -1Hard.
   Return to play with +1Weird.
   Return to play with a new 
  playbook.
   Die.
   Experience
  BARTER
   Ear to the ground: At the beginning of the session, or whenever there’s a break in play, 
  name the location of one of your ports of call or another location you care about, and 
  roll+Cool. On a 10+, word reaches you that (choose 1):
  • There’s a great opportunity for you there. Ask the MC what it is.
  • Or choose 1 from the 7–9 list below.
  On a 7–9, word reaches you that (choose 1):
  • They’re facing a serious problem there. Ask the MC what it is.
  • Somebody there needs to talk to you. Ask the MC who.
  • Something bad is coming your way, and the people there have a warning for you. Ask the MC what 
  their warning is.
  On a miss, word reaches you that:
  • Somebody there wants your blood. Ask the MC who.
   Combat driver †: When you use your vehicle as a weapon, inflict +1harm. When you inflict 
  v-harm, inflict v-harm+1. When you suffer v-harm, suffer v-harm-1.
   Eye on the door: Name your escape route and roll+Cool. 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.
   Reputation: When you meet someone important (your call), they’ve heard of you. 
  Roll+Cool. On a 10+, tell the MC what they’ve heard. On a 7–9, tell the MC what they’ve 
  heard, and the MC tells you what they’ve also heard. On a miss, they’ve still heard of you, 
  but the MC tells you what they’ve heard.
   Weather eye: When you read a situation, as a free additional question, ask 1 of these:
  • What’s on the horizon? What’s coming, what’s gathering?
  • What’s my best opportunity here? How might I pull this off?
  • If I cut out now, what could I get away with?
  OTHER MOVES
  * This is a highly interruptible move.
   † This move requires you to have a vehicle.
  AGGRO
  Confront someone
   Experience
  Ψ
  THE OPERATOR
  A few living still remember it: every horizon 
  scorching hot with civilization in flames, light to 
  put out the stars and moon, smoke to put out the 
  sun. Now the horizons are dark and the roads have 
  torn themselves apart, but a few still travel them.
  OPERATOR MOVES
  
  YOUR VEHICLE
  Choose 1:
   A cagey brute. Frame: pickup (or equivalent for this Hard Zone), massive=3, speed=0, 
  handling=0, 1-armor. Strengths: rugged, capacious. Looks: rebar & rivets. Weakness: slow.
   A relentless machine. Frame: jeep (or equivalent for this Hard Zone), massive=2, speed=0, 
  handling+1, 1-armor. Strengths: workhorse, off-road. Looks: vintage. Weaknesses: cramped, 
  loud.
   A bold devil. Frame: muscle car (or equivalent for this Hard Zone), massive=2, speed+1, 
  handling+1, 0-armor. Strengths: fast, aggressive. Looks: powerful, flashy. Weaknesses: guzzler, 
  unreliable.
  YOUR PORTS OF CALL
  Whatever you need, you know where to go. Choose Hard Zone locations for up to 5:
  : I know people here who can get you strange things, curious 
  things, new things.
  : I know people here who can get you serious things, 
  dangerous things, weapons, explosives.
  : I know people here who can get you precious things, 
  beautiful things, wonderful things.
  : I know people here who can get you ancient things, relics of 
  the golden age before.
  : I know people here who know people, who can put you in 
  touch with who you need.
  : I keep flash rooms here. Dinner-and, a soft bed, treat me like 
  a wheel.
  : I have family and friends I can trust here, who’ll put me up 
  while things blow over.
  :
   
  You define:
  HANDY WEAPONS
   Big knife (2-harm, hand)
   Crossbow (2-harm, close-far, reload)
   Crowbar (2-harm, hand, brutal)
   Revolver (2-harm, close, loud, reload)
   Sawed off (3-harm, close, messy, reload)
  CLOTHING, LIVING SPACE & INCIDENTALS
  GEAR
  You get:
  • 
  Your vehicle.
  • 
  Your ports of call.
  • 
  1 handy weapon.
  • 
  Clothing you detail, including at your 
  option a piece worth 1-armor.
  • 
  Living space and incidentals you detail, 
  suitable to your Scavenge, Hard Zone, 
  and moves.
  Hx
  Everyone introduces their characters by 
  name, pronouns, look and outlook. Take 
  your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  1, 2 or all 3:
  • Have any of you ever stepped in, put it on 
  the line, and gotten me out of a serious 
  spot?
   For those characters, write Hx+1.
  • Have any of you ever been with me for days 
  on the road?
   For those characters, write Hx+2.
  • Have I ever caught any of you staring out at 
  the horizon?
   For those characters, write Hx+3.
  For everyone else, or if no one volunteers at 
  all, write Hx-1. You don’t get too attached.
  On the others’ turns, volunteer if you like.
  IMPROVEMENT
  When you roll a stat, roll Hx, or suffer 
  harm, mark Experience. When you’ve 
  marked 3 Experience, erase those marks 
  and mark 1 toward Improvement.
  Then, when you’ve marked 3 toward 
  Improvement, erase those marks and 
  choose an option for your character. Check 
  it off; you can’t choose that option again.
   
  THE OPERATOR
  To create your Operator, choose name & 
  pronouns, 1st impression, stats, effects, 
  moves, gear, and Hx.
  NAME
  Lauren, Audrey, Farley, Sammy, Katherine, 
  Marilyn, James, Bridget, Paul, Annette, 
  Marlene, Frankie, Marlon, Kim, Errol, or 
  Humphrey.
  Phoenix, Mustang, Impala, Suv, Cougar, Cobra, 
  Dart, Gremlin, Jag, or Beemer.
  Choose your pronouns.
  1st IMPRESSION
  Choose 1 or more, and add your own:
  Angry, detached, cool, gorgeous, handsome, 
  hardworking, hard-worked, impatient, rock 
  and roll, sexy, sunbleached, sunburnt, twitchy, 
  windburnt, worn out, young.
  STATS
  Choose a set:
  Aggro-1, Cool+2, Hard-1, Sharp+2, Weird=0
  Aggro=0, Cool+2, Hard+1, Sharp+1, Weird-1
  Aggro+1, Cool+2, Hard-1, Sharp=0, Weird+1
  Aggro+1, Cool+2, Hard+1, Sharp=0, Weird-1
  EFFECTS
  When you choose your gear, list your armor 
  and your weapon, including tags and harm.
  You have 0-Ψ.
  You have Barter per your Scavenge.
  You have 0-environ.
  HARD ZONE
  Ask your MC which Hard Zone is in play, or 
  else choose with the other players.
  You can adapt your gear to the Hard Zone as 
  necessary.
  MOVES
  You get all the basic moves. You get ear to the 
  ground, and choose 1 more Operator move.
  
  NAME: 
  PRONOUNS:
  STATS
  MOVES
  COOL
  HARD
  SHARP
  WEIRD
  Act under fire
  Charm or deceive 
  someone
  	Experience
  Do battle
   Experience
  Read someone
  Read a situation
   Experience
  Open your brain to 
  the world’s psychic 
  maelstrom
   Experience
  Hx
  EFFECTS
  Help someone
  Interrupt someone
    Experience
  ARMOR
  WEAPON
  ENVIRON
  1st IMPRESSION
  IMPROVEMENT
  Mark 3 Experience >>  >> Improve:
   Get +1Aggro (max Aggro+3).
   Get +1Cool (max Cool+3).
   Get +1Sharp (max Sharp+2).
   Get a new Undaunted move.
   Get a new Undaunted move.
   Establish a following and get devotion.
   Establish a gang and get leadership.
   Establish a holding and get wealth.
   Get a move from an unused playbook.
   Get a move from an unused playbook.
   Get +1 to any stat (max stat+3).
   Get +1 to any stat (max stat+3).
   Unlock a gamechanger.
   Create an additional character to play.
   Retire your character to safety.
  SCAVENGE
  Choose 1:
   You have good luck, clean 
  water, and a good garden. You 
  have 1-Barter.
   In addition to good luck and 
  a green thumb, you have a 
  calculating streak and you 
  know how to wring the most 
  out of what you have. You 
  have 2-barter.
  HARM
  3
  9
  6
  12
   Stabilized
  Countdown
  When life becomes untenable:
   Return to play with -1Hard.
   Return to play with +1Weird.
   Return to play with a new 
  playbook.
   Die.
   Experience
  BARTER
   Against the odds: When you’re backed in a corner, roll+Aggro. On a 10+, choose 1:
  • You have an unexpected ally. Ask the MC who it is.
  • You have a desperate opportunity. Ask the MC what it is.
  • You have a sudden realization. Ask or tell the MC what it is.
  • You find reserves of speed, strength, or endurance. Tell the MC what you can do.
  • You have a piece of amazing luck. Ask or tell the MC what it is.
  On a 7–9, the MC chooses 1 for you. On a miss, sorry, you’re good and cornered.
   Inheritor: When you were yourself a child, one of your forebears taught you patience, 
  perspective, and careful thought. When you take time to reflect, it is as though you can sit 
  with generations of your forebears in counsel, though of course they’re gone. Treat them as 
  advisors and your reflection as insight.
   Mother bear: When you do battle, no matter what you roll, you get +1hold against your 
  enemy, which you must spend to guard someone. If there’s no one to guard, you don’t get 
  the bonus. When you read a person, as a free additional question, always ask:
  • Where are you hurting?
   Standing across the threshold: You get +1Ψ (max 2-Ψ).You can confront the world’s 
  psychic maelstrom as though it were a person. You can also interrupt it. Don’t expect it to 
  beg for your mercy.
   There in extremity: When the life of someone you care about becomes untenable, you are 
  there, no matter the barriers, with or without any clear explanation of how you got there. 
  If you prefer to be there in psychic presence only, not bodily, you can choose to be. For 
  NPCs, consider their life to become untenable when they’ve taken 2- or 3-harm, dangerous 
  d-harm, or life-altering Ψ-harm.
  OTHER MOVES
  * This is a highly interruptible move.
  AGGRO
  Confront someone
   Experience
  Ψ
  THE UNDAUNTED
  Faced with life, faced with death, they chose 
  to set fire to the world. They burned us into the 
  scrabbling, frightened things in the ashes that you 
  see now.
  Not you. You looked in the face of death, you 
  looked on the face of life, and you chose to be 
  unafraid.
  UNDAUNTED MOVES
  SEE   —»  
  REVERSE
  
  YOUR CHILDREN
  You have children, born or chosen. Choose and name 1–4:
    : Skilled with their hands and tools, a maker.
    : Broken and wandering, a seeker among ruins.
    : Touched with insights and arcane skills.
    : A dancer or athlete, an artist of bodies in motion who can 
  captivate eyes and hearts.
    : Devoted, willing to stand in death’s way for me.
    : Brazen and fearless, who will go among your enemies and 
  return.
    : Beautiful and still, watchful and kind.
    : Shy and violent, who would undertake to kill for me.
    : Smiling, full of laughter.
    : Still a young child.
    : Now dead and lost to me.
    :
   
  You define:
    :
  Tell the MC to create them as threats, and to remember that they can be reliables.
  POTENTIAL WEAPONS AT HAND
   Box cutter (2-harm, intimate)
   Butcher’s knife (2-harm, hand)
   Crowbar (2-harm, hand, brutal)
   Hatchet (3-harm, hand)
   Shovel (3-harm, hand, brutal)
  CLOTHING, LIVING SPACE & INCIDENTALS
  GEAR
  You get:
  • 
  Your children.
  • 
  No weapons, but choose which potential 
  weapons you might have close to hand. 
  Mark as many as you want.
  • 
  Clothing you detail, including at your 
  option a piece worth 1-armor.
  • 
  Living space and incidentals you detail, 
  suitable to your Scavenge, Hard Zone, 
  moves, and children.
  Hx
  Everyone introduces their characters by 
  name, pronouns, look and outlook. Take 
  your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, if 
  you want to, you can choose one of the 
  other characters and invite them to be your 
  child. If they agree, write Hx+3 for them.
  Ask everyone else in turn:
  • Should I take you to be a threat to me or my 
  children?
   For the characters you should, write 
  Hx+3. For the rest, write Hx+1.
  On the others’ turns, volunteer if you like.
  IMPROVEMENT
  When you roll a stat, roll Hx, or suffer 
  harm, mark Experience. When you’ve 
  marked 3 Experience, erase those marks 
  and mark 1 toward Improvement.
  Then, when you’ve marked 3 toward 
  Improvement, erase those marks and 
  choose an option for your character. Check 
  it off; you can’t choose that option again.
   
  THE UNDAUNTED
  To create your Undaunted, choose name 
  & pronouns, 1st impression, stats, effects, 
  moves, gear, and Hx.
  NAME
  January, Bell, Canner, Agave, Luna, Christmas, 
  Brusen, Mama Shakespeare, Westwind, Ocean, 
  Mastodon.
  Choose your pronouns.
  1st IMPRESSION
  Choose 1 or more, and add your own:
  Angry, beautiful, calm, cheerful, ferocious, 
  gallows-funny, giving, imposing, independent, 
  long-suffering, loving, lucky, open-hearted, 
  open-minded, patient, peaceful, plainspoken, 
  rich, warm, worried.
  STATS
  Choose a set:
  Aggro+2, Cool+1, Hard-1, Sharp+1, Weird=0
  Aggro+2, Cool+1, Hard-1, Sharp=0, Weird+1
  Aggro+2, Cool+2, Hard-1, Sharp=0, Weird-1
  Aggro+2, Cool=0, Hard+1, Sharp+1, Weird-1
  EFFECTS
  When you choose your gear, list your armor 
  and your weapon, including tags and harm.
  By default you have 0-Ψ, but a move might give 
  you 1-Ψ.
  You have Barter per your Scavenge.
  You have 0-environ.
  HARD ZONE
  Ask your MC which Hard Zone is in play, or 
  else choose with the other players.
  You can adapt your gear to the Hard Zone as 
  necessary.
  MOVES
  You get all the basic moves. Choose 3 
  Undaunted moves.
  
  NAME: 
  PRONOUNS:
  STATS
  MOVES
  COOL
  HARD
  SHARP
  WEIRD
  Act under fire
  Charm or deceive 
  someone
  	Experience
  Do battle
   Experience
  Read someone
  Read a situation
   Experience
  Open your brain to 
  the world’s psychic 
  maelstrom
   Experience
  Hx
  EFFECTS
  Help someone
  Interrupt someone
    Experience
  ARMOR
  WEAPON
  ENVIRON
  1st IMPRESSION
  IMPROVEMENT
  Mark 3 Experience >>  >> Improve:
   Get +1Aggro (max Aggro+3).
   Get +1Sharp (max Sharp+3).
   Get +1Cool (max Cool+2).
   Get +1Hard (max Hard+2).
   Get a new Vigilant move.
   Get a new Vigilant move.
   Establish a following and get devotion.
   Establish a gang and get leadership.
   Get a move from an unused playbook.
   Get a move from an unused playbook.
   Get +1 to any stat (max stat+3).
   Get +1 to any stat (max stat+3).
   Unlock a gamechanger.
   Create an additional character to play.
   Retire your character to safety.
  SCAVENGE
  Choose 1:
   You don’t make yourself 
  stand out, you prefer to 
  live unobtrusively with the 
  people around you and to go 
  unnoticed by outsiders. You 
  have 1-barter.
   You provide valuable services 
  — warnings and insights — to 
  the people around you, and 
  live a commensurate lifestyle. 
  You have 2-barter.
  HARM
  3
  9
  6
  12
   Stabilized
  Countdown
  When life becomes untenable:
   Return to play with -1Hard.
   Return to play with +1Weird.
   Return to play with a new 
  playbook.
   Die.
   Experience
  BARTER
   Sniff the wind: When you read a situation, ask a free additional question. Furthermore, 
  include these in the list of questions you can ask:
  • Who here is most afraid? 
    
  • Who here is keeping secrets from the rest?
  • How close are the wolves? 
    
  • Who here would do what I ask?
  • What or who is the source of the most pain or fear here? 
   Bolthole: You have a secure, hidden bunker you can go when things get too hot. It includes: 
  an old sawed-off (3-harm close loud reload), food and water for 3 people for 10 days, radio 
  contact maybe with others out in the world, spyholes and tripwire alarms in case anyone 
  approaches.
   Lay out a plan: When you lay out a plan, roll+Sharp. On a 10+, hold 3. On a 7–9, hold 2. 
  Over the course of executing the plan, you or any other PC can spend 1 of your hold to get 
  +1 to any roll, to inflict +1harm, or to suffer -1harm. On a miss, hold 1, but tell the MC that 
  if it matters, it takes you a long ass time to work your plan out.
   Peel back the disguise* †: When you are present with a wolf of the maelstrom, you can 
  choose to roll+Weird. On a 10+, everyone here sees them clearly, albeit for only a moment, 
  before their disguise reasserts itself. On a 7–9, people catch a glimpse, unclearly, and get 
  an impression of either what they look like or but… Ask the MC which. On a miss, people see 
  wolves where they are not.
   Your enemy’s methods*: You get +1Ψ (max 2-Ψ). By concentrating with violent intent, you 
  can use your brain as a weapon. It inflicts ap harm equal to your Ψ (note: not Ψ-harm), at 
  hand’s reach (harm=Ψ hand ap).
  OTHER MOVES
   Devotion 
  * This is a highly interruptible move.
   † This move requires the wolves of the maelstrom.
  AGGRO
  Confront someone
   Experience
  Ψ
  THE VIGILANT
  When the world burned, its psychic walls fell 
  and its psychic gates sagged open. There was born 
  a maelstrom, vast and screaming in fear and hate.
  It spawns terrors. Be on guard.
  VIGILANT MOVES
  SEE   —»  
  REVERSE
  
  WOLVES OF THE MAELSTROM
  You know the wolves of the maelstrom. You might be the only one who does.
  Under their disguises, they look like (choose 1):
   people 
    
   birds       
   beasts  
   insects
   angels 
    
  	shadows     
   machines
  But (choose 2):
  	they have no faces 
       
  	they don’t stand on the ground
  	they have human faces   
     
  	they make terrible grinding noises
  	they have wolves’ faces   
     
  	they are made of metal and plastic
  	they have awful voices  
     
  	they have empty holes for eyes
  	they have no expression  
     
  	they come and go impossibly
  	they’re dripping gore   
     
  	they’re invisible
  	they only howl
  Tell the MC the above, and to create them as threats.
  HUNTER’S WEAPONS
   Bow (2-harm, close-far, reload)
   Harpoon gun (2-harm, close-far, harpoon)
   Spear thrower (2-harm, close-far)
   Tripwire charge (3-harm, close, messy, set)
   Hunting knife (2-harm, hand)
   Scoped hunting rifle (2-harm, far, loud)
  SPECIAL ARMOR
   Elaborately decorated leathers (1-armor)
   Lightweight layered  body armor (1-armor)
   Heavy makeshift armor (2-armor)
   Tattooed sigils of protection (2-armor, unreliable)
  CLOTHING, LIVING SPACE & INCIDENTALS
  GEAR
  You create the wolves of the maelstrom. 
  You also get:
  • 
  2 hunter’s weapons.
  • 
  1 special armor.
  • 
  Clothing you detail.
  • 
  Living space and incidentals you detail, 
  suitable to your Scavenge, Hard Zone, 
  and moves.
  Hx
  Everyone introduces their characters by 
  name, pronouns, look and outlook. Take 
  your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  each other character directly: Are you a wolf 
  of the maelstrom?
  • If they say yes, tell them what they 
  look like under their disguise, and write 
  Hx+1.
  • If they say no, write Hx-1.
  • If they say anything else — that they 
  don’t know, that they used to be, that 
  they’d rather not say, anything — write 
  Hx+2.
  On the others’ turns, volunteer if you like.
  IMPROVEMENT
  When you roll a stat, roll Hx, or suffer 
  harm, mark Experience. When you’ve 
  marked 3 Experience, erase those marks 
  and mark 1 toward Improvement.
  Then, when you’ve marked 3 toward 
  Improvement, erase those marks and 
  choose an option for your character. Check 
  it off; you can’t choose that option again.
   
  THE VIGILANT
  To create your Vigilant, choose name & 
  pronouns, 1st impression, stats, effects, 
  moves, gear, and Hx.
  NAME
  Bard, Zand, Vann, Cezar, Giles, Rowan, Greta, 
  Zeus, Maggie, Hanna, Orion.
  Fenris, Zmeya, Gargoyle, Vulture, Vulpes, Cat, 
  Raven, Peregrine, Roadrunner, Mongoose, 
  Widow.
  Choose your pronouns.
  1st IMPRESSION
  Choose 1 or more, and add your own:
  Afraid, astute, calm, courageous, distracted, 
  insightful, intense, paranoid, patient, sleep-
  deprived, standoffish, studious, thoughtful, 
  unhurried, wary, worried.
  STATS
  Choose a set:
  Aggro=0, Cool+1, Hard-1, Sharp+2, Weird+1
  Aggro+1, Cool-1, Hard+1, Sharp+2, Weird=0
  Aggro+1, Cool+1, Hard=0, Sharp+2, Weird-1
  Aggro+2, Cool=0, Hard+1, Sharp+2, Weird-2
  EFFECTS
  When you choose your gear, list your armor 
  and your weapon, including tags and harm.
  By default you have 0-Ψ, but a move might give 
  you 1-Ψ.
  You have Barter per your Scavenge.
  By default you have 0-environ, but your 
  weapons might give you 1-environ.
  HARD ZONE
  Ask your MC which Hard Zone is in play, or 
  else choose with the other players.
  You can adapt your gear to the Hard Zone as 
  necessary.
  MOVES
  You get all the basic moves. You get sniff the 
  wind, and choose 1 more Vigilant move.
  
  NAME: 
  PRONOUNS:
  STATS
  MOVES
  COOL
  HARD
  SHARP
  WEIRD
  Act under fire
  Charm or deceive 
  someone
  	Experience
  Do battle
   Experience
  Read someone
  Read a situation
   Experience
  Open your brain to 
  the world’s psychic 
  maelstrom
   Experience
  Hx
  EFFECTS
  Help someone
  Interrupt someone
    Experience
  ARMOR
  WEAPON
  ENVIRON
  1st IMPRESSION
  IMPROVEMENT
  Mark 3 Experience >>  >> Improve:
   Get +1Aggro (max Aggro+3).
   Get +1Hard (max Hard+3).
   Get +1Cool (max Cool+2).
   Get +1Sharp (max Sharp+2).
   Get a new Volatile move.
   Get a new Volatile move.
   Establish a gang and get leadership.
   Establish a holding and get wealth.
   Get a move from an unused playbook.
   Get a move from an unused playbook.
   Get +1 to any stat (max stat+3).
   Get +1 to any stat (max stat+3).
   Unlock a gamechanger.
   Create an additional character to play.
   Retire your character to safety.
  SCAVENGE
  Choose 1:
   You get by on jobs and trading 
  favors. You won’t straight-out 
  rob people or murder them 
  for their goods. You have 
  1-barter.
   You’re never willing to 
  suffer an empty belly or an 
  unsatisfied want, not when 
  you can rob and extort. You 
  have 3-barter.
  HARM
  3
  9
  6
  12
   Stabilized
  Countdown
  When life becomes untenable:
   Return to play with -1Hard.
   Return to play with +1Weird.
   Return to play with a new 
  playbook.
   Die.
   Experience
  BARTER
   Armed to the teeth: In addition to your other weapons, you get one serious weapon and 
  two handy weapons.
   Bug out: 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.
   Dangerous presence: When you enter into a situation, roll+Aggro. On a 10+, choose 2. On 
  a 7–9, choose 1:
  • If I have any enemies here, they put their hands to their weapons. Ask the MC who does.
  • If I have any enemies here, they freeze and try to make themselves inconspicuous. Ask the MC 
  who does.
  • If anybody here wants or needs my help, even if they don’t dare signal me, they look relieved to see 
  me. Ask the MC who does.
  • If I have any allies here, they make eye contact with me. Ask the MC who does. 
  On a miss, if you have any enemies here, they immediately move against you. 
   Hold your own: When you do battle against a gang, you count as a small gang yourself.
   Visions of death: When you go into battle, roll+Weird. On a 10+, name one person who’ll 
  die and one who’ll live. On a 7–9, name one person who’ll die OR one person who’ll live. 
  Don’t name a player’s character; name NPCs only. The 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.
  OTHER MOVES
  * This is a highly interruptible move.
  AGGRO
  Confront someone
   Experience
  Ψ
  THE VOLATILE
  When they set fire to the world, they burned 
  away every nuance, every subtlety in creation. 
  They reduced the world to the flammable and the 
  flame.
  VOLATILE MOVES
  SEE   —»  
  REVERSE
  
  VOLATILE GEAR
  SERIOUS WEAPONS
   Blade thrower (4-harm, close, harness, loud, reload)
   Flamethrower (1-environ, fire, harness, close, messy)
   Handmade gatling gun (3-harm, area, close-far, harness)
   Heavy shrapnel gun (3-harm, close-far, messy)
   RPG (2-environ, close-far, single use: )
   Scoped sniper rifle (3-harm, far, hi-tech, loud)
  HANDY WEAPONS
   Big knife (2-harm, hand)
   Crossbow (2-harm, close-far, reload)
   Crowbar (2-harm, hand, brutal)
   Demo hammer (2-harm, hand, brutal)
   Hatchet (3-harm, hand)
   Machete (3-harm, hand, brutal)
   Molotov (1-environ, fire, thrown, single use: )
   Revolver (2-harm, close, loud, reload)
   Sawed off (3-harm, close, messy, reload)
   Shrapnel gun (2-harm, close, messy)
  BODY ARMOR
   Beautiful custom-made body armor (2-armor, valuable)
   Dull, utilitarian body armor (2-armor)
   Intimidating body armor (2-armor)
   Preapocalyptic military body armor (2-armor, hi-tech)
   Scavenged body armor (2-armor)
  CLOTHING, LIVING SPACE & INCIDENTALS
  GEAR
  You get:
  • 
  2 serious weapons.
  • 
  2 handy weapons.
  • 
  1 body armor.
  • 
  Clothing you detail.
  • 
  Living space and incidentals you detail, 
  suitable to your Scavenge, Hard Zone, 
  and moves.
  Hx
  Everyone introduces their characters by 
  name, pronouns, look and outlook. Take 
  your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  1, 2 or all 3:
  • Have any of you fought shoulder to 
  shoulder with me?
   For those characters, write Hx+3.
  • Do any of you think that I’m the problem?
   For those characters, write Hx-2.
  • Do any of you actually, honestly need 
  protecting?
   For those characters, write Hx+2.
  For everyone else, or if no one volunteers at 
  all, write Hx=0. You don’t see much reason 
  to dig too deeply into people.
  On the others’ turns, volunteer if you like.
  IMPROVEMENT
  When you roll a stat, roll Hx, or suffer 
  harm, mark Experience. When you’ve 
  marked 3 Experience, erase those marks 
  and mark 1 toward Improvement.
  Then, when you’ve marked 3 toward 
  Improvement, erase those marks and 
  choose an option for your character. Check 
  it off; you can’t choose that option again.
   
  THE VOLATILE
  To create your Volatile, choose name & 
  pronouns, 1st impression, stats, effects, 
  moves, gear, and Hx.
  NAME
  Vonk the Sculptor, Batty, Jonker, A.T., Rue 
  Wakeman, Navarre, Man, Kartak, Barbarossa, 
  Keeler, Grekkor, Crille, Doom, or Chaplain.
  Raksha, Kickskirt, Kite, Monsoon, Smith, 
  Beastie, Baaba, Melody, Mar, Tavi, Absinthe, or 
  Honeytree.
  Choose your pronouns.
  1st IMPRESSION
  Choose 1 or more, and add your own:
  Brash, brave, cool, disciplined, easygoing, 
  held in check, hostile, hot, impatient, 
  imperturbable, no-nonsense, on a hair trigger, 
  patient, seething, self-assured, self-destructive, 
  self-possessed, tempestuous, vicious.
  STATS
  Choose a set:
  Aggro+2, Cool+1, Hard+1, Sharp=0, Weird-1
  Aggro+2, Cool=0, Hard+1, Sharp+1, Weird-1
  Aggro+2, Cool-2, Hard+1, Sharp=0, Weird+2
  Aggro+2, Cool-1, Hard+2, Sharp-1, Weird=0
  EFFECTS
  When you choose your gear, list your armor.
  You have 0-Ψ.
  You have Barter per your Scavenge.
  By default you have 0-environ, but your 
  weapons might give you 1-environ or 
  2-environ.
  HARD ZONE
  Ask your MC which Hard Zone is in play, or 
  else choose with the other players.
  You can adapt your gear to the Hard Zone as 
  necessary.
  MOVES
  You get all the basic moves. Choose 2 Volatile 
  moves.
  
  NAME: 
  PRONOUNS:
  STATS
  MOVES
  COOL
  HARD
  SHARP
  WEIRD
  Act under fire
  Charm or deceive 
  someone
  	Experience
  Do battle
   Experience
  Read someone
  Read a situation
   Experience
  Open your brain to 
  the world’s psychic 
  maelstrom
   Experience
  Hx
  EFFECTS
  Help someone
  Interrupt someone
    Experience
  ARMOR
  WEAPON
  ENVIRON
  1st IMPRESSION
  IMPROVEMENT
  Mark 3 Experience >>  >> Improve:
   Get +1Aggro (max Aggro+3).
   Get +1Cool (max Cool+2).
   Get +1Sharp (max Sharp+2).
   Get +1Weird (max Weird+2).
   Upgrade: get a new Weaponized move.
   Upgrade: get a new Weaponized move.
   Exchange one of your machine’s options for another.
   Exchange one of your machine’s options for another.
   Get a move from an unused playbook.
   Get a move from an unused playbook.
   Get +1 to any stat (max stat+3).
   Get +1 to any stat (max stat+3).
   Unlock a gamechanger.
   Create an additional character to play.
   Retire your character to safety.
  SCAVENGE
  Choose 1:
   You don’t eat for pleasure, you 
  need only fuel. You don’t care 
  for comfort. You sleep little 
  and in silent dreamlessness. 
  You collect no wealth. You 
  have 0-barter.
   Over your decades as a 
  machine of war, you have 
  amassed mountains of spoils, 
  tribute, and ransom. You have 
  3-barter.
  HARM
  3
  9
  6
  12
   Stabilized
  Countdown
  When life becomes untenable:
   Return to play with -1Hard.
   Return to play with +1Weird.
   Return to play with a new 
  playbook.
   Die.
   Experience
  BARTER
   Concealed weapons: All of your weapons get the hidden tag.
   Impossible strength: You have inhuman strength, speed, and endurance. Any time you 
  think that your impossible strength might help you, ask the MC to choose:
  • You can act under fire to do it, when otherwise you couldn’t.
  • You get +1 to your roll, +1choice, or +1hold.
  • You get +1harm, you add ap to your attack, or you get +1armor.
   Integrated armaments: Your weapons and armor are built into you. You can’t set them 
  down and they can’t be taken from you. When you use an integrated weapon to confront 
  someone, it’s terrifying: take +1 to the roll.
   The Lazarus Device †: When your life becomes untenable, add an option to your machine 
  and return to play with +1Hard (max Hard+3).
   Rewired reflexes: When you act under fire, roll+Hard instead of rolling+Cool. When you 
  do battle, you must always spend at least 1hold to seize initiative. When you interrupt 
  someone, roll+Hard instead of rolling+Hx or rolling+Cool.
   Self-possessed †: When one of your machine’s options activates, but you resist it, 
  roll+Cool. On a 10+, you’re able to ignore your machine without struggle. On a 7–9, you’re 
  effectively able to interrupt your machine: you must deal with it somehow instead of doing 
  what you intended. On a miss, you’re able to resist your machine, but exchange the option 
  immediately for another.
   Tactical superiority: When you do battle, take +1hold against your enemy.
  OTHER MOVES
  * This is a highly interruptible move.
   † This move requires you to have a machine.
  AGGRO
  Confront someone
   Experience
  Ψ
  THE WEAPONIZED
  Sift through the ashes of the world and you 
  find burnt records, broken technology, opaque 
  data, the leavings of an age now gone forever. But 
  the world is still burning. Sometimes you find a 
  hot coal, banked in the ashes. Breathe on it and set 
  it ablaze.
  WEAPONIZED MOVES
  SEE   —»  
  REVERSE
  
  YOUR MACHINE
  You are not only human, you’re also a machine, built for war. Your machine drives you and 
  makes demands of you. Choose 2:
   AI override: Tell the MC to create your AI override as a warlord threat. Once per 
  session, and more often if you choose, tell the MC that your AI override takes over. Ask 
  the MC what you do.
   Fury: When you confront someone, there’s no appeasing you. If they back down, 
  mollify, prevaricate, or submit to you in any way, it provokes you; count it as forcing 
  your hand. If they get away from you instead, you must pursue them and press the 
  attack. 
   Hive mind: You share thoughts and senses with others like you. Tell the MC to create 
  other Weaponized as infiltrator threats. At any time, the MC can interrupt you to 
  tell you what another Weaponized somewhere is seeing, feeling, and doing, or to have 
  another Weaponized somewhere ask you what you’re seeing, feeling, and doing.
   Killing instinct: When you do battle, and whenever you have the opportunity to do so 
  otherwise, you must spend at least 1 to inflict additional harm.
   Manual override: When someone tells you to do something, if they say the words 
  “manual override,” you don’t have a choice, you have to undertake to do it.
  YOUR WEAPONS & ARMOR
  By default, you have light body armor (1-armor). Choose 3:
   Concussive pulse generators (1-environ, hand, hi-tech)
   Focused energy lance (3-harm, fire, close, hi-tech)
   Heavy pulse rifle (1-environ, burstfire, close-far, hi-tech)
   Molecular-edged long-blade (3-harm, ap, hand, hi-tech)
   Molecular-edged needle gun (2-harm, ap, close, hi-tech)
   Shrapnel gun (2-harm, close, messy)
   Telescopic sniper rifle (3-harm, far, loud, hi-tech)
   Adaptive camo armor (1-armor, hi-tech, stealth)
   Intimidating heavy armor (2-armor)
   Molecular-hardened  armor (2-armor, hi-tech)
  CLOTHING, LIVING SPACE & INCIDENTALS
  GEAR
  You get:
  • 
  Your machine.
  • 
  Your weapons and armor.
  • 
  Clothing you detail.
  • 
  Living space and incidentals you detail, 
  suitable to your Scavenge, Hard Zone, 
  and moves.
  Hx
  Everyone introduces their characters by 
  name, pronouns, look and outlook. Take 
  your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  the group:
  • Which of you are afraid of me?
   For the characters who are, write Hx-1. 
  For the characters who aren’t, write 
  Hx+2.
  On the others’ turns, volunteer if you like.
  IMPROVEMENT
  When you roll a stat, roll Hx, or suffer 
  harm, mark Experience. When you’ve 
  marked 3 Experience, erase those marks 
  and mark 1 toward Improvement.
  Then, when you’ve marked 3 toward 
  Improvement, erase those marks and 
  choose an option for your character. Check 
  it off; you can’t choose that option again.
   
  THE WEAPONIZED
  To create your Weaponized, choose name 
  & pronouns, 1st impression, stats, effects, 
  moves, gear, and Hx.
  NAME
  Instead of a name, you have a serial 
  designation. Ask the other players what their 
  characters call you.
  Choose your pronouns.
  1st IMPRESSION
  Choose 1 or more, and add your own:
  Badass, battle-hardened, battle-scarred, 
  bloodstained, calculating, dangerous, gorgeous, 
  grotesque, harmless, human, inhuman, placid, 
  quiet, ruthless, sleek, terrifying, unfeeling, 
  violent.
  STATS
  Choose a set:
  Aggro+1, Cool-1, Hard+2, Sharp=0, Weird+1
  Aggro=0, Cool-1, Hard+2, Sharp+1, Weird+1
  Aggro-1, Cool=0, Hard+2, Sharp+1, Weird+1
  Aggro+1, Cool+1, Hard+2, Sharp=0, Weird-1
  EFFECTS
  When you choose your gear, list your armor.
  You have 0-Ψ.
  You have Barter per your Scavenge.
  By default you have 0-environ, but your 
  weapons might give you 1-environ or 
  2-environ.
  HARD ZONE
  Ask your MC which Hard Zone is in play, or 
  else choose with the other players.
  You can adapt your gear to the Hard Zone as 
  necessary.
  MOVES
  You get all the basic moves. Choose 3 
  Weaponized moves.
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/PbtA/Apoc World Burned Over/AWBO Playbooks.pdf