TEXT: THREAT #_____
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  THREAT #_____
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  THREAT #_____
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  THREAT #_____
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  
  THREAT #_____
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  THREAT #_____
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  THREAT #_____
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  THREAT #_____
  IS CALLED:
  KIND:
  IMPULSE:
  DESCRIPTION & CAST:
  STAKES:
  MAP
  N
  E
  W
  S
  I
  U
  D
  O
  CONNECTED THREATS
  CUSTOM MOVE / COUNTDOWN:
  3
  6
  9
  12
  
  NOTIONAL
  NORTH
  EAST
  SOUTH
  WEST
  THE PCS
  & THEIR RESOURCES
  CLOSER
  FARTHER
  THREAT MAP
  THREAT TYPES
  • 
  Clans: cult, enforcers, family, hunting pack, mob, sybarites.
  • 
  Diseases: addiction, corruption, delusion, frailty, plague, prejudice.
  • 
  Infiltrators: betrayer, disease vector, parasite, quarry, revenant, 
  saboteur.
  • 
  Institutions: condemnation & judgment, hooks & leverage, offices & 
  duties, rituals & observances, rules & laws, status & hierarchy.
  • 
  Landscapes: breeding pit, fortress, furnace, maze, mirage, prison.
  •  Pinpoints: a cradle, a doorway, a hammer, a mirror, a searchlight, a 
  sickle.
  • 
  Reliables: confidante, friend, guardian , lover, representative, right 
  hand.
  • 
  Terrain: broken ground, an exposed place, a precipice, shifting ground, 
  a torrent, a wall.
  • 
  Vehicles: bold —, cagey —, relentless —, skittish —, vicious —, 
  wild —. Beast, brute, creature, devil, machine, ride.
  • 
  Warlords: alpha wolf, collector, dictator, hive queen, prophet, slaver.
  ESSENTIAL THREATS
  • 
  Where the PCs are, create it as a landscape, including terrain.
  • 
  For any PCs’ gangs, people, or populations, create them as clans. 
  Consider including infiltrators and/or wannabe warlords.
  • 
  For PCs’ individual NPCs, create them as clan members, infiltrators, 
  or small-scale warlords. Don’t save warlords only for literal warlords.
  • 
  Create an NPC as reliable only when the playbook tells you to.
  • 
  For any PCs’ vehicles, create them as vehicles.
  • 
  In any local populations, create diseases and/or institutions.
  • 
  For the Hard Zone locations, create them as landscapes.
  • 
  Find something to create as a pinpoint, if possible.
  BASIC MC MOVES
  • 
  Separate them.  
   
   
   
  • 
  Capture someone.
  • 
  Put someone in a spot.
  • 
  Trade harm for harm.
  • 
  Announce off-screen badness.
  • 
  Announce future badness.
  • 
  Inflict harm.
  • 
  Take away their stuff.
  • 
  Make them buy.
  • 
  Activate their stuff’s downside.
  • 
  Tell them the possible consequences and ask.
  • 
  Offer an opportunity, with or without a cost.
  • 
  Turn their move back on them.
  • 
  Make a threat move.
  • 
  After every move: “what do you do?”
  
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 Threats.pdf