TEXT: THE FACELESS
  with Bret Gillan
  Print pages 3–4
  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.
  QUARANTINE
  Print pages 5–6
  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.
  THE WATERBEARER
  with Meguey Baker
  Print pages 7–8
  Every once in awhile there’s a place worth being, 
  even in Apocalypse World. And if you’re in that place, 
  sometimes you wind up becoming more than you were. 
  You’re not about the grasping, gasping thirsty mess of 
  the world, you’re not afraid of the howling wolves, and 
  you could give a damn about what October wants or 
  who T-Bone is fucking. You have the Source, and it can 
  quench any thirst they have
  APOCALYPSE WORLD EXTENDED PLAYBOOKS
  2nd Edition. ©2016 by D. Vincent Baker & Meguey Baker
  THE CHILD-THING
  Print pages 9–10
  We are coming. We are the future. We are what you 
  made.
  
  THE NEWS
  with Josh Savoie
  Print pages 11–12
  It’s all bullshit. e lies Dremmer tells his people 
  to keep them �ghting, the hunger prophet and her 
  salvation, the brainers and their brain-fuckery. But 
  not you. You know what’s what. When Krin starts 
  a war with Wire, you know it. When some asshole 
  shoots up that hold to the east, you know it. When 
  some crazy-ass seer is gathering an army in the rag-
  wastes, you know it.
  You know it, and you say it. Bring the truth, no matter 
  whose lies it betrays and no matter how bad it hurts.
  THE SHOW
  with Elliot Baker
  Print pages 13–14
  It’s like the ancient prophet said. You are the show. If 
  you don’t make the gig, the gig is fucking nowhere.
  
  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.
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  sucker someone;
  do battle
  seduce or
  manipulate
  read a sitch;
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
     NAME —
  LOOK
  — get +1hot (max +2)
  — get +1sharp (max +2)
  — get +1weird (max +2)
  — get a new faceless move
  — get a new faceless move
  — get a vehicle (you detail) and combat driver
  — get a gang (you detail) and pack alpha
  — get a holding (you detail) and wealth
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, 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 your life becomes untenable, 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 +1armor. 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. On a 10+, the scenery is 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 you 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 a miss, your foot gets pinned under something mid-smash.
   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). If your hold was 1+1, 
  take +1forward now. 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 +1forward 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. 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, even if you are completely at their mercy.
   Beastly: you get +1hard (hard+3). 
  OTHER MOVES
  — get +1 to any stat (max stat+3)
  — retire your character to safety
  — create a second character to play
  — change your character to a new playbook
  — choose 3 basic moves and advance them.
  — advance the other 3 basic moves.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
  when life becomes untenable:
   come back with -1hard
   come back with +1weird (max+3)
   change to a new playbook
   die
  
  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
  At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or 
  won’t, tell the MC and answer her questions.
  If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs:
  • Extort, raid, or rob a wealthy population. 
  • Serve a wealthy NPC as a bodyguard.
  • Execute a murder on behalf of a wealthy NPC. 
  • Others, as you negotiate them.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: a 
  night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; repair of a 
  piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; the material costs for 
  crash resuscitation by a medic; a few sessions’ tribute to a warlord; a few sessions’ maintenance 
  and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into 
  almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal.
  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, Olga, 
  Blag, Mega, Dent, Marge, 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.
  You can use all the battle moves, and 
  probably will, but you gotta start 
  somewhere. When you get the chance, look 
  up seize by force and single combat.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  1, 2, or all 3:
  • Which one of you once helped me do 
  something terrible?
  For that character, write Hx+3.
  • Which one of you was once kind and 
  unafraid toward me?
  For that character, write Hx+2.
  • Which one of you do I think is pretty?
  For that character, write Hx+1.
  For everyone else, write Hx=0.
  On the others’ turns, answer their 
  questions as you like.
  At the end, choose one of the characters 
  with the highest Hx on your sheet. Ask 
  that player which of your stats is most 
  interesting, and highlight it. e MC will 
  have you highlight a second stat too.
  IMPROVEMENT
  Whenever you roll a highlighted stat, and 
  whenever you reset your Hx with someone, 
  mark an experience circle. When you mark 
  the 5th, improve and erase. 
  Each time you improve, choose one of the 
  options. Check it off; you can’t choose it 
  again.
  GEAR
  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 2-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)
  
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  sucker someone;
  do battle
  seduce or
  manipulate
  read a sitch;
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
     NAME —
  LOOK
  — get +1hard (max hard+2)
  — get +1sharp (max sharp+2)
  — get +1weird (max weird+2)
  — unlock a stasis facility
  — unlock a stasis facility
  — unlock a stasis facility
  — get followers (you detail) and fortunes
  — get a move from another playbook
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, roll+sharp. On a hit, 
  ask their player questions. On a 10+, ask 2. On a 7–9, ask 1:
  • Whom do you most miss?
  • What do you hope for the future?
  • What makes you feel beautiful? Loved?
  • Who was your �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?
  — 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?
  — What were the �rst signs that the world was ending?
  — Who did I lose?
  — Who seemed safe, but wasn’t?
  — What’s the worst thing I saw?
  — When it reached us, what did we already know?
  — What let some people survive, when others couldn’t?
  OTHER MOVES
  QUARANTINE MOVES
   Combat veteran: you get +1cool (cool+3).
   Disciplined engagement: when you 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.
  — get +1 to any stat (max stat+3)
  — retire your character (to safety)
  — create a second character to play
  — change your character to a new playbook
  — choose 3 basic moves and advance them.
  — advance the other 3 basic moves.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
  when life becomes untenable:
   come back with -1hard
   come back with +1weird (max+3)
   change to a new playbook
   die
  
  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
  At the beginning of the session, spend 1- or 2-barter for your lifestyle.
  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.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: a 
  night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; repair of a 
  piece of hi-tech gear; a session’s hire of a violent individual as bodyguard; the material costs for 
  crash resuscitation by a medic; a few sessions’ tribute to a warlord; a few sessions’ maintenance 
  and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into 
  almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal.
  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 an investigative workspace in the form of its records and 
  historical archives. Access them and you can get to the bottom of the past like a 
  savvyhead getting to the bottom of some tech shit (cf).
   Hi-tech scrounge: you can scavenge stasis for its spare parts. Each time you do, you get 
  5-barter worth of hi-tech crap, to detail or use as barter, but permanently scratch out 
  one stasis facility. (Yes, you can choose to scratch out this one.)
   Armory: stasis includes 6 assault ri�es (3-harm close/far 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—
  MOVES
  You get all the basic moves.  You get 3 
  quarantine moves.
  You can use all the battle moves, but when 
  you get the chance, look up seize by force 
  and the tactical and support moves.
  When you emerged from stasis, the 
  world’s psychic maelstrom rushed in on 
  you. Roll+hard. On a 10+, you were able 
  to receive it without succumbing to it; 
  you have weird-1. On a 7–9, you were able 
  to hold it off; you have weird-nil. You are 
  unable to open your brain to the world’s 
  psychic maelstrom; getting +1weird will 
  give you weird=0. On a miss, it overcame 
  you; you have weird+1, and in addition the 
  MC must always highlight your weird.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask:
  • Which of you did I meet �rst when I emerged 
  from stasis?
  For those characters, write Hx+1.
  For everyone else, write Hx-2. You are not 
  from here and you do not understand.
  On the others’ turns, answer their 
  questions as you like. Likely you’ll answer 
  none of them.
  At the end, choose one of the characters 
  with the highest Hx on your sheet. Ask 
  that player which of your stats is most 
  interesting, and highlight it. 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 stasis, you get:
  • an assault ri�e (3-harm close/far 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
  If you’d like to start play with a vehicle or a 
  prosthetic, get with the MC.
  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.
  
  Introducing
  THE WATERBEARER
  with Meguey Baker
  Every once in awhile there’s a place worth being, even in Apocalypse World. And if you’re 
  in that place, sometimes you wind up becoming more than you were. You’re not about the 
  grasping, gasping thirsty mess of the world, you’re not afraid of the howling wolves, and 
  you could give a damn about what October wants or who T-Bone is fucking. You have the 
  Source, and it can quench any thirst they have.
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  sucker someone;
  do battle
  seduce or
  manipulate
  read a sitch;
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
     NAME —
  LOOK
  — get +1hot (max +2)
  — get +1sharp (max +2)
  — get a new waterbearer move
  — get a new waterbearer move
  — add 2 features to the source
  — change the laws and penalties of the source
  — get followers (you detail) and fortunes
  — get a gang (you detail) and leadership
  — get a move from another playbook
  — get a move from another playbook
  When you and another character have sex, ask them 
  to do something for you. Whether they agree or 
  refuse in the moment, if they go on to do it, you mark 
  experience.
  WATERBEARER SPECIAL
  WATERBEARER
  THE 
  WATERBEARER MOVES
   Lawbringer: when someone breaks your law, roll+cool. On a 10+, choose:
  • You let them off with a warning, reduced penalty, or reprieve.
  • You make an exception for them and they have no blame.
  • ey must face the full penalty.
  On a 7-9, they must face the full penalty. On a miss, or if you are unable to enact 
  judgment for any reason, responsibility falls to you, and you must face the penalty 
  yourself.
   Peacemaker: when you call for two rivals or enemies to come to you and meet, to 
  settle things between them, roll+cool. On a hit, they must both come, at the time you 
  specify. On a 10+, choose 2. On a 7–9, choose 1:
  • ey must come alone.
  • ey must come unarmed.
  • ey must bring gifts, peace offerings, prisoners to exchange, or tokens of good will.
  On a miss, they can make demands of you, and come only if you accede.
   Embargo: you can go aggro with deprivation as your weapon, in�icting d-harm (water).
   All are welcome: when you personally welcome newcomers in, roll+sharp. On a 10+, 
  ask 3. On a 7-9, ask 2. On a miss, ask 1 anyway:
  • Are they hiding any weapons?
  • Are they hiding any valuables?
  • Are they hiding a disease?
  • Are they hiding my enemies among them?
  • Are they keeping any malicious secrets?
   Step into the �ow: when you lead a group in true ceremony, roll+cool. On a 10+, 
  choose 2. On a 7–9, choose 1:
  • Anyone sick is healed.  
   
   
  • Anyone injured is healed.
  • Anyone distraught is calmed. 
   
  • Anyone bereft is comforted.
  • Anyone lost is reassured.  
   
  • e source speaks to you.
  On a miss, the world’s psychic maelstrom interferes. Open your brain instead.
  OTHER MOVES
  — get +1 to any stat (max stat+3)
  — retire your character to safety
  — create a second character to play
  — change your character to a new playbook
  — choose 3 basic moves and advance them.
  — advance the other 3 basic moves.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
  when life becomes untenable:
   come back with -1hard
   come back with +1weird (max+3)
   change to a new playbook
   die
  
  You have a source of abundant pure water. Choose the water’s special quality:
   It is the only reliable source of clean drinking water around.
   It has healing properties, and can count as an angel’s supplier.
   A prosperous marketplace, largely self-governing, has grown up around it.
   It is sacred to a god / the gods / the ghosts of the dead / life itself (circle 1).
  Choose 3-5 features of the source’s atmosphere, surroundings, and culture:
   hot springs 
   lush vegetation 
   faith & ritual 
   birds & birdsong 
   art 
   fragrant water 
   a grotto or cave 
   music
   wide �at rocks 
   a deep well 
   sex 
   strong currents 
   �sh 
   a re�ective pool 
   fountains 
   bioluminescent algae
   icy cold water 
   refuge & security 
   pipes & plumbing 
   leisure 
   a grove of trees 
   personal liberty 
   tended gardens 
   calm & quiet
   a basin of a unique material 
   bright stainless steel & glass
   giant & invulnerable storage tanks 
   catch-tarps & plastic jugs
   a complex & hi-tech �ltration system
  Many people have come to the source over time, and some of them have become your 
  chosen friends. Detail 3 of them with a name (Gage, Babylon, Lissa, Porter, Nipperkin, 
  Splendor, — ) and a role (guardian, foundling, lover, exile, potter, brewer, self-appointed guide, 
  healer, dyer, weird one, librarian, — ). ey give you insight.
   , my 
   , my 
   , my 
  e source has laws that all must obey. You didn’t create these laws, but it’s your 
  responsibility to enforce them. Choose 3–5 laws and the penalties for breaking them.
  Laws 
   
   
   
   
   
  Penalties
   Offer sacri�ces of blood / labor / precious things. 
  • Exile
   Surrender your �rearms. 
   
  • Execution
   A slave who crosses the threshold is free. 
   
  • Forced labor
   Leave your grudges outside. 
   
  • Restitution
   Everyone drinks. Everyone eats. No one goes without. 
  • Imprisonment
   Do no violence and no intentional harm. 
   
  • Public humiliation
   Honor the god / the gods / the ghosts of the dead / all living things. 
  • Dis�gurement
   Everything belongs to everyone. Give freely.  
  • Punitive violence
   Don’t touch what isn’t yours. 
   
  • 2 enter, 1 leaves
   Keep your agreements. 
   
  • 
   Settle your grievances privately by trial and ordeal.
   Speak the truth.
   
  SOURCE
  BARTER
  e source provides for your day-to-day living, so while you’re there, you need not spend 
  barter for your lifestyle at the beginning of the session. 
  As a one-time expenditure, and very subject to availability, 1-barter might count for: 
  any weapon, gear or fashion not valuable or hi-tech; a session’s hire of a violent individual as 
  bodyguard; the material costs for crash resuscitation by a medic; a few sessions’ tribute to a 
  warlord; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal.
  CREATING A WATERBEARER
  To create your waterbearer, choose name, look, stats, moves, gear, source, and Hx.
  NAME
  Rebia, Pete, Quahanna, Millers, Latha, 
  Chalice, Green, Nasus, Spicket, Swift, 
  Abay, Myint, or Deer�eld.
  Sista, Hoover, Nest, Kariba, Ayazma, 
  Quabbin, Tynant, Poland,  Cumbees, 
  Andes, or Calistoga.
  LOOK
  Man, woman, ambiguous, transgressing, or 
  concealed.
  Camou�age wear, ornate wear, casual wear, 
  scrounge wear, or half-dressed.
  Open face, scarred face, weathered face, 
  placid face, strong face or beautiful face.
  Soft eyes, calm eyes, distant eyes, liquid 
  eyes, deep-set eyes, or watchful eyes.
  Huge body, mended body, wiry body, tiny 
  body, graceful body, or angular body.
  STATS
  Choose one set:
  • Cool+2 Hard-1 Hot+1 Sharp+1 Weird=0
  • Cool+2 Hard+1 Hot=0 Sharp+1 Weird-1
  • Cool+2 Hard+1 Hot-1 Sharp+1 Weird=0
  • Cool+2 Hard-1 Hot+1 Sharp=0 Weird+1
  MOVES
  You get all the basic moves.  You 
  get lawbringer, and choose 2 more 
  waterbearer moves.
  You can use all the battle moves, but when 
  you get the chance, de�nitely look up seize 
  by force, especially the variant to keep 
  hold of something you have.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  either or both:
  • Which one of you once gave me water in the 
  wilderness, real or metaphoric?
  For that character, write Hx+3.
  • Which of you, like me, serve the source?
  For those characters, write Hx+2.
  For everyone else, write Hx+1. You saw 
  them coming.
  On the others’ turns, answer their 
  questions as you like.
  At the end, choose one of the characters 
  with the highest Hx on your sheet. Ask 
  that player which of your stats is most 
  interesting, and highlight it. 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 source, you get:
  • 1 simple weapon
  • oddments worth 4-barter
  • fashion suitable to your look (you detail)
  Simple weapons (choose 1):
  • 9mm (2-harm close loud)
  • big knife (2-harm hand)
  • hunting ri�e (2-harm far loud)
  • crossbow (2-harm close slow)
  If you’d like to start play with a vehicle or a 
  prosthetic, get with the MC.
  D-HARM
  d-harm (water): desperation, headache, 
  confusion, delirium, collapse, death in 
  3 days. 
  To a population: rationing & hoarding, 
  desperation, individual symptoms, 
  in�ghting, dissolution or dispersal in 
  1 week. Individuals unable to �nd water 
  elsewhere suffer advancing individual 
  symptoms.
  
  Introducing
  THE CHILD-THING
  We are coming. We are the future. We are what you made.
  IMPROVEMENT
  > >>improve
  experience
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  sucker someone;
  do battle
  seduce or
  manipulate
  read a sitch;
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
     NAME —
  LOOK
  — get +1weird (max +3)
  — get +1cool (max +2)
  — get +1hard (max +2)
  — get a new child-thing move
  — get a new child-thing move
  — get a gang (you detail) and pack alpha
  — get a move from another playbook
  — get a move from another playbook
  — get a move from another playbook
  — get a move from another playbook
  In addition to food, you eat bizarre things: metal, people, 
  plastic, minds, electricity, art. At the end of the session, 
  if you’ve eaten something from this list that belongs or 
  belonged to another player’s character, you know them 
  better, and get +1Hx with them. If this brings you to Hx+4, 
  reset to Hx+1 and mark experience as always.
  CHILD-THING SPECIAL
  CHILD-THING
  THE 
  CHILD-THING MOVES
   Mercurial: whenever you want, change any or all of your looks. ose who know you 
  can still recognize you, but only if they look closely.
   Sniffing the air: when you read a situation, ask 1 of these questions, in addition to the 
  other questions you ask:
  • Who here is most afraid?
  • Who here is keeping secrets from the rest?
  • How close are the wolves?
  • What or who is the source of the most pain or fear here?
  • Who here would do what I ask?
   e mother’s heartbeat: when you withdraw into the world’s psychic maelstrom, 
  roll+weird. On a 10+, choose 2. On a 7–9, choose 1. You emerge again, about an hour later, 
  and…
  • …Meanwhile, you can still watch and hear what’s happening where you were.
  • …You can re-emerge in a different place altogether.
  • …You are healed of all harm.
  • …You can bring someone in and out with you.
  On a miss, you are in the dark and warm, listening to the mother’s heartbeat, and many 
  hours pass.
   Feral: at the beginning of the session, you can choose to spend 0-barter for the 
  equivalent of a 1-barter lifestyle. You can survive happily on whatever you can �nd.
   Ferocious, snarling, shrieking, biting, and quite possibly rabid: when you go aggro 
  on someone, roll+weird instead of roll+hard.
  OTHER MOVES
  — get +1 to any stat (max stat+3)
  — retire your character to safety
  — create a second character to play
  — change your character to a new playbook
  — choose 3 basic moves and advance them.
  — advance the other 3 basic moves.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
  when life becomes untenable:
   come back with -1hard
   come back with +1weird (max+3)
   change to a new playbook
   die
  
  You have a den, a secret(ish), secure(ish) place you can live and hide in. In it, you have 
  (choose 3):
   e gutted shell of a Cessna, Piper, Cirrus, or some other single-engine plane.  
   
   Hundreds of dead smart phones, cemented as tiling into the walls.
   Crooked, labyrinthine, interconnected tunnels and boltways.
   A calendar, perfectly preserved, showing beautiful people in beautiful places.
   An unexploded artillery shell. It is (circle 1): live, not live, who knows.
   A carefully-kept stockpile of canned and shelf-stable food, worth 5-barter in sum:      
   A radio that still works, hand-cranked, if anyone’s broadcasting.
   A radio that speaks only to you.
   A pipe that drips clean water into a polished basin.
   Some uncertain number of your siblings and kind, no two alike.
   A way into ancient underground vaults, cavernous, echoing, and endless.
   A way into a terrifying place of death, where countless skeletons lie.
   A way into an alien place of unscratched glass, shifting luminosity, and symbols of unguessed  
   meaning.
   Ways into basically everyone’s spaces, even if they’ve taken pains to close them off.
  YOUR DEN
  BARTER
  At the beginning of the session, spend 1- or 2-barter for your lifestyle. If you can’t or 
  won’t, tell the MC and answer her questions.
  If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs:
  • Scavenge and sneak-rob from a wealthy population. • Serve a wealthy NPC as a messenger.
  • Serve a wealthy NPC as a lookout, spy, and peeper. • Others, as you negotiate them.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: any 
  weapon, gear or fashion not valuable or hi-tech; repair of a piece of hi-tech gear; a session’s hire 
  of a violent individual as bodyguard; the material costs for crash resuscitation by a medic; a 
  few sessions’ tribute to a warlord; a few sessions’ maintenance and repairs for a hi-performance 
  vehicle well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal.
  CREATING A CHILD-THING
  To create your child-thing, choose name, look, stats, moves, gear, den, wolves, and Hx.
  NAME
  Nif, Scab, Spot, Poka, Hey, Jarb, Oler, Koo, 
  Bist, Eefa, Tat.
  LOOK
  Boy, girl, ambiguous, or concealed.
  Scrounge wear.
  Pretty face, misshapen face, eerie face, 
  innocent face, inhuman face, or funny face.
  Pale eyes, black eyes, wrong eyes, clear eyes, 
  wise eyes, cruel eyes, or bright eyes.
  Child’s body.
  STATS
  Choose one set:
  • Cool-1 Hard=0 Hot-1 Sharp+2 Weird+2
  • Cool=0 Hard-1 Hot+1 Sharp+1 Weird+2
  • Cool+1 Hard-1 Hot=0 Sharp+1 Weird+2
  • Cool+1 Hard+1 Hot-1 Sharp=0 Weird+2
  MOVES
  You get all the basic moves.  Choose 2 
  child-thing moves.
  You can use all the battle moves, but when 
  you get the chance, look up baiting a trap, 
  escaping a hunter, and keeping an eye 
  out.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  each other character in turn:
  • Are you a wolf of the maelstrom?
  If they say yes, tell them what they look 
  like under their disguise, and write Hx-2.
  If they say no, write Hx-1.
  If they say anything else—that they don’t 
  know, that they’d rather not say, anything 
  —write Hx+1 and keep your eye on them.
  On the others’ turns, answer their 
  questions as you like.
  At the end, choose one of the characters 
  with the highest Hx on your sheet. Ask 
  that player which of your stats is most 
  interesting, and highlight it. 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 den, detail your personal 
  belongings. You get:
  • 2 low tech weapons
  • fashion suitable to your look, including at 
  your option a piece worth 1-armor (you 
  detail)
  • crap you’ve picked up worth 1-barter
  Low tech weapons (choose 2):
  • cutting edge (2-harm hand)
  • cudgel (2-harm hand messy)
  • thrown stone (2-harm hand)
  • chopper (2-harm hand messy)
  • boomerang (2-harm hand slow)
  • spear (2-harm hand)
  THE WOLVES OF THE MAELSTROM
  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):
   they have no faces 
   
   
   they don’t stand on the ground
   they have human faces  
    
   they make terrible grinding noises
   they have wolves’ faces  
   
   they are made of metal and plastic 
   they have empty holes for eyes 
   they have awful voices
   they have no expression  
   they come and go impossibly
   they’re dripping gore 
   
   
   they’re invisible
   they only howl
  Tell the MC the above, and that they’re perversions of birth. She’ll know what you 
  mean.
  
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  sucker someone;
  do battle
  seduce or
  manipulate
  read a sitch;
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
     NAME —
  LOOK
  NEWS
  THE 
  OTHER MOVES
  NEWS MOVES
   Breaking now: at the beginning of the session, roll+sharp and ask the MC questions. 
  On a 10+, ask 3 times. On a 7–9, ask twice. On a miss, ask once:
  • Where is — and what are they up to?
  Whatever the answer, that’s what you put out over the air. Now everybody knows.
   Un�appable persona: when you act under �re, you can roll+hot instead of roll+cool.
   No bullshit: when you read a person, you can always ask “is your character telling the 
  truth?” for free.
   Rally to the cause: when you speak out in favor of a cause or a person, roll+hot. On a 
  10+, hold 2. On a 7–9, hold 1. Spend your hold 1-for-1 to have your audience:
  • Send in supplies worth 1- or 2-barter.
  • Attack somebody you name.
  • Defend someone or something you name.
  • Go together to a place you name.
  On a miss, hold 1 anyway, but to spend it you have to personally lead them into action.
   Consummate performer: when you’re in front of an audience (MC’s call), you get +1 
  to any rolls you make.
   e good �ght: when you talk passionately with another player’s character about your 
  plans, the future, or how fucked up things are, roll+hot. On a 10+, hold 3. On a 7–9, hold 
  2. You can spend your hold 1-for-1 to ask that character to do something, and if they do 
  it, they mark experience. On a miss, they hold 1 over you, on exactly the same terms.
  Introducing
  THE NEWS
  with Josh Savoie
  It’s all bullshit. e lies Dremmer tells his people to keep them �ghting, the hunger 
  prophet and her salvation, the brainers and their brain-fuckery. But not you. You know 
  what’s what. When Krin starts a war with Wire, you know it. When some asshole shoots 
  up that hold to the east, you know it. When some crazy-ass seer is gathering an army in 
  the rag-wastes, you know it.
  You know it, and you say it. Bring the truth, no matter whose lies it betrays and no matter 
  how bad it hurts.
  GEAR & BARTER
  IMPROVEMENT
  > >>improve
  experience
  — get +1hot (max hot+3)
  — get +1cool (max cool+2)
  — get +1sharp (max sharp+2)
  — get +1weird (max weird+2)
  — get a new news move
  — get a new news move
  — get followers (you detail) and fortunes
  — get a workspace (you detail), or add 2 options to your 
  workspace
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, you see through 
  each others’ personas and get a glimpse of the person 
  underneath. ey can choose to ask you 1, 2 or 3 questions, 
  and you can ask them the same number:
  • What are you most afraid of?
  • What are you most proud of?
  • What do you do that’s just an act?
  • Who do you secretly love?
  • Who do you secretly hate?
  NEWS SPECIAL
  — get +1 to any stat (max stat+3)
  — retire your character (to safety)
  — create a second character to play
  — change your character to a new playbook
  — choose 3 basic moves and advance them.
  — advance the other 3 basic moves.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
  when life becomes untenable:
   come back with -1hard
   come back with +1weird (max+3)
   change to a new playbook
   die
  
  By default, your radio studio is a makeshift building which can comfortably house 2–4 
  people, with broadcast equipment and a single NPC guard (2-harm 1-armor, you detail). 
  Choose 2 amenities:
   Hidden weapons (you detail). 
   
   
   A savvyhead’s workshop with 1 option (you detail).
   An NPC assistant (you detail).
   Spare rooms to comfortably house up to 10 people.
   A dedicated security force (small gang 2-harm 1-armor).
   Strong walls (1-armor).
  Choose your station’s attractions (as many as apply):
   Music salvaged from the golden age. 
    
   Live performers.
   Radiodramas.
   Guests.
   Expert advice.
  Choose 1 complication:
   A delicate broadcast system, prone to failure.   
   It’s cold, damp and uncomfortable.
   It’s in a well-known location.
   You’ve got no security at all.
   It attracts an endless stream of desperate people and you have an obligation to help.
  Choose some people with connections to the station:
  Name 3 informants:
   
   , 
   , & 
  Name your biggest fan: 
  Name 2 people you’ve pissed the fuck off:
   
   & 
  STUDIO
  BARTER
  At the beginning of the session, spend 1- or 2-barter for your lifestyle, plus 1 for your 
  studio. If you can’t or won’t, tell the MC and answer her questions.
  If you need jingle during a session, tell the MC you’d like to work a gig. Your gigs:
  • Make announcements on-air on behalf of a wealthy NPC or population.
  • Broker trade deals between NPCs and NPC populations, cutting a percentage for yourself.
  • Conduct a drive for support from your loyal audience.
  • Others, as you negotiate them.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: a 
  night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; a session’s 
  hire of a violent individual as bodyguard; a few sessions’ hire of simple labor; the material 
  costs for crash resuscitation by a medic; a few sessions’ tribute to a warlord; a few sessions’ 
  maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient 
  to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal.
  CREATING THE NEWS
  To create the news, choose name, look, stats, moves, studio, gear, and Hx.
  NAME
  Noah, Armstrong, Tomash, Auster, Tany, 
  Grigspy, Beaubien, Benincasa, or Utah.
  Chang, delBarco, Navarro, Mito, 
  Innkeeper, Danyell, Kamenetz, or 
  Liasson.
  LOOK
  Man, woman, ambiguous, or transgressing.
  Casual wear, display wear, vintage wear, lux 
  wear, utility wear, comfort wear.
  Angry face, boyish face, pretty face, 
  expressive face, open face, or scarred face.
  Intense eyes, bright eyes, inquisitive eyes, 
  frank eyes, mischievous eyes, or haunted eyes.
  Broken body, restless body, spare body, slim 
  body, still body, or solid body.
  LOUD VOICE, stern voice, soothing voice, 
  deep voice, rich voice, passionate voice, lilting 
  voice, or calm voice.
  STATS
  Choose one set:
  • Cool+1 Hard-1 Hot+2 Sharp=0 Weird+1
  • Cool+1 Hard=0 Hot+2 Sharp+1 Weird-1
  • Cool=0 Hard+1 Hot+2 Sharp+1 Weird-1
  • Cool-1 Hard=0 Hot+2 Sharp+1 Weird+1
  GEAR
  In addition to your studio, detail your 
  personal belongings. You get:
  • 1 weapon of last resort
  • fashion suitable to your look, including 
  at your option a piece worth 1-armor 
  (you detail)
  • oddments worth 1-barter
  Weapons of last resort (choose 1):
  • silenced 9mm (2-harm close hi-tech)
  • stun gun (s-harm hand reload)
  • survival knife (2-harm hand)
  • hunting ri�e (2-harm far loud)
  If you’d like to start play with a vehicle or 
  a prosthetic, get with the MC.
  MOVES
  You get all the basic moves.  Choose 2 news 
  moves.
  You can use all the battle moves, but when you 
  get the chance, look up keeping an eye out, 
  baiting a trap, and turning the tables.
  HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Go around again for Hx. On your turn, ask 
  each other character in turn:
  • Can I count on you to tell me the truth?
  If they say yes, cool, write Hx+1.
  If they say no, write Hx+2. You scrutinize 
  what you don’t trust.
  On the others’ turns, answer their questions 
  as you like.
  At the end, choose one of the characters with 
  the highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, and 
  highlight it. e MC will have you highlight a 
  second stat too.
  IMPROVEMENT
  Whenever you roll a highlighted stat, 
  and whenever you reset your Hx with 
  someone, mark an experience circle. 
  When you mark the 5th, improve and 
  erase. 
  Each time you improve, choose one of the 
  options. Check it off; you can’t choose it 
  again.
  
  HX
  help or interfere; session end
  COOL
  HARD
  HOT
  SHARP
  WEIRD
  do something
  under �re
  go aggro;
  sucker someone;
  do battle
  seduce or
  manipulate
  read a sitch;
  read a person
  open your brain
  highlight
  highlight
  highlight
  highlight
  highlight
  STATS
  MOVES
     NAME —
  LOOK
  SHOW
  THE 
  OTHER MOVES
  SHOW MOVE
   Off the leash: whenever you’re about to do something you don’t always do, turn to the 
  person who holds your leash. Ask them:
  • Do I think you’d be cool with this?
  If you do think they’d be cool with it, then no problems. If you don’t think they would, 
  you can do it anyway if you want, but �rst roll+hot. On a 10+, cool, carry on. On a 7–9, 
  they can choose to erase one of your stat highlights, as though they’d hit you with seduce 
  or manipulate and given you the stick. On a miss, they don’t hold your leash anymore. 
  Choose someone else to hold it (whether they want to or not).
  Introducing
  THE SHOW
  with Elliot Baker
  It’s like the ancient prophet said. You are the show. If you don’t make the gig, the gig is 
  fucking nowhere.
  YOUR RIG
  IMPROVEMENT
  > >>improve
  experience
  — get +1hot (max hot+3)
  — get +1weird (max weird+3)
  — get +1cool (max cool+2)
  — get +1hard (max hard+2)
  — get +1sharp (max sharp+2)
  — the person holding your leash gets a gang (you detail) 
  and leadership or pack alpha (you choose)
  — the person holding your leash gets an establishment 
  (you detail)
  — get followers (you detail) and fortunes
  — get a move from another playbook
  — get a move from another playbook
  If you and another character have sex, sweet.
  SHOW SPECIAL
  — get +1 to any stat (max stat+3)
  — retire your character (to safety)
  — create a second character to play
  — change your character to a new playbook
  — choose 3 basic moves and advance them.
  — advance the other 3 basic moves.
  For your rig, choose 3.
   You have a vehicle (you detail).
   You have a gigantic armored war-vehicle (you detail).
   You can strip your rig down to a version that you can carry as a backpack (valuable 
  hitech).
   When you play, your instrument shoots �re (2-harm messy loud).
   When you play, your instrument drips blood.
   When you play, water freezes, and your skin and instrument frost over.
   When you play, you �ll the air from horizon to horizon, and people miles away feel 
  the earth rumble.
   When you play, the ancient death satellites that still orbit the earth stir in their 
  sleep.
   When you play, it gives people sensitive to the world’s psychic maelstrom nosebleeds.
   You have a small but well-rewarded security force: Ba, Rothschild, Jeanette, and a 
  couple others (small gang 3-harm 1-armor).
   You have musicians who play with you. Circle some or all of: Dustwich, Harridan, 
  Jesus Christ, Lits, Rolfball, Ambeke, Si, x-many faceless backups.
   When you play, fucking dead souls stop their groaning to listen.
   You have a wide assortment of instruments and can play them all.
   ere’s basically always some number of people around who want eagerly to have sex 
  with you. Whenever you feel like it, ask the MC who they are this time.
  HARM
  countdown
  3
  6
  9
  12
   stabilized
  when life becomes untenable:
   come back with -1hard
   come back with +1weird (max+3)
   change to a new playbook
   die
  
  When you perform, you can, if you try, crack open the world. Roll+weird. On a 10+, 
  choose 1. On a 7–9, choose 1, but you suffer 1-harm ap loud. On a miss, choose 1, but you 
  and everyone within reach of you suffers 1-harm ap loud.
  • You make the noise that the ancient bronze armies made, beating their spears on their shields. 
  In battle, you can give someone seizing by force (or a variant) +1choice.
  • You make the noise that reverberates inside a vulture’s skull when it scrapes its beak on carrion 
  bone. Tell the MC that all the NPCs who hear it now form a hunting pack, and ask what 
  they do.
  • You make the noise in the heart of doomed soldiers when they realize that they have lost 
  everything they loved. In battle, tell the MC that your enemies panic, and ask what 
  happens.
  • You make the noise that the alien brains made when they pushed the button that ended 
  humanity. You can use your audience for augury. 
  • You make the noise that your lover’s breath and blood makes when they’re turned on. Tell the 
  MC that this place becomes shifting ground. Ask what happens.
  • You make the noise that the last whale heard when it sang and no one answered. Tell the 
  MC that this place becomes a prison (impulse: to contain, to deny egress), a furnace 
  (impulse: to consume things), or a mirage (impulse: to entice and betray people), your 
  choice. Ask what happens.
  • You make the noise that the dinosaurs heard when they looked up and saw the �reball. Tell the 
  MC that all the NPCs who hear it now form a cult, and ask what they do.
  • You make the noise that your soul made when the worst happened, and you learned that you 
  were still alive, and were not alone. Tell the MC that all the NPCs who hear it now form a 
  family, and ask what they do.
  • You make the noise that the citizens of Rome heard when Spartacus’ army smashed open their 
  gates. Tell the MC that any NPCs who hear it who’ve been enslaved rise up, throw off their 
  chains, take up arms, and attack their slavers, and ask what happens.
  You can instead, if you choose, pander to your audience. Roll+hot. On a 10+, choose 1. 
  On a 7–9, choose 1, and take -1weird to the next time you try to crack open the world. On 
  a miss, choose 1, and the next time you try to crack open the world, don’t roll, treat it as 
  a miss.
  • ey cough up. e person who holds your leash gets 10-barter.
  • ey cough up. e person who holds your leash gets 6-barter.
  • ey cough up. e person who holds your leash gets 1-barter.
  YOUR MUSIC
  BARTER
  At the beginning of the session, tell the person who holds your leash whether to spend 
  1-barter, 2-barter, or an absurd 3-barter for your lifestyle. ey have to. If they can’t, it’s 
  not your problem, they have to work it out with the MC.
  If you need jingle during the session, you have to get it from them.
  As a one-time expenditure, and very subject to availability, 1-barter might count for: a 
  night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; a session’s 
  hire of a violent individual as bodyguard; a few sessions’ hire of simple labor; the material 
  costs for crash resuscitation by a medic; a few sessions’ tribute to a warlord; a few sessions’ 
  maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient 
  to get you into almost anyone’s presence.
  For better stuff, you should expect to make particular arrangements. You can’t just 
  wander around the commons of some hardhold with oddments ajangle and expect to �nd 
  hi-tech or luxe eternal. I mean, you can expect to, but like, shit.
  CREATING THE SHOW
  To create the show, choose name, look, stats, moves, rig, leash, and Hx.
  NAME
  Noah, Adam, Jimi, Janus, Nina, Kayd, 
  Steevee, Bilireta,Cook, Miles, Lola, 
  Conred, Saint, Que, Florence.
  Rhythm, Platinum, MSG, Queen, Sticks, 
  Arceay, Vic, Ring, Waxtrax, ToyB, Coda, 
  Scratch, umper, Wartooth.
  LOOK
  Man, woman, androgynous, transgressing, 
  concealed.
  Flashy costume, ritual costume, branded 
  costume, casual costume, scrounge wear 
  costume.
  Enchanting face, inviting face, chiseled face, 
  open face, covered face or busted face.
  Warm eyes, intense eyes, darting eyes, liquid 
  eyes, heavy-set eyes, vacant eyes.
  Muscled body, lush body, compact body, 
  road-weary body, graceful body, angular body.
  STATS
  Choose one set:
  • Cool+1 Hard-1 Hot+2 Sharp=0 Weird+1
  • Cool-1 Hard=0 Hot+2 Sharp+1 Weird+1
  • Cool+1 Hard-1 Hot+1 Sharp=0 Weird+2
  • Cool=0 Hard+1 Hot+1 Sharp-1 Weird+2
  GEAR
  In addition to your rig, detail your 
  fashion according to your look, including 
  at your option clothing worth 1-armor.
  If nobody’s playing a battlebabe, you can 
  grab that playbook and make a custom 
  weapon for yourself. Otherwise, choose a 
  normal weapon or two from some other 
  playbook.
  If you’d like to start play with a 
  prosthetic, get with the MC.
  MOVES
  You get all the basic moves. You get off the 
  leash.
  You can use all the battle moves, but when you 
  get the chance, look up seize by force.
  LEASH & HX
  Everyone introduces their characters by 
  name, look and outlook. Take your turn.
  List the other characters’ names.
  Before anybody assigns Hx, choose which of 
  the other characters holds your leash. Tell 
  them. If they don’t like it, shrug.
  Go around again for Hx. On your turn, 
  whoever holds your leash, write Hx+2. Leave 
  everyone else blank for now.
  On the others’ turns, answer their questions 
  as you like.
  At the end, copy Hx straight over from the 
  person who holds your leash. Who they know, 
  you know. Who they don’t, you don’t.
  Finally, choose one of the characters with 
  the highest Hx on your sheet. Ask that player 
  which of your stats is most interesting, and 
  highlight it. 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.
  
SOURCE: textdata/thevault/Apocalypse World (PbtA) [multi]/2nd Edition/Playbooks-Suplements/Apocalypse World 2e - Extended Playbooks.pdf