Apocalypse World - BurnedOver
Apocalypse World - BurnedOver
Apocalypse World - BurnedOver
This hackbook is a guide to using Apocalypse World to play AW:Burned Over. It’s not a stand-
alone game. As MC, you’ll need to be familiar with the rules of Apocalypse World and you’ll
need a copy of the Apocalypse World MC book for reference.
2
WHAT'S NEW
Hard Zones:
During character creation, by yourself or with the players, choose the game’s Hard Zone.
The Hard Zone you choose gives you a list of thematic locations to play with. Several of the
playbooks make use of Hard Zone locations.
Threats:
Many of the threats are the same as in Apocalypse World, just renamed, like brutes to clans.
However, the old allies types, from advancing seduce & manipulate, now appear as reliables,
and there are two entirely new threat types as well: institutions and pinpoints.
Gamechangers:
Gamechangers are substantial changes to the game, affecting all the players. Early in play,
you choose which gamechanger is on the horizon. The players choose in play, as part of their
experience & advancement system, when to unlock it.
CONTENTS
2 INTRODUCTION 58 HARD ZONES
What’s the same and what’s new. What the world is made of.
4 PLAYBOOKS 62 THREATS
Download the standalone playbooks at NPCs, places, situations, institutions.
lumpley.games/burnedover.
70 GAMECHANGERS
44 BASIC MOVES Sweeping changes, unlockable.
Moves everyone can make.
72 THE LOST SWORD
47 STANDARD MOVES A gamechanger, a new superweapon.
Moves that go with stuff.
74 NOTES & CREDITS
50 EFFECTS
Weapons, armor, Ψ, barter, environ.
3
STATS MOVES EFFECTS HARM
Countdown
Experience
Confront someone
12
AGGRO Experience 9 3
Act under fire
WEAPON
Charm or deceive 6
someone Stabilized
COOL
Experience When life becomes untenable:
Do battle
ARMOR Return to play with -1Hard.
Return to play with +1Weird.
Return to play with a new
playbook.
HARD Experience Die.
Ψ
Read someone
Read a situation SCAVENGE
Choose 1:
SHARP Experience You’re known, and feared by
some, but you won’t use your
Open your brain to
BARTER psychic abilities just to exploit
or extort people. You have
the world’s psychic 2-barter.
maelstrom
When your resources run thin,
WEIRD Experience
you’re more than willing to
PRONOUNS:
didn’t know that we would be born, we with our
eager, hungry brains, our unblinkered eyes, our
whispering, dangerous voices.
1st IMPRESSION
BRAIN-PICKER MOVES
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
EFFECTS IMPROVEMENT
When you choose your gear, list your armor
and your weapon, including tags and harm. When you roll a stat, roll Hx, or suffer
harm, mark Experience. When you’ve
By default you have 0-Ψ, but your gear and marked 3 Experience, erase those marks
moves might give you 1-Ψ or 2-Ψ. and mark 1 toward Improvement.
You have Barter per your Scavenge.
Then, when you’ve marked 3 toward
By default you have 0-environ, but your moves Improvement, erase those marks and
might give you 1-environ or 2-environ. choose an option for your character. Check
it off; you can’t choose that option again.
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.
STATS MOVES EFFECTS HARM
Countdown
Experience
Confront someone
12
AGGRO Experience 9 3
Act under fire
WEAPON
Charm or deceive 6
someone Stabilized
COOL
Experience When life becomes untenable:
Do battle
ARMOR Return to play with -1Hard.
Return to play with +1Weird.
Return to play with a new
playbook.
HARD Experience Die.
Ψ
Read someone
Read a situation SCAVENGE
Choose 1:
SHARP Experience You always have an abundance
of interesting and useful
Open your brain to
BARTER things to trade. You have
2-barter.
the world’s psychic
maelstrom In addition to your
trade goods, you have a
WEIRD Experience
stranglehold, you’re the
GEARCUTTER MOVES
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
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: )
MOVES
You get all the basic moves. Choose 2
Gearcutter moves.
STATS MOVES EFFECTS HARM
Countdown
Experience
Confront someone
SEE —» 12
REVER SE
AGGRO Experience 9 3
Act under fire
WEAPON
Charm or deceive 6
someone Stabilized
COOL
Experience When life becomes untenable:
Do battle
ARMOR Return to play with -1Hard.
Return to play with +1Weird.
Return to play with a new
playbook.
HARD Experience Die.
Ψ
Read someone
Read a situation SCAVENGE
Choose 1:
SHARP Experience You don’t hold yourself above
your holding’s population, but
Open your brain to
BARTER live like them, subject to the
same tides of plenty and want.
the world’s psychic You have 1-barter.
maelstrom
No matter what changing
WEIRD Experience
fortunes bring to your holding
PRONOUNS:
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.
1st IMPRESSION
LAWMAKER MOVES
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
One law that everybody knows not to break, or else. Name it:
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)
Experience
Confront someone
12
AGGRO Experience 9 3
Act under fire
WEAPON
Charm or deceive 6
someone Stabilized
COOL
Experience When life becomes untenable:
Do battle
ARMOR Return to play with -1Hard.
Return to play with +1Weird.
Return to play with a new
playbook.
HARD Experience Die.
Ψ
Read someone
Read a situation SCAVENGE
Choose 1:
SHARP Experience People support you out of
appreciation, and you turn
Open your brain to
BARTER all their support back into
resources for providing more
the world’s psychic care. You have 0-barter.
maelstrom
People support you out of
WEIRD Experience
appreciation, and you’re able
PRONOUNS:
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.
1st IMPRESSION
MEDIC MOVES
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
DEFENSIVE WEAPONS
Big knife (2-harm, hand)
Crude handmade pistol (2-harm, close, loud, reload)
Stun gun (s-harm, hand, reload)
Experience
Confront someone
12
AGGRO Experience 9 3
Act under fire
WEAPON
Charm or deceive 6
someone Stabilized
COOL
Experience When life becomes untenable:
Do battle
ARMOR Return to play with -1Hard.
Return to play with +1Weird.
Return to play with a new
playbook.
HARD Experience Die.
Ψ
Read someone
Read a situation SCAVENGE
Choose 1:
SHARP Experience You are devoted to your
people and share their good
Open your brain to
BARTER times and bad, you don’t hold
yourself above or apart from
the world’s psychic them. You have 1-barter.
maelstrom
You’re willing to let your
WEIRD Experience
people support you and live
PRONOUNS:
black. It could fly, and it loved flowers, and it was
so powerful that they gave its name to kings and
queens.
1st IMPRESSION
MONARCH MOVES
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
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)
Experience
Confront someone
12
AGGRO Experience 9 3
Act under fire
WEAPON
Charm or deceive 6
someone Stabilized
COOL
Experience When life becomes untenable:
Do battle
ARMOR Return to play with -1Hard.
Return to play with +1Weird.
Return to play with a new
playbook.
HARD Experience Die.
Ψ
Read someone
Read a situation SCAVENGE
Choose 1:
SHARP Experience You hold your reputation as
precious, and you’re willing
Open your brain to
BARTER to take a loss when it means
making good and doing right.
the world’s psychic You have 2-barter.
maelstrom
You weigh your reputation
WEIRD Experience
like any other resource, and
PRONOUNS:
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.
1st IMPRESSION
OPERATOR MOVES
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
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)
MOVES
You get all the basic moves. You get ear to the
ground, and choose 1 more Operator move.
STATS MOVES EFFECTS HARM
Countdown
Experience
Confront someone
SEE —» 12
REVER SE
AGGRO Experience 9 3
Act under fire
WEAPON
Charm or deceive 6
someone Stabilized
COOL
Experience When life becomes untenable:
Do battle
ARMOR Return to play with -1Hard.
Return to play with +1Weird.
Return to play with a new
playbook.
HARD Experience Die.
Ψ
Read someone
Read a situation SCAVENGE
Choose 1:
SHARP Experience You have good luck, clean
water, and a good garden. You
Open your brain to
BARTER have 1-Barter.
the world’s psychic In addition to good luck and
maelstrom a green thumb, you have a
calculating streak and you
WEIRD Experience
know how to wring the most
UNDAUNTED MOVES
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
:
Tell the MC to create them as threats, and to remember that they can be reliables.
MOVES
You get all the basic moves. Choose 3
Undaunted moves.
STATS MOVES EFFECTS HARM
Countdown
Experience
Confront someone
SEE —» 12
REVER SE
AGGRO Experience 9 3
Act under fire
WEAPON
Charm or deceive 6
someone Stabilized
COOL
Experience When life becomes untenable:
Do battle
ARMOR Return to play with -1Hard.
Return to play with +1Weird.
Return to play with a new
playbook.
HARD Experience Die.
Ψ
Read someone
Read a situation SCAVENGE
Choose 1:
SHARP Experience You don’t make yourself
stand out, you prefer to
Open your brain to
BARTER live unobtrusively with the
people around you and to go
the world’s psychic unnoticed by outsiders. You
maelstrom
have 1-barter.
WEIRD Experience
You provide valuable services
PRONOUNS:
a maelstrom, vast and screaming in fear and hate.
It spawns terrors. Be on guard.
1st IMPRESSION
VIGILANT MOVES
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
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)
MOVES
You get all the basic moves. You get sniff the
wind, and choose 1 more Vigilant move.
STATS MOVES EFFECTS HARM
Countdown
Experience
Confront someone
SEE —» 12
REVER SE
AGGRO Experience 9 3
Act under fire
WEAPON
Charm or deceive 6
someone Stabilized
COOL
Experience When life becomes untenable:
Do battle
ARMOR Return to play with -1Hard.
Return to play with +1Weird.
Return to play with a new
playbook.
HARD Experience Die.
Ψ
Read someone
Read a situation SCAVENGE
Choose 1:
SHARP Experience You get by on jobs and trading
favors. You won’t straight-out
Open your brain to
BARTER rob people or murder them
for their goods. You have
the world’s psychic 1-barter.
maelstrom
You’re never willing to
WEIRD Experience
suffer an empty belly or an
PRONOUNS:
They reduced the world to the flammable and the
flame.
1st IMPRESSION
VOLATILE MOVES
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
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)
MOVES
You get all the basic moves. Choose 2 Volatile
moves.
STATS MOVES EFFECTS HARM
Countdown
Experience
Confront someone
SEE —» 12
REVER SE
AGGRO Experience 9 3
Act under fire
WEAPON
Charm or deceive 6
someone Stabilized
COOL
Experience When life becomes untenable:
Do battle
ARMOR Return to play with -1Hard.
Return to play with +1Weird.
Return to play with a new
playbook.
HARD Experience Die.
Ψ
Read someone
Read a situation SCAVENGE
Choose 1:
SHARP Experience You don’t eat for pleasure, you
need only fuel. You don’t care
Open your brain to
BARTER for comfort. You sleep little
and in silent dreamlessness.
the world’s psychic You collect no wealth. You
maelstrom
have 0-barter.
WEIRD Experience
Over your decades as a
PRONOUNS:
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.
1st IMPRESSION
WEAPONIZED MOVES
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
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.
BASIC MOVES
CONFRONT SOMEONE
When you confront, intimidate, threaten, or bluff someone, roll+Aggro. On a 10+, they
have to choose: back down and give you your way, defy you and fight back, or else submit to
your mercy and ask you to reconsider. On a 7–9, you’ve left them some wiggle room, and they
can try to escape, bargain with you, pass off responsibility, or divert you instead. You choose
whether and how to follow through. On a miss, be prepared for the worst.
DO BATTLE
When you do battle with someone, exchange harm, but first roll+Hard. On a 10+, you hold 4
against your enemy. On a 7–9, you hold 3 against them. On a miss, you hold 1 against them.
If a PC, your enemy rolls simultaneously to do battle with you. If an NPC, your enemy holds 2
against you on any hit, and 3 against you on a miss.
To conduct the battle, spend your hold on the following. Commit to your spends without
knowing your enemy’s.
• Fight for blood: Spend 1 to inflict +1harm.
• Fight defensively: Spend 1 to suffer -1harm.
• Fight opportunistically: Spend 1 to inflict harm on an additional enemy.
• Guard someone: Spend 1 to protect an ally from 1-harm.
• Seize initiative: Whoever spends more to seize initiative, does.
If you seize initiative, you get any or all of these, as applicable:
• Take +1hold against your enemy into the next round, if the battle continues.
• Ask 1 Read a situation question for free, with no roll.
• Take a quick action of any kind, for free, while your enemy is off balance.
READ SOMEONE
When you read someone in a charged interaction, roll+Sharp. On a 10+, hold 3 against them.
On a 7–9, hold 2 against them. During your interaction, spend your hold 1 for 1 to ask the MC
or their player questions. They have to answer frankly, from their character’s point of view.
• Are you telling the truth?
• What are you feeling?
• What are you thinking of doing?
• What do you hope I’ll do?
• How could I get you to do [x]?
On a miss, the MC might have you ask 1 anyway, but be prepared for the worst.
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READ A SITUATION
When you read a charged situation, roll+Sharp. On a 10+, ask the MC 3 questions right now.
On a 7–9, ask the MC 1 question. They have to answer frankly, and when you’re acting on their
answers, take +1 to any rolls you make.
• Who’s in control here?
• What’s my best way in / out / around / through?
• Who or what poses the biggest threat to me?
• Who or what represents the best opportunity for me to do [x]?
• What should I be on the lookout for?
On a miss, the MC might have you ask 1 anyway, but be prepared for the worst.
HELP SOMEONE
To help someone, ask their player what you can do to help. If you do it, roll+Hx. (If an NPC,
roll+Sharp.) On any hit, the MC chooses the most suitable:
• They weren’t able to make the attempt, but now they are.
• They get +1 to their roll, +1hold, +1choice, +1harm, suffer -1harm, or another suitable bonus.
• You both roll for it, and the better roll stands.
On a 10+, they also get +1Hx with you on their sheet (unless an NPC). On a miss, be prepared
for the worst.
INTERRUPT SOMEONE
To interrupt someone, roll+Hx. (If an NPC, roll+Cool.) On any hit, the MC chooses the most
suitable:
• You’re there first.
• You’re in their way.
• You’re ready for it.
…And they have to deal with you instead of doing what they intended. On a 10+, you also take
+1forward against them. On a miss, you still interrupt them, but the MC chooses the most
suitable:
• They see what’s happening and can change course smoothly.
• They take +1forward against you.
You can’t interrupt someone who’s interrupting you.
When you make a highly interruptible move, marked with *, you should announce that you’re
making it and explicitly give everyone a chance to interrupt you. Otherwise, they can call a
do‑over and retroactively interrupt you if they want, even after you’ve finished your move and
play’s continued on.
45
BASIC MOVES
MAKING MOVES
It’s your responsibility as a player to choose and announce the moves you’re making.
The MC and the other players can suggest moves to you freely, especially if they see that you’re
making one but haven’t realized it yet.
The MC can also call for you to make any move they think you definitely should.
If you and the MC or another player disagree about your moves, explain yourself, and don’t
proceed with play until you’ve worked it out between you.
SIMULTANEOUS MOVES
If you and another player are acting at the same time, hold your dice out in your closed fist,
and tell them to do the same. Both of you should take the time to explain to the MC what
you’re doing and what moves you’re making. If either of you roll prematurely, it doesn’t count,
pick your dice back up and hold your horses.
It’s the MC’s job to tell you whether you should roll your dice at the same time, or one before
the other.
It’s your responsibility as a player to make sure that the MC and the other players know that
you have something to say. Holding your dice in your fist obtrusively in the play space is a
signal that you don’t need to interrupt who’s speaking, but that they do need to hear you out
before play proceeds.
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STANDARD MOVES
Certain kinds of equipment, status, or NPC allies give you access to these moves.
AUGURY
The standard move for a psychic antenna.
When you use your psychic antenna for augury, roll+Weird. On any hit, choose 1:
• You can reach through the world’s psychic maelstrom to something or someone connected to it.
• You can isolate and protect a person or thing from the world’s psychic maelstrom.
• You can extract and contain a fragment of the world’s psychic maelstrom itself.
• You can open a window or door into the world’s psychic maelstrom.
By default, the effect lasts only as long as you maintain it, reaches only shallowly into the
world’s psychic maelstrom as it is local to you, and bleeds instability. On a 10+, choose 2 of the
following. On a 7–9, choose 1:
• It persists for a while without your actively maintaining it.
• It reaches deep into the world’s psychic maelstrom.
• It reaches broadly, maybe universally, throughout the world’s psychic maelstrom.
• It’s stable and contained, no bleeding.
On a miss, whatever bad happens, your psychic antenna takes the brunt of it.
DEVOTION
The standard move for followers.
At the beginning of the session, if your followers are secure and stable, roll+Cool. On a 10+,
during the session, your followers offer you all of their devotions. On a 7–9, they offer you
all of their devotions, but choose 1 demand. On a miss, or if your followers are in crisis, all of
their demands.
If you have more than 1 group of followers, roll separately for each of them.
INSIGHT
The standard move for advisors.
When you go to your advisors for insight, ask them what they think your best course is, and
the MC will tell you. 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 1 toward Improvement.
LEADERSHIP
The standard move for a gang.
When you have to order your gang to advance, regroup, hold position, or put their backs
into it, roll+Hard. On any hit, they do it. On a 10+, they snap to, and you take +1forward into
whatever you’re having them do. On a miss, they do it, but you’ll hear about it later.
47
STANDARD MOVES
TINKERING
The standard move for a workspace.
When you go into your workspace to create something, repair something, solve a problem,
or get to the bottom of something, tell the MC about it and ask if it’s possible. The MC will tell
you “sure, no problem, but…” and then 1 to 4 of the following:
• It’s going to take hours/days/weeks/months of work.
• First you’ll have to get/make/fix/figure out [x].
• You’re going to need [x] to help you with it.
• It’s going to cost a ton of jingle.
• The best you’ll be able to do is not great, it’ll be poor, slow, weak or unreliable.
• It’s going to mean exposing yourself or others to serious danger.
• You’re going to have to add [x] to your workspace first.
• It’s going to take you several/dozens/hundreds of tries.
• You’re going to have to take [x] apart to do it.
The MC might connect them all with “and,” or might throw in a merciful “or.”
Once you’ve accomplished the necessaries, you can go ahead and accomplish your project.
VEHICLE MOVES
The standard moves for vehicles.
When you have to deal with bad terrain, roll+Cool, modified by your vehicle’s Handling. On a
10+, you fly through untouched. On a 7–9, choose 1:
• You slow down and pick your way forward.
• You push too hard and your vehicle suffers harm as established (1-harm ap for most terrain, but
ask the MC first).
• You ditch out and go back to find another way.
On a miss, the MC chooses 1 for you. The others are impossible.
To outdrive another vehicle, both vehicles inflict v-harm on each other, but first roll+Cool,
modified by the vehicles’ relative Speeds. On a 10+, you hold 3 against the other driver. On
a 7–9, you hold 2 against them. On a miss, you hold 1 against them. If a PC, the other driver
rolls simultaneously to outdrive you. If an NPC, the other driver holds 1 against you on any
hit, and 2 against you on a miss.
To conduct the race, spend your hold on the following. Commit to your spends without
knowing your enemy’s.
• Drive fast: Whoever spends more to drive fast, outraces the other vehicle.
• Drive hard: Spend 1 to increase your vehicle’s Massive by +1 for purposes of inflicting v-harm.
• Drive safe: Spend 1 to increase your vehicle’s Massive or Handling by +1, your choice which, for
purposes of suffering v-harm.
Resolve the v-harm first.
Then, whoever spent more to drive fast, you outdistance the other vehicle and break away, or
else overtake the other vehicle and draw up alongside.
If you spent equally to drive fast, choose together:
• If both of you still hope to outdrive the other, the race continues to another round.
• If either of you choose to concede or can’t continue, the race ends now.
48
WEALTH
The standard move for a holding or venue.
At the beginning of the session, if your holding or venue is secure and stable, roll+Hard. On a
10+, during the session, your holding or venue has all of its surpluses. On a 7–9, it has all of its
surpluses, but choose 1 want. On a miss, or if your holding or venue is in crisis, all of its wants.
49
EFFECTS
WEAPONS, ARMOR & HARM
When you inflict or suffer harm, it’s equal to the attacker’s weapon’s harm rating, minus the
target’s armor rating. Harm minus armor is called harm as established.
When you exchange harm with someone, both of you simultaneously inflict and suffer harm
as established:
• You inflict harm equal to the harm of your weapon, minus your enemy’s armor.
• You suffer harm equal to the harm of your enemy’s weapon, minus your own armor.
50
WEAPON & ARMOR TAGS
List your weapon’s and armor’s tags with their ratings.
AP (armor piercing): ignores armor.
Area: hits any number of targets within its area of effect.
Brutal: inflicts the worst possible harm for its harm rating. Inflicts distinctive, unmistakable
injuries.
Burstfire: at your option, give it area and reload or reset.
Concentrated Fire: for weapons inflicting 4-harm or more. At your option, inflict 1-environ
instead of 4-harm, 2-environ instead of 6-harm, or 3-environ instead of 8-harm.
Dazzling: makes blinding, flashing lights. Is not necessarily loud.
Environ: inflicts environmental damage as listed, as below.
Fire: at the MC’s judgment, can be ap, can be brutal, and/or can inflict additional subsequent harm
if not extinguished.
Harness: unmanageable or unusable without a harness, backpack, fuel tank, or mounting.
Harpoon: a hit attaches your target to you with a line or cable.
Hidden: concealed on your person.
Hi-tech: has electronic or other sophisticated components.
Loud: makes a clear, loud, unmistakable, maybe distinctive noise.
Messy: area effect, but may or may not hit any given target in its area. Is also necessarily loud.
Ranges (intimate, hand, thrown, close, far): you must be at the appropriate range to bring the
weapon to bear. Close-far weapons can be brought to bear at close or far range.
Reload, reset: after you use it, you have to take distinct action to reload, rearm or reset it. Reload
implies that it uses up ammo; reset that it doesn’t.
Set: armed in place, can’t be moved without disarming it.
Single use: each time you use one, mark it off.
Stealth: you can deceive someone that you aren’t there. No matter what you roll, they don’t have
the option to call you out or demand evidence, although on a 7–9 they still have the option to ask
you for time, making you wait, frozen and silent.
Unreliable: ask the MC whether it works this time.
Valuable: visibly, evidently valuable.
51
EFFECTS
WHEN A GANG SUFFERS HARM
1-harm: a few injuries, one or two serious, no fatalities.
2-harm: many injuries, several serious, a couple of fatalities.
3-harm: widespread injuries, many serious, several fatalities.
4-harm: widespread serious injuries, many fatalities.
5-harm and more: widespread fatalities, few survivors.
Does the gang hold together?
With a strong, present leader, a gang will hold together if it suffers up to 4-harm. If the leader
is weak or absent, it’ll hold together if it suffers up to 3-harm. If the leader is both weak and
absent, it’ll hold together if it suffers 1- or 2-harm. If it has no leader, it’ll hold together if it
suffers 1-harm, but no more.
A PC gang leader can hold a gang together by using leadership to order it to hold discipline,
but otherwise it follows these rules, same as for NPC leaders.
What about PC gang members?
If a PC is a member of a gang taking harm, how much harm the PC takes depends on their role
in the gang. If they’re a leader or a prominent, visible member, they suffer the same harm the
gang does. If they’re just someone in the gang, or if they’re intentionally protecting themself
from harm instead of fighting with the gang, they suffer-1harm.
52
WHEN A VEHICLE SUFFERS HARM
Vehicles can suffer regular harm or v-harm.
When a vehicle suffers harm, there are two questions: how much damage does the vehicle
itself suffer, and how much harm blows through to the people inside?
1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can blow through to
passengers.
2-harm: functional damage. Fuel leak, shot-out tires, engine stall, problems with steering, braking
or acceleration. Can be field-patched. 1-harm can blow through to passengers.
3-harm: serious damage. Functional damage affecting multiple functions, but can be field-patched.
2-harm can blow through to passengers.
4-harm: breakdown. Catastrophic functional damage, can be repaired in a garage but not in the
field, or can used for parts. 3-harm can blow through to passengers.
5-harm and more: total destruction. Full harm can blow through to passengers, plus they can
suffer additional harm if the vehicle explodes or crashes.
Whether harm blows through to a vehicle’s driver and passengers, doesn’t blow through, or
just hits them too without having to blow through, depends on the MC’s judgment of the
circumstances and the vehicle.
Vehicles are also affected by environ, as below.
V-HARM
V-harm as established is the attacking car’s Massive minus the defending car’s Massive or
Handling, defender’s choice.
When you suffer v-harm, roll minus the v-harm you’ve suffered. On a 10+, you swerve but
recover without disadvantage. On a 7–9, you’re forced to swerve. Your attacker chooses 1:
• You give ground.
• You’re driven off course, or forced onto a new course.
• Your car takes 1-harm ap, right in the transmission.
On a miss, you lose control, and your attacker chooses 1:
• You crash.
• You spin out.
• Choose 2 from the 7–9 list above.
53
EFFECTS
ENVIRON (ENVIRONMENTAL DAMAGE)
Environ measures the effect of a weapon or attack on vehicles, buildings, and other structures.
Structures can be armored against environmental damage. Subtract their armor rating from
the environ of the attack.
0-environ:
0-environ is synonymous with normal harm. Use the normal harm rules for your weapon to
determine its effect.
It can shake and rattle cars but not move them, and doesn’t structurally affect buildings.
1-environ:
Equivalent to 4-harm messy. When brought to bear against a single nonstructural target,
equivalent to 4-harm ap.
Can move cars but not lift or throw them. Inflicts severe cosmetic damage on buildings and
structures: many holes or large holes, no intact glass, burning or smoldering. 2-harm can blow
through to inhabitants, and the MC can judge it ap, brutal, or fire.
2-environ:
Equivalent to 6-harm messy. When brought to bear against a single nonstructural target,
equivalent to 7-harm ap.
Can lift, throw, or flip cars, and move heavier machines. Inflicts structural damage on
buildings and structures: strain to load-bearing walls or pillars, beginnings of collapse, fire.
4-harm can blow through to inhabitants (perhaps ap and/or fire). Further structural damage
can lead to collapse.
3-environ:
Equivalent to 7-harm messy. When brought to bear against a single nonstructural target,
equivalent to 9-harm ap.
Can destroy cars outright. Can lift, topple, or flip heavier machines. Can completely collapse
smaller structures and partially collapse larger ones, or engulf them in flame. 6-harm can blow
through to inhabitants (perhaps ap and/or fire). Further structural damage will definitely lead
to collapse.
4-environ and more:
Equivalent to 8-harm messy. When brought to bear against a single nonstructural target,
equivalent to 10-harm ap.
Destroys cars and can destroy heavier machines. Can destroy structures and completely
collapse larger ones, or engulf them in flame. 8-harm can blow through to inhabitants
(perhaps ap and/or fire), plus they can suffer additional harm as the structure collapses.
54
D-HARM (DEPRIVATION)
A person suffers d-harm from deprivation. d-harm is strictly for acute cases of deprivation. For
scarcity and chronic deprivation, create disease-type threats instead.
Individual NPCs simply suffer the effects of d-harm as follows. For PCs suffering d-harm, tell
them the effects they’re suffering, and if they can’t or don’t alleviate their deprivation, inflict
regular harm alongside it, in increments of 1-harm ap.
For a population suffering d-harm, the two questions are, how does it behave, and how long
can it last before breaking up, tearing itself apart, or dying?
d-harm (air), asphyxiation: Difficulty breathing, panic, convulsions, paralysis,
unconsciousness, brain damage, death within minutes.
Inflicted on a population: Immediate panic. Social cohesion breaks down basically at once into
a survival-driven desperation to find air.
d-harm (warmth), hypothermia: shivering, hunger, dizziness, confusion, drowsiness,
frostbite, delirium, unconsciousness, irregular heartbeat, death in an hour or more, depending
on the cold.
Inflicted on a population: Huddling together, despair, lethargy, resignation. Isolated
individuals suffer worsening individual symptoms, so social cohesion can last basically as long
as the individuals can.
d-harm (cool), heat stroke: headache, dehydration, weakness or cramps, confusion, fever,
vomiting, seizures, unconsciousness, death in an hour or more, depending on the heat.
Inflicted on a population: Desperation, panic, lethargy, resignation. Social cohesion can last as
long as the individuals can, as the less vulnerable individuals try to help the more vulnerable.
d-harm (water), dehydration: desperation, headache, confusion, delirium, collapse, death in
3 days.
Inflicted on a population: Rationing & hoarding, desperation, infighting. Social cohesion can
last up to a week before breaking down into violence or dispersal.
d-harm (food), starvation: irritability, hunger, weakness, diarrhea, lethargy, dehydration,
muscular atrophy, heart failure and death within 2–3 months.
Inflicted on a population: Rationing & hoarding, desperation, infighting. Social cohesion can
last up to 2 weeks before breaking down into violence, cannibalism, or dispersal.
d-harm (sleep), sleep deprivation, irritability, disorientation, nodding off, depression,
headache, hallucinations, mania, personality changes, bizarre behavior.
Inflicted on a population: Malaise, infighting, tantrums, desperation. For long-term acute
sleep deprivation, create affliction threats instead.
S-HARM (STUN)
s-harm disables its target without causing any regular harm. Use it on a PC, and doing
anything at all means doing it under fire. The fire is “you’re stunned.”
55
EFFECTS
Ψ (PSI)
Your Ψ rating represents your strength of psychic will.
The world’s psychic maelstrom normally has Ψ+3, but don’t expect circumstances to be
normal.
A NOTE ON Ψ-HARM
Note that Ψ-harm always represents the direct assault and invasion of a hostile, alien psychic
force, not any kind of mental illness or “insanity.”
56
BARTER
When you want to barter something from someone, subtract your barter rating from its value.
Value minus barter is called cost.
VALUE
The MC determines things’ value:
1-value for basic living requirements of all kinds.
1-value for unskilled labor.
2-value for tools, weapons, armor.
2-value for skilled services.
3-value or more for vehicles and structures.
-1value if it’s trash. -2value if it’s really trash.
-1value if the purveyor wants rid of it for some reason.
-1value if the purveyor’s giving you the friends & family discount.
+1value if it’s good. +2 value if it’s superb.+3 value or more if it’s beyond superb.
+1value if it’s big. +2 value if it’s enormous.
+1value or +2value if it’s a set. an assortment, or a complex.
+1value or +2value if it’s tagged hi-tech or valuable.
+1value if the purveyor’s sentimental about it for some reason.
+1value if the purveyor thinks that they can get more out of you than it’s worth.
+2value if the purveyor’s telling you to go screw.
-1value or +1value at the MC’s judgment, just because.
COST
0-Cost or less (value less than or equal to barter):
You have the jingle on hand to cover it, no debt, no sweat, thanks for doing biz. It’s routine.
It’s yours.
1-Cost (value greater than bater):
You don’t have quite enough jingle to cover it. The purveyor chooses:
• It’s yours. They’ll take the loss, but they’ll remember your face and your name, and that they did
you a favor.
• You don’t have the jingle for it, so you can’t afford it. If you want it, you’ll have to offset its cost.
2-Cost or more (value greater than barter):
You can’t afford it as it stands. If you want it, you’ll have to offset its cost.
OFFSETTING COST
To offset the cost of something your barter won’t afford you, you have to actually negotiate for
it. You need to make up the difference between its value and your barter rating.
Make an offer, valuing your own goods, labor, or services as above, or ask the purveyor what
they’d propose.
The purveyor might be willing to accept a debt, if they believe you’ll make good on it in time.
You might be able to charm or deceive them into accepting less than its full value.
57
HARD ZONES
At the beginning of character creation, MC, you should choose which Hard Zone is in play. If
you prefer, you can get the group in on the decision. You should choose one, or at most two.
The PCs are in the Hard Zone you choose. Its listed locations are all around them. If you choose
two Hard Zones, the PCs are in the border region between them.
For some playbooks, the player needs to know which Hard Zone is in play in order to choose
their options.
While the players finish making their characters, you can begin to map out the Hard Zone’s
locations. Consider all the listed locations to be in play, and you can freely add locations of
your own.
58
THE DROWNED CITY
The shells of skyscrapers stand up from the sea floor, now eroded and overgrown. They form
scattered clusters of inhabited islands, laid out in the ancient grid of city blocks. When the sea
is clear you can see sharks swimming in and out of the buildings below the surface.
Locations:
• The Fountains, an island where some kind of ancient water processing system still functions,
and fresh water is plentiful.
• The Library, an island that was once a university library, where on the uppermost stories, the
books survived.
• The Raftland, a large holding of anchored rafts, not islands.
• The Sea Road, where traders and refugees come from far away, from distant sunken cities or
even from dry land.
• The Shark Eaters, a holding whose people dive down into the buildings they live on, to hunt and
scavenge.
• The Tower, a skyscraper island rising above the rest, terraced and overshadowing.
• The Undertow, a cluster of islands where dangerous eddies develop, home to a small population,
hard to reach, a natural refuge.
• The Vault, a building still somehow watertight, whose inhabitants guard its secrets carefully.
59
HARD ZONES
THE FROZEN WORLD
They expected the world to end in fire but it ended in ice. This was a city, a state, a nation, but
now it’s a frozen wilderness.
Locations:
• The Bones, the skeleton of a city thrust up through the ice, shelter for a hard, ruthless
community.
• Halter’s Town, a compound where shafts bored through the ice give into dark water, whose
inhabitants descend to hunt giant fish and strange creatures.
• Natch Holding, a compound in a hidden, sheltered crevasse in the ice, where crops and even trees
grow. You can pass within a hundred meters of it and never see it.
• The Rim, a curving glacier wall where the inhabitants live in chipped-out caves and warrens.
• The Shatters, a broken landscape, prowled by bandits and the Cult of the Iris, spanned by a long,
exposed trade road.
• Sword Town, a landscape of ice spires and watchtowers built over an ancient mining site.
• Themepark, a compound of environmental domes and climate control systems, left over from
before the apocalypse, kept running somehow by its inhabitants.
• The Vents, an oasis in the ice where scalding hot springs support a booming ecology of plants and
animals.
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THE POISONED LAND
Here they tore the flesh off the earth, poured venomous slag down the rivers, boiled toxins
into the air so that they fell down again in the rain. What lives here, is poison.
Locations:
• The Filth, a swampy place whose inhabitants know not to stay in the water too long.
• The Gouge, a hard people who’ve taken shelter in ancient mines, venturing deeper when they can,
venturing out when they must.
• Hell’s Ploughfield,wide, deep chasms cut into the earth as if by a gargantuan rake. Sometimes
safe water bubbles up in the bottoms; other times, not safe.
• Iron Hollow, families and communities rich in scavenge, scattered in an unforgiving shattered
landscape.
• The Knives, a holding on the banks of a dry riverbed.
• Poe’s Tower, a settlement on a ridgeline, watchful, territorial, predatory.
• The Wash, a seasonal lake, whose inhabitants live on strange creatures with strange life cycles.
• The Windmills, once a wind farm on a mountain ridge, now collapsed, blades bent against the
sky, people making their homes in the gigantic cylindrical sections of their fallen masts.
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THREATS
CLANS
A clan is any single, identifiable group of people. A clan can be:
• A Cult (seeks to victimize & incorporate people)
• Enforcers (seek to victimize anyone who stands out)
• A Family (seeks to close ranks, protect their own)
• A Hunting pack (seeks to victimize anyone vulnerable)
• A Mob (seeks to riot, burn, kill scapegoats)
• Sybarites (seek to consume someone’s resources)
Threat moves for clans:
• Push reading a person, reading a situation, and confronting someone.
• They present a representative to speak or negotiate for them.
• They burst out in uncoordinated, undirected violence.
• They make a coordinated attack with a coherent objective.
• They tell stories (truth, lies, allegories, homilies).
• They demand consideration or indulgence.
• They rigidly follow or defy authority.
• They cling to or defy reason.
• They make a show of solidarity and power.
• They ask for help or for someone’s participation.
DISEASES
A disease is a physical, psychological, or psychic problem that affects people in a population.
Diseases can be:
• Addiction (leaves people impoverished, weak, lost)
• Delusion (tries to dominate people’s choices and actions)
• Frailty (exposes sufferers to danger)
• Infection (spawns other diseases if untreated)
• Plague (tries to saturate a population)
• Prejudice (promotes and justifies exploitation and violence)
Threat moves for diseases:
• Push reading a situation.
• Someone neglects their duties, responsibilities, obligations.
• Someone flies into a rage.
• Someone takes self-destructive, fruitless, or hopeless action.
• Someone approaches, seeking help.
• Someone approaches, seeking comfort.
• Someone withdraws and seeks isolation.
• Someone proclaims the disease to be a just punishment.
• Someone proclaims the disease to be, in fact, a blessing.
• Someone refuses or fails to adapt to new circumstances.
• Someone brings friends or loved ones along.
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INFILTRATORS
An infiltrator is an individual person within a population, but not fully part of it. An infiltrator
can be:
• A Betrayer (seeks trust and confidence to exploit)
• A Disease vector (seeks sympathy and contact with others)
• A Parasite (seeks easy prey and access to resources)
• A Quarry (seeks sanctuary and protection from the hunt)
• A Revenant (seeks to expose, reveal, and bring to justice)
• A Saboteur (seeks failure, disaster, and ruin for the population)
Threat moves for infiltrators:
• Push reading a person and confronting someone.
• Put them in someone’s path, part of someone’s day or life.
• Display the nature of the world they inhabit.
• Display the contents of their heart.
• They attack someone from behind or otherwise by stealth.
• They insult, affront, offend, threaten, rob, or provoke someone.
• They offer something to someone, or do something for someone, with strings attached.
INSTITUTIONS
An institution is a system that constrains people’s behavior. Create an institution as a bunch
of linked threats: the clans, infiltrators, warlords, and potentially other threats who form the
body of the institution, including any combination of these following means of control as
individual threats, plus any combination of these following systems of control. An institution
can include:
• Condemnation & judgment (promote and justify violence)
• Hooks & leverage (seeks power over people)
• Offices & duties (seek to preserve the institution past individual people’s efforts or lifetimes)
• Rituals & observances (seek to alienate, isolate and radicalize people)
• Rules & laws (seeks proclamation and repetition)
• Status & hierarchy (promotes and justifies exploitation)
Threat moves for institutions:
• Push reading a person, reading a situation, and confronting someone.
• It presents a representative clan, infiltrator or warlord.
• It turns people against each other.
• It unites people despite their hostilities and conflicting needs.
• It gives people an outlet, a way to express their secrets.
• It grinds someone down, crush them in the wheels.
• Someone acts to gain or hold office.
• It launches an attack on a rival institution or power base.
• Display the institution’s vision, aim, or unifying quality.
• Display the institution’s fruitlessness or mindlessness.
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THREATS
LANDSCAPES
A landscape is a large-scale place, a region, horizon to horizon. A landscape can be:
• A Breeding pit (generates and spews badness)
• A Fortress (seeks to deny people access)
• A Furnace (consumes things)
• A Maze (seeks to trap people, to frustrate their passage)
• A Mirage (seeks to entice and betray people)
• A Prison (seeks to contain people, to deny them egress)
Threat moves for landscapes:
• Push terrain.
• It reveals something to someone.
• It displays something for all to see.
• It hides something.
• It bars the way.
• It opens the way.
• It provides another way.
• It shifts, moves, rearranges.
• It offers a guide or a guardian.
• It disgorges something.
• It takes something away: lost, used up, fled, stolen, destroyed.
PINPOINTS
A pinpoint is an object with some form of agency, influence, power, or commanding value. A
pinpoint can be:
• A Cradle (brings the new to fruition)
• A Doorway (offers a way into another world or another way of thinking)
• A Hammer (drives nails, splits fractures, smashes the weak)
• A Mirror (reflects back what it sees)
• A Searchlight (finds and reveals the truth)
• A Sickle (harvests the ripe or carves away the dead)
Threat moves for pinpoints:
• Push reading a situation.
• Someone wants to own and control it.
• Someone wants to serve it.
• Someone wants to isolate or destroy it.
• Someone acts as its agent, under its direction.
• Something demonstrates its power.
• Something demonstrates its potential.
• It falters, fails, or withholds its power.
• It demands fuel, resources, attention, or worship.
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RELIABLES
A reliable is a person genuinely loyal to a PC. A reliable can be:
• A Confidante (will give you advice, perspective, or absolution)
• A Friend (will back you up)
• A Guardian (will defend you and intercept danger)
• A Lover (will give you shelter and comfort)
• A Representative (will pursue your interests in your absence)
• A Right hand (will follow through on your intentions)
Threat moves for reliables:
• Push reading a person.
• They bring news, a warning, an opportunity, a fear, a dream.
• They attack someone suddenly, directly, and very hard.
• They attack someone cautiously, holding reserves.
• They make a show of force, a show of discipline, a show of faith, or a show of loyalty.
• They offer safety, rest, diversion, fun, camaraderie.
• They insist upon someone’s attention.
• They offer honest advice or alternative ideas.
TERRAIN
Terrain are the physical features within a landscape. Terrain can be:
• Broken ground (risk: being broken in the crossing)
• An Exposed place (risk: being exposed to danger)
• A precipice (risk: going over)
• Shifting ground (risk: losing your balance or bearings)
• A Torrent (risk: being swept or driven along)
• A Wall (risk: being brought up short)
Threat moves for terrain:
• Push acting under fire.
• It inflicts harm (as established: 1- or 2-harm, d-harm, or v-harm).
• It stalls someone.
• It isolates someone.
• It brings someone somewhere.
• It hides something.
• It gives someone a vantage point.
• It gives someone a secure position.
• It gives someone an escape.
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THREATS
VEHICLES
Vehicles can seem to have their own personalities and agency. A vehicle can be:
• A Bold — (tries to dominate the road)
• A Cagey — (tries to protect what it carries)
• A Relentless — (tries to keep moving)
• A Skittish — (tries to outrun or to escape)
• A Vicious — (tries to kill and destroy)
• A Wild — (tries to defy danger)
Beast, brute, creature, devil, machine, ride.
Threat moves for vehicles:
• Push acting under fire.
• It leaps off the road.
• It swerves across the road.
• It smashes into an obstacle.
• It smashes through an obstacle.
• It veers stupidly into danger.
• It tears past.
• It turns too early or too late.
• It shoulders another vehicle aggressively.
• It rams another vehicle from behind.
• It t-bones another vehicle.
• It brakes abruptly.
WARLORDS
A warlord is a person in power, be it over people, a place, a project, or a domain of expertise. A
warlord can be:
• An Alpha wolf (seeks to hunt and dominate)
• A Collector (seeks to own)
• A Dictator (seeks to control)
• A Hive queen (seeks to consume and swarm)
• A Prophet (seeks to denounce and overthrow)
• A Slaver (seeks to own and sell people)
Threat moves for warlords:
• Push reading a situation and confronting someone.
• They outflank someone, corner someone, encircle someone.
• They attack someone suddenly, directly, and very hard.
• They attack someone cautiously, holding reserves.
• They seize someone or something, for leverage or information.
• They make a show of force or a show of discipline.
• They offer to negotiate, but demand concession or obedience.
• They claim territory: move into it, blockade it, assault it.
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ESSENTIAL THREATS
Create these threats during and after the first session, at minimum.
• 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.
During the second session and subsequent, revise these threats freely and create more at need.
CREATING A THREAT
To create a threat:
• Choose its kind, name it, and copy over its impulse. Describe it and list its cast.
• Place it on the threat map. If it’s in motion, mark its direction with an arrow.
• List its stakes question(s).
• If it’s connected to other threats, list them.
• If it calls for a custom move or a countdown, create it.
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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.
WEST
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?”
NOT
NORTH IONA
L
FAR
TH
CLO ER
SER
THE PCS
& THEIR RESOURCES
EAST
SOUTH
GAMECHANGERS
Once the players have improved their characters 5 times, they can begin to choose
improvements from below the line, the “ungiven future.” One of their choices is to unlock a
gamechanger.
THE GAMECHANGER
As MC, you choose which gamechanger they unlock. Choose early in the game. If you prefer,
you can get the group in on the decision, but the final choice is yours. Introduce the idea of the
gamechanger in the first few sessions, and begin to lay the groundwork now. When the time
comes that they do choose it, it should be perfectly clear to them what they’re about to choose.
Choose 1 gamechanger:
• Changing the Guard.
• Epilogues.
• The Forced Door.
• The Lost Sword.
• New Horizons.
• A gamechanger of your own creation.
Choose 1 of the following as well. You don’t have to choose now, but you should choose before
the players get to it:
• The first player to choose “unlock a gamechanger” unlocks it for everyone.
• The first player to choose “unlock a gamechanger” puts the key in the lock, and then the characters
have to really unlock it, in action, in play. Start thinking now about how they’ll have to do it.
• The first player to choose “unlock a gamechanger” puts the key in the lock, and the second player to
choose it unlocks it for everyone.
• Every player has to choose “unlock a gamechanger.” They each unlock it for themselves, or else the
last player to choose it, finally unlocks it for everyone.
EPILOGUES
End the game.
Go around and ask everyone what happens to their characters hereafter. Take your time. Say
goodbye, good luck and godspeed.
In the early sessions: Let everyone know that you’re looking forward to playing the game through
to a satisfying conclusion and then ending it.
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THE FORCED DOOR
The characters open a doorway to another dimension, another world, another timeline,
another game, and push through it.
You can keep playing with these characters and these rules in the new world, or else you can
switch to different characters and different rules, if that makes more sense.
In the early sessions: Start to plan for the other world. Make travel between worlds or timelines a
theme in the game. Create a cult who wants it, doorway-type pinpoints, or NPCs displaced from the
worlds they were born in. Decide whether the world’s psychic maelstrom represents the way to cross
worlds, an intrusion from another world, or a barrier keeping you here in this one.
If you intend to switch to another game, don’t be too cagey about it. Win your friends over to the idea
of switching games, don’t try to spring it on them.
NEW HORIZONS
Bring a new Hard Zone into play.
In the early sessions: Choose which Hard Zone. Start to bring news, goods, and eventually people
over the horizon into play. You’ll need to decide what keeps it isolated from here, what barrier or
problem makes it unattainable until the PCs unlock it.
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THE LOST SWORDS
CREATING YOUR LOST SWORD
By default, your lost sword has Power+2, Agility+1, 2-Armor, Massive=2. Choose its
configuration and choose its systems accordingly.
OVERBURNED BEANS
Preheat your oven to 350°f / 175°c.
Take a can or two of chickpeas. Rinse them well. Toss them with a tablespoon or two of oil and
a good spoonful of any spice mix you want. Try garam masala, chili powder, “Olde Canadian
Steak Rub,” berberé, ramen packets, whatever. You want ’em spicy and salty so don’t hold back.
Spread them on a single layer in a rimmed baking sheet, or improvise a baking sheet with foil.
Roast them in the oven for I dunno, 45 minutes? Check them after half an hour, give them a
stir or a shake. Some of them will stay tender, some will get crunchy and browned.
You don’t have to overburn them for real, unless you like them that way.
CREDITS
The Apocalypse World: Burned Over Hackbook ©2019 by D. Vincent Baker & Meguey Baker.
With Elliot Baker, F. Sebastian Baker, and Tovey Baker.
Photo references used under license.
a lumpley game
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