APOCALYPSE WORLD PDF
is is the 1-up PDF, to accompany Apocalypse World is a mean, ugly, violent place. Law and society have In Apocalypse World the horizons are dark, and. Apocalypse World. free downloads the playbooks, moves sheets, and MC sheets (pdf) the landfall marine (pdf), thanks to my patreon supporters. buy the. APOCALYPSE WORLD. ANGEL. THE. Your angel kit has all kinds of crap in it: scissors, rags, tape, needles, clamps, gloves, chill coils, wipes, alcohol, injectable .
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APOCALYPSE WORLD. Nobody remembers how or why. Maybe nobody ever knew. e oldest living survivors have childhood memories of it: cities burning. Items 1 - 50 of Apocalypse World Engine Remove Search Term. PDF Remove Search Term Hottest Core Rulebooks, Apocalypse World Engine, PDF. Apocalypse World (2nd Ed) - Something's wrong with the world and I to get the PDF on DTRPG (I have already downloaded via payhip as.
The Quarantine just woke up. Sequestered deep within a forgotten laboratory are suspended animation capsules, and this poor bastard's capsule just opened up. The Maestro D' owns an establishment.
It can be a bar, a market, a nightclub, or a whorehouse; whatever it is it's the place where everything happens. The Faceless wears his mask as his true face; he has no identity but violence.
The Hoarder owns and maintains a stockpile of Technology, weapons, food, shiny objects, whatever. Hey, better to have it and not need it than need it and not have it, right? The Marmot is a marmot. No, really, it's a marmot. These playbooks were made available for a limited time for various reasons; some were made by Vince as backer rewards for Kickstarters, and Vince gives The Faceless to people who buy or play AW at conventions.
While normally I'd be upset at the idea of a "collectible" RPG or needed rules given later, the LE playbooks aren't like that. They're not filling necessary gaps in the original book or a kind of "we had to cut this content". They're bonuses, stuff that you don't need to play the game, but is nice to have. In addition, Vince encourages people to trade playbooks.
He wants them out there. It creates an interesting sub-community for the game and helps spread the word about it. I'll share a few more as the review goes on.
Grab a copy of the playbooks and read along. First up is The Angel. Angels are the ones who know how to put your sorry ass back together when you get the shit kicked out of you. Their main stat is Sharp, and their moves are all about dealing with Harm. Every Angel character gets an "angel kit". This is your collection of needles, scalpels, bandages and whatnot that you need to patch people up. Your kit has a special stat called "stock". You can use the kit to stabalize someone who's past on harm, to speed the recovery of someone who's at or better, or to try and revive someone who's dead at You kinda want to roll high.
On a miss, they take 1-harm instead. Refilling your stock costs cash, so make sure you charge for the service.
Clean needles ain't cheap nowadays. In addition, Angels have moves where they get 1-armor when treating someone in the middle of a firefight, gain access to an infirmary, or can even "lay on hands" if they're willing to open their minds to the world's psychic maelstrom. Next up we have The Battlebabe , who are one of the two combat-focused playbooks. Battlebabes are all about the Cool; they even have access to a move that lets them substitute their Cool for their Hot when trying to kill someone or use their Hx instead if they're trying to fuck up a PC.
On a miss, you foresee your own death, and accordingly take -1 throughout the battle. Battlebabes start with two custom weapons, which can be either firearms or hand weapons. To build these, you start by picking a base like handgun 2-harm close reload loud or chain 1-harm hand area. Oh, those words like "loud" or "hand" or "valuable"? Those are descriptive tags. Damn near every piece of gear has them, and they're used as keywords that the MC and players can use to determine an item's properties.
Some have rules tied to them, some don't. We'll talk about them in a few chapters' time. Their sex move is unique; they actually cancel out the other person's sex move. Battlebabes don't make love. They just fuck. From the battlebabe we move on to The Brainer. Brainers are the folks who're connected somehow to the world's psychic maelstrom.
Unsurprisingly, their main stat is Weird. They have moves that let them use their Weird stat for moves that normally wouldn't allow it, can control people's minds, and can perform a deep brain scan if they have enough time.
On a 7—9, hold 1. On a miss, you inflict 1-harm ap upon your subject, to no benefit Brainers start the game with two pieces of brainer gear. You could take a brain relay if someone sees the relay, it's like they see you , or deep ear plugs protects from all brainer moves , or even a violation glove for the purposes of brainer moves, skin contact counts as time and intimancy.
Just watch out for these guys once you get to know them; when a brainer has sex with someone, they do a free deep brain scan, even if they don't have the move. The catch is that the MC gets to pick the questions asked, not the player. The Chopper is next in line. The chopper is the guy who has his own motorcycle gang. And if you're going to be in charge of a gang, you're pretty much going to have to be Hard. Unlike the other playbooks, choppers don't get to pick from a selection of moves; they all start with the moves "Pack alpha" and "Fucking thieves".
You do get to customize your bike and your gang, though. For your bike, you pick 1 or 2 strengths, 1 look, and 1 weakness from a few lists. Your gang starts out small; 15 violent fuckers with scavenged gear, bikes, and no fucking discipline 2-harm gang small savage 1-armor.
You get to pick two upgrades like "your gang consists of 30 or so violent bastards.
Medium instead of small. Drop savage.
Vulnerable: breakdown. Vulnerable: disease. Not too far removed from the chopper is The Driver. He's the wheelman, the transporter, the guy with the wheels; they need to be pretty Sharp by necessity.
No, really. You can start with a tank.
Just for comparison's sake, 4-harm is the equivalent of getting hit by a mack truck, and the tank can potentially have 3-armor, which means that all incoming harm is reduced by 3.
Anyway, the way you design your car is that you pick a frame; limo, 4x4, compact, whatever. Then choose one of the provided four stat lines for it, which gives the car Power, Looks, Armor, and Weakness stats. For each level of Power, Looks, and Weakness, you pick tags off the provided lists. Now it's time for The Gunlugger. Gunluggers are the other combat-focused playbook, and are designed to do one thing and do it well: shoot the fuck out of everybody.
Gunluggers need to be Hard, and pretty much all their moves revolve around doing more damage, but it's possible to start with a first aid kit like the angel's kit, but it starts at 2-stock , or just be insanely fucking dangerous. Gangs take less damage from single opponents, and do more damage back. That means that a gunlugger can take on a group of 15 pricks with guns on equal footing.
Not to be fucked with, indeed. Even if you don't take that move, you still always start with one big fuck-off gun, two serious guns, a backup weapon, and something worth 2-armor so it's not like you're gong to be a pushover anyway.
Apocalypse World playbooks
Nothing gets the blood pumping before a big fight quite like a roll in the sack. The best thing about being The Hardholder is that you're in charge of the town or settlement or whatever. The worst thing is that you're responsible for keeping the damn place running. Moves-wise, hardholders don't get much; they have two moves they have to take and that's it.
One lets them lead their group when dealing with big opponents, and the other is to see how well things are going in your neighborhood. On a 7—9, you have surplus, but choose 1 want. On a miss, or if your hold is compromised or your rule contested, your hold is in want.
The precise values of your surplus and want depend on your holding, as follows. What the hardholder does get to customize is their holding. Your holding also starts with a surplus 1-barter , and a want hungry.
Surplus and want come into play based on the result of your Wealth roll at the start of the session; when you're in surplus you get whatever's tied to that state in this case, 1-barter , and if you're in want you have to deal with whatever that want is.
Oh, right, barter. See, there's no money in Apocalypse World. Instead, it's abstracted to "barter", the exact nature of which is up to the group. From there, you pick four things your holding has going for it, and two things that aren't so great. Downsides include a smaller gang, everyone is filthy Want: disease instead of hunger , and having your gang be a bunch of psychotics want: savagery.
Being the boss, you can afford to be generous to those who've caught your eye. If you have sex with another character, you can give them 1-barter worth of gifts at no cost to you. While the hardholder is responsible for people's lives, and the brained can control their minds, it's The Hocus who commands their hearts. From spiritual guides to cult leaders to religous whacknuts, the hocus knows how to take hold of people's faith and use it to move mountains. Or wipe the non-believers from the face of the earth.
Either or. Hocuses all start with the "Fortunes" move, which works like the hardholder's Wealth move and is used to determine how well your flock is doing at the start of the session. On a miss, the mob turns on you. Note that the move says a mob. Not your mob. You roll high enough, you can cause a whole settlement of people you've never laid eyes on before to take up arms and fight for you, give you all their shit, and go home.
That, my friends, is power. As for your followers: you start with 20 loyal followers. You pick a tag to describe them your family, your court, your students, maybe just your scene , and you decide if they follow you around or stay back at the compound.
You get to choose two advantages for them like being dedicated to you, being hard workers, being really good at giving advice, or even being a psychic antenna and two drawbacks maybe you only have a handful of followers, or they're totally dependent on you, or they spend all their time bombed out of their minds.
Oh, that "psychic antenna" thing? On a miss, whatever bad happens, your antenna takes the brunt of it. When a hocus has sex with another character, they get a special connection to that person: each of you holds 1, and that hold can be sent at any time to help or interfere with the other person, no matter where they are. While the other playbooks focus on being good at one thing, The Operator likes to keep her options open.
She's always got a gig she can fall back on, always got irons in the fire, always biting off more than she can chew. Every operator gets this move: quote: Moonlighting: you get 2-juggling. Choose no more than your juggling. On a 7—9, you get profit from at least 1; if you chose more, you get catastrophe from 1 and profit from the rest.
On a miss, catastrophe all around. Each paying gig has a profit and catastrophe, which work like surplus and want from before. Oh, and you can get this move too if you want. The Savvyhead is to machines what the angel is to flesh and bone. If you're a savvyhead, you have a workspace. When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of some shit, decide what and tell the MC.
The MC will stat it up, or spill, or whatever it calls for. Savvyheads dip a bit into the Weird side of things. A lot of their moves involve accessing the psychic maelstrom in some fashion. Maybe they happen to be at the right place at the right time with the right tool.
Maybe you're good at offering advice. Hell, maybe there's a werid-ass rift in your workshop that lets you do the augury move. Whatever they pick, they're good eith machines. On a hit, you can ask the MC questions. Finally, we come to The Skinner. A skinner is fucking hot, fucking knows it, and knows how to use it as a weapon. Skinners don't actually get anything special like everyone else does. That's not to say they're weak or anything, though.
They're masters of social combat, able to twist people around their little fingers. On a 7—9, spend 1. You simply perform very well.
Hypnotic: when you have time and solitude with someone, they become fixated upon you. On a 7—9, hold 2. On a miss, they hold 2 over you, on the exact same terms. As you'd probably guess, they have a pretty powerful sex move. So, it's time for you guys to get in on this action. The next section is about character creation. I need folks to tell me what character I should make, and the names and playbooks of the other 3 characters in my group.
Bear in mind that each player has to pick a different playbook, so no repeats. That post was getting pretty long, anyway. In addition to each playbook's specific moves, everyone gets access to the basic moves.
The basic moves are: Do something under fire means trying to do something when someone else is trying to stop you. If you don't do this well, you might flinch or get offered a hard bargain. Go aggro is the threat of violence if you don't get your way. Seize by force is the follow-through. This also covers seizing someone's life.
Seduce or manipulate someone. If you succeed, the target marks experience if they do what you want, and act under fire if you don't. Read a person lets you ask the MC a few questions about the person in question.
Apocalypse World Sourcebook.pdf
Open your brain to the world's psychic maelstrom to as the MC a few questions about anything. Thing is, he gets to ask you some questions back. The thing about the basic moves is that they don't do anything on a 6 or less; you just don't do whatever you were trying to do.
In addition to the basic moves, there are a few peripheral moves that are either optional or require a special character feature to access.
Take an additional 1-harm. On a miss, the MC can nevertheless choose something from the 7—9 list above.
Strings might be attached. I already talked about the augury move. When you use it, the MC tells you what the best course of action is. Every time you roll a highlighted stat for any reason, you mark experience.
So there you are. Time to learn how to put them all together. We picked which character we wanna play. How you we actually make your character? Character creation is pretty easy, and happens in two overall phases.
In the first phase, we go through the steps listed in our playbook. But before we get to that, let's talk about what the book has to say on character creation, because it has some interesting things to say about it. This section of the book leads off by reminding us that two people can't use the same playbook. Then we get something the MC should tell the players: quote: Your job is to play your characters as though they were real people, in whatever circumstances they find themselves — cool, competent, dangerous people, but real.
My job as MC is to treat your characters as though they were real people too, and to act as though Apocalypse World were real. There's a couple of these "say something like this to the players" bits through the book, and they're mainly there to help reinforce the relationship between the players and the MC. That's followed up with the two default setting assumptions: the apocalypse happened 50 years ago and nobody remembers what happened, and that there's a psychic maelstrom.
After that, Vince gives quick one-paragraph summaries of each character. Each summary hits the class' selling points "Play a skinner if you want to be unignorable. Expect drama. There's a brief summary of the stats and how moves and crap work, which leads us into the setting expectations.
This is another "say something like this to the players" bit, but it's expected you're going to add things, remove points, or customize it to your group. They may not like each other, but they know each other. There may be lots of hired guns, and some who're good enough to be called gunluggers, but you're the only gunlugger.
Like reinforced-car-door-on-a-harness serious. I want to call out the last point, because it's an important one, and pretty central to the concepts of the game. If I were, you could just pack it in right now, right? You all take harm and die. The end. Same as you! This is a game that makes it very clear that the MC is working with the players, not against them.
So let's make our character. Let's see who I'm gonna make Tasoth posted: A Gunlugger that speaks with a heavy cockney accident and is focused on bigger guns, loud explosions and fighting with no definite order Sounds good.
So it's fantastic to read material from Vincent Baker, who writes his game books as if he were writing about games themselves--rules are given explanations and background, the people running the game are given guidelines and principles rather than a full system of rules, and the I've been developing some games and materials for other people's games, and that necessitates a lot of thinking about games--what works mechanically, what works narratively, what inspires, motivates, rewards players, etc.
So it's fantastic to read material from Vincent Baker, who writes his game books as if he were writing about games themselves--rules are given explanations and background, the people running the game are given guidelines and principles rather than a full system of rules, and the rules and principles of the game lay out the tone and theme admirably well.
It's truly a masterful piece of writing about gaming that doubles as a truly innovative game. What Baker has created here more so, I would argue, than in Dogs in the Vineyard is a happy medium where players can use the rules to narrative effect, rather than interpreting narrative effect via the rules. It's a fantastic mechanic that allows for a lot of flexibility on the part of the players as well as of the MC. Players have agency within their failure, occasionally--a really neat thing to do.
There are perhaps three common criticisms of Apoc World. One is that it's too story game. Well, tough shit. Not everything requires rolling a d20 against a chart to see what your character feels. The second complaint comes from the "flavor" of the text--while I think it's very evocative of the spirit and tone of expected gameplay as well as a refreshing change from either attempts at in-jokes, neckbearded pretention or bland "these are the rules as clearly and as neutrally as I know how to present them" workmanship, there are others who don't care for in-universe writing, or find it grating, or think it's a cheesy affectation.
I am pretty sensitive to bad writing and I think Baker did a fantastic job incorporating the "universe" of the game into the book. YMMV, I guess. The third complaint comes from the inclusion of character-specific "sex moves", which implies or at least places temporarily in the forefront that the characters are allowed to have sex, and that players should think of their characters as sexual creatures.
There's a notion that by including rules for something to happen, the game designer is encouraging that behavior. And here, Baker is definitely trying to create drama, especially drama that comes from deep relationships between characters.
I think it's admirable and I can totally see why it would get pushback from traditional gamers--the level of discomfort which I think is silly aside, many gamers have intentionally avoided sex within their games, simply because the traditional sexual politics of tabletop gaming are terrible.
Especially when you get that one creepy person determined to live out their weird fantasies. Baker uses some jiu jitsu to explicitly allow it to happen here, and in doing so opens the players up to consequences for those actions--a pretty neat trick.
You can play the game without the rules for sex. Very easily. That said, the apocalypse has happened, humanity's going to have to repopulate.
It'd be silly not to plus the bonuses you get are good, plus it keeps your character's life from being boring, plus narrative should come before comfort outside of some very specific circumstances.
I will likely run a game of Apoc World, but I am not entirely certain who to recruit to play the game--even with the edgy "in your face" tone, the game does require a certain lack of ironic distance, which I think many potential players especially male adult nerd gamers from Gen Y might have trouble with.
Not that this game should be ghettoized to yarn-wrapped MSWs who have no qualms about going on at length and in great detail about the feelings they are processing, but that the MC and players will have to make a conscious effort to play the rules to the hilt in order to maximize the value of the gameplay.I want to call out the last point, because it's an important one, and pretty central to the concepts of the game.
Lansing State Journal. On the others turns, answer their questions Serve a population as counselor and ceremonist. Its big enough to ll the trunk of a car. Open a window into the worlds psychic maelstrom. When you inict harm on another players character, You get: Go around the table.