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Apocalypse World - Custom Moves

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Apocalypse World - Custom Moves

==Threat Custom Moves==

THREAT inflicts +1-harm with his signature weapon.


THREAT inflicts +1-harm with melee weapons.
THREAT inflicts +1-harm with ranged weapons.
THREAT inflicts +1-harm with whatever he has on hand.

THREAT inflicts +S-harm.


THREAT inflicts +D-harm.
THREAT inflicts +Ψ-harm.
THREAT inflicts +γ-harm.

THREAT is treated like a vehicle.


THREAT is treated like a small gang.
THREAT is treated like a medium gang.
THREAT is treated like a large gang.

Whenever THREAT does his thing, all subordinate THREATS deal +1-harm.
Whenever THREAT does his thing, all subordinate THREATS get +1armor.
Whenever THREAT does his thing, all subordinate THREATS take -1-harm.

Whenever THREAT is not fighting/doing his thing, he gets +1armor


Whenever THREAT is leading a gang or convoy, it gets +1armor.
Whenever THREAT takes harm, it takes -1-harm (to a minimum of 1-harm).

THREAT never suffers more than 1-harm from an attack.


THREAT cannot be harmed by 1-harm weapons
THREAT cannot be harmed by 2-harm weapons
THREAT cannot be harmed by normal weapons

Swarm: when rolling harm moves from a Reaver gang add +1.
Marching Orders
+Sharp
27 Apr 2013

Dear T-Dog, the Arley Avidsons protect Claremont, but they're a bunch of flakes sometimes. Each
session, when you decide who's going where to do what for the next few days, roll +Sharp:
On a 10+: Fucking amazing, they all did what they were supposed to do.
On a 7-9: Since none of your guys were there to stop it, choose one:
 A brawl in the marketplace turned bloody and nobody is trading. Theo's gonna be pissed...
 The food detail got jacked by some Sluggers and people are gonna get hungry. Theo's gonna
be pissed...
 Somebody lifted something lux right from Theo's office. Theo's definitely going to be pissed!
On a miss: Ted, what do you mean nobody's been watching the gates for two days? Anybody could
have just walked right in...
@dheeney

Unsettling Dreams
+Weird
27 Apr 2013

Dear Pallor, last night you had unsettling dreams, roll +Weird:
On a 10+: You remember them clearly, choose three visions
On a 7-9: You remember bits and pieces, choose one vision
 A wise but lonely old man plays with dolls (take +1 forward with Kraster)
 A pretty little girl in the forest with her leg caught in a metal trap looks back and forth from her
knife to her leg (take +1 forward with Scarlet)
 A stern young boy reads from a bible to an audience of stuffed animals (take +1 forward with
Chaplain)
 An innocent young boy is lost in a maze and something large is chasing him (take +1 forward
with Jim)
 A frightened young boy is playing chess but is moving the pieces randomly because he
doesn't know the rules (take +1 forward with T-Dog)
On a miss: You don't remember the dreams, but they scared the hell out of you. Take -1 forward.
(All the characters mentioned were the other PCs in that game, but this could work for important NPCs
instead.)
@dheeney

Pay it Forward
+sharp
27 Apr 2013

Dear Scarlet, when you take Violet (PC's younger sister) out to teach her about the big bad world, roll
+sharp:
On a 10+: Violet is a quick study. Maybe too quick... Mark one segment on her training clock.
On a 7-9: Choose one
 Violet learns the hard way. Mark one segment on her training clock and give her 1 harm.
 Kraster (their father) is getting suspicious. You can't try to teach Violet any more until he gives
you +1 Hx.
 That wasn't the lesson you meant, but what the hell. Violet brings you oddments worth 1
barter. I wonder where she got them?
On a miss: Someone takes an unhealthy interest in Violet.
@dheeney

Gather the Flock


+hot
27 Apr 2013

Dear Chaplain, when you sit and talk with an NPC about coming back to the Lord, roll +hot:
On a 10+: They have been looking for something to believe in. Mark a segment on the Faith in
Claremont countdown clock.
On a 7-9: MC chooses one
 They are looking for a concrete example of God's love. Donate 1 Barter now to their family to
mark one segment on the Faith in Claremont countdown clock.
 They're not interested, but they know someone who is, take +1 forward the next time you try
and convert someone.
 They're not interested, but they take pity on you and give you a good meal and a safe place to
sleep for the night.
On a miss: Their soul is already spoken for and they or their owner take offense at your rabble-
rousing...
@dheeney

**Money Shot**
+Cool
05 Mar 2012

When you’re hidden from your enemy and they're in your cross-hairs of your Sniper Rifle, you make
the Money Shot.
Roll + Cool
On a 10+ you inflict your weapons harm AP
On a 7-9 You get your shot off inflicting your weapons harm, and you choose one from the following
list…
 You thought this was a good spot…turns out you’re not alone
 Your exact location is spotted by the enemy
 The Enemy see’s you as a great threat and is coming for you right Now!
 The Enemy see’s you as a great threat and pins you down from a distance
On a miss, The MC will choose a few for you to enjoyment!
Love & kisses, your MC.
@HankleVonCrankle

When you ask The Monster for help


+hot
05 Nov 2011

When you ask The Monster for help, roll+hot; On a 10+, choose 3. On a 7-9, choose 2.
 He'll help.
 He'll not attack you right now.
 He'll not require a sacrifice.
 You don't have to pay him.
 He'll talk to you again another day.
@Asbjørn Olsen

When you are addicted to stimpacks


+cool
05 Nov 2011

When you are addicted to stimpacks, roll+cool;


 On a 12+, you shake off the addiction, and will not have to roll again, unless you become
addicted once more.
 On a 10+, You can hold back your cravings for now, but you take -1 forward to your next
addiction roll, unless you use some stimpack supply.
 On a 7-9, If you don't shoot up during the next hour or so, it's acting under fire. If you don't
shoot up at all, you take -2 forward to your next addiction roll.
 On a miss, You take -1 ongoing until you spend at least one supply of stimpacks or roll for this
again. If you didn't shoot up, take a +2 forward to the next addiction roll.
@Asbjørn Olsen

When you use a stimpack


+supply
05 Nov 2011

When you use a stimpack, roll+supply spend; On a 10+, you may erase two filled harm boxes, but you
get addicted. On a 7-9, you may erase one filled harm box. On a miss, nothing happens.
@Asbjørn Olsen

When you loot the ruins


+cool
05 Nov 2011

When you loot the ruins, roll+cool; On a 10+, you'll find something worth 1-barter, and you can just
take it. On a 7-9, you'll find something worth 1-barter, but you'll have to fight for it.
@Asbjørn Olsen

When you are infected


+hard
05 Nov 2011

When you are diseased, roll+hard; On a 12+, you've fought off the disease. Remove any countdowns,
and never roll for this disease again. On a 10+, you keep the disease in check, and nothing happens.
On a 7-9, you start a countdown (if you haven't already), and fill in one box. On a miss, as a partial hit,
but fill in two boxes, and you'll spread the disease to someone else.
When your countdown hits 9, you are visibly infected. When your countdown hits 12, you take 4-harm
(AP). When your countdown moves past 12, you become a frenzied, violent sicko, that needs the
blood of others to survive. You don't roll for this disease any more. Maybe you should retire this
character, and start a new one?
@Asbjørn Olsen

When the soldiers come to your hardhold


+hot
05 Nov 2011

When the soldiers come to your hardhold, roll+hot; On a 10+, choose 3. On a 7-9, choose 2.
 Nobody died.
 They don't hate you.
 They'll leave again.
 They'll trade you something very valuable.
@Asbjørn Olsen

When you stare into the painting


+weird
05 Nov 2011

When you stare into the painting, roll+weird; On a 10+, choose 3. On a 7-9, choose 1.
 No one gets hurt.
 It'll leave your mind again.
 You gain 1 experience.
 You learn something very useful.
@Asbjørn Olsen

When you enter The Vault


+sharp
05 Nov 2011

When you enter The Vault, roll+sharp;


On a 10+, choose 3. On a 7-9, choose 2.
 You didn't trigger the security systems.
 You'll get out of here without a struggle.
 There are no one else in here.
 You'll find something very valuable.
@Asbjørn Olsen

When you go to the city, hat in hand to ask for something


+cool
02 Nov 2011
When you go to the city, hat in hand to ask for something, roll+cool, On a hit you get it but... On a 10+
pick one, on a 7-9 pick 3:
 They confisate/make you give them something
 They demand an explanation for something
 They want you to do something
 They want you to squeal on a friend.
No matter what, this happens:
 They take away all dignity and threaten you.

When you enter the wastelands


+hard
05 Oct 2011

When you enter the wastelands, roll+hard; On a 10+, choose 4. On a 7-9, choose 2.
 You'll not run out of water
 You'll not get lost.
 You'll not lose anything.
 You'll bring anything with you.
 You'll find something of value.
If you have the No Shit Driver move, you may add your vehicles power to the roll.
#Driver; Travelling
@Asbjørn Olsen

When your hardhold runs out of food


+sharp
05 Oct 2011

When your hardhold runs out of food, roll+sharp; On a 10+, choose 3. On a 7-9, choose 1.
 No one important died becuase of this.
 You've got the riots under control.
 They'll not start to eat each other.
 You'll not have to beg and pay for food.
#Hardholder Want
@Asbjørn Olsen

Absolve
+Hx
28 Sep 2011

When someone approaches you seeking absolution, roll+Hx. On a 10+, all is forgiven. On a 7-9,
you choose one:
 they are forgiven, but don't forgive themselves,
 they must prove their contrition by deeds,
 they are forgiven, but someone else takes umbrage at that fact.
On any hit, add +1 Hx with the party that sought absolution. You can choose whether they get +1 Hx
with you. If it hits +4, reset and mark experience as usual.
#hocus, absolution, religion
@@Kobutsu

suffer γ-harm
+gamma
02 Jul 2011

When you suffer γ-harm, roll+γ-harm suffered (usually 1). On a 10+, either you undergo a random
mutation, right now, or the MC chooses two from the 7-9 list. On a 7-9, the MC chooses 1:
 You suffer 3-harm ap right now.
 You're fine for now, but you'll suffer 3-harm ap in a little while.
 You're vomiting and in pain, take -1 ongoing.
On a miss, you suffer 1-harm ap right now.
Roll+gamma. Note: I'm not allowed submit custom moves that don't roll stats?
#γ-harm
@TheLoneAmigo

SABOTAGE THE MISSILES


+sharp
02 Jul 2011

When you sabotage the missiles in the submarine, roll +sharp. On a 10+, choose 2. On a 7-9,
choose 1.
 They're disabled.
 You can fix them and turn them back on again.
 You avoid  suffering γ-harm from the warhead radiation.
On a miss, the bombs go off. Don't miss.
#γ-harm
@TheLoneAmigo

the highways
+cool
24 Jun 2011

When you enter the Highway roll +cool on 10+ hold 3, on a 7-9 hold 1:


 you reach exactly your destination
 you don't have to cross some radiation zone
 you don’t run out of fuel when you reach your destination
if you have a no shit driver add the power of your vehicle
#travelling
@Fealoro

Hear the Broken Bell toll


+weird
11 Jun 2011

When you hear the Broken Bell toll, roll+weird. It's like Augury. On a hit, you can choose 1:
 Reach through the world’s psychic maelstrom to something or someone connected to it.
 Isolate and protect a person or thing from the world’s psychic maelstrom.
 Isolate and contain a fragment of the world’s psychic maelstrom itself.
 Insert information into the world’s psychic maelstrom.
 Open a window into the world’s psychic maelstrom.
By default, the effect will last only as long as you maintain it, will reach only shallowly into the world’s
psychic maelstrom as it is local to you, and will bleed instability. On a 10+, choose as many as you
like, but take that much harm; on a 7-9, choose 1 and take 1-harm:
 It’ll persist (for a while) without your actively maintaining it.
 It reaches deep into the world’s psychic maelstrom.
 It reaches broadly throughout the world’s psychic maelstrom.
 It’s stable and contained, no bleeding.
On a miss, nothing happens. You didn't think it would anyway, Rothschild was a lying bastard. But
you'll never be able to hear the Broken Bell again.
#augury
@@Kobutsu

GIVE MY CREATION LIFFEEE!


+weird
01 May 2011

When you try to implant some tech directly to a person Roll+weird. If you have a life support add 1.
On 10+ choose 2 boons and 1 drawback. On a 7-9 choose 1 boon and 1 drawback. If you miss the
MC choose 1 drawback or simply the gear doesn’t work.
Boons
 The gear you have implanted work properly when in use
 The implant heal the patient to 6:00
 The gear gives +1 each time the patient do the “open your brain” move
 The implant cancel a debility
 The patient and his gear are ready before a couple of weeks.
Drawbacks
 the patient gain a debility
 your life support blows up. If you don’t have a life support, your workspace falls apart
 the gear, when not in use, sometimes can act on its own
 the gear has a weird connection with the maelstrom and can attract it
 On each miss using the gear the MC can use “in brain puppet string” to the patient as he has
1 hold instead of one of his moves
#savvyhead
@Andrea Mognon

leave a hunk of meat out for the Soup Dogs


+hot
29 Apr 2011

When you leave a hunk of meat out for the Soup Dogs, roll +hot.
On a 10+, hold 3. On a 7-9, hold 1. Until you raise your voice to them, spend your hold 1 for 1:
 They'll come out of the night to protect you, all stinking breath and sudden clamour
 They'll sniff out what you're looking for
 They'll share meat when it's your turn to be hungry
 They won't tear up the place looking for more
 They won't know your scent anywhere
On a miss, the Soup Dogs think you're their larder now and forevermore.
#sg
@Rowan Crawford

Get something that is not for sale


+hot
28 Apr 2011

When you try to get something from someone that is not for sale, roll+hot.
 On a 7-9, it turns out that it is for sale after all, and the other character tells the price.
 On a 10+, the same, and you can choose to reduce the price or just promise the full price.
The details of the action - whether you seduce, manipulate, threaten or offer something - determines
the general type of the price the other party asks for.
@way

Go gargoyle tipping
+sharp
27 Apr 2011

When you go gargoyle tipping in in the rockery, roll+sharp.


On a 10+, ask one of the questions from read a person from the person you go with, and it's all
friendly.
On a 7-9, they choose:
 if they answer they mark experience
 if they dodge the question you think they answered
On a miss, well, sometimes gargoyles wake during the day.
@Rowan Crawford

Put your hand in the tree


+cool
27 Apr 2011

When you put your hand in the tree, roll+cool.


On a 10+, you draw it out again.
On a 7-9, choose one:
 the thing inside bites you
 everyone knows just how scared you were
 everyone knows you didn't touch the heartwood
On a miss, yeah, all three.
@Rowan Crawford

SPEC OPS MANUAL 053: Psychic Warfare


+sharp
27 Apr 2011

When you read SPEC OPS MANUAL 053: Psychic Warfare, roll+sharp:


"It reads like stereo instructions but the stereo is your mind and the music it plays is the act of killing
people."
On a 10+, choose 1:
 +1 forward with any Weird based roll used to hurt or infiltrate someone/something
 take an XP in order to buy up your Weird stat or buy a Weird-based move (custom or from
another playbook)
 the next time you are in deep shit, you can roll Weird for the Seize by Force move
On 7-9, you can take any one of the above but the MC can ask you to Act Under Fire when you are
doing something perfectly normal. The book is training you to see people's minds as nothing but
pieces in a wargame.
On a miss, this fucking book doesn't make any kind of fucking sense. Fuck this. And you also get the
consequences of the 7-9 but with no good stuff to go with it.

@Judd

enter The Labyrinth in search of answers


+weird
26 Apr 2011

When you enter The Labyrinth in search of answers, roll+ weird


On a 10+ ask a question and get a straight answer from the Labyrinth
On a 7-9 choose one:
 The Labyrinth answers a question you didn't ask
 You find your way out again without any trouble
On failure, Minotaur and his gang find you

@Christopher Weeks & Jason Morningstar

plug the fresh brain into the machine


+sharp
26 Apr 2011

When you plug the fresh brain into the machine, roll+sharp. On a 10+, choose 2. On a 7-9, choose
1:
 you take no harm
 you immediately make the augury move
 you take +1 Hx with someone the owner of the brain knew and -1 Hx with someone else.

@hansel & Christopher Weeks

abruptly awoken from stasis


+cool
26 Apr 2011

When you are abruptly awoken from stasis, roll+cool.


On a 10+, you're a little confused but mostly ok. Choose 1.
 You have no idea where you are
 You have no idea who you are
 You have no idea who the people around you are
 You can't remember your plan or goal
 Take -1 ongoing.
All these effects last at least until someone makes a move to remove them.
On a 7-9, your mind is clouded and your body weak. Choose 3 of the above.
On a miss, the abrupt awakening causes some real damage; choose 3 of the above and take 1-harm;
don't forget to make the harm move too.

@Marshall Miller & James Mullen

eat the weird thing that's put before you


+hard
26 Apr 2011

When you eat the weird thing that's put before you, roll+hard.
On a 10+, you gulp it, no sweat, and manage not to cringe. Choose both.
On a 7-9, you eat all of it, but man, those last few bites? You had to choke 'em down, literally. Choose
1.
--Take +1 forward with the person who was feeding you --Automatically hit a 10+ if you
seduce/manipulate the person who was feeding you this session.
On a miss, neither, and you can't help but spit that shit back up. MC makes a hard move as normal.

@Will Hindmarsh & Hans Chung-Otterson

Try to speak their language


+sharp
26 Apr 2011

When you try to speak their language, roll+sharp. On a 10+, both. On a 7-9, choose one. On a miss,
neither.
 You get your point across.
 You seem calm and/or natural.

@Marshall Miller & Will Hindmarsh


This site is to collect custom moves for the Apocalypse World roleplaying game.
You can add your own custom move! All you need to do is say what happens on a 10+ (success) or
on a 7-9 (partial success).

When you offer promises instead of payment, roll +hot: On a 10+, they're down with it, you gain 1-debt
for each point of barter you're short, and you're on your merry way. On a 7-9, same thing, only they
want something more: a favor, a little something something, or a bigger debt than the value you're
receiving. On a miss, no dice, and you've pissed them off.

When somebody owes you, you are always considered to have leverage when you manipulate them,
and you may choose to roll +debt against them instead of +hot.

When you're in debt, at the start of each session roll +debt (if you owe more than one person then just
roll the highest, you deadbeat). On a 10+, they're looking for the full value, right now, and they'll do
whatever they can to extract it from you. On a 7-9, they're willing to let it slide for a bit longer, but
they're going to want something for their trouble: a favor, a little something something, or maybe a
down payment. On a miss, they've got other things on their mind, but they'll get around to you
eventually.

You know I'm good for it: (Operator playbook move) whenever you offer promises instead of payment,
you always succeed as though you had rolled a 10+. If you attempt to use this move on somebody you
already owe a debt, you are acting under fire.

When you use your insight into the world's psychic maelstrom as a weapon, roll+harm inflicted. On a
10+, choose 3. On a 7-9, choose 2:
* You don't hurt yourself further.
* You don't hurt someone you care about.
* You hurt someone you're angry with.
* You don't open your brain to the malestrom. (Treat as rolling a 6-)

Anyone hurt takes the amount of harm you've had inflicted on you thus far.

When you use your insight into the world's psychic maelstrom as a weapon, roll+weird instead of
roll+hard to go aggro or seize by force, but if you miss, your opponents get the benefit as if they had
opened their minds to the psychic maelstrom with 10+.

When you suffer Ψ-harm, roll+Ψ-harm suffered (typically, roll+1). On a 10+, the MC can choose 1:

You’re out of action: unconscious, trapped, incoherent or panicked. 


You’re out of your own control. You come to yourself again a few seconds later, having done I-don’t-
know-what. 
Choose 2 from the 7–9 list below.
On a 7–9, the MC can choose 1:
You lose your footing. 
You lose your grip on whatever you’re holding.
You lose track of someone or something you’re attending to.
You miss noticing something important.
You take a single concrete action of the MC’s choosing.
On a miss, you keep it together and overcome the Ψ-harm with no effect.

When you give in to anger and aggression, roll+hard instead of roll+sharp to read a person, but the
person you're trying to read can cave and suck it up, just as if you'd gone aggro on them.

When you take an action and an[o]ther character can and would interfere... you may force them to still
their action by honestly answering whatever question they ask.

When you fly the kite, roll+sharp.


On a 10+ you get all four. On 7-9 you get two!

*You get a good look on whatever you went up there to look at.
*You land where you planned to.
*The kite doesn't break when you land.
*You don't break a bone when you land.

When you interact with someone and don’t share a common way of speaking or doing
business, roll+Hot. On a hit, choose options. On a 10+, choose 3. On a 7-9, choose 2. On a miss,
choose 1 but they’re clearly not happy with you. 

you make yourself understood 


you grasp more-or-less what they want 
you don’t look like a fool, child, or asshole 
you catch something they didn’t intend you to understand
you make progress in learning how to interact with these people; start a new countdown or fill in a box
of an existing one

Later, the GM should use the number of filled-in boxes in your countdowns as a measure of your
fluency, helping determine when to roll this move. 

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