Apocalypse World - Custom Moves
Apocalypse World - Custom Moves
Apocalypse World - Custom Moves
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.
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
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, 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 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, 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 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, 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, 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 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, 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
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 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
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
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
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
@Judd
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.
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.
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.
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:
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.
*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.
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.