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Operator Repictured

Apocalypse world operator playbook

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Andor Plank
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0% found this document useful (0 votes)
236 views

Operator Repictured

Apocalypse world operator playbook

Uploaded by

Andor Plank
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Introducing

GIGS
(Profit / catastrophe)
Choose 3 paying gigs:
Bodyguarding (1-barter / embattled)
Surveillance (1-barter / deceived)
Raiding (1-barter / embattled)
Enforcement (1-barter / overthrown)
Honest work (1-barter / impoverished)
Companionship (1-barter / entangled)
Deliveries (1-barter / bushwacked)
Infiltration (1-barter / discovered)
Scavenging (1-barter / impoverished)
Brokering deals (1-barter / shut out)
Technical work (2-barter / shut out)
Fucking (2-barter / entangled)
Compound defense (2-barter / infiltrated)
Doing murders (3-barter / embattled)

CREW/CONTACTS
-Shadow
Ops gyors titokzatos
csendes
-Marko
Hunter
kivl lvsz

THE OPERATOR
In Apocalypse World, heres what youve got, right? Youve got Dremmer
and Balls on one side, warlord slaver and his skinny fucking enforcer,
raiding from their stronghold of concrete and iron spikes. On the other side
youve got the barge people, living their short disease-crippled lives up and
down the dead poisoned river. Further along and youve got Lighthouse, a
men-and-women hunger cult gone wrong barricaded in on the edge of the
breeding pit burn flats.
You, you just want to make your way and have some freedom but this is
what youve got to work with. Not fucking rosy.
a character playbook for

APOCALYPSE
2k+10 D. Vincent Baker
www.apocalypse-world.com

Your crew or contacts can consist


entirely of the other players
characters, or entirely of the
MCs characters, or any mix.
If they include any of the MCs
characters, sketch them out
names (eg Gabble, Jaim, Pe,
Wasted) and 1-line descriptions
with the MC. Make sure
theyre competent and suited to
the gigs youve chosen.

And choose 1 obligation gig:


Avoiding someone (you keep well clear /
they catch you in a bad spot)
Paying debts (you keep up with them /
they come due)
Revenge (you victimize someone / they
humilate you)
Protecting someone (nothing bad
happens to them / theyre gone)
Pursuing luxury (beauty in your life / you wind up in a bad spot)
Maintaining your honor (you keep your word and your name / you cross a
line)
Seeking answers (you get a clue / you chase a red herring)

ADDITIONAL RULES

WORLD

GIGS ON SCREEN

Paying gigs on screen:


Profit: the MC can choose whether to come in on the end of the successful
gig, or let the whole gig happen in summary, off-screen.
Catastrophe: the MC can come in on the moment when the gig goes south,
or you can summarize the gig going south and come in on the aftermath.
Obligations on screen:
Profit: the MC can choose whether to come in on the end of your
accomplishing it, or let it pass without much remark.
Catastrophe: the MC should come in on the moment when it goes south, as
a rule.
Unworked: an unworked obligation is an opportunity for the MC.

BARTER
1-barter will cover a months living expenses, if your tastes arent too grand.
1-barter will also cover your crews cut of a couple three four profitable gigs.
As a one-time expenditure, and very subject to availability, 1-barter might
count for: a night in high luxury and company; any weapon, gear or fashion
not valuable or hi-tech; the material costs of a crash resuscitation by an angel; a
weeks hire of the protective companionship of a battlebabe or gunlugger; repair
of a piece of hi-tech gear by a savvyhead; a years tribute to a warlord; a months
maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and
gifts sufficient to get you into almost anyones presence.
For better stuff, you should expect to make particular arrangements. You
cant just wander around the commons of some hardhold with oddments
ajangle and expect to find hi-tech or luxe eternal.

When you give 1-barter to someone, but with strings attached, it counts
as manipulating them and hitting the roll with a 10+, no roll required.
When you go into a holdings bustling market, looking for some particular
thing to buy, and its not obvious whether you should be able to just go buy
one like that, roll+sharp. On a 10+, yes, you can just go buy it like that. On a
79, the MC chooses one of the following:
it costs 1-barter more than youd expect
its available, but only if you meet with a guy who knows a guy
damn, I had one, I just sold it to this guy named Rolfball, maybe you can go get it
off him?
sorry, I dont have that, but maybe this will do instead?
When you make known that you want a thing and drop jingle to speed
it on its way, roll+barter spent (max roll+3). It has to be a thing you could
legitimately get this way. On a 10+ it comes to you, no strings attached. On
a 79 it comes to you, or something pretty close. On a miss, it comes to you,
but with strings very much attached.

K
R
C
O
OPERAT
L

BARTER PERIPHERAL MOVES

THE

CREATING AN OPERATOR
To create your operator, choose name, look, stats, moves, gigs,
crew/contacts, gear, and Hx.

NAME

Berg, Waters, Lafferty, Ebbs, Wilson,


Marshall, Dolarhyde, Jesus, Bendrix,
Proust, Steed, Nero.
Amalia, Katinka, Dagny, Fox, Christine,
Clover, Olympias, Illeana, Franky, Sway,
Acid Burn, Cash

STATS
Choose one set:
Cool+2 Hard=0 Hot-1 Sharp+2 Weird-1
Cool+2 Hard+1 Hot+1 Sharp=0 Weird-1
Cool+2 Hard-1 Hot+1 Sharp+1 Weird=0
Cool+2 Hard=0 Hot=0 Sharp+1 Weird-1

MOVES
You get all the basic moves. You get
moonlighting, and then choose a second
operator move.

HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters names.
Go around again for Hx. On your turn,
choose 1 or both:
One of them once faced down dedicated
violence to get you out of a fix. Tell that
player Hx+2.
One of them once let you down in a pinch
and left you holding the bill. Tell that
player Hx-1.
Tell everyone else Hx+1.
On the others turns:
Whatever number everyone tells you,
give it +1 and write it next to their
characters name. You depend upon clear
relationships.
At the end, find the character with the
highest Hx on your sheet. Ask that player
which of your stats is most interesting,
and highlight it. e MC will have you
highlight a second stat too.

LOOK

Man, woman, ambiguous, or


transgressing.
Casual wear, utility wear,
vintage wear, signature wear, or
scrounge wear.
Worn face, pretty face, honest
face, rough face, hard face, or
open face.
Calculating eyes, warm eyes,
sharp eyes, guarded eyes, cold
eyes, or weary eyes.
muscular body, rangy body, full
body, energetic body, or sturdy
body.

NAME

LOOK
ltnys szigor vkony magas
hatrozott frfi
STATS
+2
COOL
-1

IMPROVEMENT
Whenever you roll a
highlighted stat, and whenever
you reset your Hx with
someone, mark an experience
circle. When you mark the 5th ,
improve and erase.
Each time you improve, choose
one of the options. Check it off;
you cant choose it again.

MOVES
do something
under fire

HX

help or interfere; session end

go aggro;
seize by force

HARD

+1
HOT

highlight

+1
SHARP

read a sitch;
read a person
highlight

Moonlighting: you get 2-juggling. Whenever theres a stretch of


downtime in play, or between sessions, choose a number of your gigs to
work. Choose no more than your juggling. Roll+cool. On a 10+, you get profit
from all the gigs you chose. On a 79, 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. e gigs you arent working give you neither profit
nor catastrophe. Whenever you get a new gig, you also get +1juggling.
Easy to trust: when you try to seduce or manipulate another players
character, roll+Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot.

Opportunistic: when you interfere with someone whos rolling, roll+cool


instead of roll+Hx. Asshole.

highlight

seduce or
manipulate

OPERATOR MOVES

Eye on the door: name your escape route and roll+cool. On a 10+ youre
gone. On a 79, 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,
youre caught vulnerable, half in and half out.

highlight

GEAR
You get:
9mm (2-harm close loud) or a
signature weapon (detail with
the MC)
oddments worth 1-barter
fashion suitable to your look,
including at your option a
piece worth 1-armor (you
detail)

Specter

OPERATOR SPECIAL

If you and another character have sex,


get a new obligation gig: keeping [their
name] happy (you keep them happy / you
fucking blow it).

Reputation: when you meet someone important (your call), roll+cool. On


a hit, theyve heard of you, and you say what theyve heard; the MC will have
them respond accordingly. On a 10+, you take +1forward for dealing with
them as well. On a miss, theyve heard of you, but the MC will decide what
theyve heard.

GEAR & BARTER

If you and the same character have sex


again, dont get duplicate gigs. Just the
first time.

open your brain

0
WEIRD
HARM

highlight

countdown

12

3
6
stabilized

shattered (-1cool)
crippled (-1hard)
disfigured (-1hot)
broken (-1sharp)

IMPROVEMENT > >>improve

experience

__ get +1cool (max cool+3)


__ get +1hard (max hard+2)
__ get +1sharp (max sharp+2)
__ get a new operator move
__ get a new operator move
__ add a gig and you may change your crew
__ add a gig and you may change your crew
__ abandon or resolve an obligation gig for
good
__ get a move from another playbook
__ get a move from another playbook
__ get +1 to any stat (max stat+3)
__ retire your character (to safety)
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.

HOLD

OTHER MOVES

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