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==Mechanics== There are five stats, ranging from -1 to +3 * '''hard''' (physical strength, intimidation) * '''sharp''' (intelligence, perception, insight) * '''hot''' (charisma) * '''cool''' (stealth, keeping your shit together) * '''weird''' (related to the psychic maelstrom) * '''History with (name)''' is used like a stat, representing the familiarity (not necessarily friendliness) between two player characters. Used for assist / interfere moves The only rolling mechanic in Apocalypse World is the players using '''moves''', rolling 2d6 and adding appropriate modifiers depending on what sort of moves they’re using. '''Basic moves''' are available to all characters regardless of their [[class|playbook]], but every playbook has its own special moves. Basic moves cover general player actions – attacking, surveying a situation or a person and such. Playbook moves are more specialised, in line with the role of specific playbooks. They can also be passive bonuses (+1 to a stat), changing what stat you use for a roll, or give you things like gangs and cars. The MC doesn’t roll, but doles out bad stuff in line with players’ actions and roll failures. Each move has three degrees of success – 10+ on a roll is a full success, 7-9 is a partial success, and 6 or below is a failure. Success means you accomplish the full scope of your move, partial success means you accomplish a limited scope of a move, while a failure not only means you accomplish nothing, but that the MC makes a move against you. Since this is gritty post-apocalypse, it usually means very bad stuff. There’s a rudimentary HP system in form of harm. Player characters die upon reaching 6 harm – the first three points of harm represent damage that heals on its own, while the final 3 get worse without proper treatment. NPCs generally die upon reaching 3 harm, at MC’s discretion. Armor absorbs harm done, but only if it makes sense – a 2-armor vest won’t do anything against a 3-harm sniper rifle aiming for the head, for instance. Experience is obtained mostly by rolling marked stats (each character has two marked stats, one chosen by another player and one chosen by the MC) and by increasing history with another character to +4 (upon which it’s reset back to +1). You gain history by inflicting harm on player characters, by doing certain moves, and as part of end-of-session process. Upon obtaining 5 experience points, you go back to zero and gain an improvement. These are playbook specific and are either bonuses to stats, new playbook moves, moves from other playbooks or things like garages. After sixth improvement, you get advanced improvements – a new character (you’re playing two now), retire your current one to safety (which is a rare thing to happen in apocalypse world), change a playbook and such. Each playbook has a special move that occurs when they have sex with another character. These can range from “gain history” to “scan their brain” or even “you now feel like you have to keep this person happy”. The rulebook goes out of its way to tell you you don't have to use these.
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