The Operator

The Operator

In Apocalypse World, here’s what you’ve got, right? You’ve 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 you’ve got the barge people, living
their short disease-crippled lives up and down the dead poisoned
river. Further along and you’ve 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 you’ve got to work with. Not fucking rosy.

Playbook The Operator
Look man, signature wear (hawaiin shirt), face, eyes, body
Stats Moves
Cool+2 do something under fire
Hard-1 [X] go aggro; seize by force
Hot+1 seduce or manipulate
Sharp+1 read a sitch; read a person
Weird=0 [X] open your brain

Jackson Hx=0
Kartak Hx+2
Harm X X O O O O
Debilities __Shattered (-1cool)
__Crippled (-1hard)
__Disfigured (-1hot)
__Broken (-1sharp)
__get +1cool (max +3)
__get +1hard (max +2)
__get +1sharp (max +2)
__get a new operator move
__get a new opertaor 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 +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
Experience O O O O O + choose an improvement

Basic Moves
DO SOMETHING UNDER FIRE: When you do something under fire, or dig in to endure fire, roll+cool. On a 10+, you do it. On a 7-9, you flinch, hesitate, or stall: the MC can offer you a worse outcome, a hard bargain, or an ugly choise.
GO AGGRO: When you go aggro on someone, roll+hard. On a 10+, they have to choose: force your hand and suck it up, or cave and do what you want. On a 7-9, they can instead choose 1:

  • get the hell out of your way
  • barricade themselves securely in
  • give you something they think you want
  • back off calmly, hands where you can see
  • tell you what you want to know (or what you want to hear)
SEIZE BY FORCE: When you try to seize something by force, roll+hard. On a hit, choose options. On a 10+ choose 3. On a 7-9, choose 2:

  • you take definite hold of it
  • you suffer little harm
  • you inflict terrible harm
  • you impress, dismay or frighten your enemy
SEDUCE OR MANIPULATE: When you try to seduce or manipulate someone, tell them what you want and roll+hot. For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On a 10+, wether you keep your promise is up to you, later. On a 7-9, they need some concrete assurance right now. For PCs: on a 10+, both. On a 7-9, choose 1:

  • if they do it, they mark experience
  • if they refuse, it’s acting under fire

What they do then is up to them.

READ A SITCH: When you read a charged situation, roll+sharp. Whenever you act on one of the MC’s answers, take 1. On a 10, ask 3. On a 7-9, ask 1:

  • where is my best escape route/way in/way past?
  • which enemy is the biggest threat?
  • what should I be on the outlook for?
  • what’s my enemy’s true position?
  • who’s in control here?
READ A PERSON: When you read a person, roll+sharp. On a 10+ hold 3. On a 7-9, hold 1. While you’re interacting with them, spend your hold to ask questions, 1 for 1:

  • is your character telling the truth?
  • what’s your character really feeling?
  • what does your character intent to do?
  • what does your character wish I’d do?
  • how could I get your character to ___?
OPEN YOUR BRAIN: When you open your brain to the world’s psychic maelstrom, roll+weird. On a hit, the MC will tell you something new and interesting about the current situation, and might asky you a question or two; answer them.On a 10+ the MC will give you good detail. On a 7-9, the MC will give you impressions. If you already know all there is to know, the MC will tell you that.
HELP OR INTERFERE: When you help or interfere someone who’s making a roll, roll+Hx. On a hit, they take +1 (help) or -2 (interfere) now. On a 7-9, you also expose yourself to fire, danger, retribution or cost.
Operator Moves
[X] Moonlighting: you get 2-juggling. Whenever there’s 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 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. The gigs you aren’t working give you neither profit nor catastrophe.
Whenever you get a new gig, you also get +1juggling.
[ ] Easy to trust: name your escape route and roll+cool. On a 10+ you’re gone. On a 7–9, 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, you’re caught vulnerable, half in and half out.
[ ] Eye on the door: you get +1weird (weird +3).
[ ] Opportunistic: when you interfere with someone who’s rolling, roll+cool instead of roll+Hx. Asshole.
[X] Reputation: when you meet someone important (your call), roll+cool. On a hit, they’ve heard of you, and you say what they’ve heard; the MC will have them respond accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss, they’ve heard of you, but the MC will decide that they’ve heard.

Gear and Barter
Item 1
Item 2 Description


Survival of the Fittest Hadraniel