... I think you can do what you propose « by the rules » by combining a move that « gives you » gear (Like « my other car is a tank » and a move that « changes circumstances directly » in a complex move. But I do not think you can do it the way you did it. Which is weird. And it makes me feel a bit strange about apocalypse world about something I thought was strange for a while now (two WHOLE weeks !).
See, what you made is not a legal move I think. Moves in apocalypse world work by reacting to fictional positioning. « When you do x » (Fiction) « y happens » (Reaction). They also encourage the player to affect fictional positioning in certain ways (Brainer moves encourage brainers to tie people to chairs for example). Moves are reactive : It is all about setting yourself up and triggering them. They do NOT, afaik, affect fictional positioning directly.
Well.. I may agree that the move packs more into itself than most. But I don't think it breaks any rules.
First, I think the word "Move" is actually used in two ways. A Move as defined in advancement, and a Move as defined in doing stuff.
During advancement, you can take a move from your playbook or another one. That may give you a "doing stuff" move, or may increase your stats, or may give you gear, or may in a few cases do other stuff.
During play, you can use your "doing stuff" moves, which all require you to do something, and often requires you to roll. But those are a different kind of move.
The advancement moves are the blocks of text next to the circle, and can theoretically do anything, as long as it is some ability, gear or something that can be acquired through advancement. The "doing stuff" moves are the rule sections, sometimes included in an advancement move, and sometimes located elsewhere (how to use a first aid kit, what happens when you go shopping).
That isn't to say that my
Webbed hands, breathing neck doesn't get a bit weird. Mostly because it tries to load some of the stuff that would normally be in the playbook into the move (since this is an advancement move that can be taken by any playbook). I don't think there is any advancement moves in the base game, that doesn't belong to a playbook.
If we did have an Aquaman playbook, then the gills and webbed feet would be a feature of the playbook, and the "doing stuff" move would be an advancement move. Kinda like in the base game, where you can take the
A no shit driver move, but it really doesn't do a lot unless you have a car.
Drawing on gear, though, you could still make the move "
Webbed hands, breathing neck: You have webbed hands and gills." and then as peripheral moves/gear tell what webbed hands and gills does. But that is really just moving stuff around.