I decided to try my hand at crafting a new playbook. I really want to play this guy, which probably means I'm somewhere in the right direction. I still need help with the LOOK, and with phrasing in general. Maybe the Hx should be changed to make the Wildcard more friendly with the other PCs. If anyone can think of potential problems or improvements, I'd appreciate that too.
Mechanically, the Wildcard can get a roll modifier of between +2 and -2. Combined with stat and help/interfere modifiers, this can mean modifiers of +5 (unfailable) or -6 (unwinnable). Are such modifiers acceptable, or should I try to replace them with something else?
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INTRODUCING
The Wildcard
There is no status quo in Apocalypse World, and there's sure as fuck no certainty. Will you find something to eat for lunch? Will you find a place to sleep tonight? Will your friends and loved ones still be alive when you wake up? Nobody knows. Might as well take a wild guess.
Lucky CharmYour lucky charm gives you random insight when making difficult or fateful decisions. It is (choose one):
* A coin (worn, shiny, antique, novelty, odd)
* A deck of cards (standard, ornate, tarot, naughty)
* A pair of dice (shiny, heavy, big & fuzzy)
Maybe it has a name like Sally or Truman. You need to have an actual representation of it at the table, readily recognizable and available exclusively for your use.
When you are on a roll, everything goes your way. People come to you with beneficial offers, take shit from you and still leave happy and with empty pockets. Any events that hang on pure chance resolve to your benefit. When relying on a combination of chance and skill, you take +1 ongoing. Good things come your way, and bad things stay away, mostly.
When you are down and out, nothing goes your way. People come to you with problems, and heap them on your shoulders. Anything that can go wrong, does. When relying on any combination of chance and skill, you take -1 ongoing. As long as you are without your lucky charm, you are always down and out.
You are either on a roll or down and out, never in between.
Flipping for it means narrowing your options in a difficult or fateful decision down to two choices, and choosing one at random, at a near 50-50 chance. This could be face or tail, black or red, high (8-12) or low (2-6), or any other way you can quickly think of and explain. Make it simple and consistent, please.
Before flipping for it, declare the stakes at hand:
"Red I take the job, Black you go find someone else".
"Face I kill you, Tail I let you live".
"Better hope I roll high, boyo, or I'm not going to believe that silly story of yours".
After flipping for it, you're free to do whatever. If you follow through on your lucky charm's advice, you take +1 forward and are on a roll. If you defy it, you take -1 forward and you are down and out.
CREATING A WILDCARDTo create your Wildcard, choose name, look, stats, moves, gear, and Hx. Choose in any order you like.
NAMEKing, Queen, Dame, Jack, Knave, Ace, Dagger, Cups, Snake Eyes, Boxcar, Loaded, Crimp, Baccarat, Holdout, Martingale, Poker, En Prison, La Partage, Sweepstakes, Hold'em, Crazy Eight
Bellagio, Mirage, Palace, Circus, Caesar, Royale, Riviera, Palazzio, Desert, Rancho, Vegas, Reno
LOOKMan, woman, ambigious or transgressing
Luxe wear, elegant wear, vintage wear or scrounge wear
Emm.. gambly face. Or something (needs more!)
Twitchy eyes, crazy eyes, squinting eyes, hungry eyes (needs more!)
Stocky body, stout body, lean body, gorgeous body (something else?)
STATS* Cool+2 Hard-1 Hot=0 Sharp+2 Weird=0
* Cool+1 Hard=0 Hot+1 Sharp+2 Weird-1
* Cool-1 Hard+1 Hot=0 Sharp+2 Weird+1
* Cool=0 Hard-1 Hot+2 Sharp+2 Weird=0
MOVESYou get all the basic moves. You get Lady Luck, and then choose a second wildcard move.
GEARYou get:
* Your lucky charm (detail)
* 1 small, practical weapon.
* Oddments or debt worth 4 barter (flip for it).
* Fashion suitable to your look.
HXEveryone 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, 2 or all 3:
* One of them frequents your favorite gambling spot. Tell that player Hx+3.
* One of them you owe something that you can't possibly repay. Tell that player Hx+2.
* One of them tried to get you to change your ways. Tell that player Hx-2.
Tell everyone else Hx=0.
On the others’ turns, choose 1 or both:
* One of them owes you something. Whatever number they tell you, instead write +1.
* One of them you got to have. Whatever number they tell you, instead write +2.
Everyone else, write whatever number they tell you next to their character's name.
Wildcard special:When you and another character have sex and you're on a roll, they take +1 forward, and they get 3-hold which they can spend 1 for 1 to make you flip for it.
When you and another character have sex and you're down and out, they take -1 ongoing until you're on a roll again.
IMPROVEMENT:__ get +1 cool (max +2)
__ get +1 hard (max +2)
__ get +1 hot (max +2)
__ get +1 weird (max +2)
__ get a new wildcard move
__ get a new wildcard move
__ get followers (detail) and fortunes
__ get a holding (detail) and wealth
__ get a move from another playbook
__ get a move from another playbook
WILDCARD MOVES:(X)
Lady Luck: At the beginning of the session, roll+Sharp. On 10+, you're on a roll. You've got 2, maybe 3 barter worth of newly-acquired valuables (detail with MC), and the MC holds 3. On 7-9, you can either choose to take the 10+ result, but your family, your friends, your work or your dreams suffer; or you can take the 6- result. Either way, MC holds 1. On a miss, you're down and out. Your oddments and gear put together are worth no more than 2, maybe 3 barter (the rest is probably pawned pawned at Sharpie's). You also have a crushing debt, an unwanted job or an unsavory obligation.
During the session, the MC may use her hold 1 for 1 to make you flip for it.
( )
Good for it: When you give someone a promise or an IOU worth 1-barter, it counts as manipulating them and rolling 10+.
( )
Cheating Death: When you take a debilitating or lethal blow, you may flip for it to avoid harm.
( )
Loaded Dice: Once per session, you may defy the will of your lucky charm with no adverse effects. This does not work in conjunction with Cheating Death.
( )
Ace up the Sleeve: When you try to hide something important or valuable, roll+Sharp. On 10+, all three. On 7-9, choose two:
* It will remain unchaned and unharmed.
* Nobody else knows where it is hidden.
* You can get it back with little trouble.
( )
Changing Fortunes: When you are down and out, you may publically reveal a secret or secretly betray a friend to be on a roll again.
( )
Poker Face: If you can see their face, you get +1 when rolling to read a person. When another player tries to read you and you interfere, it automatically counts as you rolling 10+.
BARTERBarter comes and goes: either you have it now, or you'll have it later, so no worries. 1-barter is what you might expect to gain from a successful night of low-stakes gambling, a week of working a system or a scam, or a month of honest work as a croupier or a pit boss.