Sleepless nights always leads to.. interesting ideas, I began to write a sharp-based Playbook called "The Historian" but somehow ended up with a wierd-based "The Storyteller".
THE STORYTELLER
Too the naked eye the Apocalypse World might seem to have been shattered, chewed and then spit back out, but you see past the grime, the dust and the blood to the wondrous fairy tale that lies beneath.
*Once Upon A Time
You gather an audience to spread and trade your latest tales.
Once during a session roll+sharp
10+ Get one barter and choose any (or all). If appropriate the audience unite and fight for you as a gang (2-harm 0-armour size appropriate)
7-9 Get one barter and choose one:
6- The audience turn against you, as a gang (2-harm 0-armour size appropriate)
*You captivate your audience, they are aware of you and only you.
*You move your audience, they come to respect the (real or imaginary) hero.
*You rile up you audience against the (real or imaginary) villain.
*You make your audience fear the (real or imaginary) villain.
*Big bad Wolf
You pry your enemies eyes open to make them truly see the tales of you glorious exploits.
Once during a fight roll+weird.
10+ Enemy gang temporary disbands and/or refuses to attack you ((unless leader uses leadership or pack alpha))
7-9 Enemy gang counts as one step smaller
6- The enemies eyes remains closed and their guns are blazing. You take 1 Harm.
((A 'You count as a gang' move, but this feels like a more appropriate wording))
*Olden Times
You open your brain to the psychic maelstrom to see the world and its people like it once where
Once during a session roll+weird.
10+ hold 3
7-9 hold 1
6- The world you see is beautiful and magical, why would you ever want to leave. Count your sharp as one less for the rest of the session.
You can spend the hold 1 for 1 to:
*You see glimpses of your audiences life. If PC +1 Hx if NPC take +1forward.
*You see your bounds once untied, an opening once unblocked or a door once unlocked. You break free or gain access but it costs you: leave something behind or take something with you, the MC will tell you what.
*You see a weapon once sheathed, ignore damage from one attack
*You see a wound once opened, use weird instead of hard in one size by force move.
*Story Gathering
There are stories to be found everywhere, you just need to find them.
Use weird instead of sharp for all moves.
Not much of a playbook yet, but it feels like I´m getting close to a fun and somewhat balanced set of moves that at least appears to stick to the theme.. I´m more then happy for any thoughts and suggestions about both the moves and the rest of the playbook (need a few more sleepless nights to get it ready enough to let anyone see)