On your shogun-era game's
manipulate:
First, why
not Insight? In your college bar example that's exactly what's at issue:
But he was so good at sizing the other guy up, deducing his motivations, and playing on his opponent's fears (i.e. ending his career, losing his scholarship, ruining his chances of going pro) that he was able to effectively bluff
How is this not Insight? Now, one could certainly argue that the knowledge of how to manipulate someone doesn't translate into the chutzpah to actually do it; I suspect that I, myself, might well have had the insight that the linebacker would be loath to risk his ACL tendon, but I know for sure that I wouldn't have had the recklessness and self-confident to turn that knowledge into an empty threat. But that's me. Note that in
your description of the encounter, you're emphasizing the
knowledge of how to manipulate.
When you write the kind of game that an AW hack is, you're not trying to model all of possible reality (here, social reality): rather, you're creating a kind of engine to create a certain kind of story, full of the kinds of characters who inhabit that kind of story. AW's parsing of seize/go aggro/seduce&manipulate creates a specific world, full of characters who know full well when they lift the gun that if the fucker doesn't back down they'll pull the trigger, and others who know full well that they're bluffing. Those are the people that that world is full of, the people left here after what happened. The fact that those moves constrain and channel the possibilities of who the characters get to be is a virtue, not a flaw. Monsterhearts' turn someone on/shut someone down/lash out physically (and, late in the game, its corresponding Growing Up moves) structure that space totally differently, which makes the stories that game produces distinctly different. AW is full of Hot characters who turn others on knowing full well what that will accomplish, where to go from there, and use it efficaciously to further their goals. MH is full of Hot characters who turn others (especially other PCs) on, not fully understanding or in control of the consequences. (For a more overt example, MH explicitly drops helping moves, so that the characters won't have much luck helping each other).
If
I was in that bar with the jock, there is no way in hell I would have threatened his knee. But nor would I have been the slightest bit scared of him. I would have been
charming, and the conversation would have ended with him laughing at his own overreaction. Now, you can model that in AW, with some effort, as
manipulate with some kind of marginal leverage (my approval? the relaxed attention of another human being? him not looking like an asshole for hitting someone so clearly being friendly?), and those all reference some of the de-escalatory tactics I might have employed, but they would do so only with some effort, by pushing the narrative into a different frame than the one it inhabits in my head (and, as I say, this is a virtue -- because I
don't live in Apocalypse World). This is not unrelated to the fact that, in my game, the relevant stat is Charming.
So -- if you actually see manipulation as largely a matter of insight into people, you might consider going with that. If your concern is that that messes up game balance -- because Insight is already the root of various other moves -- I'd say maybe don't try and balance too early. It's better to have an unbalanced game that expresses something interesting than a balanced game with a muddy heart.
By that same token, "roll-honor" is cool too. It's a sort of fundamental hack (but an interesting one) to start having stats that work both ways, benefiting some rolls and hurting others. You have to think carefully what that does, because it has ripple effects throughout the game. AW has a relatively simple structure in that every single stat is a thing which, if it goes up, will straightforwardly push you away from 6- territory and towards 10+ territory. It's a profound shift to change that. It makes "honor" what we might call a Trollbabe stat. That's cool, and, for that matter, you might actually want to build on it. In a game set in a Buddhist cultural context it would make perfect sense for Passion to be a Trollbabe stat too: monks deriving power from nonattachment want it low, while maybe poets, bar-room wrestlers, and tempestuous warlords want it high.
(Or maybe I misconstrue what Passion is. You say Passion would be the no-brainer stat for Seduce, but that's not at all clear to me. If this is like AW's seduce -- not sex for sex's sake, but sex to get something -- then inspiring passion in others, but keeping my own head cool and not falling for the guy myself, seem to be pretty fundamental. I don't imagine a character who is himself utterly Passionate at being adept at employing sex hardheartedly as a tool. Inspiring great tragic romances, yes; strategizing who will be the most useful to glean information from during pillow talk, no. But maybe your insights about the human condition, or your read on the characters the genre is peopled with, differ here. Maybe you want to explicitly push characters who are adept at getting others to fall in love with them manipulatively, to also be at risk of falling in love right back themselves. Maybe you want the stat to tie "desiring" and "being desired" together, on purpose, because that's part of what you're saying with the game, or what kind of characters you want to inhabit it).
If you go with Trollbabe stats, I wonder if you actually need Composure: could it be the flip side of Passion? Or do they, instead, work together somehow: Composure is the capacity to control Passion, so the higher your Passion, the more you find yourself in need of Composure? A zen monk who has excised Passion from himself has little need of Composure, a swordsman whose blood boils at every insult and whose heart belongs to his liege's lady has enormous need for it? If so, that's also an interesting relationship between stats, right? It's sort of like how Sharp affords other stats in AW, but in reverse....
Or, hmm, is it Composure and Fury which relate in this manner? What's the border between Passion and Fury? Because, just looking at the words, fury seems like one of the passions. But perhaps you mean by passion something more like "the profound appreciation of beauty" and by fury "the righteous wrath of the warrior unleashed". (Did you ever see Emily Care Boss's game City of the Moon? It's set in Heian-era Japan. There was a playtest version up at one point, seems to have been taken down now. The stats were
miyabi -- elegance, refinement -- and
aware -- sensitivity to the impermanence of things.)
I know I'm totally running off with your game in a direction you never intended by talking about Trollbabe stats -- I just wanted to illustrate how one innocent little "roll-stat" does begin to change everything. And I kind of like the idea of tradeoff stats in a game in this setting, and if you imply about honor that it's a help in some contexts and a hindrance in others, it raises the question of what other aspects of a person's character are like that too? There would be something elegant about making all the stats Trollbabe stats, like: Honor (high for winning reputation and the respect of the wise, perhaps that of the very universe; low for manipulating, perhaps for manipulating fools particularly), Passion (high for unleashing warrior Fury and for falling in tragic and mutual love; low for monkish nonattachment, composure, Buddhist metaphysical attainment, but also for coldhearted manipulation without becoming attached), perhaps Simplicity (high for Taoist immediate natural insight into people and things and the harmony of the universe; low for Confucian legalistic complexity and erudition, courtly graces)...
Well anyway.
As for reputation: is it a currency? As with stats, currencies in AW are straightforward. A stat in AW is something which, if it gets better, you get better at doing stuff. A currency in AW is something which, if you have it, you can spend it, to effect. There are no moves in AW, afaik, which go "roll+barter, but you don't have to spend the barter" or "roll+stock, but don't spend the stock".
I also have a reputation currency in Shtetl World, and it doesn't quite follow this rule -- there are times when your static reputation matters, without having to spend it. But there's at least one basic move,
rebuke, which is "roll+reputation spent"; the fiction being, if you don't have any real leverage to control someone, you can simply curse and revile and start a blatant public feud with them, savaging their reputation, but it's a negative-sum game; you put their name in the mouths of the shtetl's gossips only by putting your own in their too ("did you hear what Gittel said about Feigele? I can't believe..." etc.) I wanted to make this move attractive, in order to fill Shtetl World with the kind of divisive, brutal, corrosive gossip and quarrels which have characterized Jewish social life since Talmudic times (the sages spend an enormous amount of time discussing gossip and its effects)... and which makes sense in a historical context for a society which has largely had to police itself internally without much recourse to a state-like monopoly on violence. But I digress.
Point is, reputation is a currency if you can both earn, and also spend it. In Shtetl World it's a quasi-currency, because you can earn and spend it, but it's also used as a bonus or limiting factor for certain moves. Thus, when trying to persuade someone from the shtetl (i.e., someone for whom your reputation stat is relevant), if you have a rep above [threshold], take +1; if you have a rep below [threshold], take -1. That kind of thing.
I guess my main advice is to think about what kind of characters inhabit this world, and how they manipulate and seduce each other, rather than trying to capture manipulation and seduction in general. Is manipulating someone a matter of sacrificing your honor? (Maybe
honor is a currency!) Kind of like how, in Monsterhearts, doing violence is a matter of losing control, of lashing out, showing yourself to be volatile -- something which is mechanically effective (kinda) but fictionally positioned as a lack. Is that -- the cost -- what you want to foreground when characters manipulate each other? Or is it a matter of keen understanding, of reading the other, knowing where to push? (So Insight?) So then the game is full of devilishly keen observers whose daring in putting their insights into practice goes without saying, like your friend in the bar. Or is it about being charming and suave, or refined and elegant? Or is manipulating someone a matter of leveraging your position, your power over them?