I took Simon C's suggestion for the survivor threat type, as it supports the tone I'm trying for in my new Central California game- Market Town, the hub of the game, and the surrounding farmers and ranchers are mostly trying to get by, but there are plenty of things to press down harshly on anybody trying to rebuild. That said, my complete version of the threat type:
SURVIVORS
A survivor is a person just doing what it takes in this harsh world. If well-treated, they might be a resource; if threatened, they'll act to remove the threat. Nothing is free, everybody has a price, and hope and trust are always the first casualties. Choose what kind of survivor:
-Moneyman (impulse: to profit and grow)
-Mercenary (impulse: to offer services, for a price)
-Patriarch (impulse: to protect one's own)
-Puritan (impulse: to find fault)
-Lone wolf (impulse: to resist fetters)
-Paranoid (impulse: to percieve threats)
MC Moves for survivors:
Offer a deal.
Demand a price.
Proclaim laws or limits.
Take possession of something.
Retreat from danger.
Share information.
Attack somebody, in revenge or defense.
Shut somebody out.
Condemn somebody.
Prepare defenses.
The list of moves is intended to emphasise that, in their defensiveness and mistrust, survivors are still a threat, despite not being as malignant as a warlord or grotesque. The closest to being helpful a survivor gets, by the MC moves, is 'share information' or 'offer a deal', and they can turn nasty quickly through 'laws and limits' and 'revenge or defense', if people don't make an effort to stay on their good side.
In particular, the NPC 'hardholder' of Market Town is a moneyman, with a coterie of other moneymen as his inner circle, which places Market Town in a relatively passive and weak position compared to other, more aggressive groups that threaten this island of 'base of operations' for the PCs.