There's some interesting stuff here, but structurally I'm against anything that is rolled for the next session. Why not turn this into a beginning of session move like wealth or luck or bonefeel? And given the nature of this move and its effects on the player, the +2 Weird stat-line is a no-brainer.
Placing it at the start would be smarter, upon reflection. And the idea for that particular statline was that you get less malfunctions (but not
no malfunctions) in exchange for lowered stats in other areas. I might change it to a +1 to make it a tougher call.
Also, was it your intent to make your stat lines add up to less than the normal playbooks (stats total to +3, unless it starts with two +2 stats, in which case it totals to +2)? Given the "infirm" nature of the body this may be intentional, but it's worth asking.
That was a mistake, but I like it because, as you said, it fits the Ditto. I think I'll keep it that way.
Can any PC operate on you to heal you? I get what you're going for here (make the Ditto beholden to the other players in some sense), but thematically this is missing something for me.
See, I didn't want to limit it to Savvyheads being able to fix you (Because what if there aren't any?) or allowing NPCs (Cos then the Ditto doesn't have much reason to interact with players).
It might seem weird that all playbooks share the ability to repair the Ditto, but my opinion is that they have their own spin on it. The Driver treats the Ditto like a broken-down car, the Skinner reintroduces the Ditto to an aspect of humanity and heals them emotionally, the Chopper has a biker who's good with her hands, etc.
Perhaps a better idea would be they have to roll Hx first? On a hit, you know what the Ditto needs, on a miss you haven't got a clue.
Also, what does it mean to "read someone on the Psychic Maelstrom?" Is this just reading a person using Weird instead of Sharp? Given that Sharp is your primary stat, why would you take this? Or is it simply reading someone who is "connected" to the Psychic Maelstrom in some way? If so, how does that work? What are the requirements? Do they need to be doing something specific, or is this a "read anyone, anywhere, at any time" kind of move? This needs more specificity.
For clarity, it means you ask the MC questions from the Read a Person list, except it's on the Psychic Maelstrom. So, if you ask 'What does the psychic maelstrom intend to do?', your MC has to say what the Maelstrom is about to do.
Now, this isn't quite Reading a Person, because the maelstrom very much isn't one. It represents that the Ditto is very connected to the maelstrom, because they're powered by it. Thus, this move means you know it a little better than most, though that doesn't mean you understand it.
If I were MCing and a player pulled this move to ask "What does the psychic maelstrom intend to do?", I'd put it in terms of the Ditto's body reacting to the maelstrom. You know how there's this weird pressure right before a storm? Well, when the Ditto feels their joints locking up and the whispers start crawling in, they know the maelstrom is going to raise hell on the brains of the unguarded.
I was intending it to be an 'anytime' sort of move, but I realize it might be better if it was more like 'If you get a hit on Opening your Brain, you can ask questions about the Psychic Maelstrom from the Read a Person list.'
In general, I'd be careful about making any assumptions about the Psychic Maelstrom (i.e. how it's used, what it can do, or how it works) because this is something that's going to change from game to game (or even from player to player within a game).
One of the things I love about Apocalypse World is the fact that one of its most interesting elements is left entirely up to the group. I tried to limit the assumptions made, but there are two big ones that I noticed.
A. the psychic maelstrom is recording people's brains and putting them in mechanical corpses for some reason
B. if you pick Maelstrom Dependent, the psychic maelstrom gives these corpses visions and wants (or
seems to want them) turned into reality.
I'd be curious to hear what you think of these assumptions and any I missed. Plus, I plan to put a 'the assumptions about the maelstrom in this playbook do not apply if it isn't picked) warning on this like the Quarantine.
What does it mean to imitate a human almost completely? There is no apparent downside to being an obvious cyborg, so why does it matter how people perceive you? Or is it that you can imitate any human individual almost completely? If that's the case, there's no way for NPCs to resist this, which means you can pass into or out of places more or less at will without repercussions - which treads on the Macaluso's special abilities (only in a way that is infinitely better). If that kind of variable imitation is the intent behind the move, I'd restructure the move to be something more like, "you can almost perfectly imitate any individual human, though doing so is considered acting under fire." This implicitly allows PCs to interfere with you by rolling+Hx, which is what I think you were going for with the last part of the move (i.e. fooling PCs).
I intended that to mean you look like a person except for an uncanny valley-esque flaw: your movements are stiff, your smile is creepy, you don't blink, etc.
I'd say being an obvious cyborg, while not having mechanical downsides, does have fiction downsides. Let's take the appearance factor: look at Simon from SOMA (
Video and
Image). If he was outside the gates of a hold in the dead of night, would anyone invite him in? No, he's creepy. And he's the closest a ditto could get to 'normal looking'. Besides, the other playbooks, bar the Faceless and maybe the Skinner, can hide in a crowd. Dittos stick out like sore thumbs.
I really like the idea of having it that the Ditto has to Act under Fire, though. I'm definitely adding that.
10 KILL 20 CRUSH 30 DESTROY 40 GOTO 10 is more than a little over-the-top. It makes the Ditto way better at wreaking havoc than the Gunlugger and Chopper combined. And while you may say, "yeah, but it's only for a single scene" just be aware that for a lot of peoples' games, massive physical violence may not be super common. This move definitely breaks down some of the carefully-constructed protections of playbook roles/strengths.
Yeah, that was one of the last integral components I made. My idea was to make the integral components powerful but susceptible to a bad roll on entropy, hence why you lose them when you change to another playbook; they are all overpowered as shit if any other playbook uses them.
I'm not happy with the move. Can you think of what I could do to make it better or do you think I should replace it with something more fitting?
Thank you so much for reading my playbook, Munin, I really appreciate it.