Just looking for feedback, I guess!
(also, if anybody has a better name than Swapper, let it be known... please?)
introducing
THE SWAPPER
In Apocalypse World, the supermarkets are fallen. The department stores are stripped clean, the warehouses emptied, the factories gunned and shelled and burned.
In Apocalypse World, everybody wants a piece of what's left. Shame there isn't much to go around, but them's the breaks.
NAME
Marx, Fan, Standard, Keynes, Malthouse, Smith, Locke, Rockefeller, Corp Rit, or Margin.
Antoinette, Septer, Shaka, Chin She, Papal, Louis, Feudal, or Coronation.
LOOK
Man, woman, or concealed.
Luxe wear, display wear, casual wear, utility wear, or vintage wear.
Angular face, pudgy face, scarred face, handsome face, crooked face, round face, or guarded face.
Appraising eyes, shifty eyes, trusting eyes, guarded eyes, beady eyes, or cold eyes.
Fat body, full body, lanky body, twisted body, little body, long body, or hidden body.
STATS
Choose one set:
• Cool+1 Hard-1 Hot+1 Sharp+3 Weird-1
• Cool-1 Hard=0 Hot+1 Sharp+3 Weird=0
• Cool+1 Hard-2 Hot=0 Sharp+3 Weird+1
• Cool+2 Hard-1 Hot-1 Sharp+3 Weird=0
BASIC MOVES
You get all the basic moves (p72–74).
SWAPPER MOVES
You get this one:
Lassie fare: at the beginning of the session, roll+barter spent (max +3). On a 10+, you get your spent barter back, plus that much barter again (if you spent 0-b, then you get 1-b). On a 7-9, you get your spent barter back plus 1-b, and somebody wants a favor, a promise, or a hookup. On a miss, you get none of it back, and you start the session in a sticky situation that needs to be dealt with.
Then choose one:
I know what you need: when you manipulate somebody, roll+sharp instead of roll+hot.
Marketeer: when you go into a holding's bustling market, if you roll 7-9, you choose one instead of the MC. If you miss, you just can't find it, nothing bad happens.
Spread the wealth: when you give 1-barter to a PC with strings attached, you gain +1Hx with them.
Connections: whenever you roll for a barter move not from this playbook, add +1 to that roll.
Ear to the ground: you can ask your contacts for advice to gain the benefits of insight.
Trading partners: when you help or interfere with someone, if you've given them barter in the past, take +1 forward.
GEAR
You get:
• 1 handy little weapon
• oddments worth 3-barter
• fashion suitable to your look (you detail)
Handy little weapons (choose 1):
• .38 revolver (2-harm close reload loud)
• 9mm (2-harm close loud)
• big knife (2-harm hand)
• sleeve pistol (2-harm close reload loud)
• a club, like a baseball bat or crowbar (2-harm hand messy)
CONTACTS
Your contacts, you should have at least three of them, can consist entirely of the other players’ characters, with their agreement, or entirely of NPCs, or any mix. If it includes any NPCs, sketch them out - names and 1-line descriptions - with the MC. Then, answer these questions:
Out of your contacts, who...
• owes you big?
• do you owe big?
• wants in on your trade?
HX
Everyone introduces their characters by name, look and outlook. Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn:
• Tell everyone Hx+1. You're up front about what you want and need.
On the others’ turns, choose 1 or both:
• One of them, you've been supplying person for ages. Whatever number they tell you, ignore it - write down Hx+3 instead.
• One of them burned you on a deal once. Whatever number they tell you, give it -1 and write it next to their character's name.
Everyone else, whatever number they tell you, give it +1 and write it next to their character’s name. You make it your business to know how the people around you work.
At the end, find the character with the highest Hx on your sheet. Ask that player which of your stats is most interesting, and highlight it. The MC will have you highlight a second stat too.
SWAPPER SPECIAL
If you and another character have sex, they can give you gifts worth 1-b, at no cost to them.
SWAPPER IMPROVEMENT
Whenever you roll a highlighted stat, and whenever you reset your Hx with someone, mark an experience circle. When you mark the 5th, improve and erase.
Each time you improve, choose one of the following. Check it off; you can’t choose it again.
__ get +1hard (max hard+2)
__ get +1hot (max hot+2)
__ get +1weird (max weird+2)
__ get a new swapper move
__ get a new swapper move
__ add a new contact
__ get 2 gigs (detail) and moonlighting
__ get a workspace (detail) and crew
__ get a move from another playbook
__ get a move from another playbook
BARTER
If you’re charging someone wealthy for your services, 1-barter is the going rate for: one good deal brokered; one high-quality or rare item obtained for them.1-barter will cover a month’s living expenses, if your tastes aren’t too grand. As a one-time expenditure, and very subject to availability, 1-barter might count for: restoration of a damaged or neglected vehicle to working order, a month’s maintenance of a hi-performance vehicle well-used but not damaged; a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; repair of a piece of hi-tech gear by a savvyhead; a week’s hire of the protective companionship of a battlebabe or gunlugger; a year’s tribute to a warlord; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
For better stuff, you should expect to make particular arrangements. You can’t just wander around the commons of some hardhold with oddments ajangle and expect to find hi-tech or luxe eternal.