Marmot
THE
MARMOT
☐ get +1 cool (max cool +3) ☐ get a new marmot move
☐ get +1 sharp (max sharp +3) ☐ get a new marmot move
☐ get +1 hard (max hard +2) ☐ get a new marmot move
☐ get +1 weird (max weird +2) ☐ get a move from another playbook
☐ get a car (detail) and a no shit driver ☐ get a move from another playbook
THE MARMOT
Introducing
One thing that hasn’t changed since the apocalypse: people do bad things to each other and expect to get away with it. If there’s any marmot who can untangle the secrets, the lies, and the pain to find some justice in this filthy, filthy world, it’s you.
CREATING A MARMOT
To create your marmot, choose name, look, stats, moves, gear, clues, and Hx.
NAME
Marmot Detective · Handlebar Raccoon · Mister Tiger Pants · Dinosaur Boomerang · Whale McDoff · Broombat Zoombat · Bandolier Beaver · Noah’s Shark · Cheesegator · Kemit the Hog · Dancing Lamprey · Porcupine Tarmac
LOOK
concealed gender
healthy fur · rufous fur · lush fur · mangy fur · hoary fur · combover
beady black eyes · hooded eyes · bleary bloodshot eyes · rabid eyes
paunchy body · sleek body · muscly body · scrawny body · obese body
STATS
Choose one set:
MOVES
You get all the basic moves. You get fat reserves and hibernation, and then choose one more marmot move.
GEAR
You get: a .38 special (2‑harm close loud reload); a notebook & stubby pencil; a tiny flask.
CLUES
You start with 3‑clues. At the beginning of play, ask the MC to tell you what they are.
HX
Everyone introduces their characters by name, look, and outlook. Take your turn. List the other characters’s names.
Go around again for Hx. On your turn, tell everyone Hx−1. You aren’t exactly easy to read. Or even notice really.
On the other characters’s turns: For each other character, decide whether they seem suspicious to you, or don’t.
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 name another stat for you to highlight too.
Cool+2 Hard−1 Hot−1 Sharp+2 Weird=0
Cool+2 Hard=0 Hot−1 Sharp+1 Weird+1
Cool+1 Hard−1 Hot=0 Sharp+2 Weird+1
Cool+1 Hard+1 Hot−1 Sharp+2 Weird=0
If they seem suspicious to you, whatever number that player tells you, give it +1 and write that next to the character’s name.
If they don’t seem suspicious to you, whatever number that player tells you, give it −1 and write that next to the character’s name.
IMPORTANT NOTE
This playbook makes some assumptions about the apocalypse and the history of Apocalypse World that may not otherwise hold. If this playbook is not in play, do not consider any of its ideas binding.
©2k+11 Ben Lehman
& D. Vincent Baker