Dust+World+ +Quickstart+Guide+ +Digital
Dust+World+ +Quickstart+Guide+ +Digital
The text and artwork are copyright © 2017 by Paul-Thomas Parnell. All rights are reserved.
That said, if you’re doing it for personal use, knock yourself out. That’s not only allowed,
we encourage you to do it. For those working at a copy shop and not at all sure if this means the person
standing at your counter can make copies of this thing, they can.
This is “express permission.” Carry on.
This is a game where people make up stories about wonderful, terrible, impossible, glorious things. All the
characters and events portrayed in this work are fictional. Any resemblance to real people, real terrors, real
monsters, or other horrifying realities of your home dimension is purely coincidental, but kinda hilarious.
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ABOUT THIS QUICKSTART
This document is a heavily condensed and summarized version of the
basic rules needed to play the Dust World tabletop role-playing game
(TRPG). It contains everything needed to generate characters and
locations, telling a coherent story over a few sessions. Dust World is
a Powered by the Apocalypse game, based on the Apocalypse World
system created by Lumpley Games. These rules may be more familiar to
those who know Apocalypse World, Root, Monster of the Week or other
PBTA titles.
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WHAT YOU NEED THE DUST
To play Dust World, you need this Centuries ago, the brutal war
document, at least two six-sided between the king of machines
dice, a copy of the Playbooks with and the king of sand tore
the basic moves, and something civilization apart. Atomic fire
to write with. Whoever plays the reduced the ancient cities to
Keeper will want some of the rubble, and the nightmarish
other supplementary worksheets, White Horse bioweapon killed
but they’re all optional. billions, coating the land in
a thick layer of psychic soul-
WHAT IS DUST matter, the Dust.
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THE PLAYERS The Grave Doctor: A
master of forbidden science,
Each player in Dust World creates
inhabited by a parasitic being.
a Drifter of their own using a
Playbook. Playbooks represent The Heavy Hitter: A tough
different types of Drifters, and martial artist whose fists are
their unique powers and abilities. formidable weapons.
You can use this Quickstart with
The Master Mind: A powerful
any Dust World Playbook, but
psychic skilled in telekinesis
we’d recommend starting with the and mind control.
options from the core book:
The Shifter: An ever-changing
The Dust Caster: A creative creature who can assume a
combatant who can command powerful alternate form.
and control the Dust.
The Shootist: An expert
The Elementalist: A psychic marksman, bounty hunter and
with influence over the vehicle specialist.
cataclysmic forces of nature.
The Sword Monk: A blade-
wielding martial artist of
supernatural skill.
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The playbooks are filled with THE KEEPER
many different options, though
(OF CREATURES & LEGENDS)
some players may still want
One player in every game of Dust
even more choices. The core
World takes on the role of the
book is full of even more genetic Keeper, the storyteller who takes
Heritages and backgrounds on the role of every character
as well as a ton of equipment, besides the Drifters. The Keeper’s
weapons, and armor options. job is to breathe life into the
Wasteland, the people who live in
it, and the threats that confront
the Drifters, while telling an
interesting and fun story with the
players in the process.
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MAKING DRIFTERS
THE POSSE
Posses are a way to give your group of Drifters a purpose or a reason for
existing. At the start of the game, all the players should pick one Posse
option they like and build their Drifters around it. Posses provide certain
bonuses, including an extra Drive which can be used to gain Experience.
Explorer Society
Your Drifters are a party of bushwhackers, trail-setters and cartographers,
venturing out into the unknown for the thrill of adventure.
Quest for Knowledge: The Drifters have access to maps, notes, diaries,
ancient texts and exotic artifacts of the old world which can provide
them with useful information on forgotten places, areas needed
exploring, or the techniques needed to survive in unfamiliar lands.
Lawbringers
The Drifters are a band of sheriffs, judges or other people fighting to
uphold a code of laws, rooting out criminals or bringing order to chaotic
lands.
Raiders
The Drifters are a loose-knit band of travelling anarchists, smashing the
system and fighting anything and everything.
Road Warrior: Every Drifter in this posse who does not get a mount
or vehicle from their playbook can begin play with one of the
Example Vehicles in the Equipment section. Shootists who are
members of this Posse gain 2 extra Perks for their vehicles.
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THE PLAYBOOK
Playbooks provide all the rules you need to run a unique Drifter, but also
act as a guide to creating one. Playbooks are more of a framework than
hard or fast rules; if you don’t like the options on a Playbook or want to
try something different, talk to your Keeper and they can help out.
FORWARDS HOLDS
When a Move or the Keeper Some Moves will tell you to
tells you to take “+1 forward” “hold” a number (hold 1, hold 3,
or “-1 forward”, that means you etc). That means you now have
get a +1 or a -1 to your next a limited number of uses of an
roll. ability- like asking a series of
questions or acquiring time-
ONGOING limited bonuses. A hold doesn’t
When you get “+1 ongoing” or run out — you can save it for as
“-1 ongoing”, that means you long as you like. You can’t stack
get a +1 or a -1 on every roll, holds from the same Move.
until the Keeper or the Move
tells you the ongoing ends.
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COMBAT When you finish dealing with
In combat, the Drifters and the a dangerous situation, you can
Keeper take turns making Moves catch your breath. If there is no
to collectively build the narrative chance to rest, you heal 1 harm. If
of the fight. the Posse is actively dealing with
a threat, getting a full night’s
When you hit someone with a sleep will also heal 1 harm. If you
Move that involves attacking, you have plenty of time to recover
inflict harm on them depending without any imminent danger,
on the weapon or gear you’re you can heal all of your harm.
using. If you have no weapons or
gear, basic punching, kicking and ARMOR
biting inflicts 0 harm, but can still Most Drifters begin play with
inflict harm moves. some kind of armor. All armor has
a point value, usually between 1
INJURY AND HEALING and 3; armor reduces incoming
All Drifters start play with a harm by an amount equal to its
certain amount of Harm; this is point value, to a minimum of 0,
how much punishment they can unless overcome by certain tags.
suffer before they bleed out and For more information, see the
die. Equipment section.
The more harm an injury does, the
worse it is: WILD CARDS
Wild Cards represent a Drifter’s
0-harm wounds are considered
healed the moment a threat unusual good luck. You begin
has passed. play with 5 Wild Cards available,
though for shorter games the
1-3 harm wounds can be Keeper might decide that you
healed by first aid, or by have just 1.
resting.
You can spend them at any time
4-7 harm wounds are serious, to turn the result of a roll to a 12
and will get worse unless or avoid all harm from one attack.
you treat them. Mark the
“unstable” box on your
playbook if you take 4 harm REGAININGWILD CARDS
or more. The Keeper will tell Each playbook’s Wild Cards carry
you when you take more harm. with them a specific downside
Resting doesn’t cure being
or negative effect you will have
unstable.
to confront when you use one.
8+ harm will usually kill all but At any point, you may remove 2
the most resilient of Drifters. Experience from your track to
regain one of your Wild Cards.
You can never have more than 5
Wild Cards.
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FLASHBACKS
You can also spend a Wild Card
to invoke a Flashback related to
any NPC with whom you have
+1 Standing or more. Describe
a memory of a conversation
or interaction you had with
that NPC that’s relevant to
the current situation, even if it
happened “offscreen.” You then
gain one of the following:
A new perspective on the
situation.
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THE MOVES
Moves are how your Drifter’s stats affect the world and the story being
told. Each Move comes with a description of when it is used, what Ratings
are used with it, and a list of results or outcomes a relevant die roll might
produce
Your attack drives the enemy Use one move from any
away in a rout. playbook, once.
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FACE DANGER READ A TELL
When you scrutinize a person or
When you act in the face of try to glean insight, roll +Instinct.
danger, surprise or ambush a foe
or when failing could be a real On a 10+: Ask two questions
problem, roll +Quick. from the list below.
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SURVEY YOUR
SURROUNDINGS
When you try to spot something
useful, navigate difficult terrain
or study a threatening foe or
situation, roll +Brains.
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SWAY SOMEONE OTHER MOVES
When you persuade someone These moves are situational,
through seduction, promises, or and will come up less often.
threats, tell them what you want of
them and roll +Looks +Standing.
(Base Standing is 0.)
HANG IN THERE
For a normal person: When you are overcome by
violence and pain and bleed out,
On a 10+: You’ve convinced
roll +Grit.
them.
On a 10+, The world may have a
On a 7-9: They ain’t sure, you’d
use for you yet. You’re a mess but
better prove it.
you’re still breathing with 3 harm
On a miss: They don’t trust you restored.
and might turn on you.
On a 7-9: They mark experience On 7-9, The Keeper will only tell
if they do what you want. you something interesting, it’s on
you to make it useful.
On a miss: That Drifter decides
how much they want to hurt you. On a Miss: The Keeper will ask
-1 Standing with them if you have “What terrible fact do you know
any. about it?” It’s true!
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TREAT A WOUND STRANGENESS
AND SPIRITS
When you attend to a wound, roll
+Brains.
The handbook also has rules
On a 10+: Hold 1. for taking your game from Wild
West to Weird West, adding
On 7-9: Hold 1, and it takes a
a bit of supernatural flair with
long time.
magic, spirit summoning and
You have what you need to more. Make the Dust World as
close the wound. (+2 Harm) strange and spooky as you want
it to be.
You can stop the bleeding.
(Stabilized)
On a 12 (Advanced): Heal 3
harm and pick 1:
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EQUIPMENT
The wasteland is a hostile place, where you need specialized gear to
survive. Some settlements use barter, others have currency; regardless,
wealth in Dust World is represented by trading captured or scavenged
Loot.
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Ranged Weapons: Armor:
Ordinary Horse
Melee Weapons:
(massive living)
Brass Knuckles (2-harm
Animal, Friendly, Workhorse,
intimate worn)
Hairy, Hungry
Sword/Big Knife/Katana (2-
harm hand) Mutant Mount
(massive living)
Whip (1-harm close flowing
restraining choking useful) Animal, Ferocious, Strong,
Scaled, Obstinate
Explosives:
Dune Buggy
Molotov Cocktail (3-harm (massive 1 armor)
hand area burning reload
Four-Wheeled, Wild, Off-Road,
messy)
Quirky, Hungry
Frag Grenade (4-harm hand
area loud reload messy) Armored Bike
(massive quick 2 armor)
Two-Wheeled, Aggressive,
Powerful, Hungry, Plated
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THE KEEPER
(OF CREATURES & LEGEND)
As the Keeper of Creatures and Legends, or just the Keeper, it’s your job
to guide the players through a fun, exciting story. Work with them to
make things as cool and exciting as possible.
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THE PRINCIPLES
These ideas will help you stick to the Agenda.
Address the drifters, not the players: Call your players by their
Drifter’s names.
Use the Keeper moves, without names: The list of Moves you’ll see
below provide you with suggestions and options for advancing the
narrative, but don’t call them that.
Build a coherent mythology in play: The story you tell should make
sense.
Set big things in motion: You can use Dust World to tell small,
personal stories, but these should be part of big, crazy stories.
Ask questions and build on the answers: You don’t tell a story
knowing all the details. The Players can help you fill them in.
Don’t always decide what happens: You might not be sure how
to progress the story, or a character might act in a way you hadn’t
planned for. Let the Drifters choose their next path, or reconsider the
situation from the point of view of a character.
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Did we save someone from
EXPERIENCE & certain death (or worse)?
ADVANCEMENT
Did we kill someone who
Remind players to mark
deserved it?
Experience when a Move tells
them to or when they roll a Did we become legends?
modified 6 or below. At the end
of session, if a Drifter completed Did we learn something new
a Playbook Drive, they get 2 and important about the
Experience. If they completed world?
a Posse Drive they get 1 Did we learn something new
Experience. Next, ask the Drifters and important about one of
the following questions: the Drifters?
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TROUBLES
In Dust World, anything that threatens the Drifters is called a Trouble;
this can include dangers in the environment, rival wanderers, monsters,
robots or what have you. You can use the attached Trouble Sheets to
quickly and easily generate Troubles which can effect your Drifters.
Attack cleverly
Chase ‘em
I’ll Be Back
Villain Speech
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ENVIRONMENTAL COUNTDOWNS
Every Trouble which will get
TROUBLES worse if the Drifters don’t
The wasteland is a harsh
place, full of threats that come stop it has a Countdown,
from bad weather, unstable which is your guide to how
ground, or ancient and broken that Trouble escalates.
technology. Environmental Countdowns are also a way
Troubles represent all of of keeping track of what that
these non-living threats. As Trouble is doing off-screen,
with Enemies, Environmental when the Drifters aren’t
Troubles have a Type and dealing with it. Countdowns
Motivation which govern how are divided into 6 sections,
they function. Some may showing how the Trouble gets
also have an Attack which is
worse, and a Hook, which is
triggered by the Trouble’s
how the Drifters hear about
Moves.
the Trouble.
Example Countdown:
This Countdown (below) has
been prepared for the Spirit of
Revenge Boss on page 29.
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SETTLEMENTS
As wanderers, the Drifters will often stop in at many different
Settlements along the way. Dust World allows you to quickly generate
towns and farmsteads with their own unique characteristics and
problems. This section is a basic summary, with a few examples of
options available to you; you can find more on the Settlement Creation
Worksheet.
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TERRITORIES
The wasteland is divided into many Territories, semi-organized nations
which all compete for resources and land. Pick one for your Settlement.
Each Territory has distinct Features and a bonus which affects its
Hazards or Unique and Useful locations. The following are some sample
Territories; there are more, and in more detail, in the Dust World core
book.
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SETTLEMENTMOTIVATIONS & SIZE
All Settlements have a Motivation, the reason for which the Settlement
exists. It’s safe to say that everyone in a Settlement will be working
towards this goal, or trying to help it.
Here are some examples:
Settlements also come in a huge range of shapes and sizes; the table
above will help you figure out how big the settlement is and what’s in it.
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UNIQUE & USEFUL SETTLEMENT
These are specific locations within
a Settlement that the Drifters HAZARDS
might find useful. For instance: In the wasteland, even the
most well-defended and secure
Armorer: Someone in this Settlements have their problems
settlement makes and sells or threats. These are things
weaponry and armour. that make life in the Settlement
complicated; they might also
Communications Network: be Troubles of the Enemy or
This settlement has built or
Environmental variety as well.
has access to a way of getting
messages quickly to other Addiction: Something about
settlements, and lots of people this Settlement is addictive,
willing to deal in information. or many of its inhabitants
are addicted to something
Farms: This settlement
dangerous.
produces a substantial amount
of food. Hostile Tech: This Settlement
is built near Old World
Transport Network: This
tech that threatens its very
settlement has built or has
existence.
access to a way of getting
people and goods quickly to Iron-Fisted Rule: The
other settlements, and may be leadership of this Settlement
a stopping-point for people doesn’t deal with dissent
from all over the wastelands. and rule-breaking well, and
will react with violence and
oppression.
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EXAMPLE SETTLEMENTS
& TROUBLES
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The Twelve-Gate Sages Jonin Walking Dusk
(Mystics): This ancient (NPC, Righteous)
order stands apart from The elderly head of the Shadow
Greenshadow’s internal Clan is a capable ruler and
strife, and have dedicated genuinely wants the best for
themselves to protecting the
his city, but is too blinded
Forbidden Palace.
by his personal dislike of the
Endless Rice Fields (Farms): leader of the Steel Clan to want
Rice is a staple food here, to countenance peace. If he
and can be easily purchased could be persuaded to admit
from farmers. his foolishness, he might back
down.
Shadow Clan Dojo
(Teachers): The ninja of the
Shadow Clan are always Daimyo Cold Gleam
seeking new recruits in their (NPC, Victor)
endless street fighting with This proud, up-and-coming
the Steel Clan. Steel Clan Samurai has seen his
organization go from strength
The Great Falls of to strength. He is entirely
Greenshadow (Spring): This
ignorant of why the leader of
massive waterfall dominates
the Shadow Clan dislikes him
the center of town.
so much, and sees the ninja as
The War of Steel and another foe to be conquered.
Shadows (Gangs): The ninja
and samurai clans have been
Miko Thirteenth Orchid
(NPC, Victim)
rocked by feuds for years,
The junior-most of the Twelve
but the violence has only
Sages, Thirteenth Orchid is
escalated in recent years. still a novice priest and doesn’t
fully understand the evil that
An Ominous Influence
her order is willing to contain.
(Gloom): It is whispered that Unlike her superiors, however,
the seals on the Forbidden she’s willing to attempt
Palace are cracking, and that unconventional or untraditional
whatever inside is seeping methods to restore order and
out to corrupt the minds of balance to her city.
the residents.
Hook: Rumors abound in town
that strange noises and bizarre,
shadowy forms have been seen
in the alleys near the Forbidden
Palace, but the Sages refuse to
let anyone investigate.
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hostile
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Dust World: What to Expect
Looking for more Dust World? Here’s what to look forward to in the
Dust World Player’s Handbook, coming soon!: