
Hey there, I'm doing my own hack for apocalypse world and am looking for feedback while running a campaign. It's a cyberpunk setting roughly 100 years in the future. There's technology for a digital environment in which everyone has a neurochip or cyberbrain in a similar fashion to Ghost in the Shell. The digital environment would be a combination of matrix/inception style setting and I'm introducing resources and skills similar to burning wheel/mouse guard. Resources are what detail the modifiers for gear being used in the system and skills are used simply to gain advantage when applying it to what you're doing. I've changed attributes to an unorthodox substitution of a version of a feeling wheel. So the modifier when rolling moves will actually change from each move to the next based on the core emotion the characters feeling. I've done this to make the player aware and, hopefully more emerssed in their character. People's ability to take harm and the number of bonds they're able to carry are balanced by selecting how mechanized they are compared to human. The later having more bonds and the former having the ability to take more damage. The weird is replaced with the digital environment and is very integrated in everyone lives. In the setting there's been a war in which an asian power has arisen as the predominate power holder. Society has integrated the neurochip technology into everyday life. There's something called "the veil", which is in effect for everyone. It's basically an illusion always running in the background that glosses over the setting, fed in through the neurochip. The cyberbrain in a new technology and very rare. It functions as a much better neurochip and is harder to hack. The class system is still very much in effect, however now the population has never been more united but also placated by a technology that allows them to do whatever they wish in their minds. Everything else I'd prefer to leave open and have each campaign just do a world building exercise to fill in the blanks. I've established some archetypes to begin testing the system and make sure especially that the basic moves are balanced and then move on from there. The following are the ones I've come up with. The Apparatus - A sentient A.I, which is a new technology that has a vessel customized by the player. Being fully mechanized at least initially, they can soak up a lot of damage but since the primary attributes are based on feelings, it starts with one core emotion and has moves to unlock more stats as they play by emulating the players and NPC's around them. The Architect - Elevator pitch is they're very similar to an architect in the movie inception. They have cyberbrains and primarily have abilities facilitating space within a digital environment. The Attached - They don't relate to well with other people, however have bonded with a sentient object they create at the beginning of the game. Depending on the tags applied to the object they are able to help with certain moves and their primary bond would be with that object. The Gearhead - Someone who relies on fashioning or modifying tools to forward their goals in the world. They probably relate more to technology then people as well but maybe not. The Honed - This is a human at the peak of their potential and the race. They resent technology and take on an extra bond, they also are a Parkour evolved human with some Skinner stuff going on as well. The Onomastic - My version of the brainer or some sort of magic type is this. Onomastic's study the origin, history and name of things in order to produce it's "true name". In so doing, if they're able to, that is, they have power over the object, place or person and can manipulate it. The Seeker - The seeker has a philosophy where they are searching for: Power, knowledge, Wisdom or Insight. They're sort of monk like, in that they generate chi and spend it 1for1 like hold to do special moves generally towards gaining more information. I picture them similarly to Karnak from the inhuman in Marvel comic books. Just recently finished enough to get play testing, obviously it's pretty rough so as much feedback is my #1 priority to balance everything and see if there's other basic moves especially that need to be modified, deleted or added. I've butchered some character sheets from apocalypse world in order to have quick references to moves for each archetype. Let me know if you'd be willing, the apocalypse world character sheets are great on here but with the modifications some stuff won't be able to be tracked all on there. So chances are it's best just to have it printed in front of you and use the roll20 system for rolling, talking, etc.