Well the first arc of my Sprawl wrapped up last night. I asked if they wanted to stick with the system and the players to my surprised wanted to move on. They are from a more traditional tabletop background so maybe its not too surprising. Anyways I wanted to drop the custom moves I made for my game. I hope you find them interesting.
Right side of the Story
When you attempt to extort someone with the threat of a scandalous story and intend to follow through roll Edge.
10+: NPCs do what you want. PCs choose: do what you want, or suffer the established consequences.
7-9: PCs choose: do what you want, or suffer the established consequences. They take a +1 forward to acting against you in the future.
For NPCs, the MC chooses 1:
@ They do it, but they want payback. Add them as a threat.
@ They do it, but tell someone about it. Advance the appropriate Clock.
@ Unable to live underneath the pressure of the story anymore, they opt for the only route out they see: suicide.
6-: They call your bluff and force your hand. The story is out and can no longer be used as leverage.
Just Another Narrative
When you have staggering evidence and decide to broadcast. Name your audience and explain how your evidence gets under their skin. Then roll Style.
10+: Pick 2
@ Advocate for open violence against a target.
@ Organize a protest at a location.
@ Ask for an anonymous tip [Take Intel].
@ Plead for charity on a victim’s behalf.
7-9: Pick 1 and expect collateral damage
Psychic Onslaught
When resisting the mental intrusions of a psychic the GM will ask 3 questions, then the player will roll + MIND
10+: Your thoughts are you own. Which question do you answer with a lie?
7-9: Pick one question to answer honestly
6-: Answer all questions honestly
The Streets are a Battleground
When you rush through a neighborhood, paying no attention to the faction war around you roll +COOL
10+: You make it to your destination with no incident. Instead you stumble upon a battle long finished. [Take Gear/Intel]
7-9: Choose 1
@You are caught in the crossfire of both factions
@You find yourself in a dead end with a patrol clearing the area closing in on you.
@An agent spots you out in the opening and is approaching for a conversation.
6-: GM chooses 1
Hold onto the Conch
When you hold the Hi-TuneX23* Transmitter and try to impose your will upon the bio-weapon roll +EDGE
10+: Choose 3
7-9: Choose 1
@ It does as you commanded
@ It does not draw attention to itself
@ You do not have to feed it a living human.
6-: The bio-weapon tries to escape.
*There was a project in the works to upgrade the transmitter which would of allowed players to choose 2 on a 7-9.
Man, really… when i read this I was listening to Veteran of the Psychic Wars and could totally see these moves as a Reporter / well.. “Veteran of the Psychic Wars” playbook!!
How much would you mind that? 🙂
yeah the reporter wasn’t big on finding out the truth and more on getting healines and causing a commotion. The psychic moves were from another character who was owned by a corporation who’s focus was the grooming of young psychics. A lot of that was influence of the Stars without number campaign before it.