This is my first time trying to write a custom move and could use some feedback. In my campaign, I’m going to have an antagonist come up who is a cyberware repo man who uses EMP rounds to disable cyberware without permanently damaging it. The idea is kinda based on how gel rounds work and forces a custom EMP Harm move instead of the normal Harm move.
EMP Rounds
EMP rounds are designed to jam and disable cyberware – a weapon loaded with EMP rounds inflicts EMP-harm instead of its listed harm value; targets harmed by EMP rounds add the original harm value to their roll when making the EMP harm move. Cyberware that has been insulated versus EMP reduces the harm inflicted by 2.
EMP Harm
When you suffer EMP harm, choose a piece of cyberware you have installed and roll EMP harm suffered.
7+: choose 1:
◽ The cyberware’s software is scrambled and starts malfunctioning wildly. Act Under Pressure whenever you try to use it.
◽ The cyberware BSODs and stops responding.
7-9: The effects of the EMP don’t last too long.
10+: The effects of the EMP last until you can get it repaired.