Some shifts in our game have required fun custom move creation.
Some shifts in our game have required fun custom move creation. I play a Bull turned Soldier. In our 5th session, we learned that the Forge (the group that made Sonia the Bull) had implanted mind control triggers.
In between session 6 and 7, the GM gave me a love letter where Sonia got help learning to the resist the mind control. So I wrote (consulting with the GM) this custom move for future interactions:
When you resist mind control using your mantra, roll + Conditions. If you have influence over the person trying to control you, take -1.
On a 10+, choose one:
* You do exactly what the command entails, and there’s a momentum to the mind control, you do the next thing they ask, too. No roll allowed.
* The only way to avoid letting them use your powers is to use them first! Lose control of your powers in a terrible way and mark an appropriate condition.
* Choose two options from the 7-9 list.
On a 7-9, choose one:
* You successfully resist the command, but it takes constant effort. Take -1 ongoing to all rolls, until the end of the scene or until the command is released
* You meditate, hard, and hold on until the command dissipates. But your enemy isn’t waiting for you to clear your head. You give ground, your opposition gets an opportunity.
* You resist the command, but you’re emotionally staggered. Mark a condition, and your opponent gets to ask you a question you must answer honestly.
On a miss, you hold strong and the command doesn’t seem to affect you, for now. Mark potential and the GM will tell you what the command appeared to be trying to do. Maybe take influence over the person who tried to control you, GM’s call.
But by session 8, the Forge had taken a hostage and forced Sonia to come back into their fold. She was gradually won over to their mission (if not their methods) and made a playbook shift to Soldier at the end of session 12.
That meant I wanted a way for her to work with mind control, instead of always resisting it. So, for session 15, I worked with the GM and debuted this:
When you cooperate with a Forge trigger, roll +Soldier.
On a hit it’s just like in training.
* You understand the command and blend with it, take +1 ongoing while in the grip of the mind control.
O
n a 7–9, add a complication:
* Once the command has you, you can see there was a catch. Mark a condition to resist, or else put an ally in danger.
* You carry out the command, but the transition into or out of mind control leaves you disoriented. Someone (GM’s choice) can ask a pierce the mask question that you must answer honestly.
* Shift Soldier up and Savior down.
On a 6-
* You get more than you bargained for, and you can’t hold it back. The GM will tell you if this also means you mark a condition.