So, latest session in a fun game I’ve been playing in: My Beacon (Hawkeye style archery + acrobatics) and the Legacy (mythical object wielding hindu-deva descendant) are teaming up against a very powerful asura villain [think pseudo-darkseid, full on evil god], while the rest of the team are stopping meteors he was raining down on the city. My Beacon is, predictably, pretty worthless for a good amount of the fight – I do a lot of provoking and assessing, as she works as support, spending team in the form of distracting archery shots to help the Legacy.
Then the Legacy Goes Down Hard, and is taken out of the fight from conditions – but through discussion, convinces the GM to make a new custom move: Thus is born –
Take Up The Sword: When you are removed from battle, and a teammate takes up your weapon in battle, despite the odds, they roll + Savior. On a 10+, they can use two of your moves. On a 7-9 they can use one.
Nothing was stated explicitly for what a 6- would do
So my Beacon takes up his mythical weapon, which could only be wielded by those with a Pure Heart, and gets a 10+ – taking Fight The Good Fight, and Never Give Up, Never Surrender. She then proceeds to fight one on one with Darkseid-alike, finally forcing his retreat, getting knocked up and forcing herself to stand up, again and again, and does not fail a roll in like, 8-9 rolls.
Just as the smoke began to clear though, and she holds up an arm to celebrate, her vision gets blurry, and as her team lands, she collapses next to the Legacy, entirely drained and unconscious. Bam, now she’s in a coma, because it turns out using a literal god’s weapon when you aren’t at least part god is… well, kinda draining and dangerous.
But hey, she saved the city.
Next session the Doomed sorceress is going to take us on a JOURNEY INTO THE REALM OF MIND AND SPIRIT as they try to rescue my character’s soul from what will surely be an eventual death. And I’m helping the GM set up story points, as they traverse a world that is literally her soul.