[Ashen Snow] Custom Moves

edited July 2012 in Out-Of-Game
When you try to interfere with another person's Puppet Strings, roll +weird. On a hit, choose options. On a 10+, choose 3.
On a 7–9, choose 2 and you’re acting under fire from your patient’s brain, or choose 1 and all's good on your end:
• the puppet survives, whole and unharmed
• you get a line on the puppet-master and can track the string
• you can stop the puppet-master from using the string
• you suffer little harm

On a miss: first, you don’t affect the string. Second, you’ve opened both your brain and the puppet's to the world’s psychic maelstrom, without protection or preparation. For you, and for your subject if your subject is a fellow player’s character, treat it as though you've missed the roll to open your brain. For subject belonging to the MC, their experience and fate are up to the MC.


  • When you walk alone into a seedy bar in ShantyTown, roll +Hot.
    On a 10+, pick 3. On a 7-9, pick 2

    * You had a good time (Heal 1 segment)
    * You didn't get into a fight
    * You ended up with some jingle
    * You remember it clearly
  • edited August 2012
    With time and intimacy like a Brainer's Deep brain scan, you can check someone for Puppet Strings.
    When you check someone for strings roll+weird.

    * On a 10+, you know if there are strings, how many and who is holding them.
    * On a 7-9, you know if there are any strings on the person, but you don't know the puppetmaster
    * On a miss,
    (if you have a puppet string) the brainer gets another string
    (if you didn't have a puppet string), the psychic maelstrom itself gets a string on the person.
  • edited September 2012
    When you open your brain to someone to help them use Healing Touch on themselves, roll +Weird

    This action opens a filter-less funnel between the participants through the brain to brain direct contact. Success means the subject can use healing powers on their own body.

    * on a 10+, each person can ask three questions
    * on a 7-9, each person can ask one question

    Failure means the healing cannot take place AND the person who initiated the roll takes 2-?Harm AP.
  • When you open your brain and search through the Maelstrom for a loved one, roll +Weird.

    On a 10+, you know where they are and you can tag them: you can find them again until the next sunset.
    On a 7-9, choose 2
    * Nothing of note in the Maelstrom becomes aware of your search or does anything to intercede
    * You see where they are, right now
    * They don't have to Act Under Fire from your brain

    On a miss, they're lost to you. You can't find them through the Maelstrom until you've been cleansed.
  • If you and Logic have sex, roll +Weird. On a 7-9, Logic asks a Deep Brain Scan question of you and you get an answer from him from the same list. On 10+, you gain +1 forward on him and two questions from the Deep Brain Scan list, MC's option.

    On a miss, he has found a frayed edge involving you. Take -1 Forward against him until you either hurt him or have sex with him again.
  • If you have the magical plague and you try to use Healing Touch,

    Roll +Weird as normal. However... you are now putting not only your mind in danger, but sacrificing your own body

    A soft hit (7-9) means you heal the patient by taking on their wounds AND Acting Under Fire from their brain.

    10+ and you're just fine and heal 1 Segment as normal.
  • If you want to pull the psychic plague out of someone else, roll +Weird. No matter what, you got it.

    On a failure, the someone else dies, right then and there.
    On a 7-9, you've got more plague, lucky you. Take 1-Harm AP for your trouble.
    On a 10+, it slips into you lickety split, no worse off than you were before.

    Helping someone with this roll also means you get some of the psychic plague. It's sticky.
  • edited November 2012
    When you want to hide your psychic presence in the maelstrom from someone you know, roll +Weird.

    On a 10+, hold 3.
    On a 7-9, hold 1, but take -1 forward on Weird rolls until you spend it or give it up.

    You can spend your hold, 1 per roll, to interfere with any search by that person to find you.
  • Please Note New MOVES for Ashen Snow

    When you prepare to spend extended time in the Ashen Snow, away from shelter or covered transport, roll +barter.
    On a hit you're good for 1 week
    Pick 2
    - You got a bargain, reduce the cost by 1 barter.
    - Quality stuff, add an extra week.
    - You've got enough for two other people.
    Pick 1
    - It's crap stuff, the ash will burn through soon, only good for 2-3 days.
    - it was hard to come by, add 1 barter to cost.

    When the Ashen Snow tests your gear and preparations (sudden storm, wicked winds, etc. . .) or, Once per day, if you're fool enough to go out unprepared.
    Roll +Hard. On a hit you make it through the event or the day.
    Pick 1
    - not delayed.
    - not injured, 0-harm (AP), your skin and face burned, your fingers raw and dry.
    Pick 1
    - You lose track of time.
    - You lose track of location.
    - You suffer burns of the lung, mouth-- hands and feet 1-harm(AP)
  • When you rummage through someone else's stuff looking for a thing you are just sure is somewhere in there, roll+sharp
    On a miss, it was a waste of time, you find the box it was kept in, or the empty bottle that once held it, nothing more
    On a 7-9, you find it pretty quick, its in decent enough shape
    On a 10+, you find it right away and something else quite interesting, for you and the MC to detail
  • edited December 2012
    When you use Healing Touch to try to heal an old wound, something mostly healed but healed wrong, or just a scar, roll Healing Touch as normal.
    On a miss, the wound opens up again, like it had never healed.
    On a 7-9, you're Acting Under Fire from the patient's brain. And yeah you heal 1 segment, if there is Harm, but the scar, blemish, whatever, still there.
    On a 10+, you healed it right up, baby skin underneath, all prettified.
  • edited January 2013
    With time and intimacy (like a Brainer's Deep brain scan), you can try to heal the damage done by another Brainer (or Brainer-like Weird warping of the mind). Roll+weird.

    On a hit, choose options. On a 10+, choose 2.
    On a 7–9, choose 1 and you’re acting under fire from your patient’s brain

    * You can re-route pathways (re-map pain stimuli to pain reactions, pleasure to pleasure, the like)
    * You can restore hidden or stolen memories
    * The patient is not harmed in the doing (1-Harm AP)

    If you've Advanced the Opening Your Brain move, a 12+ will give you three options!
  • Note - I edited the Custom Move above so it applies to not only "Brainers" but those who use Weird to warp minds, like Amy.
  • When you have time and physical intimacy with someone, you can use Healing Touch to try to soothe their mental pain or anguish, roll +Weird.

    * On a 7-9, you share a happy personal memory with them and they find comfort in that (it could be one of yours, or something you shared or maybe even heard about them)
    * On a 10+, same as 7-9, but there is also a +1 Forward for you or them. You choose who gets it.

    On a miss, both of you must answer a question from the Deep Brain Scan move to each other (Healer asks one of patient, patient answers, patient asks one of healer, healer answers).
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