This will be our repository for custom moves in the game. Also, feel free to suggest custom moves here or modifications/additions to moves I post. I'll keep this first posted updated with all the moves.
The first time you gaze into the albino White's eyes, roll+weird.
On a 10+, your brain protects you and you see into White's soul. Treat it as though you'd rolled a 10+ to read her. On a 7-9, you're overcome with the urge to protect White when you're in her presence: if you do it, mark experience; if you don't you're acting under fire from brain-weirdness. On a miss, you're overcome with lust and take -1 ongoing to any attempt to seduce someone other than White until you prove you don't really love her.
When you open your brain to the psychic maelstrom aboard the Nimitz, but not in the control tower, you also subject yourself to unusual exposure to the psychic maelstrom and suffer Y-harm.
When an NPC suffers Y-harm, the MC creates her as a threat if necessary, and then chooses any or all:
She aggressively pursues her threat impulse. Make moves on her behalf as hard and as direct as you can.
Her sanity shatters. She is incoherent, raving, raging or unresponsive, alive but gone.
She abruptly changes threat type.
For players characters, when you suffer Y-harm, roll+Y-harm suffered (typically, roll+1). On a 10+, the MC can choose 1:
Youre out of action: unconscious, trapped, incoherent or panicked.
Youre out of your own control. You come to yourself again a few seconds later, having done I-dont-know-what.
Choose 2 from the 79 list below.
On a 79, the MC can choose 1:
You lose your footing.
You lose your grip on whatever youre holding.
You lose track of someone or something youre attending to.
You miss noticing something important.
You take a single concrete action of the MCs choosing.
On a miss, you keep it together and overcome the Y-harm with no effect.
Comments
The other thing I would say to consider is using the psi-harm move from the Quarantine playbook. I'm not sure if this makes total sense, but if they're spookies attacking our brains, it might be a prime opportunity for it, instead of just straight up harm.
So, if Gritch exorcises a spook from Uncle, he can simply destroy it on a hit. If Spector is exorcising the same spook, he can release it or capture it.
Yah know?
Maybe this is not a good example to bring up, but I felt like maybe a difference in the two exorcism styles like the difference between Go Aggro and Seize by Force would help the flavorful differences. After all, Spector, as far as I understand what Chris wants, seems to manipulate the spookies, coaxing them out, drawing them out, and then trapping them, while Gritch just bashes them into nothingness with psychic muscles.
For instance, I could imagine Gritch's move being akin to Seize by Force in that he's going to destroy the spooky, outright, no question, but he's also going to take harm for it. On the other hand, Spector might "threaten" the spooky, with it's options being to suck up the hit (and be destroyed) or to go into the totem. This is really adhering to the Go Aggro/Seize by Force model, but I feel that it would help capture a flavorful difference between the two.
I'm not attached to this, of course, but I do think that as the moves of this game are excellent at inherently connoting flavor and differentiation, making us use different moves for exorcism would be neat.
When you try to seize a spook out of a possessed, roll+weird instead of roll+hard. On a hit... etc...
And.
When you try to go aggro on a spook to get it out of a possessed, roll+weird instead of roll+hard. On a hit.. etc...
?
So your base move, I would see as being closer to what Spector does, in that it minimizes harm when it's most successful. I would see Gritch's move maybe being better at definitively getting rid of the spooky...like, maybe even if he fails, the spooky is always gone...but the penalties are that much more severe.
These are all just ideas, though. Again, I'm not sure I'm all that attached to any of it.
. -2 if the object has no connection to the soul's life and is crappy, cheap, decaying, etc
. -1 if the object has no connection to the soul's life
. 0 if the object has no connection to the soul's life but is nice OR if the object has a weak connection to the soul's life
. 1 if the object has a connection to the soul's life
. 2 if the object has connection to the soul's life and is worth some jingle
. 3 if the object has powerful connection to the soul's life and is nice OR has connection to the soul's life and is worth at least three barter
On a roll of 10+, the soul takes up residence in the offered object and maybe likes it. On a 7-9 the soul takes up residence but resents it and wants some better digs.
roll+memento
So, the exorcism only expels the spook. Then, you're confronting it, yeah?
- Anyone in the area is filled with a sudden, inexplicable loathing for the exorcist.
- Shards of the exorcised soul enter into the exorcist. Take psi-harm.
- Other spooks in the area are angered and begin to take action.
- The individual from whom the spook was removed gets to read the exorcist as if he or she had rolled a 10+ Deep Brain Scan, regardless of whether or not he or she has the move.
- The possessed individual becomes unbearably, psychotically attached to the exorcist.
(That last one was a struggle for something interesting, and it's totally open for suggestions to change.)
Exorcists with lots of psycho stalker exes?
Also, I agree with Chris about it not being a roll based on weird. What if you needed a memento or something similar to fight the spook and destroy it?
Then again, I can totally see what you're saying about the issue of having a highlighted Weird. So I dunno, maybe you don't mark experience for this follow-up roll? Or maybe I should just stop being a selfish twit?
When you destroy a spooky outright, roll +Hx with the possessed individual. (For NPCs, this means you will roll 2d6+0.) On a roll of 10+, choose 1. On a roll of 7+ choose 3. On a fail, the MC chooses 3.
- Anyone in the area is filled with a sudden, inexplicable loathing for the exorcist.
- Shards of the exorcised soul enter into the exorcist. Take psi-harm.
- Other spooks in the area are angered and begin to take action.
- The individual from whom the spook was removed gets to read the exorcist as if he or she had rolled a 10+ Deep Brain Scan, regardless of whether or not he or she has the move.
- The possessed individual becomes attached to the exorcist, either positively or negatively, as determined by whichever player chooses this option.
- Take -1 forward on your next Weird roll, because you've destroyed a bit of the Maelstrom.
So, I'm imagining this scenario where you try to commune with the spook, increasing your Hx potentially, exorcise it, and then destroy it.
Yah?
When you destroy a spooky outright, roll +Hx with the possessed individual. For NPCs, you may earn temporary Hx by either successfully reading them (gaining a +1 on a hit, whether soft or hard), or by Deep Brain Scanning them (gaining a +2 on a hard hit, and a +1 on a soft hit). On a roll of 10+, choose 1. On a roll of 7+ choose 3. On a fail, the MC chooses 3.
- Anyone in the area is filled with a sudden, inexplicable loathing for the exorcist.
- Shards of the exorcised soul enter into the exorcist. Take psi-harm.
- Other spooks in the area are angered and begin to take action.
- The individual from whom the spook was removed gets to read the exorcist as if he or she had rolled a 10+ Deep Brain Scan, regardless of whether or not he or she has the move.
- The possessed individual becomes attached to the exorcist, either positively or negatively, as determined by whichever player chooses this option.
- Take -1 forward on your next Weird roll, because you've destroyed a bit of the Maelstrom.