While I'm at it, I have another Threat, in another Front, that's supposed to be this, uh, resource that two hardholds in the region are fighting over. The idea of it is that it's supposed to be a trap though: It seems like it'll be good to control, but it's not as useful as it seems and it's not defensible, etc. The drawback might change from person to person; it's tied into the Maelstrom, I reckon.
Threat 4
IS CALLED: Ippin Dep
KIND: Mirage (Landscape)
IMPULSE: To entice & betray people
DESCRIPTION & CAST: This shipping depot used to be the hub of commerce in the region. Now, it's choked with sand and mostly buried or ruined. There might still be some good shit in there.
CUSTOM MOVE: When you go hunting in Ippin Dep for cool shit, roll+sharp. On a hit, find oddments worth 1-Barter. On 10+, choose 2. On 7-9, choose 1:
- You find it quickly
- You find it with reletively little trouble
- It's fancy (+1 Barter)
- It's not dangerous in some way
I cribbed from one of the example custom moves in the book, but I feel like this doesn't really capture the "it's a trap" vibe. I really want the PCs to get a taste of what those two hardholders feel and why they're fighting over it: It seems like there should be some epic shit in there that'll really make the difference, but the place is basically cursed. Halp?