Thanks for the feedback guys! Here are my thoughts:
Those rules seem geared for the device being used by PCs and against NPCs. Is that the intention?
That was definitely where my head was at the start, although the PvP options are definitely worth looking at.
I like it, though I'm not so certain about the theme of a failure. If the roll involves weird, why should a failure result in the victim breaking out?
I liked the idea that if you blow a roll, someone whose mind you've fucked with will be free to come after you, now or later. The reason it is still a weird roll (at least as I saw it), is that this person is likely struggling, mentally and physically. If the person using the machine can't get sufficiently dominate the person during the process, the person continues to struggle and eventually breaks out.
That said, I also like your idea if it being more brain oriented. I think it might be best here to leave a miss open, turning it over to the MC.
For use on PCs, the PC affected could potentially get some XP out of it. I'm not sure that is part of the flavour of the brain cage.
That's a neat idea. Maybe something like an extra option, i.e. "you take on part of who they are as your own. Mark experience and change your personality in some way."
This would include the "risks to the user" option, although not as much as you were suggesting Canoy. On that, I kind of like the idea of the brain cage user being the twisted doctor who works on the helpless victim (dark, I know), so the idea of risk on a success wasn't really what I was going for. I do like the idea of making it an option though.
Okay, so with these thought in mind, here is the revised version - tell me what you think:
When you want to
use the brain cage to take apart someone’s mind, roll+weird. On a 10+, hold 2. On a 7-9, hold 1, but they hold 1 too. The person using the brain cage spends hold to pick an option off of the list below.
- Take something away from them that made them who they were.
- Put something inside them that becomes part of who they are.
- Make them commit a single act against their will.
- Adopt something about them into who you are (and mark experience)
- Keep them from remembering what you did to them.
If the victim has hold, they can spend it to pick off the list here:
- Adopt something about your captor into who you are (and mark experience).
- Struggle violently, inflicting 1 harm (ap) on your captor.
- Flee into the psychic maelstrom, forcing your captor's mind to follow you.
On a miss, the MC makes a hard move.
It's a little lengthy, but I think the new incorporations are good. With these changes, for PvP I'd probably just go with roll to interfere. If an NPC uses the Brain Cage against a PC, what about this:
If
an NPC get's you into the brain cage, roll+cool. On a 10+, hold 3. On a 7-9, hold 1. Spend hold 1 for 1 to choose options from the following list.
- They can't take anything away from you.
- They can't put anything inside of you.
- They can't force you to do something
- You will remember
- You struggle violently, inflicting 1 harm (ap) to your captor.
- You adopt something about your captor into who you are (and mark experience)