So awhile back I was working on a series of custom playbooks which were perhaps best described as The Tom Waits Sessions, and one of them was called The Crossroads: someone who had gone down to the crossroads and traded his soul to the devil for the ability to play the blues. The book never quite came together -- it always ended up feeling a lot like a Skinner add-on -- and part of the problem was that the core concept seemed like something that could happen to any PC, rather than a PC in of itself.
So I decided to just make it into a set of custom moves instead:
The Bargain
When you sell your soul at the Crossroads, you receive an instrument. Choose any move you can make, special or basic, other than Act Under Fire. You no longer roll dice when you do the move; instead, you automatically hit a 10+. You also receive a physical token of the exchange, branded with the sign of the devil and strangely warm to the touch. It may or may not relate to the move you have chosen.
The Devil's Instrument
Whenever you make use of your dearly-bought abilities, roll +cool.
On a 10+, it's ok -- the power flows through you like wildfire, but it remains under control. The MC holds 1.
On a 7-9, it's just too much -- the MC holds 1, and choose one:
* You accidentally hurt somebody you care about.
* A witness to your ability is driven mad.
* A witness becomes deeply suspicious about the origin of your abilities.
* A witness becomes obsessed with you and your talent, beyond all reason.
* You gain a feature of an animal; a snake's tongue, a cat's eyes, a tail, etc.
* The next time you sleep, you wake up five years older.
* A past witness reappears unexpectedly.
On a miss, it's even worse.
The Devil's Due
MC hold accumulated from The Devil's Instrument lasts indefinitely. At any time, whether as part of a hard move, in reaction to a failed roll or mixed result, or just because she wants to, the MC may spend a hold to purchase effects from the 7-9 list, above, on a one for one basis.
If at any point the MC accumulates 5 hold, they may spend all of it to claim the debt's ultimate price. The PC's soul and life are forfeit to the Devil, and he may do with them as he wishes. If the PC misses a Devil's Instrument roll with more than 5 hold already accumulated, the MC has no choice.
Look of the Damned
When you Act Under Fire, don't roll +cool. Instead, roll + the value of the MC's accumulated hold.
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The way the moves work, which is hopefully fairly obvious, is that the PC can stave off damnation by tempting the MC to spend her accumulated hold on the 7-9 values, rather than allowing it to build up to the critical 5+ range. (Or, of course, they can use their power relentlessly until they have achieved all that they wanted, and then lose their soul.)
What I need help with is coming up with some more juicy 7-9 choices -- particularly ones that will tempt the MC.
It is also possible that there should be two seperate lists -- one for the 7-9 results, and another longer list of MC options -- but I'd rather avoid that if possible. As such, immediate effects (or effects that can easily be combined with existing MC threats or moves) are ideal.