Here's the skeleton of a thing that my be getting introduced in our game:
When you take harm past 12:00 and your brain is open to the world's psychic maelstrom, you can, at your leisure, change your character type to Maelstrom Ghost.
Maelstrom Ghost
Choose a look
Wisps of smoke, shadows in darkness, flickers in dreams, glimpses in mirrors
Choose a voice
Whispers in ears, crackles over the radio, writing in the dust, signs and portents
Basic Moves
Of the basic moves, you get Read a Sitch, Seduce and Manipulate, Act Under Fire, and you can Help or Interfere
You can't physically interact with anything, except by virtue of one of your moves.
Maelstrom Ghost Moves:
You get 2:
Open a Brain:
When you open someone's brain to the world's psychic maelstrom, roll +weird. On a hit, they get glimpses into your world.
10+ you can show them something you've seen in the maelstrom, and you can ask them questions
7-9 The MC will show them something, and might ask questions
On a miss, they take ?-harm.
Move through the Maelstrom: (this is pretty particular to our own maelstrom)
When you attempt to manipulate the world's psychic maelstrom, whether you're physically moving, or just taking a look, roll +weird.
10+ choose 3
7-9 choose 2
- right time
- right place
- right reality
On a miss, the MC will take you somewhere interesting.
Familiar Spirit:
When you use any other move, if it makes sense, you can roll +Hx instead of what you'd normally roll.
Possession:
When you force yourself into someone's brain, roll +weird.
10+ you control their body, like a fleshy puppet, for as long as you want it. When you make them do something, PCs can act under fire to force you out, in which case you take s-harm. If the body you're controlling takes harm past 12:00, you take s-harm and are forced out.
7-9: You are acting under fire to make them do something. On a miss, you'll take s-harm and are forced out of their brain.
On a miss, you take s-harm.
Spirit Fingers:
When you have time and intimacy with someone, at your option, they take ?-harm.