Here's some moves I came up with:
When you enter or leave The Bowl, roll+sharp. On a 7-9, choose 1. On a 10+ either choose 3 or choose 1 and mark experience.
- You make it across unharmed
- You make it across with all your supplies
- You make it across unseen
- The passage doesn't cave in or collapse
When the game starts, mark Hx-3 with the players on the other side.
If you betray your side, subtract 3 from your Hx with those players. If your Hx rolls over, do all the normal stuff.
Stolen from the back of the book:
When you infiltrate a place with stealth, roll+cool. On a 7-9, choose 1. On a 10+, both.
- You get in.
- You go unnoticed.
If you help someone on the other side or hinder someone on your own, choose 1:
- Mark experience.
- It doesn't come back to bite you.
If you use a weapon with loud and area in the bowl, roll+sharp. On a miss, you're acting under fire from parts of buildings coming down around you.
Hocus and Touchstone: When you recruit a new follower, every player on your side takes +1 forward.
Hocus and Touchstone: When you loose a follower to the other side, roll+weird. On a 10+ that's all that happens. On a 7-9, choose one. On a miss, the MC will choose one for you:
- You're in psychic pain, take -1 forward.
- The psychic pain manifests as physical pain, take 1 harm.
- You lost a key member and 2 other NPC members follow.
- There's doubt in your vision. An NPC will challenge your leadership.