Here's some of mine from our last game:
Monk is the hardholder who guards the east from the crazed bike gangs. He's a nice guy.
When you enter into Monk's presence, roll+cool. On a 10+, nevermind. On a 7-9, you get to mark an improvement if you agree with him and support him. On a miss, you're acting under fire to oppose him or even dislike him.
When you read Monk, roll+weird. You just can't figure him out with normal senses.
When Monk reaches into your soul and silences you, roll+weird. On a 10+, you can feel the presence of his mind but that's all. On a 7-9, pick one. On a miss, pick two.
* You flee
* You take 2 harm (ap)
* Do what you want, but you're acting under fire and if you fail that, Monk can manipulate you psychically
And succumbing to this last move results in the stuff that happened to Hyena in the other thread.
Alyssa is another hardholder, on the other side of the conflict. She collects pretty things.
When you read Alyssa, or use a psychic power on her, roll+cool. On a 10+, you're a smooth operator. On a 7-9, she knows what you did, but go ahead and do it anyway. On a miss, she gets to ask you one question, and you have to answer truthfully.
And finally, Jimenez looks like Danny Trejo with a bigger mustache. He is the most bad-ass dude, but his only special move is this:
If Jimenez is in a fight with another NPC, and no PCs are involved, Jimenez always wins.