So we had our first session that used these custom moves last night, and I have to say that they added some interesting developments.
We started off with the custom move for the Miasma, with the players rolling+Weird. As an aside, I streamlined this one a little bit to explicitly apply tags to gear, and clarified the effects of those tags and the relationships between them.
The Savvyhead got a full hit, and decided that an old two-way transistor radio had come into her possession as partial payment for a repair job. She descibed the interior as caked with mud and slime mold, and is in the process of rehabilitating it in her workspace. I suspect it will figure strongly in her Augury once she takes reality's fraying edge with a future advance.
The Hoarder missed badly, even with his +2 Weird. He decided that his wear had become damaged, a decision which led to interesting complications (more on this in a bit).
The Battlebabe also missed, and applied the tag to the silencer on her pistol. Nice! So now anytime she wants to be quiet when shooting, she's acting under fire with a -1 to her roll. This didn't directly come into play this session only because of the restraint of the Hoarder (more on this in a bit), but I suspect part of that restraint was because he didn't want to take the risk of making noise. As such, the presence of the tag altered the fiction and affected his resulting decisions, which is exactly what I was shooting for in the design of this custom move.
The Chopper and the Gunlugger were out of town for this session.
I'll give you a bit of actual play to illustrate how all this went down...
Philotic The Hoarder (being a Hoarder) is always on the lookout for stuff to add to his hoard. In particular, his hoard contains "pretty things" and "relics and junk of the golden age past." To obtain these things, he explores the moldy, tumbledown remnants of old buildings out in the wilderness. Often old farm buildings or mine/factory facilities, this practice is colloquially known as "spelunking" because the structures are so often completely overgrown and cavelike. You will note that "armor and armaments" are not among his possessions, so he usually hires help to protect him while he searches. In this particular instance it was Amber the Battlebabe.
The pair had come across an old farmstead. The interior of the delapidated, lichen-covered barn was overgrown with bracken and ferns. There were a couple of old tractors there, and in particular the distinctive IH logo/ornament on the hood of one of the tractors caught Phil's attention. He was in the process of prying it loose when the two heard rustling from the hayloft, rustling that was more than just small animals or vermin. Taking the opportunity to read the sitch he asked a couple of questions, the pertinent ones being "what should I be on the lookout for?" and "what is the best way in?" meaning into the hayloft. I told him that regardless of what might or might not be in the hayloft, the biggest thing to be concerned about in this place was The Creep, because the conditions were perfect for it. And as for the best way into the loft, I explained that while there was a ladder, there was also a rusty chain extending through a block-and-tackle, forming a makeshift hoist that was holding a rusty 500 lb tractor engine block 6 feet off the floor. Provided that the block-and-tackle wasn't completely seized-up, someone could let that chain loose from the stay holding it fast, at which point that engine block would drop. If the person hanging onto that chain wasn't braced and weighed less than maybe 150 pounds, they'd take off like a rocket more or less straight up and could swing over to the hayloft with relative ease. They both decided that the Battlebabe fit the bill perfectly.
Because Phil didn't have any weapons, Amber lent him her pistol, complete with dysfunctional silencer. Grabbing her staff with the ornate amber head (hence the name) in one hand and the chain in the other, she gave Phil a nod. He kicked loose the chain and up she went, at which point he headed immediately to the ladder and began climbing as fast as he could. Sounds like act under fire to me, so I called for a roll+Cool from Amber and she knocked it out of the park, easily netting a full success. So accompanied by the shriek of rusty tackle breaking loose she rose smoothly as the engine block dropped with a crash, letting the momentum carry her up and letting go at just the right time to catapult herself such that she landed at the edge of the hayloft in a perfect three-point stance, staff at the ready. Observing the immediately obvious, she sees a man up there, and boy is he surprised! She also sees the discolored veins in his face and neck, indicating that he is a Creeper (i.e. someone infected with The Creep).
The Creeper is armed (rusty snub-nosed revolver in hand), but caught completely flat-footed. She elects to press her advantage and leaps forward to smack him in the head with her staff. Deciding that this is pretty classic go aggro, I call for a roll+Hard, which she proceeds to completely flub. Alas, as she steps forward to strike with with snake-like speed, her boot falls on a moldy board which can't hold her weight. Her foot passes all the way through the floor, wedging her in up to the hip. This is me capturing someone. He nervously trains his gun on her, saying, "Don't move!"
At this point Phil is reaching the top of the ladder, but now the Creeper's attention is on Amber. Phil trains the borrowed pistol on the Creeper and yells, "Drop it!" I call for a roll+Hard and Phil lands an 8. The Creeper decides that discretion is the better part of valor, raises his hands and his gun in the air where everyone can see, and backs away. I tell Phil that if he wants he can start shooting anyway, but that if he does the Creeper will almost certainly return fire if able (I am giving an opportunity with a cost). But Amber has already told Phil that her silencer is full of crud and not working well, and he doesn't know if the Creeper has any friends nearby. He elects to let the Creeper go, so the dude continues to back out, eventually breaking line of site behind a pile of overgrown detritus, at which point he hightails it out of the loft via an external ladder.
Once the immediate danger has passed, the two take stock, and realize that this entire hayloft is covered with Creep. It's on the ladder, it's on the floorboards that Amber has stepped through, and it's on all the detritus. A brief look-see at the area reveals that the Creeper was probably living up here, and either got the mold from here or brought it with him and spread it to his environment. And all the activity has almost certainly stirred up spores. I call for both to roll+Weird, and both fail abyssmally (Phil actually rolled snake-eyes). Awesome, both now have the Creep and both set their infection countdown clocks to 9:00. Apparently it was a pretty heavy exposure.
The two decide to beat feet, and after a brief examination of a nearby farm-house (cut short when the bear-sign in the house finally puts answer to the question that had occurred to both of them: "why was the Creeper living in the hayloft when there's a half-way decent house here?"), they snag some junk and head back to Binghamton.
Hiking through the wilderness is difficult under the best of circumstances, but it was made more difficult by Phil applying the damaged tag to his wear. The -1 actually made the difference between a full hit and partial. I used the moldy, worn out boots option described in my previous post on him, narrating that his lack of good footwear slowed them down to the point that they lost valuable time, and wouldn't make it back to Binghamton before dark, when the gates are closed.
It also ultimately led to him going into his hoard for new boots. As an aside, the player came up with a super-bizarre and fantastic idea - his hoard is only accessible through a rift in his chest, some kind of weird tear in the space (and time?) continuum. He has no clear memory of how it happened or how it works. The whole time people have been thinking that he's just rummaging around in internal pockets in his coat/shirt, as to date all he has produced are small items. But when he reaches underneath his coat, fishes around for a bit, and pulls out a pristine, vintage pair of polished Doc Martens (one of his hoard attributes is "meticulous") his secret is out, at least to Amber. Awesome!
When they finally make it back to Binghamton, it's after dark and the gates are closed. Amber knows the guy working the gate (a dude named Creak), but flubs her Manipulate roll so I put her in a spot - "Sorry, babe. You know I love you, but rules are rules. You two are gonna have to wait until morning. I'm sure you can find a place to hole-up." At this point Phil elects to make a barter move and drops jingle (that he had gotten out of his hoard earlier that session). After a brief, heatedly whispered conversation heard from inside the walls, the gate opens. "Rules are rules, my ass," observes Amber dryly. Still, her previous failure has an effect - the two get in but Creak insists on checking them over. He jams an old otoscope up each of their noses, examining their nasal passages. Both are at 9:00 on their countdown, which means that they have subtle symptoms that can be detected upon careful examination. Sighing to himself he gives the other gate guards a brief up-nod and says, "Take them to Creep-Town" (the colloquial term for the quarantine area where people infected with the disease live - given the town's dire need of labor, even the infected and the contagious are put to work, though in carefully separated areas of the coal mines or gasification complex).
That's where we ended the session. It's going to be interesting because Bingham (the NPC hardholder and the man for whom Amber works as a bodyguard) is paranoid about The Creep. He trusts Amber implictly (even though - or maybe because - she once tried to kill him), so how is he going to react to one of his closest associates being infected? How is Parsons (the leader of Bingham's gang and a jealous rival of Amber's) going to take advantage of the situation? What's going to happen in Creep Town when Philotic struts in sporting a pristine pair of luxe boots? And what the hell is up with the rift in his chest? What is Phyllis (a member of Jonjo the Chopper's gang) going to do when she discovers that her beau Phil is stuck in Creep Town? Will it cause trouble between Bingham and Jonjo? Will Fluffy (the Gunlugger) use that as a way to take Jonjo down a peg? And what will Ghislaine (the Savvyhead) do with her new radio once it's fixed?
I have no freaking clue, but I can't wait to play to find out!