Custom Basic Moves
PLANESWALK
When you planeswalk to another plane, roll + Freak. On a hit, choose one. On a 10+, choose two.
• You arrive precisely where you meant to
• You can bring something extra
• You can planeswalk without fulfilling your requirements
• You leave no aetheric trace behind
DRAW MANA
When you draw mana to power yourself, roll + the label associated with the mana. On a 10+, hold 2. On a 7-9, hold 1 and mark the associated condition. On a miss, you lose control of your powers momentarily. These holds disappear when the current scene ends. You can use this hold to:
• Gain a +1 on a roll you've just made, as if someone had spent team to help you
• Ignore the cost of marking a condition when making any one move
• Choose an extra option from a move you've just made, even on a miss
• Use the special action associated with the chosen mana
Red (Danger/Anger) - Reroll a roll you've just made
Black (Freak/Afraid) - Gain access to the Wield your Powers or Overwhelm a Vulnerable Foe adult moves one time. The GM gets to make a move
White (Savior/Guilty) - Add 1 Team to the pool. You can spend it immediately
Blue (Superior/Hopeless) - Ask a single question from either the Pierce the Mask or Assess the Situation moves
Green (Mundane/Insecure) - Shift your labels