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"When You're Addicted to Invictus"

1565047065

Edited 1565198455
Doyce
Pro
Sheet Author
Some of this isn’t relevant, since Colin is an NPC, but I’m messing around with the move, just so I have some idea of what's going on. When you’re addicted to Invictus, either physically, psychologically, or both , Invictus has Influence over you. It can use its Influence to shift your labels by making you believe you know how the world works. It can and will use its Influence to Provoke you to rash action. The roll to reject Influence against Invictus is always -Conditions. Per the original Invictus rules, you   may   have super powers while Invictus has influence over you. To retain those powers, Invictus must be given influence over you at the end of every session, instead of giving influence to someone on your team. If you do so, keep your powers. If Invictus already had influence over you when you do this, Invictus shifts your labels ( always   Freak up, Mundane down, even and especially if this would give you a condition for shifting something that can't shift). You   never   keep your powers if Invictus does not have Influence over you. The rumor that you can is a lie told by Invictus dealers - the powers never ‘stick’. Ever. You can remove Invictus’s Influence as the result of rejecting its influence, but that influence can (and probably will) come back as the result certain 6- rolls (or even a 7-9, if you ignore the impending threat). The only mechanical way to permanently remove the threat of Invictus Influence is using a “permanently remove someone’s influence” playbook advance - assuming that advance is also reflected within the fiction. If someone Comforts and Supports you while Invictus has influence over you, on a 6-, Invictus may now have influence over   them . (You can roll to Defend them from this.) 1 Somebody can help you remove Invictus’s influence (again, not permanently - only you can do that), if you are currently free of Conditions. The roll will probably be either +Freak or +Mundane, depending on the fiction, rolling against Unleash Your Powers results. (Again, 6- results may extend Invictus's influence to them.) 1 If they successfully help you remove Invictus’s influence, they mark potential, and you gain Influence with them. You can always give Invictus influence over you for a +2 on any roll, including a roll you have just made. If Invictus already has influence over you, it will shift your labels instead (1 up, 1 down), and then give you a condition. You can give Invictus influence to use any other playbook’s move you don’t have, “just this once.” Take a condition. Certain special moves (Alien tech, Moment of Truth for appropriate powers or if used personally) can also permanently cure Invictus addiction in a target, if curing the addiction was the specific point of using the move. ---- 1: I want to table these two parts of the move for now, because they're deprotagonizing and maybe problematic. I think we'll talk about this and if the Invictus plot gets "big", we can talk about the drug mutating and these two threats evolving into the move. I'm not doing it if everyone isn't on board with that threat.
1565197568

Edited 1565198504
Doyce
Pro
Sheet Author
As a point of reference, here's the original "when you first consume Invictus" move from The Fan Favorite fanzine. When you consume Invictus , roll +Freak. On a hit, describe the first thing you realize you can do with the powers from the drug. On a 7-9, the GM will lay out how the power has an unexpected complication or danger.  On a miss, the drug doesn’t (seem to) take, but you’re wracked by an uncomfortable sensation. Mark an appropriate condition. [Doyce adds: Give Invictus influence over you.] [I might also add Invictus influence as a possible 7-9 consequence, but only if the "unexpected complication or danger" side effect is ignored by the players and allowed to run its course. Not to be too cold-blooded about it, but from a manufacturer's point of view, a drug isn't any use if it isn't addictive.]