The scene: a fae Lovecraftian morality play is coming to an end. The major players in the web of intrigue we've built over the last eight games are all here, and the PCs have prepped for it the past couple of days: securing alliances, doing research, scraping together some weapons... they're ready.
During the Big Fight, the Wizard seals the deal with an unseelie fae (+1 corruption for deal with a dark power) to achieve the dread "Upon A Pale Horse" corruption move. The Veteran spends a hold to have "just what you need" and whips out the true name of the vamp that she and her assistants have been researching for days to find.
Wizard + true name + Upon A Pale Horse + 2 corruption = 6 AP harm to the big bad. Night night!
My players knew that a lot of narrative threads were getting tied up in this fight. They also knew that we would be taking a Urban Shadows break to play around in Fate-land (Dresden? Secrets of Cats? We'll see!), so this was Season Finale time.
The way we would continue this, narratively, is that the Wizard is persona non grata for just outright blowing someone he doesn't like away. No one will see him face-to-face anymore. That's some super dark stuff that's gonna pull that Wizard down down down in the coming months.
I'd love to hear from other people about how they handle this particular corruption move in their groups, what kind of narrative pressure/consequences comes to bear on their Wizards, if/when/how the MC uses that move against the players to turn it back on them..? Any and all. This particular move seems like a Very Big Hammer to swing around and I'd love to get some perspective on its use.
And yes! I don't think a true name is easy to come by nor is the incantation particularly quick...