Reject Influence
When an adult with Influence attempts to shift your labels, roll plus the label they target. On 10+, your labels hold firm and theirs shift in your favor. On 7–9, hold firm but mar...
Do not let them tell you who you are. When somebody with Influence over you tries to shift your labels by telling you who they think you are, you can refuse. Roll plus the label they were trying to push.
On 10+: Hold firm. Your labels do not move; theirs do, in the direction you wanted. Lock in your version of you.
On 7-9: Hold firm, but mark a condition — Insecure, usually, because the rejection costs.
On 6-: They were right and you cannot say so. Take the shift, mark a condition, and the GM gets to twist the knife.
Reject Influence is the move that lets a teen hero win an argument with an adult — at a price.
Type Team · Category Identity · Roll +varies