City of Mist Core Book PDF Preview
March 25, 2018 | Author: Anonymous Oknjx7YV |
Category:
Leisure
Comments
Description
CREDITS Creator, Game Designer, Creative Director, and Writer: Amít Moshe Editor: Eran Aviram Proofreading: T. R. Knight Lead Artist: Marcin Soboń Lead Location Artist and Cartographer: Mariusz Szulc Additional Artists: Monsters Pit, Ario Murti, Carlos Gomes Cabral Lead Graphic Designer: Manuel Serra Sáez Graphic Designers: Chema Lopez Centenero, Juancho Capic Contributors: Christopher Gunning, Bri, Noble A. DraKoln, Omer Shapira Playtesters: Almog Kapach, Anat Dagan, Ori Harish, Roe Portal, Guy Banay, Yonatan Shtorchan, Tuli Ebner, Erez Shiryon, James Graham, Alex Runswick, Kristian Mitchell-Dolby, Catherine Martin, Jessica Gao, Eli Levinger, Yiftach Govreen, Assaf Elron, Nurit Guthrie, Gideon Guthrie, Alon Elkin, Ada Elkin, Milana Finkel, Simon, Ran Etya, Ronit Arbel, Tammy Ninio, Ron Ginton, Ohad Reshef, Yuda Hocman, Moran Elbaz, Dima Vilenchik, Noam Roth, Gil Osterweil, Maty Kishinevsky, Yonni Mendes, Michal Mendes, Elik Kazav, Yael Rosen, Maayan Gutterman, Chen Sharon, Or Comay Brauner, Jonny Omer, Shachar Ganz, Yoni Heimann, Tamir Alush, Shoval Arad, Yoav Shlab, Maor Pomerants, Ortal Tal, Noam Avrahami, Erez Zvulun, Nadav Kunievsky, Natalie Goldshtein, Almog Yarom, Omer Raviv, Gur Arie Livni Alcasid, Aviv Or, Evyatar Amitay, Kristoffer Frølunde Jensen, Justin Lafontaine, Charles Cole, Lloyd Gian, John Lamb, Dima Vegner, Hagai M. Gumpert, Erez Regev. The production of this game was made possible thanks to our Kickstarter backers (see the full list at the end of the book). Thank you all! ISBN: 978-965-92587-1-0 First edition, 2017 © 2017 Son of Oak Game Studio / Amít Moshe HOMAGE TO D. VINCENT BAKER CONTENT WARNING AND APOCALYPSE WORLD This game contains mild language and some The rules of this game are partially based on graphic representations of violence. It contains the “Powered by the Apocalypse” game engine, references to human actions the reader may presented in 2010 by D. Vincent Baker, in his find offensive or unpleasant, such as suicide, revolutionary game Apocalypse World. Vincent murder, or prostitution, as well as extensive changed role-playing games forever by intro- references to criminal activity. The game does ducing a new way to play that emphasised a NOT contain any graphic representation or flowing conversation and a great story. Many verbal description of sexual acts. great games that use this engine have since been published. We thank Vincent for his contri- bution to the world of role-playing games, which also allowed the creation of City of Mist. THE LOWDOWN 22 » Routine 168 About Rifts and the City » Training 172 Your Crew 182 Life of a Legend 24 The Crew Theme 183 Your Awakening 25 The Crew Themebook 184 Back in the Real World 27 Quick Start Crew Themes 187 The Call of Your Mythos 28 Crew Relationships 193 The Veil of The Mist 29 A Day In The Life 194 Others Like You 32 Fairy Godmothers in Drag 34 and Devils in Suits 3.TABLE OF » Mobility » Subversion 132 136 CONTENTS » Adaptation » Relic 140 144 » Defining Event 148 THE BASICS 12 » Defining Relationship 152 What you need to get started » Mission 156 » Personality 160 » Possessions 164 1. WHO ARE YOU? 78 » Burning tags 221 How to create your story » Story tags 224 » Tags in crew and extra themes 227 The Exposition Session 81 » How to use tags in your game 228 The Series Concept 84 Statuses 230 Your City 89 Clues 239 Character Creation 92 Juice 244 Character Concept 98 The Core Moves 250 Choosing Themes 102 Convince 252 Character Tropes 107 Change the Game 254 Themebooks 112 Face Danger 257 » Bastion 120 Go Toe to Toe 258 » Divination 124 Hit With All You’ve Got 260 » Expression 128 Investigate 262 . WORKING THE CASE 200 Cases & Crews 35 How to play the game The Cinematography of the City 38 Downtown 42 The Conversation 202 The Blue-Collar Residential 50 Moves: Taking Action 208 The Old Quarter 56 More on Using Moves 214 The Industrial Zone 62 Diceless Moves 215 Other Districts 68 Game Resources 216 Just Out of Town 72 Tags 217 » Power tags 217 » Weakness tags 219 2. MOMENTS OF TRUTH 276 How to develop your character 6. THIS IS MY CITY! 396 About Dangers and Avatars Character and Crew Growth 279 Attention and Improvements 280 Dangers 398 Crew Theme Development 283 Spectrums 400 Dramatic Moments 284 Danger Moves 403 The Balance of Mythos and Logos 286 Using Dangers 407 Making a Hard Choice 290 Creating Dangers 411 Stop. BEHIND THE SCENES 334 How to create and run cases APPENDICES 492 The Roles of the MC 337 The MC Principles 338 Indexes 493 What The Characters Don’t Know Yet 341 Player & MC Sheets 502 Running a Session 344 Maps 511 The Session Structure 347 MC Actions During a Scene 352 The Soft MC Moves 353 The Hard MC Moves 355 How to Narrate City of Mist 360 . Sneak Around 265 Adjusting the Challenge Level 364 Take the Risk 266 Writing a Case 366 The Cinematic Moves 268 The Iceberg 368 Voiceover Monologue 269 Step 1: The Backstory 372 Flashback 269 Step 2: The Trail of Breadcrumbs 379 Downtime 271 Step 3: Adding Dangers 383 Geek Out During Credits 272 Designing a Series 386 Series Resources 387 Story Arcs 390 4. Back. 292 Custom Moves 413 Crisis & Beginning: Replacing a Theme 297 Creating a Custom Move 415 Nascent Themes 301 Custom Moves Templates & Examples 416 Moments of Evolution 303 Danger Profiles 420 Becoming an Avatar 306 Mundane Dangers 421 Falling Asleep 312 Mythos Power Sets 432 The Life Cycle of Themes 317 Rifts 437 Extra Themes 310 Avatars 466 Extra Themebooks 320 Creating an Avatar 450 » Ally 320 Avatar Profiles 454 » Base of Operations 324 Anatoli 454 » Ride 328 Barton 464 Isabella 475 Kwaku 484 5. Holding. 12 | CITY OF MIST · COREBOOK . and narrator: the Master of Ceremonies. you raise your head and catch a strange reflection on the skyscraper: something like a crooked. You keep working. THE BASICS | 13 . watch some TV. You’re not on drugs. if you doubt the way things are. What are you going to do? I’ll tell you what: You’re going to keep doing the same things you’ve always been doing. middle of the day. a kid dressed in bright colors with the head of an elephant. This is its City. a familiar voice. and sometimes can even make the so much that you hardly ever remember shining armor real or breath actual fire – but they this feeling is there. On the occasions whatever it is you do. right? You can’t really be seeing this. but this and monsters are reborn inside ordinary people. You and your friends will each play one of the lead characters. they don’t always add up. The role of the MC is described throughout the book and specifi- cally in Chapter 5: Behind the Scenes. and they’ve been dead for years. live out a modern version of their legends. Another day. It that if you go looking for answers. when they tap into their Mythos. calling to you. Some- one you knew. you take out the trash in the evening and you see her across the street. so no-one are. You can read more about Rifts. Rifts. looking at you. See. the City. regular Joes and Janes. You dump the WELCOME TO CITY OF MIST trash and come back inside. Here’s the lowdown: City of Mist is a modern city There must be some logical explanation. you do still have their ordinary lives. But a tiny part of you is questioning. It’s not as if knights and It’s whispering: what’s going on? Where monsters walk down Main Street donning shining am I? What is this? It feels like you’re armor or breathing fire. It’s in your head. who will take the role of the host. You know them: the sleepwalking residents of the City. dreary cas- tle tower is jutting into the overcast sky above. y’know? Some- times you’re downtown. because deep those who have not awakened to the legend inside down inside you know the truth. referee. a member of the crew that is at the center of your story – each except for one. feeling stretches over weeks. You can’t. This question of all: who am I? mystical veil is the Mist. months. It’s not Halloween. a mysterious and ford to really ask yourself what was that mystical force hides their miraculous powers from thing you saw. You keep walking.The things you’ll see on the streets. you can’t af. Or you’re alone at the office. or MC. you will makes armor look like a flak vest and fire breathing have no escape but to also doubt who you like a party trick or a gas leak explosion. where legends are real. it’s late. You get used to it. Those people. sleep. You get used to it called Mythoi. and you hear a voice. You’ll have to ask the toughest ever knows about the Rifts except the Rifts. You go back to your life: you work. and the Mist in Chapter 1: The Lowdown. but rather that knights about to wake up from a dream. eat. a story that most closely resembles a detective comic book or a TV series. You are about to tell a story set in City of Mist. known as and years. this relates to you as a player. and what the relationships between the crew members are. you will also decide as a group what kind of a crew you’ll all be a part of. and MCs can be of any gender. many questions. characters. like an occupation or a personality profile. such as burly. it relates to you as the character you are playing. the reader. even if it’s not their profession. Where the third person is required. A clar- ification is given where needed. what are your team’s strong points and weaknesses. the legend growing inside them. Your crew also gets a theme and tags. A theme can be an aspect of your character’s ordinary life. They have their ordinary lives. You create your character by naming four themes that are central to his or her story. This is an arbitrary division for the sake of readability and balance in the use of pronouns. players. if you take this role. the meaning can be understood from context. You then use questionnaires. or to you as the MC. Mostly. this book refers to characters as ‘she’. wherever possible. or an aspect of the abilities related to her Mythos. SETTING UP The first thing you’ll do is describe your characters and crew and create the setting for your series. sawed-off shotgun. PRONOUN USE Throughout this book. and objects your character possess- es. and the MC as ‘she’ as well. players as ‘he’. elsewhere. resources. in some places. called themebooks. qualities. Your characters are all Rifts. as explained below. the text refers directly to you. what are the questions you all want to solve. 14 | CITY OF MIST · COREBOOK . During setup. They not only describe your character but also power (or weaken) her actions in the game. like Cupid’s ability to make people fall in love with each other. so they all investigate in some way. Tags are short descriptions of specific abilities. or a prince’s charm. what are your common goals. to flesh out each theme and choose tags. and many. what they of the above.The details of setting up are described in Chapter Jerry (playing Detective Enkidu): I walk 2: Who Are You?. describ. You will be both a co-creator and a say and do. feels. A new ing the beginning of the next scene in the story: scene will begin which can involve action. looking like a mid- dle-aged drowned dog. or thinks during the scene. Maybe you ask the players where their part of the audience of this gripping urban tale and characters are and take it from there. “Hey. The the third girl this week. complicated non-player characters. or go after a suspect. THE GAME Players can initiate scenes by deciding where their characters go next. I want to find a connection between this ter playbooks and crew themes provided in the City and the other girls. It’s raining softly. you respond by say. does. personal lives or legendary background. You players’ lead characters are sometimes referred need to get on top of this or the chief to as the Player Characters or PCs. Jerry and Dani may say Det. dangerous lo. taking in the crime scene. and cations. colored by intermittent blue and red lights. have already closed off the perimeter. of Mist Starter Set. while at ry. As you’ll see. etc. played by the MC. while all the will have your head. or NPCs. Your buddy Johnny from PC AND NPC forensics comes up. and play out club where the victim worked. If you’re You can also introduce elements of the characters’ the MC.” Then he notices other characters. A body covered by a tarp is lying at the center. darling. not even as the MC. characters’ lives interesting as the MC. certain things you say about your character may trigger the rules. You make your way to the ters attempt important actions. The detective can be the same time thinking about the other characters a brute at times. en- chanté. Enkidu show or an issue of your comic book. or by making the lead If you’re one of the players. they center of the plaza where the police can help take your story in unexpected directions. because (a) everyone to create challenges such as villains. It can go something like this: During the conversation. can take actions that will shape future events. you play to find out. you help the players build the lead this dashing policeman and say. investi- where and when it takes place. characters in your series. “Sor- characters by asking interesting questions. drama.” I want to chat him up and see and events you want to stack up against the lead what he discovered here. He takes a drag off This book uses the conventional role-playing his ciggy and blows the smoke out slow- ly. you can use the pre-generated charac. The MC: You arrive at the crime scene in rules help add thrill and suspense to the game by Detective Enkidu’s car. almost as if someone up there determining what happens when the lead charac- is weeping. Chapter 5: Behind the Scenes also explains how to create your own series You never know in advance how the story will while Chapter 6: This is MY City! explains how evolve. gation. You get togeth. not looking at you but saying: “It’s games terms when referring to characters. As an alternative to creating right past him and crouch next to the characters. are called Excalibur. in person or online. For example. Dani (playing Excalibur): I approach As the MC. ing what your character says. shady (b) the outcome of the characters’ actions are de- operations. who’s the dame?” Non-Player Characters. your character as a player. and Excalibur go snooping around at a local night er for a few hours. I’m Estella. body. You always your role is to make it interesting and enjoyable end with the question “What do you do?”. based on what Think of every game session as an episode of your they find out. you pick up where you last left off. detective. what happens to your fictional characters. What do you do? THE BASICS | 15 . suspense – or a combination of all who’s there and what they look like. giving for yourself and everyone at the table: by playing the stage to the players and their lead characters. the atmosphere. termined by the rules and the dice – that’s what’s so fun about it. There are different kinds be for this action and the better your chances are of moves in the game but most often you will use to get a hit. It’s a 10+. for example “I’m searching probably outright stupid. risky. crank your Power up or down. somehow. Face er. the MC invokes one less. Some tags might reduce your Pow- the eight Core Moves: Investigate. For these moves. ugly choice. so I do it! “I use my Mythos powers to get in touch with his MC: Nice! The suspect slows down a bit emotional pain and then SQUEEZE!” to look back and for a moment you can see his jaw drop as you scale the wall Once you invoke the move. for a and then hit him with a crushing right hook. When you roll a miss. you ue running unharmed. sum the results. That’s closing gate. you always roll Every move has different outcomes for 7-9 and two six-sided dice (2d6). What do you do? plus something (most often roll+Power) to deter- mine the result. you notice a few feathers The MC will offer you a hard bargain or an floating ever so slowly to the ground.” or total of 10. some of the way and then grow thorny tentacles to pull myself to the far If a player wants to activate a move but doesn’t wall and climb up. characters and increasing the challenge: they can 16 | CITY OF MIST · COREBOOK . only to contin- right stupid feat. simply follow the with your thorny extensions. depending on their Change the Game. or out. right? If a player describes what their character does but MC: Lemme see… it’s daring. Sneak Around. while conditions affecting your character can Danger. then B happens. but there’s no time to wonder about that. I guess I’m Taking the Risk!” Taking The Risk. included in its description. after him. and lands with a parkour roll on the concrete roof across. five stories below. I have two tags describe what happens in the story. the higher your Power will you do A. On a 10+. the MC Jerry (playing Detective Enkidu): I’m will ask them what move they are using. When you perform a daring. describe an action that fits the Detective Enkidu (played by Jerry): I condition in the first part of the move and name can’t let that suspect get away! I’m the move: “I’m going to drive right through that going to jump right after him. the apartment for the murder weapon. Sure. What do you do? To invoke a move. Power is the number of tags your character has that can The main way in which the rules kick in is called help her with the action she’s taking – the more Moves. and Take the description. clears 20 feet of gap. or suggest going to use my sheer brawn to clear one: “are you Investigating?”. but what do we dice. Some moves ask you to roll starts to run faster. Then he result as described. a miss indicates a dire complication or different for different moves). If it’s more than six. If the total is 6 or threat. roll+Power. Unless otherwise add whatever number something stands for (this is specified. and 10+. complicating things for the lead is a weak hit and 10+ is a strong hit. gets 3 and 5. for example that can help me here: beastily ath- letic and thorny tentacles. Moves are phrased like conditions: When relevant tags you have. it’s a miss. and adds them up. this dark slim figure in a black bodysuit leaps TAKE A RISK off the ledge. When a player invokes a move. Risk. Go Toe to Toe. and doesn’t name a move. see?” The player can answer “Oh. detective. Jerry rolls two six-sided will ask for the description: “Okay. so my “I’m gonna Hit him With All I’ve Got!” the MC Power is 2. As you’re running do it. It smells of some- thing unearthly. Convince. risky. plus a Power of 2. MOVES All the Core Moves ask you to roll+Power. I feint a left jab I rolled 8. Hit With All You’ve Got. it’s a hit: 7-9 of the MC Moves. As you chase him to the edge of the roof. it can go like this: For example: MC: Your suspect is not going to make it easy for you. On a 7-9.”. things get messy. the more she starts something or someone dear to them. When you get together as a group to play role-playing games or when you are joined by a new player. the failure of her powers. some players out there? Doubtful. neglect them. of legendary and ordinary within you is constantly shifting. over and start playing. Note that the MC never rolls the dice. You’re just going to have dislike stories where PCs have the option to to hit the streets and figure things out as you go work against each other (known as player vs. and the dramatic When you play City of Mist. acter’s themes is either a part of your Logos. The trick is to walk the line… for as long THE SOCIAL AGREEMENT as you can. than just ordinary dangers. along. LOGOS eras start rolling? As a player. Different players have different preferences That’s it – now you know the basics of City of Mist. Ancient things crawl Work out what’s best for your group. etc. and may be in favor or against certain types of Does that mean you are really ready for what’s stories or content. lose acter loses and gains themes. In the ashes of your character’s old life. Replacing a theme represents a moment of personal crisis for your character: the loss of a loved one.get hurt. growing beyond the struggle of Mythos and Logos. are explained in Chapter 3: Working the pletely and you will become an Avatar: a willing Case. Each of your char. you’ll forget your Mythos and become a Sleeper like the rest of the City residents. For example. You need to watch it: If you lose your last The rules for the players. instrument in the hands of your Mythos. earning precious Moments of Evolution. including all the Core Logos theme. the legend within you. and within everyone you meet. You always replace a Logos theme handle whatever threat or complication she throws with a Mythos theme and vice versa so the balance at them. of the audience. your Mythos will take you over com- Moves. or your Mythos. etc. however. however. Can your characters an- swer their burning questions? Can they overcome other Rifts like them who may serve a different agenda? What will happen to them when the cam- MYTHOS VS. However. in the electric grid. the more your char- THE BASICS | 17 . your ordinary life. beneath the asphalt roads. make the players roll to see how they There’s more. and you will lose them and replace them with new themes.. you are simulta- moments of your character’s evolution is explained neously the co-author of the story and a part in Chapter 4: Moments of Truth. it is also a moment of great personal growth and evolution – in a new direction. your lead character has a personal Let’s find out: when you’re ready. Your character’s themes are fluid: give them enough attention and they will flourish and evolve. become exposed to a new danger. a new theme arises and new aspects (and tags!) come into her story. turn the page story that evolves during play. If you lose your last Mythos theme. it’s a good idea to talk about what kind of story you all want to TIME TO HIT THE STREETS tell. Furthermore. Logos. Everything about Mythos. Brace yourselves: these streets harbor more player or PvP) while other players enjoy them. The MC can. at least. and local Rifts. it Tropes. and Geek Out During Credits. WHAT’S IN THIS BOOK? WHAT HAS CHANGED? • Chapter 1: The Lowdown has the inside scoop If you played the City of Mist Starter Set. Base of Operations. changes that have been revised in this complete version of the game: • Chapter 2: Who Are You? is a guide to the Ex- position Session. sample crew themes. The MC simply creates (“Denying the Beyond”) rules. and renamed to Possessions. 18 | CITY OF MIST · COREBOOK . Back. are highlighted in green. Moments of Furthermore. defining the use of tags and status- • The move Stop. with a specific emphasis on controlling are highlighted in red. Here are a few major locations. Nemeses. losing and replac- game’s character and crew development system. etc. has been revised and clarified. ity. Flashback. a Danger Profile directory containing ready-to-use Dangers. has been es as well as resources such as Clues and Juice. breakdown of the MC’s roles. Holding. as well as understand what degree of sacrifice and conse- on four cinematic moves: Voiceover Monologue. quences they are committing to. and three extra interesting situations for the players. and the theme type Gear has been of tools to help make your game cinematic. including Mystery and Identity rules. ing themes. completely rewritten to allow players to better expanding on all eight Core Moves. the challenge level of your game. In some places. It just seemed a creation system using themebooks (question. this aspect of the game is now Evolution. • Chapter 4: Moments of Truth describes the including marking Crack/Fade. and Ride. quick character creation with Character You can continue to use Gateways if you wish. how. already know the world of City of Mist and many and describes some of the main City districts. a system of crew relationships reflected has no bearing on the game. decides whether his character evolves from those • Chapter 5: Behind the Scenes is a detailed situations and if so. the player theme types: Ally. conversation. specific game elements a special section on creating and using custom are highlighted in different colors: moves with templates and ready-to-use moves. detailing the rules of the slightly. more apt term for a mystical opening in the Mist. their wording has been revised for clar- • Chapter 3: Working the Case is a comprehen. a step-by-step • The theme type Occupation has been renamed guide on how to run sessions including a variety to Routine. in Help & Hurt points. expanded Avatar and Sleeper entirely player-driven. • The evolution of a player character’s themes. then you on the life of a Rift and the process of awakening. Montage. and their operations and four Avatar profiles. an in-depth walkthrough for creating your own cases and designing your series based on the Iceberg model. It includes the complete character called Rifts instead of Gateways. ples for every rule and a range of optional rules to allow you to adjust the game to your group’s • Spectrums (first explained on page 400) needs. • Statuses (first explained on page 230) • Throughout this book: a host of colorful exam. of the core rules of the game. • Chapter 6: This is MY City! includes rules for HIGHLIGHTED TEXT creating and handling Dangers. and • While the eight Core Moves remain basically the a crew themebook. and Throughout this book. naires). in which you create your series • Ordinary people with legendary powers are now as a group. It • Tags (first explained on page 112) are high- also contains a comprehensive guide to Avatars lighted in yellow (or purple in dark pages). same. the move options changed sive set of player rules. . . . . THE LOWDOWN ABOUT RIFTS AND THE CITY CHA P TER 1 . add numbers up. So. don’t use right under their noses. you know anyone else that is… like us?”). Terms like Mythos. When you play City of Mist. veteran. she may have made up her own catchwords you’re not just roleplaying your character. Rifts. the life of living legends in the City. but your char- become involved in an insidious clash acters don’t know them or use them this way. right? You for these mystical phenomena. of forces that has been taking place after you’ve read this and started playing. and the Mist are game terms used by the players and the MC so you can ordinary people who involuntarily understand each other and the rules. she’ll talk about these things in vague terms (“Do ter: one of the lead characters as a player or the sup. roll dice. But. invoke the rules. If your character is just starting to discover the City. game terms when speaking as your character. if she’s a porting characters and antagonists as the MC. 24 | CITY OF MIST · COREBOOK . This section will usher you into You know some things your character doesn’t know. you play as your charac. or your whole body listen. You stayed and listened. but they feel more real than any moment you have ever lived. but You have remembered who you are. it all emanated from this. liberated and become limitless. in what this awakening is. event. suffering beyond imagination. It’s there. along up and turn back to their lives. Things that happened long ago – but did they? They don’t seem as real as the life you have now. your body will start buzzing. This is where most people give ing for the first time. It’s like a spark inside you. A new and yet your mind just can’t grasp it. This awakening can happen in a moment or it can but at the same time it’s an entire world. every Savor this moment. you’ll remem- ber your Mythos. It’s like a misplaced will burn in cool bright blue flames. words fail you because feel immense freedom. every seemingly random the Mist is coming. Slowly. No-one knows of time. it slips very old voice inside you can finally say: “I am. because it might not last long: action you’ve ever taken. You have be- memory. and yet. you can’t remember. it’s you: your very core. But with a shocking realization and the thundering not you. Emotions gush in. date what you take in. and distant times. In a way.” through your mind’s fingers like Awakening to what you truly are feels like breath- vapor. a strange way. something about yourself come a Rift in the gossamer veil of forgetfulness. It can happen spontaneously many facets to be accurately described. a force of healing? Is it mysterious and cunning? All of the above? Only you can know this. a tingling sensation spreads as you allow but as time passes it becomes clearer this force to enter every mote of your being. playing a role in a clash of forces more ancient than you can possibly fathom: smiting down a terrible foe. as if you yourself have been your waking mind is too constricted to accommo. your skin. you will become its con- this urge to break away from every. or fateful. you’ve asked everywhere. It starts as a nagging realization that At the same time. different back then. For a brief moment. stealing a for- YOUR AWAKENING bidden item. It bothers you. The visions you have seen will miraculously thing that’s distracting you and try to become a reality: perhaps a small tree will sprout from the palm of your hand. the root of But you know others have had similar experiences. loving without limits. of yourself. question: “How could I have forgotten myself?” You’re awed by this force that has chosen you as its When you finally remember this truth you have gateway into the world and at the same time you forgotten about yourself. If you and clearer. the more you see that everything in your life. almost like they were faded pages in a storybook. duit. accidental. charged with this new memory there’s something you’ve forgotten. thing that has existed for an immeasurable length premeditated. 1 · SETTING | 25 . The more you are in touch with it. It has too stretch over decades. it’s in the back of your mind. You get stay with it long enough. to focus. All over At first. places. It’s some- or it can be brought about by events in your life. to put you back to sleep. it will take shape: you’ll remember faces. What is the nature of this force? Is it violent and ruthless? Is it as old as the roots of the mountains and the flow of rivers? Is it harmonious and benign. You’ll remember yourself. you have. vastly longer than you have. your existence. ‘Lady. THE INDUSTRIAL ZONE “I told her. you gotta believe me! These people are moving some dangerous shit.’” –Tlaloc 62 | CITY OF MIST · COREBOOK . You need to write about this!’ She wanted to know how I got into the refineries. ‘Come with me and I’ll show you. chemicals or something. They have trucks unloading the goods into a hangar by the refin- eries. said it was a restricted area. What was I going to tell her? That I am wherever water is? That my children in underground pools told me about the chemicals? That I am a god of rain and of rivers? Forget it! I just told her. a release from the burden of the Mist. Behind them. In the commercial capacity. Above some mass produced. It seems to operate here at minimum your wheels and machinery. some crafted all that mayhem. others packaged and shipped see that it’s not the noisy parts of the Industrial all over town. Whereas in the Old Quarter the Mist’s small workshops and garages run by tattooed burly degree of involvement is vague. each louder than inspectors scout the district around the clock. the district has no registered residents). waiting for the inevitable mod. here it is crystal men in wife-beaters and rough ladies in overalls. churn and grind and fuse are regularly understaffed compared to its sheer parts together. clear: the Mist doesn’t care about the Industri- offering quick repairs and custom adjustments to al Zone. with anything from delirious raves to lines spew out fumes. From way up there. Strange gangs and secretive brotherhoods push out tired employees and draw set up their makeshift headquarters around burn in fresh ones. spraying their SMGs comes an endless variety of products. vast corporate the Industrial Zone continues its production complexes and government-funded mechanical march. When you think about Zone the police should be worrying about – it’s the it. sometimes this awareness even endures when the Rift returns to districts where the Mist is heavier. or is divided between hundreds of businesses and desolate than the Industrial Zone. fish. they the other. setting aside ernization. Once you get used to the noise and pollution. 1 · SETTING | 63 . The underground scene is tall chimneys and winding pipe- thriving. their operations stinted due to lack of public them over to another facility for the interest (except for a few cheap housing projects next step of the production line. Its for employees working shifts. smoke. and then regurgitate size. this is a devious ploy by the Mist to lure Rifts away tronics devices behind a magnifying glass. into the night sky and howling like wolves. But the fact remains that Rifts here feel a skeleton crew. In the light industry zone one can find this place. masking Rifts barely enough to keep the zone. the finer details emerge. seem to go on forever. It chugs down refineries stretch over miles. machine. one could easily use. how. massive hardware outlets sell construction workforce oblivious and to maintain a steady flow supplies while in their old-fashioned shops. Its many work- Though police and environmental compliance shops and factories. Out of all this ruckus barrels in abandoned hangars. Visiting the Industrial Zone regularly can certainly open up a Rift’s awareness. while congested roads slowly visitor. of products into the City. residential districts. neglected.Every day and throughout the night. so Rifts just love facilities. the wind blows silently amid silos and cooling towers studded with bright red aircraft with care. Rows of storage units and warehouses their ordinary lives and living free as the agents of their innermost mythical desires. some for the zone’s own warning lights. BEYOND THE MIST ever. The district’s area There is no district more sidelined. the whole district is just one big quiet ones. some covering an area greater than all the smaller zones put together and copious amounts of raw materi- housing only god-knows-what. Some have theorized that eyed craftsmen work on delicate clockwork or elec. and violent pit fights available to the thrill-seeking waste. als alongside a steady stream of blue-collar workers from the nearby The nights here reveal a well-known fact: the Industrial Zone is the City’s no-man’s-land. Derelict from the population centers where they can be factories with saw-tooth roofs and filthy skylights dealt with permanently without danger of awaken- house outdated production lines that operate with ing others. they have been running been overpowered in a fight twice. He’s good. from her parents. Rifts are meant to shape reality and partake in to change her rich downtown garb for jeans. he’s just a projection of Lily’s powers major power in the City. Eddie is a renowned a deal with her: if she sets him free. she just calls out conditioning and indoctrination. place to blow off steam. Eddie often employs his powers to patch up the loser in his pit fights. well-capable of tackling oppo- long shaggy hair. but Eddie just doesn’t want to mess phrenic. Eddie is nonetheless a lean-and-mean she was horrified. downtown penthouse was the prison of a remark- A middle-aged veteran of the Rift underworld of able being: Iron Hans. It’s not other words save “a monster”. the Zone. Whenever she needs him. 66 | CITY OF MIST · COREBOOK . who is both each other. LILY CHOW LOCALS THE PRINCE FROM IRON HANS Lily Chow is on the run. it’s Meanwhile. When she first met him. but he’s not created due to Lily’s inability to accept her own that good. She has stolen something from the safe in her mother’s office – a Mythos – and she’s not giving him back. Lily always knew her parents were involved in shady business but she never suspected their Eddie Dreamtime is the big kahuna at the Bowl. the recreation of the world. but underneath the outfit she to run the club and give his fellow Rifts a neutral is still just a rich girl in a wild land. strength. The psychological profile on her it’s the end of the line for them. Lily’s parents are desperately look- a part of the agreement. These days. thinks Iron Hans doesn’t exist his neutrality and pitch him against more than one on his own. It’s not like he father’s desk says Lily is delusional and schizo- can’t do it. nine-foot-tall and covered in fighting machine. the ing for her and have hired the best professionals fights are so violent that someone dies and then money can buy. According to Ed- his name three times and he appears. Hans got Lily die. But Iron Hans made just his top athletic condition. In the current milieu. he is content and a leather jacket. called Mending the Broken who secretly specialize bringing people back from the dead will mess up in Rift psychology. and shacking in different dumps and of his club. Since then. Sometimes. Daughter to a EDDIE DREAMTIME high-flying city official and a corporate execu- ABORIGINAL DREAMTIME tive. The they can be themselves without having to hold iron-skinned magic-wielding churl serves both as a back or apologize for their abilities. a member of an organization with the wrong people. He wants Rifts to have a place where abandoned spaces around the Industrial Zone. a tee. and has only ever her the world. however. who are trying to get her and however. For now. he is more concerned with the operation Hans back. not even to bodyguard and as a big brother for Lily. He believes all Rifts are reality benders scared and exhilarated by life in this part of the and that they are limited only by their modern City. she could describe him in no nents much bigger and stronger than him. the profiler. he will show and highly-skilled reality bender. and their ‘burn’ status Investigative reporter 7. 4. 2. Fade or Crack A track for the theme’s deterioration. chosen out of the 14 theme types 2. Weakness tags g Lockpicking Three slots for weakness tags and the letters of the questions that were used to create them j Sorrow for the victims (also. Every character has four theme cards: THEME CARD FRONT Routine 1. 4. you reset it and choose an improvement. c Reluctant witnesses 96 | CITY OF MIST · COREBOOK . 5. which defines its nature. Power tags 6. you replace the theme. A track for the theme’s growth. a checkbox to mark if you invoked them this session. When it hits three. 1. the letters of the a questions that were used to create them. “The people of this neighbor- 5. Mystery or Identity A question or a statement that drives hood deserve to know. see optional rule on page 220) 7. Title A descriptive name for the theme for the lost 3. Type Searching A theme’s type.” your character 6. Seven slots for power tags. When it hits three. Attention 3. revelation. OR SOCIAL STANDING • AN ACCIDENT • RISE TO GREATNESS • 15 MINUTES OF FAME • ENLIGHTENMENT Life throws you curveballs you can’t anticipate. VALUED POSSESSION. For example. perhaps a Mission theme is in order. etc. event. For you still define yourself through that moment or better or worse. Having a Defining Event theme means dramatic events that shape you irrevocably. a crime you were involved in. influence of a specific event or time in your char- 148 | CITY OF MIST · COREBOOK . a if you swore to do something following a tragic great victory. If the follow-up of that event is this event either ceased to exist or was abandoned just as central to your story as the memory of what in favor of a new version of you. you should represent them The Defining Event theme focuses on the residual using one of the Mythos theme types. a chance meeting that influenced you. Perhaps another appropriate theme (either in addition to or it was an accident. the person you used to be before time in your life. if you gained Mythos powers. a time of trials. you should pick forged in that fateful moment or period. LOGOS THEMEBOOK DEFINING EVENT A THUNDERING REALIZATION • LOSS OF A LOVED ONE. one that was happened and how it shaped you. acter’s life. a instead of the Defining Event theme). ambition YOUR DEFINING EVENT? B WHAT PART OF YOUR OLD SELF. survival of the fittest theme card under POWER TAGS along with the I WHAT PHYSICAL CHANGE OR IMPROVEMENT letter of the question. love of the local community C WHAT MUNDANE BUT USEFUL OBJECT DID YOU OBTAIN DURING YOUR DEFINING EVENT. flesh out your idea with some details: When meditation. always prepared. E WHO DID YOU BOND OR CONNECT WITH IN tion below: THE AFTERMATH OF YOUR DEFINING EVENT? ? WHAT HAPPENED TO YOU THAT CHANGED media connections. no-one dares to refuse me ex-celebrity. light sleep. lying did this happen? Who was involved? What hap- shamelessly. fear- LY CHANGED. J HOW DO PEOPLE TREAT YOU BECAUSE OF driven to mete out justice. a trusted YOUR LIFE FOREVER? butler. YOUR DEFINING EVENT LEAVE YOU WITH? fake smile filled with rage. City mayor Based on this. a secret sponsor. think about the answer to the ques. you should describe something that FOLLOWING YOUR DEFINING EVENT? will be useful to your character during the game. “can’t be too safe”. head of a corporation. inherited for- tune. sprinter. a sacred prayer. fancy clothes 2 · CHARACTER CREATION | 149 . City finances questions to answer. swordsmanship. Answer each question with a single description no more than a few words long. youthful curiosity. Where does she come from? What did she do? What time in her life influenced leader of a secret order of knights. a pic- ture of my enemy. STEMMED FROM YOUR DEFINING EVENT? A WHAT KIND OF STRONG EMOTION DID acute sense of smell. great reflexes. H WHAT APPROACH TO LIFE DID YOU ADOPT In your answer. IT? particularly her past. wilderness survival pened in the aftermath of this life-altering event? G WHAT KNOWLEDGE DID YOU GAIN ACCESS TO THANKS TO YOUR DEFINING EVENT? POWER TAG QUESTIONS manual of medical conditions. a majestic eagle. a sense of unity with all life . EVENT? Next. humility. Each answer becomes a power tag. THAT HAS BEEN WITH YOU EVER SINCE? Helix Labs access card.CONCEPT D WHAT AUTHORITY WAS VESTED IN YOU DURING YOUR DEFINING EVENT OR AFTER Think about your character’s modern-day life. _________________. STILL SERVES YOU? some. F WHAT SKILL OR MUNDANE ABILITY DID YOU • One day. the chosen and shaped her the most? one. commands reverence. PICK UP DURING OR DUE TO YOUR DEFINING • There was a time in my life when _________________. Answer the first question. a gang of lowlifes and rejects • When I was [age]. a rusty sword. WHILE DEEP- secret admirer. Write it on your power-hungry. ___________________. then choose two more the underworld. You get to create and play a variety of characters and watch the faces of your players as they unravel a mystery you wrote or face off with a villain you designed. while it’s possible (even if undesired) to have an episode with- out one of the lead characters. decision-making. The MC is the host. but it is also an art that can be refined over many years. anyone can do it. In other words. you carry the game for everyone. You don’t know how things will turn out and you don’t have absolute control over the narrative. managing. the role of the MC is fun. As the MC. you will be just as amazed as every- one around the table when the players and their characters interact with your materials in entirely unexpected ways (as is bound to happen!). including your- self. it is much harder to have one without the ‘showrunner’. The Master of Ceremonies is the most important role in the game. riveting strange cases for the lead characters to investigative. you are also a spectator in this show. but hard to master. You create most of the materials for your group’s story. Instead. The role of the MC can be switched around the group. 336 | CITY OF MIST · COREBOOK . She also writes most of the locations. It’s a role that combines writing. char- acters. or you could have a single player as a recurring MC. and evolve. and situations that the lead characters will encounter. Just like in a TV show. with different members of your group taking it up for a session or a case. Most importantly. and cinematic challenges that will entertain everyone in the group. It’s easy to learn. and the narrator of the game. And yet. and improvising. you create open-ended situations that will allow the lead characters to shine. crash. the referee. • Open fire using semi-automatic pistols or revolvers • Home Turf: When the Street Gang (flesh-wound-2) enters the scene in its home turf or • Call for backup (increase size factor by one) when it enters its home turf. • Physically subdue a target (subdued-2) eral members and a size factor of 2. these gangs are none. CORRUPT 2 / HURT OR SUBDUE 3 / OVERRIDE AUTHORITY 1 HURT OR SUBDUE 2 / RALLY 3 / • Collective: This collective has a handful of members and THREATEN 2 a size factor of 1. If the Street Gang • Order someone to leave the premises or “freeze!” loses this status and are in their home turf. This Danger represents a small standard unit within a larger ganized crime. LAW ENFORCEMENT AND SECURITY STREET GANG yy The rough parts of town are overrun by BEAT COPS / SECURITY GUARDS y street gangs. Adjust the corrupt and override-authority spec- • When on their home turf. • On the Ball: When the Detective enters the scene. or she may be a rival of 3). • Put someone on the spot (tell the truth or take pres- sured-2) • Shoot a suspect or a threat with a firearm (gun- shot-wound-3) • Cuff a suspect or tighten the handcuffs (handcuffed-2) • Observe a scene quietly • Find a piece of evidence • When alone. often serving in theless armed and dangerous. respectively. even if your character didn’t speak it. especially the lowest ranks of the organization and performing routine when an unwanted visitor wanders off tasks such as patrolling and tackling threats on the field. rally the trums of the detective according to how corruptible or how local population to join them (rally-2) high-ranking this individual is. The Detective knows your answer. the MC can renew it as a soft move after one player makes a move without it. You must reply with a straight answer or a solid lead. into their turf or when they face a threat to their control over their turf. DETECTIVE / INVESTIGATOR yy • Rally the Locals: When the Street Gang is on its own turf and the rally The police detective or private investigator character is spectrum is maxed out. helping the crew. More than just disturbers of peace and not quite on par with or. law enforcement or private security force. the MC will ask you one question. • Collective: This collective has a sev. give it • Close in on a target home-advantage-1. the crew. increase its a staple of the noir genre. • Threaten someone with violence (threatened-2) or make real on their CORRUPT 5 / HURT OR SUBDUE 3 / threats (broken-bones-3 or gunshot-3) OVERRIDE AUTHORITY 3 • Mob an intruder or victim • Powers of Deduction: When the Detective surveys the scene for the first time or as a hard move. call for backup 428 | CITY OF MIST · COREBOOK . The detective may be working size factor by one (to a maximum of against the crew. give her alert-1. 6 · DANGERS & AVATARS | 461 . On a 10+. (someone picks up your scent while you’re • Hide the effect ities to hit someone or something with all you’ve stalking them. everyone that • Give or reduce a status (one tier per point of should fall for it falls for it. • You gain the upper hand. On a 7-9. at their option. you take the full status. On a hit. On a hard bargain or an ugly choice. If they are a PC. On a 10+. you do it. TAKE THE RISK hold it together. On a 7-9. hit. you’re seen whispering a mes- • Any other improvement you and the MC agree on got. roll+Power. When you use your abilities to overcome someone or something in a struggle for control. at least for the time being. burning questions. also choose 1: • on a 10+. to change their agenda to include GO TOE TO TOE • Your investigation exposes you to danger. giving your opponent a sta- your allies an advantage. They must give you either a • on a 7-9.. its tier=their Power. When you use your abilities to give yourself or • You get them good. the MC (or player) will name a When you perform a daring. Spend your Juice to gain the following effects. • You must leave something important behind – On a 10+. appropriate status of your choice with tier=Power. Spend your Clues one-to-one to ask tier=Power. or seduce someone into doing something. it’s compli- Juice) cated. you fend off the effect and take no status at all. If they are a PC. • You take cover or secure a superior position. they can agenda. roll+Power. you take the status. When you use your abilities to seek answers to en. On a 7-9. Take 1 Juice. choose 1: or be discovered. or outright stu- status with its tag and tier. somehow. On a hit. but protect their own straight answer or a solid lead. yours. threat. or part- your goal is. and you • Someone unimportant noticed you. If you don’t choose this. or • You control the collateral damage. The MC chooses 1: On a 10+. © 2017 Son of Oak Game Studio / Amít Moshe . On a hit. they can • Create a story tag impose a status on you. roll+Power. they can impose a status on you. choose 2: tion(s) can ask you one question as well. • Whoever or whatever you are asking the ques- choose 1. Your opponent can describe how they true part-false. You • You manage to achieve your goal. or counter their best at- tempts. On a 7-9.g. you give the target an sage but the message is not heard). but that just can also use your Juice to choose: made them important. When you use your abilities to act secretly or deceptively. If you don’t choose this. endure harm. if possible. roll+Power. On a 7-9. On a hit. right? • Scale up the effect (greater area or more targets) HIT WITH ALL YOU’VE GOT • You are perceived only by a secondary sense • Prolong the effect (make it ongoing) When you have a clear shot and you use your abil. choose a relevant status with PLAYER MOVES Clues=Power. choose 2. Roll+Power. FACE DANGER • You get them good or get many of them When you use your abilities to avoid an incoming (+1 tier). resist a malign influence. tus with tier=Power. you get a minimum of 2 Juice. but with -1 tier. state what • The clues you get are fuzzy.CONVINCE INVESTIGATE When you use your abilities to talk. roll+Power. The MC will offer you a On a 7-9. Roll+Power. Your target can choose either to take the MC a question about the subject of your inves- the status or: tigation or ask another player a relevant question about their character. dodge. its SNEAK AROUND • Burn a power tag or a story tag tier=their Power. you get roll+Power. e. CHANGE THE GAME something they hold. you get Juice=Power. On a hit. respond. • You hold the target’s attention. things get messy. take answer on the same terms. incomplete. On a 10+. miss. risky. to give in a little. one-to-one: • You block. pid feat.
Copyright © 2024 DOKUMEN.SITE Inc.