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Galaxy of Mist Shared Document
Galaxy of Mist Shared Document
The setting
● Era: I want to set it during the Rebellion era or in the early New Republic era. Like a few
years before the Battle of Yavin and up to a few years after the Battle of Endor. This is
the SW era I know best and I will have to do a lot of work to convert adversaries and
ships and other story elements, and converting Stormtroopers and TIE Fighters are
easy.
● The Crew Theme: At session zero we will dream up a starting scenario: how do you
know one another or how will you soon come to? The fact that you will be a crew is a
given but we need to come up with a good story to back it up. Your crew gets its own
Theme with power tags and which might represent your ship, your place in the Rebel
Alliance, or whatever.
● Player-driven story: I want melodramatic hooks from everyone, whether they are some
defining event in your background, a strong mission going forward, or just story elements
you would like to see at some point. I encourage you to even use cannon material like
connections to the original characters or known places and events. I would love to be
able to plan the campaign based entirely on player suggestions.
● You are the good guys: As a GM I need to like the players’ characters. I want reluctant
heroes, tragic heroes and paragons. Maybe an anti hero if “loner” isn’t your schtick. But
please no munchkins (who wants to win at all costs, story be damned), nominal heroes
(with no positive motivations), or designated heroes (a hero with no redeeming qualities).
(See TVtropes.org’s page on Archetypal Characters to read up on these and maybe give
you some cool ideas.) That being said, you will have flaws: four or five of them, to be
precise. And the better you choose them, the more rewarding they will be in terms of
gaining Attention to your themes (City of Mist’s equivalent of XP).
● Jedi and the Force: I want to incorporate the Force but not everyone needs to be a
Force-sensitive character. Given City of Mist’s narrative style, other character types can
be equally as dynamic. The main thing is to pick characters you like and admire.
● Experience and advancement: The lead characters will start at “level 1” in City of Mist
terms, but this doesn’t mean you aren’t already capable or experienced. The themes and
power tags you choose to describe your characters include room for interpretation.
Advancement can come quick (especially if you choose good weaknesses) and
sometimes gaining improvements can be explained as just an aspect of your character
that hasn’t gotten attention before. That being said, nobody will start as a full-blown Jedi
Knight, though that is an ambition I expect some characters will have.
● Suggested starting scenarios:
○ Age of Rebellion: The crew are agents of the Rebel Alliance who pick up some
“strays”. The first session will drop you into the middle of the action when you
meet and join up with a scrappy kid or a merc with a heart, or whatever. Going
forward, the crew is a rag-tag special operations crew in the Rebel Alliance that
has relative autonomy to fight the Empire in its own way and may go AWOL or
get lost in space for extended periods.
○ Force and Destiny: Would-be Jedi Knights and friends who try to survive while
seeking out lost knowledge and keeping ahead of Emperor Palpatine’s sinister
agents. This is the “Force and Destiny” default scenario. You are mostly on your
own, maybe supported by a patron or teaming up with a freebooter or two, and
adventures would probably revolve around exploring mysteries and lost worlds.
For the first session we will have to invent the outlines of a mystery involving the
Force.
○ FaD/EotE: For a more “Edge of the Empire” flavor, maybe your Jedi seekers
have teamed up with lovable rogues (smugglers, bounty hunters, mercs) to make
their quest fly. The mysteries you explore also need to make a profit.
○ New Republic: You are special operatives of the fledgling New Republic, sent to
disrupt the retreating Imperial Forces in the days after the fall of the Emperor.
○ New Jedi Order: Would-be Jedi Knights and friends who are part of Luke
Skywalker’s fledgling new Jedi order. Luke does his best to train you but is often
needed elsewhere or is sending his students on missions in his place.
Player survey:
● What is your character’s cultural background? (This is from a section of the FFG Star
Wars core books.) Are you comfortable with modern technology, are you from a primitive
backwater? Are you one of the privileged few who grew up with wealth and power? Or
did you grow up poor and hungry? Or something else?
● What is your experience of the Force? Do you view it as an ancient religion, remote and
unknowable? Do you have a duty to some traditional view of the Force in the culture you
hail from? Do you view it as a pragmatic means to power without readily acknowledging
its spiritual associations? Or do you seek to become one with the Force and let it
influence your every action?
● What inspired you to leave your former life and heed the call to adventure?Were you
forced to flee the Empire? Did you have an undeniable desire to understand what this
power is? Does your great power make you unable to stand idly by while innocents
suffer? Or are your ultimate abilities a sign that you are destined for greatness?
● Name an adversary (or type of adversary) you’d find interesting. Why would you find
yourself going up against them?
● Name a location you’d like to visit or explore in-game. Why?
● If we were to RP a crucial scene in your backstory, what would it be? What questions
remain? What feelings did it leave you with? What is your character’s secret pain?
● What characters or places from the movies, cannon material, or extended universe
would you like to see in the game?
Notes on rules conversion
● City of Mist is pretty flexible. We will be using Custom Dangers to represent a lot of the
special situations in Star Wars. See my examples for The Dark Side and Hyperspace.
● NPCs vs. PCs: In City of Mist, PCs and NPCs are constructed fundamentally differently.
If you encounter an X-Wing as an adversary, the stat profile is way different than if you
jump into it. When you’re flying it, it becomes an “extra theme”, where the X-Wing is
described by a few of its own power tags that you can use. For example an X-Wing
might have the tags, “X-Wing Space Superiority Fighter”, “R2 Unit”, “Quad Cannons”,
“deflector shields” and “hyperdrive”.
● Ships and Speeders: In Star Wars, I think there will be much more use of Extra Themes
to represent vehicles you fly or commandeer. I need to think up some special rules for
these (and would like the input of my players who are more experienced with COM). I
think that for extra themes you acquire: the tags are not “crispy” (you can use them more
than once), but you can only use one at a time. That is, to prevent you from having large
bonuses to your roll even when untrained, you have to have some of your own tags that
come in handy for the situation. On the other hand, the vehicle’s tags are more versatile.
If your ride is your custom ride, however (one you’ve “paid for” through XP or whatever),
then you can use more.
● Succeed at a cost: City of Mist has “core moves” where you select from a number of
possible outcomes based on your degree of success (i.e. fail, partial success, full
success). I’m thinking of allowing players to add an additional option to most moves,
which is “succeed at a cost”. Essentially it converts the move into a Take the Risk move,
where the MC presents you with a hard choice. For example, “you can maneuver the TIE
Fighter into your sights carefully, or you can press your advantage and blow him to
smithereens but you leave yourself vulnerable to X.” This is very context-dependent but I
hope it will speed combat and make things more cinematic.
● “I have a bad feeling about this”: The game may be a lot about your feelings,
especially if you use the Force. In City of Mist, you don’t have hit points, but you can gain
a status such as “beat up-3” or “flesh-wound-2”. In some sense, the statuses
“vengeful-3”, “threatened by Jabba-3”, “amicable towards the Princess-3” are equally
significant: they would hinder you from performing actions that contradict the status. In
the way I conceive of the Force (see the Dark Side custom danger), emotional statuses
will play a bigger role, so consider taking power tags that allow you to use emotions or
resist having emotional statuses imposed on you.
Custom Dangers
Hyperspace
Custom Danger
Calculate the Jump to Lightspeed 2+X
● “Travelling through hyperspace ain’t like dustin’ crops, boy!”: When you Calculate
the Jump to Lightspeed, you are attempting to Change the Game. The target difficulty is
2+X, where it is modified by conditions such as making quick calculations under duress
(+1), making a very short or pre-planned jump (-1), having ample time to calculate (-1),
having poor or outdated or corrupt navigational charts (+1), travelling along well-mapped
routes (-1 or -2), making a very long jump (+1), navigating past hazardous stellar
phenomena such as a black hole or nebula (+1 to +3), and entering unexplored wild
space (+2).
● Gravity Well: If you are too close to a stellar body, as an intrusion create the story tag
Gravity Well. You cannot enter hyperspace.
● Punch it!: When you make the jump to lightspeed and you are under any kind of duress,
you are Taking the Risk. Modify your Power by adding or subtracting the difference
between your Calculate status/spectrum and the target difficulty. (Note: Partial
successes should generate Hard Choices such as allowing enemies to make an attack
that you can’t defend from, encountering a hyperspace mishap, etc.)
● Encounter a hyperspace mishap (Complicate Things, Big Time). For example,
○ the ship is completely off-course and emerges from hyperspace at the end of the
journey’s travel time in the wrong system;
○ random fluctuations affect the ship’s travel time, adding hours or days to the trip;
○ a long and complex route necessitates multiple jumps and burns fuel. Take
hyperfuel-expended-2;
○ The ship passes through an uncharted dust cloud, clogging sensors and
communications equipment. Take story tags such as sensors
clogged/damaged/malfunctioning, communications
malfunction/damaged/destroyed, etc.
○ The ship encounters space debris, setting off a collision alarm. The pilot must
Face Danger to avoid a collision with a huge piece of debris (collision-2 to
collision-5);
○ The ship approaches a gravity field too quickly, causing structural stress;
○ The ship passes too close to a supernova, overloading computer systems with
solar radiation. Any attempts to use the ship’s computers suffer from the
overloaded systems story tag.
○ a hyperdrive failure occurs as the ship’s nav computer detects a gravity-well
shadow and returns the ship to realspace to avoid a collision (Create a New
Danger: Stellar Phenomena);
○ the ship emerges into realspace, as above, but the hyperdrive is damaged and
must be repaired (Burn a Tag);
Stormtrooper Squad
Hurt or Subdue 2 | Trick 3 | Threaten or Scare 4 | Corrupt 4
● Collective: This collective has several members and a size factor of 2.
● Stormtrooper armor: When a Stormtrooper takes a hurt or subdual status, reduce the
tier of the status by 1.
● (Optional) Imperial marksmanship academy: When you are hit by a stormtrooper
blaster attack, you can elect to ignore the hit in exchange for increasing the size factor of
the Stormtrooper Squad by 1.
● Physically subdue a target (subdued-2).
● Open fire using blaster rifles (blasted-3).
● Call for backup (increase size factor by one).
● Order someone to “freeze!”.
● Close in on a target or pop out from behind cover.
● Advance inexorably over their fallen comrades.
Stormtrooper variants: Mix and match the following custom moves to spice up combat scenes
and represent specialized Stormtroopers.
● Stormtrooper Captain: When a Stormtrooper Captain is present in a squad, the squad
can perform a tactical maneuver to gain the upper hand (give itself tactical-advantage-1,
remove one tier of positive tactical statuses from nearby targets, or burn a tag
representing tactical advantages).
● Scout trooper: Create a new danger: Speeder Bike.
● Heavy Weapons Stormtrooper: Specialized stormtroopers that wielded large rotary
blaster cannons and were equipped with black pauldrons. Concentrate fire on a single
target (perforated-4) or spread it across multiple targets (flesh-wound-2).
● Imperial riot troopers: Stormtroopers equipped with shields, batons and/or
electrostaffs. Designed mainly to showcase the skills of melee-based lead characters.
● Environment-specialized Stormtroopers: Trained and equipped to operate in different
environments, each of these troopers can ignore one appropriate story tag or create a
story tag that represents their specialized training or equipment. For example,
Snowtroopers, Sandtroopers, Cave troopers (have climbing equipment), Forest troopers,
Seatroopers, Swamptroopers, Space troopers (trained in zero-gravity and armor
designed to breathe in space).
● Storm Commandos: Elite troopers equipped with silver or dark grey scout armor and
trained to deal with extreme combat situations. Give itself the broad and permanent story
tag Elite. If the Storm Commandos lose this tag, renew it as a soft move. (Note: Elite can
be used to increase the difficulty of all player moves against Storm Commandos, but
cannot be used twice in linked moves.)
● Jumptroopers: Storm a location on jet packs (give everyone a temporary surprised-2 or
give themselves tactical-advantage-2) or leave the scene as a soft move.
● Purge Troopers: Elite stormtroopers in black heavy armor, trained as expendable death
squads in hunting down Jedi survivors after Order 66. In addition to receiving the broad
story tag Elite, Purge Troopers’ armor gives +1 resistance against lightsabers.
Speeder Bike
Decommission 2 | Catch or Outrun 4
● When the speeder bike enters the scene, give it the story tags small and nimble and out
of reach. If the speeder bike loses these tags, the MC can renew it as a soft move.
● Speeder Armor: When the Speeder Bike takes a physical harm or subdual status,
reduce its tier by 1. Does not apply to attempts to target the rider.
● Line up a target and fire its forward-mounted blaster cannon (blasted-3).
● Speeder bike rider fires his personal blaster (take blasted-3) but gains the temporary
story tag unsteady.
● Get away (hard move).
● Accelerate and gain distance.
● Line up a target or ready his personal blaster.
● Patrol the perimeter or scout ahead.
● As a Theme Card: fast acceleration, squeeze into small spaces, forward-mounted
blaster cannon, close-range com link jammer. Weaknesses: unstable, rider exposed.
Jedi Knight
Hurt or Subdue 5 |
Acute senses: When a Jedi Knight enters the scene, give him alert-2.
Precognitive Sense: Once per scene the Jedi will automatically dodge, block or avoid an attack
that would have killed him.
Combat Sense: When you attack a Jedi, you first take a tier-2 status related to his fighting
skills.
Lightsaber: Attack someone with his lightsaber (slashed-4). On a hit, ignore 1 tier of statuses or
tags representing armor.
Knowledge and Defense: When the Jedi draws his lightsaber, give him
defensive-maneuvers-3. Protect one more person or object with his weapon
(defensive-maneuvers-3).
Unbeatable: When a Jedi enters the scene, give him three
Make a force attack as an interrupt and cause distraction-2 or surprise-2.
Protection from Evil. When the Jedi takes a status from a source that is inherently evil or dark,
reduce thetier of the status by 2.
Burst of speed:
Lightsaber Duel - Custom Danger
(based on the FATE RPG’s Swashbuckling Duels optional rules)
Gain the Upper Hand 1 | Defeat X
● Gain the Upper Hand: In a Lightsaber Duel, only the side with the Upper Hand can
make a move that inflicts a physical harm status. To Gain the Upper Hand, you have to
get a full success (10+ result) on a move other than a direct attack or defense using your
Lightsaber, and choose to Gain the Upper Hand as a replacement to another result. Your
foe Gains the Upper Hand whenever your move results in a miss (6 or less). When your
foe Has the Upper Hand he can perform a hard move as a soft move (e.g. attack with a
lightsaber and make you Face Danger).
● Taking Damage: When you suffer a hit in a duel based on a Face Danger move, you
have the chance to burn a tag to improve your result: reduce a miss to a partial success
and a partial success to a full success. The tag you burn must be a power tag or an
ongoing story tag that you used in the last move.
● When a Lightsaber duel begins, each player not engaged in the duel introduces one
ongoing story tag to represent the field of battle. For example, uneven footing, catwalks,
repulsor-chandeliers, exit to the throne room, ornate statues, whirring machinery, etc.
● When a Lightsaber Duel begins, your opponent gives herself defensive-maneuvers-X.
She also gets three story tags which describe her fighting style. Choose from among
armor, helmet, parry, dodge, block, slide, leap, brute strength, Force push, Force dash,
brilliant intellect, Makeshi duelist technique, conceal intentions, anticipate opponent.
(Note: Adjust statuses and tags to fit the foe and challenge level desired. Note that a
defensive status will reduce the Power of player attacks and make the duel last longer.)
● Go on the attack and strike down your opponent (take attacked-4).
● Press his advantage: Once per scene after you succeed at a Face Danger move (you
successfully defend yourself), your foe extends his attack and forces you to re-roll the
move. Use the same tags, except any that were burnt in the last roll. After the attack,
your foe has left-himself-open-1.
● Get in your head: Whether it's witty banter, cutting remarks, or menacing glares, your
foe throws you off-your-game-2.
● Sneak an attack: Your foe sneaks in a kick or a force push to knock you off-balance-2.
● Blade Lock: Once per scene as a soft move, your foe locks blades and shifts the
contest. It becomes the ideal moment to address the combatants’ mutual issues with
some confrontational dialogue, to toss out taunts or threats (Get in your head), to Sneak
an attack, or to turn it into a contest of brute strength (Face Danger against off-balance-2
using only strength-related tags).
Sample Characters
A padawan who was frozen in carbonite by his master to save him from the Jedi purge.
Themes:
● The Force (Adaptation Theme). Mystery/Identity: “Does the Force have a plan for me?”
Power Tags: The Force (broad tag) (A), move things with my mind, when calm and at
peace. Weakness: Fears the Dark Side.
● Weapon of a Jedi Knight (Relic Theme): Mystery/Identity: “Must I kill to survive?”. Power
Tags: Lightsaber (A), slice through opposition, pierce any armor. Weakness: unwanted
attention.
● Padawan Training (Training Theme). Identity: “Always…” Power tags: defensive
maneuvers, Master Toluin’s memory, careful and measured, never surprised.
Weaknesses: inexperienced, loss and regret
● Frozen in Carbonite (Defining Event Theme). Identity: “Always honor their sacrifice.”
Power tags: sense of obligation, meditation, “can’t be too safe”. Weakness: Relic of a
bygone era.
A scion from a noble family with a tradition of the Force, on a mission to save Jedi knowledge
from being lost forever.
● Compelling Presence (Expression Theme): radiates authority, iron will, alter their
perceptions. Weakness: pride and arrogance.
● The Family Secret (Defining Relationship Theme): Identity: “”. Power Tags: a trove of
knowledge, suave and attractive, family “friends” in high places, access to a trust fund.
Weakness: suspected of treason, my successful brother.
● Stop the Sith (Mission Theme): Identity: “”. Power Tags: a man on the inside (A), sheer
determination (G), ready for the kill (J). Weakness: bouts of despair.
● Sector Defense Force (Training Theme) Identity: “”. Power Tags: logistical expert, basic
marksmanship, computers. Weakness: freezes in combat.
A former Imperial Survey Corps scout whose eyes were opened due to a defining event.
● Explorer (Training Theme): Identity: “”. Power Tags: astronavigation, a good shot,
wilderness survival, research methods. Weaknesses: curiosity, went AWOL.
● Mountain-top experience (Defining Event Theme): Identity: “”. Power Tags: world of
possibilities, Force talisman, great reflexes. Weakness: nightmares and flashbacks
● Feel the Force (Divination Theme). Mystery/Identity: “?” Power tags: premonitions, sense
the best path, predict a foe’s next move. Weakness: I need more time.
● Jumpmaster 5000 (Possessions Theme): Identity: “”. Power Tags: Jumpmaster 5000,
jury-rigged repairs, crack pilot. Weakness: jury-rigged repairs.