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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.

Examples of Core Moves - ships and vehicles


Go Toe to Toe:
● Fire at a target that is able to take evasive maneuvers.
● In starfighter combat, attempt to gain-the-advantage on a target. If you succeed you put
them in your crosshairs for a subsequent attack.
● Try to catch or outrun a ship.
Hit With All You’ve Got:
● Fire at a target that is unable to take evasive maneuvers.
Take the Risk:
● Play follow the leader (a.k.a. “You’ll kill us all!” or “They’d be crazy to follow us!”) to turn a
contest of firepower into a test of skill.
● Make the jump to lightspeed while under duress.
Change the Game:
● Calculate the Jump to Lightspeed.
● Reroute power to subsystems (gain a temporary status or story tag).
● Make emergency repairs. Reduce a status or recover a burnt tag.
● Attune yourself to the Force.
Sneak Around:
Investigate:
● Perform a sensor scan.
Face Danger
● Come Under Fire (Ship): When your vehicle suffers damage, record the amount of harm
it has taken in total and consult below:
○ 1 harm: minor shielding and light hull damage.
○ 2-harm: major shielding or minor hull damage; one or two systems are
compromised, represented by a story tag, and may cause ongoing complications.
○ 3 harm: serious hull damage; several systems disabled or compromised. The MC
will introduce a story tag, burn a tag, or give a status.
○ 4 harm: major hull damage

Examples of Core Moves


Go Toe to Toe:


Hit With All You’ve Got:


Take the Risk:
● Escape a Situation. When you take advantage of an opening to escape a situation, you
Take the Risk. On a hit, you get away. On a 10+, choose 1. On a 7-9, choose 2:
○ You suffer harm during your escape.
○ You end up in another dangerous situation.
○ You leave something important behind.
○ You owe someone a Debt for your escape.
○ You give in to your base nature and mark corruption.

Change the Game:
● Mislead, distract, or trick. When you’re trying to gain the upper hand over another
character through deception, roll Change the Game. Juice can be spent to:
○ Create an opportunity. Expose a weakness or flaw. Confuse them for some time.
Avoid further entanglement.
● Call Upon the Force: To call upon the Force to help you in a stressful situation, roll
Change the Game using tags that represent your attunement to the Force and ability to
focus. On a hit, spend Juice in the remainder of the scene, representing the Force
helping you. On a 7-9, also take drained-1. On a miss, choose:
○ You’re either too distracted or unsettled to concentrate right now,
○ You act out of anger, frustration, fear, hubris etc. Take 2 Juice and 1 corruption
point. You can always opt not to roll and take this option, or after a 7-9 result.
Sneak Around:
Face Danger:
● Avoid an attack.
● Keep your cool in a tough situation.
Convince:
● Seduce or manipulate someone.
● Threaten someone.
● Apply leverage (political, financial, physical, or personal) on someone to get them to do
what you want.
Investigate:
● Read a charged situation. Make an Investigate move. On a hit, you can ask the MC
questions. Whenever you act on one of the MC’s answers, take +1 Juice for that move.
On a 10+, ask 3. On a 7-9, ask 1. Such as: “Where’s my best escape route/way in/way
past?” “ Who/what here is not what they seem?” “Which enemy is most vulnerable to
me?” “What is the biggest threat to me?” “What should I be on the lookout for?” “What’s
my enemy’s true position?” “Who’s in control here?” “What happened here recently?”
● Observe a person. Figure someone out. Ask questions like:
○ “Who’s pulling your character’s strings?”
○ “What’s your character’s beef with ____?”
○ “What’s your character hoping to get from ____?”
○ “How could I get your character to ____?”
○ “What does your character worry might happen?”
○ “How could I put your character in my Debt?”
○ “Is your character telling the truth”
○ “What’s your character really feeling?”
○ “What does your character intend to do about ___?”
● Trust your Feelings. When you trust your instincts, roll Investigate. On a hit, gain new
insight into your current situation. Take 1 Juice and the MC will tell you something new
and interesting about the current situation, and might ask you a question or two; answer
them. On a 10+, the MC will give you good detail. On a 7-9, the MC will give you an
impression. If you already know all there is to know, the MC will tell you that. If the move
is Dynamite!, you see things for what they truly are. The MC will tell you what’s going on
and how you might deal with it.
● Spout Lore or Jargon: When you consult your accumulated knowledge about something,
roll Investigate. Spend clues to find out what you know.
● Hit the Streets. When you check in with a contact, shop for something special, or go
around observing and asking questions, roll Investigate. Spend clues to find what you’re
looking for.
Special Moves.
Stop.Holding.Back
● Force Mastery: When you tap into the deepest parts of the Force, tell the MC what you
want to achieve. The MC will tell you if it’s possible and then 1 to 4 of the following.
○ First you must ____.
○ You’ll need help from ____.
○ The best you can do is a lesser version, unreliable and limited.
○ It’s going to take minutes/hours/days/weeks of meditation.
○ First you’ll have to get/build/fix/figure out ____.
○ You’re going to need ____ to help you with it.
○ It’s going to mean exposing yourself (plus your friends) to serious danger.
○ It’s going to take several/dozens/hundreds of tries.
○ You’re going to have to take ____ apart to do it.
○ It’s going to cost you ____ to do it.
○ You must travel to ____.
● Gearhead Workspace: As above for Force Mastery.

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);

The Dark Side


Spectrums: Corruption 4 | Fall to the Dark Side 6
● When The Dark Side enters the scene, as an intrusion gain an emotion-related status
such as attachment-2, aggression-2, fear-2, or hatred-3.
● Clouding your Connection to the Force: When you use the Force while having an
emotional status, as an intrusion the MC can activate the status to reduce your move’s
Power.
● Lure of the Dark Side: Whenever you have an emotional status and you give in to your
passion and act in ways dictated by it, add that status to the move’s Power and increase
Corruption by 1 tier.
● Lure of the Dark Side 2: When you do something evil increase Corruption by 1 tier. If
you think it is debatable and you have your reasons, at the MC’s discretion you may
Take The Risk.
● “If you only knew”: When you use the Power of the Dark Side to Stop.Holding.Back.,
add your status, The-Dark-Path, to your move. Whether the move succeeds or fails,
increase Corruption by 1 tier.
● Once You Start Down the Dark Path: When you reach 4 corruption:
○ Rewrite an existing power tag or weakness tag to sound more on the dark side,
and
○ Gain a new theme improvement with a decidedly dark side flair, like a new Force
power. Whenever that improvement is used, increase Corruption by one. And
○ Increase your ongoing status, The-Dark-Path by 1 tier and reset Corruption to
zero. When The-Dark-Path maxes out, your character falls to the Dark Side and
becomes unplayable as a lead character (but will probably come back as an
enemy).
● Forever Will it Dominate Your Destiny: As an intrusion, the MC can activate your
status, The-Dark-Path, to reduce the Power of any move to resist or reduce
emotion-related statuses.
● Atonement: Reduce Corruption by giving up something you want or acting in a heroic
and selfless way. Reduce The-Dark-Path by extended good behavior where you never
come close to gaining Corruption.

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).

Suggested Player Moves


When you need to Gain the Upper Hand you can...
● Size up your foe: Roll Investigate and gain Clues=Power. Ask questions to learn about
your foe, for example, What is his defeat spectrum? What status does he hold? What
armor does he have? What is my foe vulnerable? Or where is he strong? What will get
under his skin?
● Move about your foe: Change the Game using tags that represent your mobility.
Introduce a temporary story tag that represents your tactical advantage, such as
defensive retreat, his back to the wall, I have the high ground, in his blind spot, or
defensive obstacles.
● Sneak an attack: Make a Change the Game move using tags that represent a surprise
attack or trick that is intended to distract or put your foe off-balance.
● Gain the momentum: When you Go Toe to Toe and inflict a hit on your enemy that isn’t
high enough to defeat him or cause damage, you can choose to inflict a status like
momentum or advantage that will help you with your subsequent attack.
● Get in his head: Use a Convince or Go Toe to Toe move to impose a mental status on
your foe.
● Steel yourself: Using tags that describe your state of mind, psych yourself up, gather
your wits, or otherwise prepare for the battle at hand. Create story tags or statuses that
describe your focus, or recover from statuses imposed on you.
● Get the Hell Out: Take the Risk. If you succeed 10+, you disengage from your enemy
and neither Has the Upper Hand. On a partial success (7-9 result) you may also
disengage but the MC will make you face a hard choice.
● Use all your tags: Link a series of moves together: Investigate, Change the Game, Go
Toe to Toe and Face Danger. Tags that wouldn’t be available to Go Toe to Toe might be
useful in other moves and generate story tags that can be used for attack or defense.

Lightsaber Duel Notes


● This system is based on the FATE RPG’s Swashbuckling Duels optional rules. It is
intended to require players to rely on skills other than their main combat moves in a
conflict, with colorful results.
● It introduces the concept of the Upper Hand. You can only make a direct attack on your
opponent when you have the Upper Hand. You will almost certainly be forced to Face
Danger at the start of your turn if you don’t have the Upper Hand.
● To gain the Upper Hand, you must get a full success (10+ result) on an action other than
your main combat moves (Go Toe to Toe or Face Danger). This requires you to get
creative. Your opponent gains the Upper Hand when you fail on a move.
● On the player’s turn they can:
○ Attack, if they have the upper hand.
○ Try to get the upper hand, if they don’t
○ Do something else—put down situation aspects, try to escape the conflict, etc.
○ Defend (Face Danger).
● At the start of a duel or when the combatants have disengaged, nobody has the Upper
Hand and the advantage is neutral. One party must get a full success on a move other
than a direct attack. This could represent a tense-stare down or a fast-draw contest. If
the result is only a partial success (7-9 result), the jockeying continues.
Sabacc - Custom Danger
Win the whole pot X | Lose your chips X
● Sabacc is a game of both skill and chance where players can draw more cards as
betting goes on, and cards not in the table’s “interference field” can be changed
randomly when a “Sabacc Shift” occurs. The object is to have a final hand with a total as
close to 23 or -23 as possible without “bombing out” or going over. A perfect hand of 23
or -23 is called a “Pure Sabacc” and it could only be beaten by a rare and unbeatable
hand called an “Idiot’s Array”. There are two types of pot to be won in sabacc: the hand
pot, which is taken by the player who won an individual hand, and the sabacc pot, which
continually built during the game and went to the overall winner of the match.
● A game of Sabacc consists of several linked Push Your Luck moves where you carry
forward your accumulated results as your score. After each move, you can decide if
you want to Cash Out (consult the Outcome table, below) or Push Your Luck (and roll
again). However, if at any time you score a miss (6 or less), you “bomb out” and you lose
your current stake.
● You start with buy-in-X. This represents your stack of credits. When it reaches zero, you
bust and lose all your credits. When it reaches the max at the table, you’ve taken
everyone’s money.
○ (E.G. buy-in-2 for a short and/or high-stakes game, buy-in-5 for a longer or
low-stakes game.)
● A game starts with Stakes-1. It can increase during play.
○ Suggest increasing the initial stakes with each subsequent round of Sabacc.
● (Credit for inspiration goes to Brendan Conway, writing at Magpie Games)

Push Your Luck (cinematic move)


Use this move when you’re playing a game of chance. Roll 2d6+power.
● On a miss (result of 6 or less), you’re out and you lose the stake. Additionally the MC
can make a Hard Move.
● On a partial success (7 to 11), you can Push Your Luck (stay in the game and roll again)
or Cash Out (withdraw and consult the Outcome table below).
● On a full success (12+), you get the results of a partial success, above. Additionally, you
can re-roll a miss on your next round.

Outcomes of Push Your Luck:


● On a miss at any time (6 or less on a single roll and without the right to re-roll), you lose
your current Stake.
● On a 7-13 total, you get out at a high cost. You lose some hands and some money,
losing half your current Stake (round up).
● On a 14-20 total, you get out without losing your Stake.
● On a 21-27 total, you have a full hit — you win some hands and win your current Stake.
● On a 28-34, you have a strong hit — win double your current stake.
● On a 35 or higher, you have a home run — win a crucial hand where you win triple your
current stake.
Suggested Player Moves
Preceding each linked move and before you decide whether to Push Your Luck, the MC and/or
other players describe the scene to help determine what power tags may be useful. For
example:
● Random chance from the cards as they’re drawn. Roll unaided (unless you can affect
random chance by cheating or other means)
● Playing with strategy and smarts. Use appropriate tags.
● Play the man. Use tags that represent reading your opponents, throwing them off their
game with witty repartee, or bluffing and getting bluffed.
● A long game requires patience and endurance. Make a move using appropriate tags.
● You or another player raise the stakes of the hand. Increase your Stakes by +1 or more
and roll with appropriate tags.
● You raise the stakes to frighten the competition. Increase your Stakes by +1 and get +1
power on your roll.
● A Sabacc Shift happens and redraws several of your cards. Roll unaided.
● The stakes have reached incredible heights and another player bets the farm: throws in
something of additional value (create a story tag).

Master Gal Alyan’s notebook


● The notebook is a trail of breadcrumbs. Master Alyan suspected that the end of the order
was coming. He visited many other Force traditions to warn them and advise them to
prepare. When they have time to study it they get a number of adventure hooks:
○ The Oracle at Pelgrin. A big clockwork tower, powered by the Force, constructed
by a long-lost civilization. It gave jedi who meditated there strange visions about
the future, but which were hard to decipher. The tower was destroyed by pirates
shortly before the rise of the Empire. There are more notes about its prophecies,
and a jedi named Cara Sagan who believed they meant the jedi order would fall.
○ Dueling club: Ephaan Kenzon, a former Padawan who started a dueling club for
at-risk youth on the Outer Rim world of Baltimn.
○ Notes on Jocasta Nu, the jedi head librarian. Master Alyan had many discussions
with her about preserving knowledge. Later in the book, after Order 66, it notes
that Jocasta Nu survived and preserved vast amounts of knowledge from the
Jedi library at a hidden location. It doesn’t say where, but that a light side relic
could be used to find it.
○ After Order 66, Master Alyan made a plan with Jocasta Nu to infiltrate the Jedi
Library to destroy it and retrieve some vital information. Jocasta Nu infiltrated the
library and Master Alyan prepared to infiltrate and destroy a repository of
dangerous dark side artifacts.
○ Prophecies by a reclusive jedi named Cara Sagan. She believed she had
deciphered old prophecies that meant they were near the fall of the Jedi Order.
Cara withdrew from jedi service and raised a family while travelling around the
galaxy.
○ Several jedi temples that he visited
■ A temple on the jungle world Ledeve.
■ A Jedi Temple on Eedit, a jungle planet.
■ The Meditative Canyon on Ambria.
■ Jedi temple on Vrogas Vas.
■ Jedi temple on Lothal.
○ Followers of Palawa, hermit monks on the planet Bunduki. They mastered a
fighting style called Teras Kasi, designed to counter jedi but without the use of
lightsabers. Many of them fell to the dark side. Master Alyan visited a
noblewoman named Madam Pike, whose husband was a Teras Kasi master but
who died. Master Alyan was worried about her children, who were strong in the
Force.
○ Matukai, an independent order of spacefaring nomads. They focus the force
through physical training and enhancing their body. They are also reputed to be
able to train a person who is not normally force sensitive. Master Alyan visited
with some of them. “Force sensitive space gypsy-monks”

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.

The sole survivor of a Mandalorian clan wiped out by the Empire.


● Mandalorian warrior (Training Theme) - martial arts, fast draw, pin-down opponents with
footwork. Weakness:
● Force-enhanced (Expression Theme) - uncanny reflexes, force leap, tactical awareness.
Weakness: unbeliever
● (Possessions Theme): Identity: “”. Power Tags: bescar bracers, weapon modifications,
hidden weapons. Weakness:
● Sole survivor (Defining Event Theme). Identity: “”. Power Tags: driven to mete out justice
(A), a picture of my enemy (C), fearsome (J). Weakness: hollow inside (A)

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