TEXT: A DISTRICT OF AFRICAN-AMERICAN FOLK HEROES FIGHTING OPPRESSION
  
  FIND OUT MORE AT  
  WWW.CITYOFMIST.CO
  Credits:
  Written by Chris Spivey 
  Game Design: Chris Spivey, Amít Moshe 
  Editing: Eran Aviram 
  Game Production: Omer Shapira 
  Proofreading: Marshall Oppel 
  Art: Ario Murti, Oliver Morit (Gunship Revolution) 
  Graphic Design: Manuel Serra Sáez, Giovanna De Filippis 
  City of Mist created by Amit Moshe
  © 2019 Son of Oak Game Studio / Amít Moshe
  Distributed by
  HOW TO USE THIS DISTRICT IN YOUR GAME
  This PDF describes a new district in the City setting 
  for the City of Mist RPG: the welcoming family of 
  Independence, which is under siege by the Gate-
  keepers. Here are some examples of how to use the 
  included locations, NPCs, and Dangers:
  • Enhancing themes of freedom vs. oppression. The 
  people of Independence face systematic oppres-
  sion on a daily basis by the clone army and Gate-
  keepers of Ward 9, making this district the ideal 
  setting for stories and characters that revolve 
  around freedom fighting. 
  • Playing Independence’s story arc. Independence 
  features a formidable enemy – Ward 9 – whose 
  impregnable headquarters is impossible to storm 
  without additional support. The crew must first com-
  plete missions to gain the trust of the local crew 
  – Bishop’s Crew, represented as Ally themes – and 
  together mount an attack to take down Ward 9.
  • Finding support, in more ways than one. Crew 
  members who are in need of help can find a home 
  in the welcoming community of Independence. The 
  members of Bishop’s Crew are accomplished, hon-
  est, and helpful Rifts that can be recruited to help 
  with the lead characters’ problems (especially if the 
  crew can help with theirs) and many of the district’s 
  people act with the same spirit of hospitality.
  • Uncovering the origins of the Mist. It could be 
  that the Town Hall of Independence is nothing 
  less than the birthplace of the Mist, or at least of 
  the Gatekeepers’ organization. The Mist’s original 
  secrets might also be lost in the Old Fort’s endless 
  battles, although venturing into the Mist-less Fort 
  grounds may prove to be a psychedelic, life-chang-
  ing experience. 
  “Stop, don’t dial 911. Independence 
  doesn’t work like that. When there’s 
  trouble, we don’t call the cops or 
  ring up the ‘Man’ to come save us. 
  That leads to more trouble, and 
  some innocent people could get 
  killed because some trigger-happy 
  mook with a gun and a badge didn’t 
  like your darker skin tone. Around 
  here, it’s all a risk, it’s always a 
  hard choice. So, my question for 
  you, friend, is, ‘Is it worth it?’”
  – Isaiah William Bishop
  
  3   |   CITY OF MIST − InDEPEnDEnCE
  Independence isn’t just a district. It’s 
  friends, it’s family, it’s community. 
  You can’t walk down a street without 
  running into at least one person you 
  know, and just around the corner you’ll 
  see another friend coming to you with 
  the local gossip about someone else 
  they just saw. You don’t get to choose 
  your neighborhood family, and may 
  not even like them, but you can rely 
  on them to have your back against the 
  rest of the world. Then they may cheat 
  you out of a ten spot for their trouble. 
  Family, right?
  Independence is a micro city inside of the City with a 
  suburban vibe running throughout it. Down any street 
  in the district, one can find an intermingling of small 
  shops, residential houses, a few monolithic apartment 
  buildings, and groups of retirees on the sidewalk play-
  ing cards or checkers. You may also run across a large 
  green park with a smattering of trees, flowers, domestic 
  wildlife, and the sounds of kids playing ball. Moving 
  inward from there, there are modern streets and archi-
  tecture, eventually arriving at the ocean.
  Broiling underneath the warm and open community is 
  a struggle for freedom. Since the early days of the City, 
  Independence has been the testing grounds of a Gate-
  keeper experiment in social oppression and a home for 
  movements trying to resist it. This social atrocity has 
  been managed by an autonomous and covert division 
  of the Gatekeepers titled Ward 9. At the same time, 
  locals try to get by using any means necessary, some 
  running criminal operations and some even collaborat-
  ing with the Gatekeepers. 
  The face of Ward 9, Imogen Waite, says they will stop 
  the criminals soon, but rumors swirl around about 
  Ward 9 and some of the criminals being in bed togeth-
  er. Recently the body of Robin Wiser, a journalist for 
  the local newspaper the Independence Press and the 
  source of these rumors, was found washed ashore.  
  The murderers meant this as a sign for everyone to 
  understand who is in charge, but much to their cha-
  grin, Independence did what it always does when faced 
  with threats, violence, and intolerance; it stood up and 
  continued to fight back.
  BEYOND THE MIST
  Independence is a place of struggle, a place for those 
  who don’t accept what has been foisted upon them. 
  People from all walks of life looking to explore their 
  dream come here to make a home for themselves, to 
  find a place to belong, and to be able to define them-
  selves. The community is always open to people of 
  meager means. Those kicked out by their folks, wan-
  derers, and visionaries call the district home, inviting 
  Mythoi of related nature to find their Rifts here.
  At one time, literal giants walked in the place that 
  would be called Independence. The draw of Inde-
  pendence to empower the dreamers is rooted in the 
  district’s origins; it once existed without the Mist, a 
  town predating the machinations of the Gatekeepers. 
  Then the Gatekeepers and the Mist came, turning the 
  land into the first battleground of the City. The Mist 
  is stronger here than anywhere else, likely due to the 
  Town Hall, which serves as a Gatekeeper foothold 
  against the Mythoi. Some Rifts who have studied the 
  evolution of Gatekeepers believe Town Hall to be the 
  first Gatekeeper fortress, perhaps even where the Mist 
  was born. This could be why Ward 9 is given such a free 
  hand in oppressing the district. Could Independence be 
  the key to freeing the City from the Mist?
  PLACES OF INTEREST
  THE ROWS
  The Rows are what every other district wants. The 
  businesses that run through the middle of Indepen-
  dence have been a part of the district since its incep-
  tion. The Rows were born of a simple idea: a place 
  for black business, where black people and those 
  oft-overlooked and oppressed walk with pride, able 
  to feel part of something greater and not live under 
  heel. A street of businesses ranging from mom-and-
  pops to fully-incorporated business chains, operating 
  unfettered. Every single business is black-owned and 
  black-operated, and the money is spent in the district 
  and goes back into the district. For the residents of 
  Independence, the Rows represent economic freedom 
  and a chance at equality. 
  The Rows feels like a warm handshake to anyone walk-
  ing down the street. The shop owners seem to offer 
  just the right amount of help but are hands off and 
  never overstay their welcome. The buildings appear 
  slightly worn but lovingly cared for, comfortably lived 
  in, with decades of life left in them. That warm feeling 
  of acceptance and potential has people from all over 
  
  4   |   CITY OF MIST − InDEPEnDEnCE
  the City flocking to the Rows. The money flows into 
  Independence and tourism is always high. The heavy 
  Mist protects the Sleepers from perceiving the sprawl-
  ing street battles playing out in the Rows by the niners 
  trying to break the folks of the district and crews of 
  Rifts stopping them. 
  THE CHURCH
  The Church (Virtue of Hospitality) was the first build-
  ing to be constructed in Independence, predating Town 
  Hall. Back in the old days, religion was a daily part of 
  life and used as a safeguard against the unknown. Its 
  role in the community changed over the passing of 
  years but it never lost its prominence; every service is 
  packed to the hilt with congregants. While primarily 
  a Christian church, the pastor has opened the doors 
  to anyone needing a safe haven and frequently invites 
  other religious leaders to visit. 
  The impossibly tall, brick building seems to be under 
  constant renovation, expanding with additional 
  rooms and space. Every few years a new room just 
  appears, matching whatever needs the community 
  has. The church currently encompasses an entire 
  city block without casting a shadow over any other 
  buildings. The holy woman, Olivia (Sleeper), has been 
  praised for her diplomatic skills but she claims she is 
  merely a facilitator of a higher power. Every treaty, 
  agreement, or deal signed at the Church has proven 
  successful and it is now viewed as the neutral ground 
  by members of all factions in the district, and beyond. 
  no one remembers when Olivia arrived but they feel 
  like she has been there forever. Perhaps it has some-
  thing to do with the spirit of the place more than the 
  presiding clergy. 
  FREEPORT
  While The Rows keep the lights on and The Church 
  serves as the heart of Independence, Freeport keeps the 
  spirits high and the people happy. A retro 1920s-style 
  speakeasy-turned-modern-day-cafe and club, Free-
  port sits on a slightly elevated piece of land close to 
  the Rows, providing the best view of the district and 
  other distant parts of the City. The central location 
  and view have made it a favorite hangout, keeping the 
  local business going. Every evening between 6pm and 
  9:30pm a different community event takes place. Then 
  at 10pm, every underage person is sent home, with the 
  band hitting the stage before 11pm, and the music and 
  booze flowing freely. 
  Visiting Freeport is the easiest way to meet new people 
  or relax a bit from the stress of the world. It serves the 
  best bourbon (without a doubt) and coffee (arguably) 
  in the entire City. Louis (Sleeper) took over the place 
  a decade ago, and since then, he removed the 60s 
  aesthetics to take it back to its original look. Walking 
  inside feels like stepping back in time, and within min-
  utes you’re already forgetting your cares. 
  
  5   |   CITY OF MIST − InDEPEnDEnCE
  FREEPORT y
  Something about Freeport is distracting and guests 
  easily lose hours of time unless they are actively and 
  repeatedly watching the time. On the upside, Free-
  port makes you forget not just yourself, but also your 
  troubles. The local vibe also interferes with electrical 
  devices; cell phones receive no signals and recording 
  devices don’t work.
  • Forget Yourself: When you spend a scene relaxing 
  and enjoying yourself in Freeport, the MC can make 
  one hard move to represent the consequences of 
  being late.
  • Restorative: When you spend a scene relaxing and 
  enjoying yourself in Freeport, you may remove any 
  single negative emotional status of tier 5 or lower.
  • Deadzone: When you try to use an electrical device 
  in Freeport, it takes dead-5. Remove the status 
  when you leave Freeport. 
  THE OLD FORT
  On the edge of Independence overlooking the water is 
  the Old Fort. This coastal fort was constructed centu-
  ries ago to serve the people as a harbor defense facility. 
  It survived enemy shellings, assaults, and provided safe 
  housing for early Independence folks during hurri-
  canes. Then, over a hundred years ago, a massacre 
  occurred within, and the place hasn’t been used since. 
  Most of the details are lost, and no one talks about it, 
  but at night, screams and sounds of a battle can occa-
  sionally be heard from inside. Those entering feel an 
  otherworldly-cold inside. 
  The Old Fort is one of the rare locations in the City that 
  have remained unaffected by the Gatekeepers and the 
  Mist. The entire building seems to repel the Mist to the 
  point some Sleepers awaken minutes after being inside. 
  The Old Fort acts as a conduit, allowing Rifts to move 
  into the realms of other Mythoi, the land of the dead, an 
  eternal battlefield, and on occasions, allowing Conjura-
  tions to emerge and escape into the City. It is haunted 
  by the spirits of those who died during the massacre, 
  one of the early battles between Gatekeeper supporters 
  and their opposers. At night, armies of Mythoi amass 
  and relive their battle. Only the strongest of Rifts can 
  witness the battle and live to tell the tale, as coming 
  near it holds the risk being drawn into the endless 
  struggle. A few unfortunate Rifts over the century have 
  become part of the battle and can be distinguished in 
  the fray by their clashing clothing and fashion.
  TOWN HALL
  The Town Hall is only partially in the district; it’s 
  rumored to exist in all districts to a minor extent but 
  nowhere else like it is in Independence. To all outward 
  appearances and Sleepers, the Town Hall is a building 
  of the neo-Renaissance style that drew its distinctive 
  look from many other styles: Gothic, Italian Renais-
  sance, Classical, to name a few. The five-story building 
  hides underneath it at least two sub-basement level 
  jails and multiple unknown sub-offices. The building 
  appears fully staffed with people constantly moving, 
  working, and too busy to be bothered. Any time some-
  one garners their attention, the employee redirects 
  them to some obscure division and down an endless 
  bureaucracy trail.
  Ward 9 has given public announcements about plans to 
  reinvigorate business as well as  rezoning opportunities, 
  and has issued announcements to all local business 
  owners to resubmit their paperwork. A number of local 
  protests have sparked up outside of the building, calling 
  for an investigation into the real agenda behind this 
  new, skewed policy, suspecting Ward 9 is trying to use it 
  to perpetuate redlining in and around Independence. 
  In reality, the Town Hall is the Gatekeepers’ strong-
  hold, generating the Mist for the district to suppress 
  Rifts, keep Sleepers in a state of acceptance, and help 
  hide vanishing locals, visitors, and troublemakers. The 
  building itself is covered by an extremely thick layer of 
  Mist. It serves to hide the horror which awaits at the 
  bowels of the building, an efficient and tireless process 
  for the production of an army of identical niners, the 
  private security force for the district. These identi-
  cal-looking, obedient enforcers carry out the will of the 
  Gatekeepers, and sometimes kidnap prisoners into the 
  Town Hall’s sub-levels, to be processed. Outside, the 
  fate of these victims remains unknown.
  The only Rift to ever have entered the building and 
  come out alive is B (see page 10), who has witnessed 
  the cloning process with their own eyes. In the deep 
  sub-levels, massive vats are connected to a terminal 
  that controls the niners’ fabrication. The process 
  requires raw living material – people – to be converted 
  into the drones in the gray suits. Is this a new devilry 
  devised by Gatekeeper command or is it a horrific bid 
  for survival made by Ward 9 because their funding was 
  cut? Only the commanding Gatekeeper knows.
  
  6   |   CITY OF MIST − InDEPEnDEnCE
  TOWN HALL GATEKEEPER  
  SECURITY MEASURES yyyyy
  ALARM 3  /  DISPEL 5
  • Reinforced Mist: When you hang around Town 
  Hall, take forgetful-5. When you make a move 
  against Town Hall, first take forgetful-5.
  • Red Alert: When alarm:3 is maxed out, create a 
  new Danger: niners (see page 11) and give locked-
  in/out-5 and knocked-out-5 (gas) to unauthorized 
  personnel in the perimeter.
  • Increase its internal threat level (give itself threat-1 
  on the alarm spectrum)
  • Make anyone trying to override it nervous-2 or give 
  them sweaty-hands-2
  • Present a new security countermeasure that must 
  be overcome, such as a restrictive magical field, 
  illegible shifting runes, multiple wards across an 
  area, etc.
  LOCALS
  Independence poses an opportunity to 
  take on a heavily-fortified, outlying, 
  and possibly rogue Gatekeeper outpost. 
  This could be the crew’s first step in 
  unravelling the Gatekeepers’ working 
  throughout the City. But taking on 
  Town Hall without first teaming up 
  with those who have been fighting it for 
  years would be foolish, not to mention 
  dangerous.
  There is already a crew operating in Independence: 
  Bishop’s Crew, which consists of Isaiah William 
  Bishop (High John de Conqueror), Professor Myrna 
  Walker (John Henry), Captain Jacob Reeves (Lone 
  Ranger), and B (Harriet Tubman). Any other crew 
  trying to set up here would be wise to earn their favor 
  or get the hell out of their way (that is, out of Indepen-
  dence).
  Bishop’s Crew is always happy to lend a hand to a pass-
  erby or visitor on an occasional basis, but in order to be 
  accepted as part of the district one needs to find folks 
  that’ll speak for one’s good character. Gaining that lev-
  el of respect rivals that of the Labors of Hercules. Gain-
  ing the favor of Bishop and his crew is a good start, but 
  they’ll expect you to prove yourself by helping some of 
  the other folks too.  
  EARNING FAVOR
  Crew members who want to earn the favor of the In-
  dependence Crew members will have to surmount the 
  following challenges and prove their worth to the cause: 
  • Bishop’s family business is now gone but Bishop 
  knows that commerce is the lifeblood of Indepen-
  dence, and the impressive amount of money switch-
  ing hands in The Rows rivals that of Downtown and 
  keeps the community going. If someone could help 
  keep the machinations of Ward 9 out of the affairs of 
  local businesses, they would earn his respect. 
  • Prof. Walker has figured out that the Mist is the key 
  to greater understanding of Ward 9 and their powers 
  and she needs samples of people and things created 
  by the Gatekeepers’ magical arts. If someone could 
  get her usable samples of the Lurker (page 12), she 
  would back their play. 
  • Captain Reeves still remembers the odd feeling from 
  being at the Old Fort and does not talk about it much. 
  Anyone who can uncover the truth about the Old Fort 
  and convince him of it will earn his good will. 
  • B needs more information about the inner workings 
  of the Town Hall (they’re cooking up a plan to break 
  out those jailed there, or worse). If someone provides 
  a copy of the building plans and proves their authen-
  ticity, they’ll gain their favor.
  Finally, the people of Independence want to see their 
  allies actively resisting the oppression of Ward 9. This 
  could manifest in a number of ways:
  • Legally outmaneuver Ward 9 and have one of their 
  prisoners released. 
  • Successfully expose a local company trying to oust 
  other companies through illegal practices, and orga-
  nize a protest against it.
  • Provide help to John and Willow, who are looking to 
  start their own business and need help navigating it 
  from start to finish.
  • Do away with a powerful rival Rift from another 
  district who is trying to start up a crime ring in Inde-
  pendence. 
  • Banish a local gang has been harassing businesses; 
  the gang members are materialized spirits (Conjura-
  tions) and need to be literally banished.
  As long as the crew has not proven themselves to Bish-
  op’s Crew and the people of Independence, Bishop’s 
  Crew may view them as a threat or nuisance; if the 
  players’ crew does not start any trouble, they won’t be 
  bothered, just monitored. 
  
  7   |   CITY OF MIST − InDEPEnDEnCE
  Whenever the crew is acknowledged as allies by one 
  of the Bishop’s Crew members, you can represent that 
  support as a temporary Ally extra theme for your crew 
  – see the templates below for suggestions for power 
  tags, weakness tags, Mysteries/Identities, and special 
  improvements. That member of Bishop’s Crew then be-
  comes a Secondary Character (see Player’s Guide, page 
  236) and uses player moves rather than Danger moves 
  in all interactions.
  ISAIAH WILLIAM BISHOP 
  High John de Conqueror, African trickster-prince turned 
  reluctant folk hero
  Isaiah Bishop III, or Zeke to his friends, is Indepen-
  dence royalty. The Bishops were one of the founding 
  families of the City and Independence, and have been 
  around since before anyone can properly remember. 
  Their status is generally a given, and the family has 
  exemplified black royalty since. The latest Bishop 
  and scion of Independence, Isaiah finds himself the 
  center of attention for any room he is in. He grew up 
  with money and privilege, bouncing through life with 
  a string of interests, and became a master generalist. 
  A strikingly handsome and charming man, he always 
  wears linen suits, frequently of a lighter blue color. 
  Isaiah has always seemed to have a knack, and some 
  would say magic, to perform any task with grace and 
  style. His words seem to sway crowds and turn enemies 
  into friends. This was an ability used mainly in the 
  pursuit of pleasure and amusement, making him more 
  of a wastrel than anything else. 
  That is how it would have remained if not for Ward 9. 
  Isaiah and his whole family were killed in a car bomb-
  ing, with Ward 9 claiming all of the family’s assets and 
  businesses. Isaiah saw the hordes of faceless niners 
  scouring the wreckage for something. His knack, his 
  magic for performing impossible tasks allowed him to 
  cheat death and walk back into Independence, un-
  harmed. The family’s business and assets are gone but 
  Isaiah was undaunted. He finally came to understand 
  how the real world works and his vision was clear. He 
  took to the streets, becoming an activist against Ward 
  9, protecting those he could with his crew and always 
  looking to help even more. He knows he has an impos-
  sible task before him, only doable by a trusted crew, 
  friends, and the community at his back.  
  ISAIAH WILLIAM BISHOP yyy
  Carrying within him the Mythos of an African prince 
  who has tricked the Devil himself, Bishop has already 
  died three times but keeps coming back. He is not sure 
  how or why it happens but it hurts like hell and he is 
  not keen to have it happen again.
  HURT OR SUBDUE 3  /  BREAK SPIRIT –
  • Cheat Death: When Bishop dies, his body goes 
  mysteriously missing. At the end of the next down-
  time, he shows up in Independence again. next 
  time he dies, he returns after two downtime moves, 
  then after three, and so on. 
  • Magic Man: Once per scene, Bishop can conjure 
  a magical axe, a lucky root, or the Devil’s horses. He 
  may repeat this trick in the same scene as an intru-
  sion, taking strained-1.
  • Know the Devil’s Tricks: Tags related to magic 
  or trickery cannot be invoked in actions against 
  Bishop (although he can be harmed by collateral 
  damage). Dangers cannot use magical or trickery 
  abilities against him.
   
  • Speak in a way that makes people listen and either 
  help (inspired-3) or step back (threatened-3), affect-
  ing anyone who can hear him
  • Break into rolling laughter, lifting his crew’s spirits 
  even in the most hopeless situations (remove up to 
  three tiers of negative emotional statuses from each 
  crew member)
  • Steal an object right under someone’s nose (burn a 
  tag and give it to Bishop)
   
  • Jaunt into the scene, all smiles and beaming eyes
  • Speak to the people, rallying them to the cause
  
  8   |   CITY OF MIST − InDEPEnDEnCE
  ISAIAH WILLIAM BISHOP
  Ally
  MYSTERY
  How can hope endure despite hardship?
  POWER TAGS
  inspire hope, relentless trickster, unbreakable spirit, 
  faith in Independence, rally the people, cheat death, 
  knows what goes down in Independence, a magical 
  axe, the Devil’s horses, can’t trick the trickster
  WEAKNESS TAGS
  occasional cleptomancy, exhausted by working magic, 
  takes nothing seriously, hunted by Ward 9
  THEME IMPROVEMENT
   One Spirit: When you use tags from this theme to 
  Face Danger against an emotional status affecting 
  you and your allies, allies who can benefit from 
  Bishop’s protection don’t Face Danger but use your 
  result instead.
  PROFESSOR MYRNA WALKER
  John Henry, legendary folk hero with  
  the power of a steam train
  Professor Myrna Walker graduated top of her class 
  from the City University with multiple degrees in phys-
  ics, mathematics, and chemistry. The university swept 
  her up, gave her tenure, and she’s since been teaching 
  to the masses in the Old Quarter. However, she has 
  never forgotten her roots, the family business, or the 
  community. She never felt at home outside of Inde-
  pendence, but for some reason, she did feel stronger. A 
  brief tussle with a squad of goons trying to rob the lab 
  ended with her being shot multiple times but suffering 
  only minor scratches before disposing of the lot. 
  Myrna’s folks own and operate an auto shop called 
  “Walkers”. She first began to understand her connec-
  tion to the Mist when a forklift failed and dropped a 
  van onto her father as he was working beneath it. She 
  caught it with one hand and held it aloft for him to es-
  cape, and was surprised to discover she had hurt herself 
  more than the bullets did. She deduced that the reason 
  for this must be the presence of a force which negates 
  her powers, and that this force is more voluminous in 
  Independence. Since then, she has been trying to under-
  stand how the Mist works. 
  Myrna is naturally brilliant and gifted with the superhu-
  man strength and durability of John Henry, making her a 
  one-woman army.  She is a wall of a woman with a steely 
  gaze that could quell a charging rhinoceros, and her 
  punches hit with the power of a speeding steam train. 
  PROFESSOR MYRNA WALKER yyyy
  HURT OR SUBDUE 4
  • Invincible: When Myrna takes physical or subdual 
  status, reduce its tier by 3.
   
  • Punch with immense strength or hurl an object as a 
  weapon (broken-bones-4)
  • Recover from injury or fatigue much faster than 
  normal (remove up to two tiers of physical harm or 
  fatigue statuses)
  • Use applied science to counter someone’s powers or 
  equipment after analysing them (burn two related 
  tags or depowered-2)
   
  • Carefully examine a Mythos- or Mist-related phe-
  nomenon she just witnessed
  • Pick up a trash can or break off a parking meter and 
  use it as a club 
   
  PROF. MYRNA WALKER
  Ally
  MYSTERY
  How can I break free of the Mist?
  POWER TAGS
  invincible, science professor, the strength of a steam 
  engine, scientific curiosity, packs a punch like a 
  locomotive, shelter someone, research & analysis, use 
  heavy objects as weapons, contacts in the scientific 
  community, loyal to the cause
  WEAKNESS TAGS
  experiment gone wrong, takes too long to ponder, bull 
  in a china shop, dependent parents
  THEME IMPROVEMENT
   Fateful Moment: You can burn the invincible tag 
  for a hit.
  
  9   |   CITY OF MIST − InDEPEnDEnCE
  JACOB REEVES, CAPTAIN (RET)
  The Lone Ranger, the true spirit of the Western Frontier 
  Jacob Reeves, Captain (Ret.), remembers growing up 
  playing army with other kids throughout Indepen-
  dence. They would run through the streets, dodging 
  through the Rows, staying far away from the Town Hall, 
  and on the brave days, venture down to The Old Fort. 
  Even then, he had a knack for finding the other kids 
  regardless of where they hid, capturing them, and with 
  his eagle eye always making the shot in basketball or 
  striking the batter out at baseball.  
  Once old enough, Reeves joined the military, sky-
  rocketed through the ranks, and returned home with 
  honors after several tours of duty. He discovered that 
  his service did not change the City nor did it make life 
  easier. All it did was make him distant, cursed with 
  flashes that sent him straight back to the war. Get-
  ting home found him on the outs; his natural talent 
  with guns and finding hidden things got him far in 
  the service but was of little use back home. He turned 
  down offers to work for the local mob as well as Ward 
  9’s recruitment efforts. A lot of folks in the community 
  needed help, they needed a person they could count 
  on, and as Jonny law is always looking out for everyone 
  else, Reeves was it. 
  He stumbled into the role of a shamus, a gumshoe, a pri-
  vate dick. It’s dirty work but cleaner than being someone 
  else’s boy and it allows him to give back to all of those 
  people who took care of him when he was down. Reeves 
  can now be found on the streets, always dressed in a 
  cheap black suit, black trench coat, handcuffs, and a pair 
  of pearl-handled six shooters at his sides.
  CAPTAIN REEVES yyyy
  HURT OR SUBDUE 4  /  CATCH 4 
  • Powers of Deduction: When Cpt. Reeves surveys 
  the scene for the first time or as a hard move, the 
  MC will ask you one question. You must reply with 
  a straight answer or a solid lead. Cpt. Reeves knows 
  your answer, even if your character didn’t speak it.
  • Deadeye: Reeves is an exceptional trick shot capa-
  ble of even bending bullets around corners. When 
  you Face Danger against Cpt. Reeves’ shots, you 
  cannot invoke tags or statuses related to cover or 
  armor unless they provide fail-proof protection.
  • Gunfight Survival: When Reeves enters the scene, 
  give him bulletproof vest. When shots are fired, he first 
  takes dodging-bullets-2, renewable as a soft move.
   
  • Shoot both pistols simultaneously at one or multi-
  ple targets (riddled-with-bullets-4 or alive-but-just-
  barely-5)
  • Physically subdue a target with rope or handcuffs 
  (restrained-3)
  • Trick-shoot a weapon out of a target’s hand or dis-
  able a device with a well-placed shot (burn one tag)
   
  • Gently brush the pearl-handles of his six shooters 
  with his thumbs
  • Broodingly study a crime scene
   
  CAPTAIN REEVES
  Ally
  IDENTITY
  I shall live each day with courage.
  POWER TAGS
  spot overlooked details, washed-out gumshoe, expert 
  marksman and gunslinger, after the truth, trickshots, 
  bulletproof vest, tracking, pearl-handled six-shooters, 
  Independence underworld, keeps to the straight and 
  narrow path
  WEAKNESS TAGS
  can’t lie very well, PTSD flashbacks, slob, disgruntled 
  ex-clients 
  THEME IMPROVEMENT
   Deadeye: Once per session, before Cpt. Reeves 
  shoots a target, you get a 2-Juice batch. Use it to 
  remove tags or statuses representing his target’s 
  cover or armor or to give Cpt. Reeves an aiming status.
  
  10   |   CITY OF MIST − InDEPEnDEnCE
  B
  Harriet Tubman, boundless freedom fighter and legendary 
  Underground Railroad infiltrator
  B grew up with a loving father, Alistair, a semi-success-
  ful middleweight boxer with questionable mob ties. 
  When the mob said to throw a fight, he did; when they 
  said to win, he did; and when they said, “We need you 
  for a little muscle gig,” he reported in. It kept the mon-
  ey coming in and the lights on in their tiny apartment. 
  Every few months, their mother, Barbara, would drop 
  in with promises of a better life, raising B’s hopes, only 
  to vanish just as quickly as she turned up. Every time, 
  Alistair was there making excuses for Barbara and say-
  ing maybe next time she can stay. All of B’s free time as 
  a kid was spent in the gym training, boxing, doing mar-
  tial arts, and whatever else people would teach them.
  Realizing that at the end of the day you can only count 
  on yourself, B got a part-time gig at Freeport and opened 
  their own small dojo, teaching to fund the dream of 
  being a painter. Their first show will open soon at a local 
  gallery in the Rows. Everyone knows B, and many come 
  to them for advice, a friendly ear, or help. 
  B is the only person ever to come back from the Town 
  Hall building. no one knows how and B is not sharing. 
  They are the toughest member of Bishop’s Crew and 
  unbeatable in a dust-up, capable of finding a way into 
  any secured facility. B is always dressed in loose gym 
  clothes, steel-toed boots, and small go-bag with their 
  dreads pulled into a tight bundle.
  B
  Ally
  IDENTITY
  Never leave anyone behind.
  POWER TAGS
  fugitive smuggler, master spy, miraculous 
  escape, freedom fighter, expert martial artist, 
  evasive maneuvers, sense escape routes, dojo in 
  Independence, network of shepherds, “I’m your only 
  way out of here”
  WEAKNESS TAGS
  ambitious rescuer, dead ends, can’t sit still, wanted 
  dead or alive
  THEME IMPROVEMENT
   Underground Railroad: When using Sneak Around or 
  Take the Risk with tags from this theme, if B had time 
  to plan an escape or a rescue, the move is Dynamite!.
   
  B yyyy
  HURT OR SUBDUE 5  /  CATCH 6 
  • Top Eye Open: When B enters the scene, give them 
  alert-3. 
  • Evasive Maneuvers: When B enters a fight, give 
  them evasive-2. 
  • Moving Target: When B takes physical harm or 
  subdual status they can dodge, reduce its tier by 2.
  • Ticket to Liberty: As an intrusion, B can remove 
  any restrictive status from themselves or those they 
  choose to liberate.
  • Underground Railroad: B can break into and out 
  of any area, with proper planning. When B is sneak-
  ing into a scene, give them and anyone with them 
  stealthy-4.
   
  • Take down an opponent with uncannily effective 
  Jujutsu (disabled-5 or not-breathing-5)
  • Radiate inner peace, making others feel comfortable 
  (friendly-2)
   
  • Glance around fleetingly, marking potential escape 
  routes
  • Step back into the shadows, smiling
  THE NINERS
  The niners appear as private security decked out in full 
  police body armor with fully covered faceplates. These 
  faceless, endless goons of Ward 9 carry out the orders 
  coming out of Town Hall, act as a police force for the 
  district, and rarely speak. When they do, their voices 
  are cold and distant, as if they are speaking from the 
  bottom of a well. 
  Town Hall’s countless foot soldiers carry high-caliber 
  military-grade weapons, drive converted Humvees 
  to patrol the city streets, and use goonish tactics. A 
  couple of times when a Rift spotted one out of armor, 
  they were unnaturally white, with otherwise average, 
  indistinct features, and nearly identical twins (Sleepers 
  find it hard to notice these details). 
  The niners operate in squads of ten to overrun their 
  targets. They focus on maximising their advantage of 
  numbers and mass, with little regard to themselves as 
  individuals. They almost never attack to kill, instead 
  preferring to subdue and then drag their victims alive 
  into Town Hall, under some litany of trumped-up 
  charges. Many of the kidnapped are never seen again, 
  be they Sleepers or Rifts.
  
  11   |   CITY OF MIST − InDEPEnDEnCE
  NINERS yy
  HURT OR SUBDUE 3  /  COMMUNICATE –
  • Collective: This Danger is a Collective with several 
  members and a size factor of 2.
  • Riot Gear: When niners take a physical harm sta-
  tus, reduce its tier by one.
   
  • Physically subdue a target with batons and restrained 
  them with handcuffs, ziplocks, and tear gas (re-
  strained-3; at tier 6, target is abducted to Town Hall)
  • Quench revolutionary vibes with their mere pres-
  ence (give all targets of their size factor or small-
  er despaired-2 or reduce two tiers of the target’s 
  hope-related statuses)
  • Set up a barricade (giving themselves barricaded-1)
  • Call their endless legions for backup (increasing 
  their size factor by one)
   
  • Overrun an area, a building, or crowd of people
  IMOGEN WAITE, 
  TOWN HALL SPOKESMAN
  Gatekeeper
  For Sleepers, the loud-mouthed Imogen Waite is the 
  representative of Town Hall and the voice that sugar-
  coats their oppressive policies. Rifts sense that he is 
  part of something greater, a much more insidious and 
  dangerous operation; the wise ones steer clear of him, 
  while the brave or foolish are never seen again. In ac-
  tuality, Imogen Waite is a mid-level Gatekeeper agent 
  of Ward 9, an autonomous and purist Gatekeeper group 
  that has control over Independence. His directive as an 
  agent is to maintain the extreme Mist over Indepen-
  dence, focusing mostly on keeping the population at 
  large asleep, busy with their policy-induced everyday 
  struggles, and on taking out any Rifts who presume to 
  threaten this status quo.
  Imogen is a Silver Soul, a term coined by Gatekeeper 
  purists for a Gatekeeper who was recruited before 
  his awakening, and so has never known his Mythos 
  (progressive Gatekeepers call them Grey Souls). He was 
  groomed from childhood for the role of an agent by 
  his father, Frederick Waite, a high-ranking Gatekeeper 
  himself. Like his fellow Ward 9 bigwigs, Frederick used 
  the Mist to his own gain, accumulating wealth and 
  prestige. Learning at the foot of his father, but lacking 
  his old man’s talents, Imogen confused greed with hate 
  towards those he viewed as inferior, an attitude which 
  allows him to further his family and Gatekeeper goals 
  with complete disregard to the cost of lives. 
  Imogen wants the power, the praise, and the wealth his 
  father has but loses it every time. Frederick bailed out 
  his washed-up son time and time again. However, one 
  talent Imogen undoubtedly possesses is the art of the 
  spin: regardless of his actions, he could always amass 
  enough fans that would believe him, accepting his 
  views as facts. This proved valuable for a public-facing 
  Gatekeeper position, and he has been stationed there 
  ever since. 
  The decades have been kind to the man, considering 
  how old he really is. When he’s behind the podium, he 
  usually wears an immaculate suit and projects an im-
  age of strength. For Rifts’ eyes only, the skinny Imogen 
  seems to fail to fill up the suit, and his face is covered 
  with wrinkles of displeasure and spite.
  IMOGEN WAITE yyyy
  HURT OR SUBDUE 3  /  ALERTED 3
  • Creepy Feeling: Whenever you try to Investi-
  gate to learn more about Imogen Waite, you get 
  a strange feeling that he is impenetrable. Imogen 
  Waite first takes mysterious-3. This status cannot 
  exceed tier 4.
  • Explosive Shrouding Ward: Once per scene, as 
  an intrusion, everyone around Imogen Waite takes 
  oblivious-5. At his option, he may flee the scene.
  • Advanced Defensive Shrouding: When you attack 
  Imogen with Mythos powers, the MC first burns two 
  power tags you used in your attack.
  • Bodyguards: When Imogen Waite takes a status 
  from which his niners can protect him, the niners 
  takes the status instead (use niners, above). 
  • Spy Through the Mist: As a hard move, the MC 
  can give Imogen Waite about-to-notice-1, without 
  naming him. When alerted:3 maxes out, Imogen 
  Waite knows what the PCs are up to, no matter 
  where they are in Independence.
  • Town Hall Backing: When Imogen Waite or any-
  one he is protecting takes a legal or financial status, 
  reduce its tier by 4.
   
  • Shroud a person or a crowd of any size so they can’t 
  focus on what matters (preoccupied-4)
  • Announce a new oppressive policy, making it sound 
  constructive or necessary (give Independence op-
  pressed-into-sleep-1)
  • Slyly convince someone of his point, even without 
  shrouding (trusting-3)
   
  • Blow on the microphone, commanding silence
  • Expose his Gatekeeper tattoos
  
  12   |   CITY OF MIST − InDEPEnDEnCE
  THE LURKER
  The Knuckler, mythological Bigfoot-esqe abomination 
  from the woods of Pennsylvania
  Before they crafted the niners, Ward 9 created the 
  Lurker to terrorize the residents of Independence in a 
  move to force them to flee the district, to leave be-
  hind the wealth, the community, and the safe haven 
  they had carved out for themselves. The 10-foot, 
  1,000-pound monstrosity is flesh and blood but beyond 
  description. Its mere appearance paralyses to the bone, 
  its maw shreds with venomous teeth. The abomination 
  birthed from science and Mist carried out its missions 
  relentlessly for years.
  Eventually came a time when the creature interceded 
  on a Gatekeeper Agent capturing a Rift, killing them 
  both. That moment woke it from its own partial slum-
  ber and Ward 9’s control. now the Lurker feeds when 
  it wants – on Independence folks, niners, visitors, or 
  whoever is at hand. The Horror of Independence, the 
  beast that lives in the sewers below the district, has be-
  come a legend thanks to its elusivity and cruelty. Rifts 
  are hunting it, as it hunts them. The Lurker’s scaly hide 
  deflects bullets, its teeth rend metal to shreds, and its 
  speed matches any motorcycle. Fear and death are all it 
  leaves in its wake.
  THE LURKER yyyy
  HURT OR SUBDUE 6  /  THREATEN —
  • Gargantuan: When the Lurker takes a physical 
  harm status, reduce its tier by 4, unless it can affect 
  all of the Lurker.
  • Fear Factor: The first time in a scene you see the 
  Lurker, take terrified-3.
  • Poisoned Maws and Claws: If you take a physical 
  status (after Facing Danger), take poisoned-3 as 
  well. Once per scene, The Lurker vomits poisonous 
  liquid, giving poisoned-2 to everyone around it as a 
  soft move.
   
  • Maul with steel-rending razor sharp claws and 
  teeth (bleeding-wound-3, hard defenses up to steel 
  strength cannot be used to Face Danger)
  • Outrun anyone trying to escape, either on land or in 
  the water (outrun-5)
   
  • Pounce from the shadows, screeching through its 
  venom-dripping maws
  
SOURCE: textdata/thevault/City of Mist (PbtA)/District/City of Mist - District - Independence.pdf