TEXT: A CHILLING CASE OF SHATTERED SOULS AND INNER TURMOIL
  
  BROKEN GLASS 
  A CITY OF MIST CASE
  
  CREDITS
  Writing, Game Design, and Production: Amit Moshe
  Assistant Game Producer: Omer Shapira
  Editing: Eran Aviram
  Proofreading: Marshal Oppel
  Art: Marcin Sobon, Mariusz Szulc, Gunship Revolution  
  (Oliver Morit, Harvey Bunda)
  Graphic Design: Manuel Serra Sáez,  
  Giovanna De Filippis
  Contributors: Macrovector (Freepik.com)
  The production of this game was made possible 
  thanks to our Kickstarter backers. Thank you all!
  © 2019 Son of Oak Game Studio / Amít Moshe
  TABLE OF CONTENTS 
   Background 
  4
  The Iceberg 
  6
  Depth 0: The Hooks 
  6
  Depth 1: A Cry For Help 
  7
  Depth 2: Cool Reception 
  15
  Depth 3: Throwing Stones At A Glass House 20
  Depth 4: Shoveling The Heart’s Snow 
  23
  Aftermath 
  25
  HOW TO USE THIS CASE IN YOUR GAME
  You can use Broken Glass as a standalone one-shot or 
  as a part of the Nights of Payne Town story arc.
  Within Nights of Payne Town, this case is the final case out 
  of a three-case sub-arc that forms the Personal Vein. It is 
  preceded by Killing Her Softly and Carnival of Machines.
  Throughout this PDF, red clues (clues given in red 
  cards) point the investigation to another case in the 
  Personal Vein or in the Nights of Payne Town story arc. 
  Reveal them to your players only if and when you wish 
  to lead the story to the given case.
  This case mentions Corbin Payne, the Avatar of the 
  Fisher King and the main villain for the Nights of Payne 
  Town story arc. You can find the full background and 
  game information regarding Corbin Payne and his 
  operation in the complete Nights of Payne Town book.
  FIND OUT MORE AT  
  WWW.CITYOFMIST.CO
  CONTENT WARNING
  This game contains mild language as well as strong 
  themes of violence, crime, and immorality. It does 
  NOT contain explicit representation of sexual acts. 
  Parental guidance is advised.
  
  4   |   CITY OF MIST
  There’s a secret kind of hate blowing 
  through the streets these days, bitter-cold 
  and blood-curdling. People aren’t even 
  sure what they hate anymore, they just do: 
  they hate each other, they hate their lives, 
  and they hate themselves. Could Mending 
  the Broken, a support network for those 
  who see beyond the Mist, be the lifeline 
  the City needs? As the crew struggles to 
  curb this wave of dark emotions, they may 
  find that same chilling hatred has taken 
  root in their hearts.
  Broken Glass is a psychological thriller that pits the 
  crew against a supervillain who can evoke intense 
  emotions, providing opportunities to explore the lead 
  characters’ own emotional hardships. The investigation 
  takes the crew through the ranks of the villain’s oper-
  ation, a twisted mental health organization. Fleshing 
  out the case are several optional side scenes that can 
  be inserted as desired, to add drama and action. The 
  case culminates in a confrontation with the villain and 
  a rush to save the City from her ultimate scheme. 
  Depending on how you intend to run the case, you may 
  wish to discuss with your group how best to handle in-
  tense PC emotions and themes of mental health at your 
  table (see Addressing Mental Crisis And Illness below).
  As the finale of the personal vein, this case includes en-
  counters with powerful adversaries suitable for a well-pre-
  pared crew of veterans (such as an optional clash with a 
  team of elite Gatekeeper stormtroopers who could po-
  tentially turn Rifts back to Sleepers). Adjust the challenge 
  level to suit your crew.
  THE HISTORY OF  
  DR. KRYSTAL KNIGHT
  GOOD INTENTIONS
  In the early years of the City, Krystal Knight (The Snow 
  Queen) was a promising psychotherapist who aspired 
  to heal society of its emotional wounds. Born to a 
  family of aristocrats, Knight used her family fortune to 
  gain access to the City’s exclusive cliques of therapists, 
  some of whom studied with the first proponents of 
  psychology and psychiatry. Under their tutelage, she 
  trained as a psychiatrist and specialized in criminal 
  behavior, spending two decades perfecting her thera-
  peutic skill.
  Captivated by the power of words to heal the wounds 
  of the past, but disillusioned by the system’s corrup-
  tion, she began focusing on offering therapy to the 
  City’s white-collar criminals – its corrupt politicians 
  and businessmen – helping them to become better 
  people, hoping that with their power, they’ll be able to 
  cure the entire City. Her therapeutic services were in 
  high demand among the rich and powerful of the City, 
  but despite years of effort, social change did not come. 
  A hidden force seemed to keep the City’s people on 
  track for alienation, isolation, and violence.
  THE ROAD TO HELL
  Dr. Knight continued to diligently practice her profession, 
  overlooking her own mounting bitterness at the state of 
  her life and her unfulfilled vision. When she heard Corbin 
  Payne, “the man who was the City”, fell ill and became 
  depressed, she offered her services, seizing the opportunity 
  to help the most powerful individual in the City. Not yet an 
  Avatar, Payne thought he might still be cured and agreed.
  The two spent years in intense daily psychoanalysis 
  sessions. Like radioactive waste, the tycoon’s legendary 
  misery seeped into the doctor’s soul and infected it, erod-
  ing her natural positivity and mental fortitude. Within 
  their sessions, she still played the role of the optimistic 
  healer, but outside of them her life was in shambles and 
  she began hating everything and everyone around her.
  Eventually, the king broke his so-called savior. To com-
  plete her transformation into his Grail Knight, he gave her 
  a Relic, the Devil’s Mirror (of Hans Christian Andersen’s 
  The Snow Queen), which immediately took her as its bearer 
  and awakened her as the Snow Queen. Every day, when 
  she looked at herself in the mirror, the mirror showed her 
  the worst qualities in her, that which was most loathsome 
  and condemnable. Knowing the powers of the Mirror, 
  Payne also left her one of his last remaining subsidiaries of 
  his crumbling construction empire, Aurora Glassworks, 
  who made windows, windshields, and display panes for 
  the entire City (although, at the time, she didn’t care 
  about that). Then he left, shutting her out and leaving her 
  with her failure, her self-loathing, and a hateful heart.
  IN THE ASYLUM
  Hanging in her bathroom, the Devil’s Mirror drove 
  Krystal Knight out of her mind until one day it shattered 
  her spirit just as she shattered it with her fists. Tiny 
  shards from the mirror lodged themselves in her eyes 
  and heart; she had the rest sent to her glasswork factory 
  to be melted down. The doctor then went into a self-de-
  structive tantrum, was declared mentally unstable (in 
  the jargon of the time), and was hospitalized in the 
  Municipal Institute for the Criminally Insane run by 
  her rival Esther Monahan.
  Name:  
   
   
   
  BACKGROUND
  
  BROKEN GLASS   |  5 
  ADDRESSING MENTAL CRISIS AND ILLNESS
  The personal vein touches directly on the subject of 
  mental health. Dr. Krystal Knight is a victim of abuse 
  who has become an abuser out of pain; her men-
  tal condition is a magical one, induced by Corbin 
  Payne’s Mythos as well as her own. Her minions 
  and victims, who feature as villains in this vein, are 
  under the same influence. The PCs themselves are 
  likely to wrestle with intense emotions when facing 
  these challenges.
  The personal vein can be used as a platform for 
  exploring emotions and themes of mental health, or 
  it can be a cinematic foray – humorous or serious 
  – into the dark side of the soul, or it can even be a 
  combination of both. Whatever slant you intend to 
  give it, check with your group what their boundaries 
  are for incorporating these issues in your game and 
  what language they are comfortable using when 
  addressing mental health.
  The language used in this vein attempts to strike a bal-
  ance between the cinematic desire to convey the grit 
  and brusqueness of the noir genre, and consideration 
  towards the very real-world issue of mental illness.
   
  Knight was subjected to all manners of crude and inef-
  fective forms of therapy, including untested medication, 
  shock therapy, and even a lobotomy. She could have 
  frozen any of her medical staff solid but she held back, 
  using the therapy as a mythic form of self-mutilation, an 
  outlet for the hatred she felt toward herself. Broken be-
  yond repair, she spent the next few decades in the depths 
  of the Asylum in solitary confinement. Her frozen Mythos 
  preserved her body, and she did not age.
  CHANGING POLARITY
  Due to the Mist, even the Asylum eventually forgot 
  about Krystal Knight. When the torturing therapy 
  slowed down and then stopped, Knight’s self-abusive 
  outlet for her legendary hatefulness was gone, and so 
  her thoughts turned outward, as did her hate. Krystal 
  Knight began planning her revenge on the City that 
  her abuser, Corbin Payne, built. She would destroy it 
  in a blizzard of hatred, starting with Rifts, as they were 
  most like the person she hated the most: Herself.
  MENDING THE BROKEN
  It wasn’t hard for a Rift of Knight’s magnitude, so 
  supercharged with hate, to take over the Asylum. She 
  froze solid her confinement cell door, killed some 
  guards and nurses, and tormented the now elderly 
  Esther Monahan for days before disposing of her too. 
  Then she forced everyone else in the Asylum to accept 
  her as Esther Monahan or die, taking her place as the 
  head of the facility.
  Next, she turned to the psychiatric staff. By locking 
  them up in padded cells and forcing them to attend 
  “therapy” sessions with her, Dr. Knight convinced the 
  team of psychiatrists and psychologists that Rifthood 
  was a perversion. Since “healing” or “converting” 
  Rifthood was beyond their power, the therapists had to 
  come up with a different kind of “cure”. They devised a 
  type of therapy where they would reflect the disastrous 
  implications of being a Rift back to the patient, and let 
  the patient decide what to do. Imbued with Dr. Knight’s 
  powers, this usually ended in Rifts developing intense 
  feelings of hate, and eventually either seeking to hurt 
  themselves or hurt other Rifts.
  Reaching out to the mental health circles of the City, 
  Dr. Knight and her team published Sleeper-awakening 
  studies that Touched many of those who read them. 
  The therapists trained by her and her students formed 
  Mending the Broken, a professional organization of 
  awakened therapists who sought to “help” Rifts – by 
  influencing them to hurt themselves or others like 
  them. Mending the Broken gradually made a name for 
  themselves in the Rift underworld as a support pro-
  gram Rifts could turn to in a time of crisis, with a help-
  line, free sessions, and advertisements. They avoided 
  being connected to the dire outcome of their “therapy” 
  by subtly putting the blame on the victims and their 
  circumstances.
  A BLIZZARD IS COMING
  The efforts of Mending the Broken were only partially 
  successful; they were all too often thwarted by other Rifts 
  (perhaps recently by the crew, in Killing Her Softly and 
  Carnival of Machines). Fortunately for Krystal Knight, she 
  only needed a certain amount of hatred to power her final 
  attack on the City.
  While its owner was hospitalized, Aurora Glassworks 
  continued to be the City’s main glass provider for 
  construction. Almost every glass pane in the City had 
  a fraction of her mirror’s power, whose shards she had 
  molten in the company’s glass factories, and Krystal 
  could feel it. All she needed was enough hatred to 
  shatter all of the City’s windows at once, and the 
  magical icy shards would spread hatred everywhere, 
  creating a frenzied riot. Mending the Broken has just 
  about provided her with a sufficient emotional charge, 
  so she is about to unleash upon the City the loveless 
  winter she so craves.
  
  6   |   CITY OF MIST
  DEPTH 0: 
  THE HOOKS
  The crew may become involved in the case in the fol-
  lowing ways:
  • The crew may continue the investigation from 
  previous cases, Killing Her Softly and Carnival of 
  Machines, where the villains are both out-of-con-
  trol Rifts who came into contact with Mending the 
  Broken therapists. Whether or not the crew believes 
  their claims that their therapists drove them to 
  do harm, they may wish to investigate this lead by 
  locating Martha Ellis’ therapist Dr. Selma Perrin or 
  Maximillian Drake’s therapist Dr. Archibald Ten-
  nant. Both therapists operate their own private clin-
  ics which would be easy to find. The crew may also 
  investigate the Mending the Broken organization in 
  general (see private clinic).
  • Down-and-out lead characters or supporting cast 
  Rifts may seek the help of Mending the Broken. A 
  classic opening scene sets one or more lead character 
  in a Rift support group, talking about her prob-
  lems or listening to others with disdain. The support 
  group is run at a local community center or private 
  home basement by Harry Yang, a Sleeper starting to 
  be Touched by Krystal Knight’s new theories, who is 
  nevertheless still on the good side and truly wants 
  to help. Harry can refer a struggling lead or support 
  character to a full-fledged therapist, who invites 
  her to meet at their private clinic. Supporting cast 
  characters who see a Mending the Broken therapist 
  gradually become distraught or high strung, raising 
  the crew members’ concerns.
  A Mother  
    in Distress
  Mending the 
  Broken Private 
  Clinic
  The  
  Historical  
  Society
  Aurora  
  Glassworks
  The "Special" 
  Ward
  A Blizzard  
  of Hate
  Previous 
  Cases
  Supporting 
  Cast
  The Joneses' 
  Apartment
  The Asylum
  Golem Gone 
  Wrong
  Supervision 
  Meeting
  Name:  
   
   
   
  the iceberg
  Depht 3
  Depht 4 
  Depht 2
  Depht 1
  Depht 0
  
  BROKEN GLASS   |  7 
  • Officer Das (see Killing Her Softly), if she becomes a 
  series regular, may be the one seeking help from a 
  therapist. Her particular powers may provide addi-
  tional protection from Mending the Broken’s insid-
  ious brainwashing techniques, so she can also serve 
  as a whistleblower, alerting the crew to what the 
  therapist organization is really up to.
  • If you are playing this case as a one-shot, or if you 
  want to add additional scenes, the crew can be called 
  to help with a domestic violence case which will 
  point them to Mending the Broken. Felicia Pema 
  Jones (Palden Lhamo, wrathful protector goddess of 
  Tibet and the Dalai Lamas) is a young Rift mother 
  who has become depressed and violent after giving 
  birth. Her husband, Jeff, either called social services 
  or the police for assistance with his wife, or, thinking 
  her possessed, asked around and reached the crew. 
  Following this lead has the crew starting at the Jone-
  ses’ apartment.
  DEPTH 1: 
  A CRY FOR HELP
   THE JONESES’ APARTMENT
  You can’t believe your bad luck when you 
  get caught in a torrential downpour just 
  outside the block-wide tenement where the 
  Joneses live. By the time you’re inside 
  their cramped apartment, you’re soaking 
  wet. Jeff Jones welcomes you and walks 
  you to the nursery, telling you about the 
  outbursts of anger that his wife, Fe-
  licia, has had since the birth of their 
  first child, Mira. He knocks on the door, 
  but there’s no answer. Through the key-
  hole you see a gloomy nursery room, ex-
  posed to the elements blowing through the 
  open window, by billowing, tattered cur-
  tains. Someone in the corner is singing a 
  hushed nursery rhyme.
  Felicia Pema Jones is one of Mending the Broken’s 
  many victims. Mother to three-months-old Mira, she 
  awakened shortly after childbirth as the Rift of Palden 
  Lhamo, the Tibetan tutelary goddess, possibly because 
  of her deep desire to protect her child and, for her, pro-
  tect all that is good in the world. Unfortunately, Palden 
  Lhamo can be a wrathful goddess who violently attacks 
  threats to those under her protection, including her 
  own daughter, and Felicia didn’t know how to handle 
  that intensity of rage.  
  When things got worse, she turned to Mending the 
  Broken and was referred to Jungian therapist Dr. Drew 
  Langstone.
  Naturally, things just got worse from there. Langstone 
  instilled destructive ideas in Felicia’s head, playing 
  on her Mythos’ history with infanticide; his endgame 
  was to get Felicia to kill her own daughter and commit 
  suicide (for everyone’s best interest, so he believes). 
  When the crew arrives, Felicia is on the verge of doing 
  just that – she has locked herself up in the nursery with 
  Mira and keeps shouting at Jeff to stay away. The crew 
  might be able to undo the damage done by Langstone 
  and gain Felicia’s help in chasing down the truth, but 
  first they have to save both mother and child.
  If Felicia does the unthinkable, she does so by throw-
  ing herself and/or her child through the nursery room 
  window, falling to a glass-riddled death.
  Jeff can bring the crew up to speed on Feli-
  cia’s mental health history. She was fine until 
  she gave birth to Mira. When Felicia’s rage out-
  bursts started, the couple tried to seek help but 
  Felicia didn’t feel the (Sleeper) therapist she 
  met with could help her. She later saw a poster 
  for Mending the Broken, called their helpline, 
  and was referred to Dr. Drew Langstone, who is 
  still her therapist.
  Jeff is frustrated that he can’t help Felicia 
  and worried sick for her and Mira’s safety. He 
  explains Felicia’s appearance and incredible 
  strength as side effects of the rage.
  While still enraged, Felicia may mumble 
  words that betray her inner conflict: she is 
  worried that her daughter may be a Rift too, 
  which is a ‘dirty, ugly thing’, and contemplat-
  ing hurting both herself and her daughter to 
  prevent it from happening.
  If Felicia is stabilized, she reports feeling safe 
  with Dr. Langstone, who can see and under-
  stand her abilities. She claims that she always 
  feels better after their sessions. However, 
  asking her to calmly reevaluate what was ac-
  tually communicated in those sessions makes 
  her realize it was he who poisoned her mind 
  against herself and her daughter.
  
  8   |   CITY OF MIST
  FELICIA yyy
  At first, Felicia appears to be a normal sleep-deprived 
  mother, dressed in loose and comfortable clothing, 
  with a mane of uncombed red hair. When she taps 
  into the power of Palden Lhamo, she takes on a horri-
  fying visage: her skin turns blue, her hair bursts into 
  flames, and a third eye opens on her forehead.
  HURT OR SUBDUE 5  /  RESTORE HER MIND 4  /  LOSE 
  HER MIND 4
  • Wrathful Goddess: When Felicia enters the scene, 
  give her raging-2.
  • Demonic Protection: When you advance towards 
  Felicia or baby Mira or take aim at them, you are 
  pushed back or out by an invisible force, forcing you 
  to first Take the Risk.
  • About to Snap: When lose-her-mind maxes out, Fe-
  licia hurts herself or baby Mira (Make Something 
  Horrible Happen).
   
  • Punch someone or push them with invisible force 
  (broken-arm-3 or broken-leg-3)
  • Place a ward on someone so they can’t approach 
  her, baby Mira, or the room (pushed-back-3)
  • Scare the hell out of someone with her demonic 
  visage (palpitating-2)
  • Freak out and get even more upset (giving herself 
  raging-2 or despaired-2)
   
  • Scream at anyone who tries to enter the nursery, 
  turning blue
  • Seethingly threaten someone not to come near her 
  daughter
   MENDING THE BROKEN  
          PRIVATE CLINIC
  You shudder when you walk into the 
  shrink’s office. Two comfy armchairs fac-
  ing one another make you visualize clients 
  spilling their guts over a hot beverage. 
  Trauma, betrayal, secrets, unspeakable 
  fantasies – these walls have heard it 
  all. What would you tell the therapist if 
  it were you in that chair? Dark thoughts 
  creep up in the back of your mind, remind-
  ing you how you fail, how you come short, 
  all the time and in every way. You feel 
  what all of the clients that came before 
  must have felt: broken beyond repair. The 
  difference is you don’t talk about it. 
  Maybe some things are better left buried.   
  Mending the Broken has many member practitioners 
  throughout the City. Each member runs their own 
  private clinic and gets referrals from the organization’s 
  helplines. Here are a few names the crew may come 
  across when looking for a Mending the Broken therapist.
  • Dr. Selma Perrin, who worked with Martha Ellis 
  (Killing Her Softly), is an expensive psychiatrist and 
  psychoanalyst working in a luxurious private practice 
  Downtown.
  • Dr. Archibald Tennant, who counseled Maximillian 
  Drake (Carnival of Machines), is a traditional psychia-
  trist with a clinic in the Old Quarter, who often mans 
  the organization’s helplines. 
  
  BROKEN GLASS   |  9 
  • Dr. Drew Langstone, Felicia Jones’ Jungian therapist, 
  has meetings in a clinic attached to his apartment in 
  one of the Blue-Collar Residential neighborhoods.
  • Police Psychologist Dr. Tracy Wong helps law 
  enforcement personnel, meeting with them in their 
  local precincts. She is the one most likely to work 
  with Officer Das and has worked with security officer 
  Ruben Stone (see Golem Gone Wrong).
  • Life Coach and Nutritionist Augusta Summers 
  started out in Suburbia, but is gaining a growing 
  clientele in the City center.
  • Fr. Brian Kelly, a priest taking confession in a local 
  church.
  • Dr. Lauren White, a social welfare psychologist in 
  the slums.
  LOOKING FOR ADVICE
  If a PC seeks out a therapist as someone to talk to, play 
  out a part of the therapy session. This should be an 
  opportunity to give the PC a good deal of airtime and 
  let her bear her inner world: her conflicts, her ques-
  tions, her doubts, her pain. This sets the scene for the 
  upcoming conflicts with Dr. Krystal Knight (and 
  potentially the Fisher King).
  Mending the Broken therapists are extremely intelli-
  gent and wise, so if the PC doesn’t suspect the thera-
  pist or lets her guard down, play the therapist as the 
  ideal listener and confidant, someone the PC feels 
  they could really trust, someone who can see them 
  through the Mist and not judge them for who they are. 
  The therapist won’t impose her ideas on the PC, but 
  will instead listen for a while, humming, nodding, and 
  asking questions to keep the PC talking.
  When the PC asks for guidance, ask a deep open-ended 
  question such as “Do you feel that whatever it is inside 
  you is really a part of you?” or “Who do you think is 
  responsible for what happens to you?” The therapist 
  doesn’t need to talk about her views openly to infect 
  the PC with self-doubt and self-hatred – like the Devil’s 
  Mirror, it’s the way she reflects things back to the PC 
  that does the trick. After the PC leaves and has some 
  time to think about the session, activate the therapist’s 
  custom move Dark Thoughts. 
  LOOKING FOR ANSWERS
  If the crew comes looking for answers, they will be met 
  with resistance. First, the therapist will avoid them or 
  her receptionist will try to block them from going into 
  the therapy room. The local security guards or beat 
  cops may be alerted (MC Toolkit, page 148).
  If they do finally corner her, questioning the thera-
  pist directly proves tricky. Her custom move Hmmm 
  allows her to deflect questions and avoid being Investi-
  gated in a conversation. The protection provided by the 
  Hmmm technique goes deep into the therapist’s psyche, 
  and she can use this move even when being telepath-
  ically probed (her mind answers with a question). To 
  unlock the secrets in her mind, the crew must somehow 
  break it. If there are no mentalists, psychologists, or 
  psychics in the crew, finding one could be the subject 
  of another scene (see Saints and Psychics, page 14). 
  Furthermore, unless her mind is broken, the therapist 
  will not admit that Mending the Broken’s mission is to 
  hurt Rifts, and keeps excusing and explaining the orga-
  nizations’ positions; the truth can still be gleaned from 
  between her words, or lack thereof.
  The information below can also be obtained in 
  other ways: staking out and following the therapist, 
  breaking into her office, interviewing her past patients 
  or clients (see The Prison Visit sidebar), researching 
  Mending the Broken, etc.
  ABOUT MENDING THE BROKEN
  Mending the Broken is a therapist organiza-
  tion that seeks to influence Rifts. They claim 
  they want to help Rifts deal with their Rifthood 
  better.
  Officially, Mending the Broken “therapy” 
  is a form of “mirroring” that aims to show 
  the patient their life situation so they can 
  take responsibility over it. In actuality, this 
  twisted version of the technique only shows 
  the patient what is wrong, negative, or painful 
  about themselves and their Rifthood, causing 
  them to develop negative feelings towards their 
  Rifthood and driving them to take destructive 
  action towards themselves or other Rifts.
  The proponent of this theory is Dr. Esther 
  Monahan.
  ABOUT DR. ESTHER MONAHAN
  Dr. Monahan has been running the Municipal 
  Institute for the Criminally Insane (aka the 
  Asylum) for decades, and should be well above 
  ninety by now, but she never retired. She is 
  single and childless by choice, having dedicat-
  ed her life to her work.
  
  10   |   CITY OF MIST
  Research may yield some of her published 
  studies on the subject of Rifthood, a subject 
  she became passionate about only in recent 
  years. Treat a Rift who spends time reading 
  these publications as someone who has been to 
  a session with a Mending the Broken therapist, 
  activating Dark Thoughts.
  Due to her age, many of her records, such as 
  a birth certificate, are not in the system. Fur-
  ther information may be available (physically 
  or digitally) from the City’s Historical Society.
  ABOUT THE THERAPIST
  The therapist keeps files on her former pa-
  tients on a computer or in a file cabinet. The 
  records are consistent with what the crew al-
  ready knows about the victim(s), but studying 
  them also divulges something about the thera-
  pist’s disposition (see the clues below). This is 
  also a great way to reveal that another NPC (or 
  PC) is a victim of Mending the Broken, such as 
  Ruben Stone (Golem Gone Wrong).
  The therapist serves as a senior Mending the 
  Broken member or reports to senior members 
  at a weekly supervision meeting at the Old 
  Quarter University (or, if you wish to skip this 
  scene, directly at the Asylum).
  Probing the therapist’s psyche with mythical 
  means will reveal a deep-rooted hatred to-
  wards Rifthood itself and a firm belief that all 
  Rifts without exception are a perversion.
  Beyond the Mist, there is a symbolic glass 
  shard in the therapist’s frozen heart. It can be 
  traced back to the supervision meeting or the 
  Asylum.
  MENDING THE BROKEN THERAPIST yyy
  HURT OR SUBDUE 2  /  BREAK MIND 4  /  EXPOSE 4
  • Dark Thoughts: When you’ve had the time to con-
  sider everything you’ve talked about with the Ther-
  apist, take self-doubt-1 or bad-feeling-1 (each time 
  this move affects the same target, regardless of its 
  source, increase the tier of its status by one for that 
  target to anxious-2, despaired-3, self-hating-4, etc.).
  • Hmmm: When you Investigate a Therapist by ask-
  ing her questions or when you get aggressive with 
  her, she first gives you self-doubt-2 by humming and 
  asking a question, such as:
   » Hmmm. Why do you feel aggression is needed here?
   » Hmmm. Is this about me, or your father/mother?
   » Hmmm. Where does this need to know comes 
  from, do you think?
  • Sublimation Techniques: When the Therapist takes 
  a mental or emotional status, reduce its tier by 1.
  • Breathe Again: When exposed is maxed out, the 
  Therapist cannot use Dark Thoughts again on 
  anyone to whom she was exposed. When break mind 
  is maxed out, the Therapist cannot activate Hmmm 
  or Sublimation Techniques.
   
  • Raise poignant questions that make you doubt 
  yourself or feel bad about yourself (self-doubt or 
  bad-feeling, tier 1 or 2 as she sees fit)
  • Call security (Create a new Danger: Beat Cops / 
  Security Guards, MC Toolkit, page 148) and later, her 
  lawyer (Corporate Lawyer, MC Toolkit, page 142)
  • Analyze someone, accurately deducing their emo-
  tional situation (vulnerable-1)
  • Hypnotize someone, first holding their attention 
  and then slipping them subconscious commands 
  (hypnotized-2)
  • Escape through a back door (Deny Them Some-
  thing They Want)
   
  • Listen carefully to what you have to say
  
  BROKEN GLASS   |  11 
  THE PRISON VISIT
  While gathering information about Mending the 
  Broken, the crew may need to compare notes with 
  some of their former enemies and Mending the 
  Broken victims, such as jazz singer Martha Ellis 
  (the Banshee) or mad scientist Maximillian Drake 
  (Hephaestus), or any other victim of the therapist 
  organization. For example, one of their enemies or 
  Nemeses could be found in one of the therapists’ 
  records, forcing them into an uneasy meeting.
  Depending on how things ended in their previous 
  encounters, the crew’s enemy may be in a physi-
  cal prison or in a spiritual one (such as Hell or the 
  Otherworld), and likely still holds a grudge for the 
  crew. Having had some time to think, away from the 
  malign influence of Mending the Broken, the enemy 
  could be softened or lonely, and ready to talk.
  The crew’s meeting with their old enemy could pro-
  vide a chance for the PCs to scratch at old wounds, 
  express their feelings, hash things out, and/or 
  discover a new perspective about past events. This 
  should be played as a roleplaying opportunity rather 
  than a challenge, so the rules are not required.
  Past enemies committed to the Asylum could 
  pose a great opportunity for a visit that starts with 
  roleplaying and ends with investigation or action, 
  but such NPCs remain deeply under the influence of 
  Mending the Broken.
   SUPERVISION MEETING
  The clickety-clack of fastidious shoes 
  on the marble floors echoes throughout 
  these grand halls, giving you a mild bout 
  of anxiety. You climb a spacious mar-
  ble staircase with a burgundy carpet to a 
  landing where several hallways meet. Fi-
  nally, opening a tall wooden double door, 
  carved with decorative engravings, you 
  interrupt a circle of distinguished, mid-
  dle-aged individuals deep in conversation. 
  They all hush at once, their eyes fixed on 
  you. “Can we help you?”
  Once a week, Dr. Selma Perrin and Dr. Archibald 
  Tennant (or any other therapists you dub as the el-
  ders) host a Mending the Broken supervision meeting 
  where therapists share their progress with their Rift 
  cases and receive advice from more experienced prac-
  titioners. The meeting takes place at the Old Quarter 
  University, in the never-ending ornate marble halls of 
  the Department of the Psyche.
  The crew may wish to come here for more answers, if 
  they didn’t get enough out of the first therapist they 
  encountered. They may also wish to execute a raid and 
  capture all or most of Mending the Broken’s therapists.
  Facing a handful (size factor 1) or a dozen (size factor 
  2) of Touched psychologists and psychiatrists may 
  sound easy, but it won’t be. The therapists can gang 
  up on one or two weak crew members and tear them 
  to pieces, analyzing their every weakness and laying 
  bare their secret pain (or close enough), even if the PCs 
  don’t speak it. Furthermore, the supervision group, 
  who often interview emotionally-volatile subjects here, 
  has a team of psychiatric nurses on standby in the 
  next room that can be summoned as soon as things get 
  out of hand (if you want to reduce the challenge for the 
  crew, Give Them A Fair Warning and let them try to 
  prevent the therapists from buzzing the nurses in).
  The therapist group members know the same clues 
  described under Mending the Broken Private Clinic, 
  which ultimately point to Dr. Monahan and the Asy-
  lum. However, if the crew manages to overcome the 
  group or secure one of the elders, you can reward them 
  with additional clues. If the crew are overpowered by 
  the therapists and nurses, they wake up as patients 
  confined to a padded room in the basement of the Asy-
  lum (see there, under Solitary Confinement).
  Some of the most experienced Mending the 
  Broken therapists know Dr. Monahan person-
  ally and actually helped formulate her theory. 
  The others have never met this genius, who 
  works behind closed doors at the Asylum.
  Breaking and then deeply probing the mind 
  of a senior therapist could reveal a fact that 
  the therapist is violently trying to repress: Dr. 
  Esther Monahan has been dead for years.
  
  12   |   CITY OF MIST
  ASYLUM NURSES yyy
  Mending the Broken nurses are especially tall and 
  muscular individuals, wearing the white uniforms 
  of the Municipal Institute for the Criminally Insane. 
  They don’t display any bedside manners or nursing 
  training; it almost seems like they are hired thugs 
  who recite prescripted nurses’ lines.
  Consider increasing the size factor of this Danger to 2 
  if the crew has more than four members or if many of 
  its members are strong combatants.
  HURT OR SUBDUE 4  /  CONVINCE 5
  • Collective: This collective has a few members and a 
  size factor of 1.
  • Mean: When the Nurse takes a social or emotional sta-
  tus that doesn’t make her meaner, reduce its tier by 1.
  • Abnormally Strong: When the Nurse takes a phys-
  ical harm or subdual status that can be avoided with 
  sheer strength or stamina, reduce its tier by 1.
  • It’s Nap Time: Once per scene per size factor, as a 
  hard move, one Nurse produces a single-shot tran-
  quilizer gun and fires it at an unruly patient, giving 
  them sedated-4.
   
  • Restrain manually or with a straight jacket (re-
  strained-3)
  • Inject a restrained patient with a powerful sedative 
  (convert a restrained status to sedated, keeping the 
  same tier)
  • Ignore a patient’s pleas (remove 2 tiers from any 
  convincing statuses)
   
  • Warn a patient to behave themselves, or else
  • Stand next to a restrained patient and pull out a 
  syringe, squirting some liquid out of it
   GOLEM GONE WRONG
  A panicked flux of bodies scuttles out of 
  the front doors of the department store, 
  screaming. Many of them, especially those 
  in the back, are covered with a thick 
  layer of grey-brown mud. As they clear 
  the entrance, you spot a crawling puddle 
  of mud flowing down the aisles inside, 
  knocking over mannequins and clothing 
  racks that sink into the floor like it was 
  quicksand. Over the commotion, you hear 
  the building screech and moan, and no-
  tice several cracks along the gable that 
  are slowly expanding. You wonder what 
  could cause such devastation, when another 
  scream is heard from inside.
  Another victim of Mending the Broken, Ruben Stone 
  (The Golem of Prague), was overwhelmed by depres-
  sion and despair while at a department store in a mall. 
  His emotional state triggered his powers, and now he 
  is slowly turning the foundations of the mall into the 
  same material he’s made of: mud. Ruben is only half-
  aware of the impending implications of his actions, and 
  the half that is aware is so despaired, he’s willing to go 
  with the mall.
  If you’re running the game as a one-shot, this scene 
  provides the crew with a second Mending the Broken 
  victim. Otherwise, you can use it as an action scene to 
  up the cinematic beat when things are getting slow.
  The crew can be alerted to the scene by someone who 
  knows their reputation, a member of the supporting 
  cast caught in the mall, the police (possibly officers 
  Das and Quinn), or someone who knows Ruben. Crew 
  members could also coincidentally be in the mall when 
  the mayhem ensues.
  THE SITUATION AT HAND
  • Ruben Stone is sitting in what was once the de-
  partment store’s changing booths, oozing copious 
  amounts of magical gray-brown mud that slowly 
  turns inanimate matter to similar non-magical mud 
  (stone and sediments turn faster, followed by com-
  mon ores like iron and copper; dead organic matter, 
  like wood and clothing, takes a long time to decom-
  pose). The non-magical mud, however, facilitates the 
  flow of the magical stuff. Sleepers think Ruben is the 
  site of a burst sewer or cement pipe (the kind used by 
  builders) and only alert Sleepers notice a person in 
  the gush, who they think is trying to fix it.
  • There are many helpless bystanders still in the 
  mall, whether they are unaware of what’s happening, 
  were tangled or injured during the scurry out, or are 
  looking for someone or something.
  • The mud had eaten out the floors in places, creating 
  pools of sticky mud that functions like quicksand. 
  In other places, it has eaten at the foundations of 
  the mall building, making them sink unevenly, which 
  causes the entire structure to crack and break. 
  If the mud does not remit, the mall will collapse on 
  everyone still inside.
  Ruben Stone is the mall’s security guard. This 
  can be revealed by finding a witness who saw 
  Ruben entering the store, or by groping Ru-
  ben’s clothes through the mud and finding his 
  badge.
  
  BROKEN GLASS   |  13 
  Ruben Stone is the mall’s security guard. This 
  can be revealed by finding a witness who saw 
  Ruben entering the store, or by groping Ru-
  ben’s clothes through the mud and finding his 
  badge.
  Ruben Stone was Dr. Tracy Wong’s patient, 
  as can be deduced from his phone calls log, the 
  therapist’s patient files, or his employee file in 
  the security company he works for.
  He is struggling with extreme depression and 
  suicidal thoughts, which is making his powers 
  act up, although he’s too dead inside to care.
  Beyond the Mist, the Golem of Prague has 
  three glowing Hebrew letters on his forehead, 
  תמא (e'met), meaning ‘truth’, but the rightmost 
  letter is fading, ultimately leaving just תמ 
  (met), meaning ‘dead’. Within the story of the 
  Golem, when it died, it turned from its human 
  form back to the mud it was made of.
  Beyond the Mist, also within the story of the 
  Golem, it was originally created by the Ma-
  haral of Prague to protect his community. This 
  fact can be linked to Ruben’s occupation and 
  may serve as a motivation to help him emerge 
  from his depression.
  If he is saved and probed about his sessions 
  with Dr. Tracy Wong, Ruben will recognize 
  that she deepened his depression by highlight-
  ing everything that went wrong with his life.
  MUDSLIDE MALL yyy
  COLLAPSE 4  /  CLEAR 5  /  HURT RUBEN 4  /  HELP 
  RUBEN 4
  • Regular Hero: For every person you get to safety 
  out of the Mudslide Mall, give the Mudslide Mall 
  cleared-1. When clear maxes out, there are no more 
  bystanders in the mall.
  • Collapse: When the collapse spectrum is maxed 
  out, the building collapses and everyone inside 
  takes buried-by-debris-5.
  • Suicidal: When you first speak to Ruben, give him 
  suicidal-4.
  • Made of Mud: When Ruben takes a physical harm 
  or subdual status that wouldn’t pulverize or contain 
  mud, reduce its tier by 3.
  • Mud Bomb: When hurt-Ruben maxes out, if he dies, 
  he explodes and Mudslide Mall takes collapse-3.
  • Cover someone in thick, heavy mud, or drag them 
  down into the puddle (stuck-in-mud-3)
  • Ruben strikes someone who is upsetting him, 
  throwing them back (winded-3) or sprays them with 
  mud (stuck-in-mud-3)
  • Ruben gets angry, erupting and spraying mud 
  everywhere (giving everyone around stuck-in-mud-3 
  and the Mudslide Mall collapse-1)
  • Cracks open on the supporting walls and ceiling 
  (Mudslide Mall takes collapse-2)
  • Reveal a new bystander who is stuck, injured, lost, 
  panicked, stealing, curious, etc.
  • Block the path with a new mudslide
  
  14   |   CITY OF MIST
  SAINTS AND PSYCHICS
  With so much mental and emotional energy going 
  around, the crew may wish to enlist other Rifts or 
  Sleeper professionals to help bear the psychic load. 
  Here are a few options.
  First, not all City therapists are evil Mending the 
  Broken psychos. Geraldine Granger (Sleeper) is one of 
  many kind-hearted mental health professionals who 
  truly want to help their clients. Geraldine knows all 
  about trauma and how to emerge from it, and she has 
  taken this journey both personally and as a guide many 
  times. If they can trust her, Rifts will feel she can relate 
  to them even without seeing their powers because ulti-
  mately their problems are human problems. 
  The challenge lies in convincing Geraldine that Mend-
  ing the Broken are villainous; Geraldine is more likely 
  to want to evaluate what’s wrong with the PCs lives 
  that makes them dream up imaginary psycho-villains.
  GERALDINE GRANGER
  Ally
  IDENTITY
  I’m listening.
  POWER TAGS
  great listener, trained psychologist, social worker, 
  caring for others, assertive words, positive affirmation, 
  City hospital patient database, private clinic, medical 
  services in the City, motivated by love
  WEAKNESS TAGS
  interrupt aggression, client confidentiality, cannot see 
  the supernatural, violent clients
  THEME IMPROVEMENT
   Confidant: When you spend downtime working 
  out your issues with Geraldine, if you are preparing 
  for your next activity, you get 5 Juice instead of 3; 
  if you are recovering from past activity, remove all 
  non-permanent psychological statuses.
  If the crew is looking for a Rift psychic powerhouse, 
  their best bet is with Rifts who work for the benign 
  Avatar Ganesha and her Thousand Helping Hands (see 
  Shadows & Showdowns). However, due to the nature of 
  this story arc, explained under Payne and Other Ava-
  tars (see Nights of Payne Town), Ganesha and her Rifts 
  may be prevented from helping. That said, Ganesha 
  and most of her Rifts are helpful renegades by nature, 
  and refusing to give help would put them in a precar-
  ious position with their Mythos. They will most likely 
  try to wriggle out of helping, but give in and play along 
  if the crew is persistent.
  Another alternative is the mystic-Rift-for-hire known 
  as the Thaumaturge (Grigori Rasputin, personal heal-
  er and mystic of the last tsar family of Russia), easily 
  reachable by streetwise Rifts who frequent the Indus-
  trial Zone. The Thaumaturge boasts impressive psychic 
  powers; he manipulates minds as deftly as he does 
  knives, and can heal, protect, deep probe, shut down, 
  and even wipe out multiple minds around him. 
  The oddball mystic-in-a-trenchcoat doesn’t work for 
  free. He will ask for a hefty sum, or a peculiar Relic, for 
  his services. Another issue is his questionable alle-
  giance; he’s not below saving his own skin and leaving 
  the crew to die if things get too dangerous.
  THE THAUMATURGE
  Ally
  IDENTITY
  Keep the money coming, and I’ll keep the bad dreams 
  away.
  POWER TAGS
  a powerful psychic, knife juggling, heal psychic trauma, 
  always gets paid, crush one’s mind, protective psychic 
  barrier, read thoughts and memories, trench coat, 
  underworld privateer, hypnotic gaze
  WEAKNESS TAGS
  turns his powers against me, this is above my pay-
  grade, disputable loyalties, displeased past clients
  THEME IMPROVEMENT
   Pay Up: Spend 2 points of Juice representing pay-
  ment to the Thaumaturge to recover all burnt tags 
  in this theme. Every time you activate this improve-
  ment, increase the cost by 1. 
   Psychic Powerhouse: When you Change the 
  Game with tags from this theme, your effect is auto-
  matically scaled up once.
  
  BROKEN GLASS   |  15 
  DEPTH 2:  
  COOL RECEPTION
   THE ASYLUM
  As you ascend up the hill, the weather 
  takes a turn for the worse. Clouds hud-
  dle together like black sheep, and it gets 
  cold. Soon, the rain turns to slush, and 
  then to snowflakes, softly piling on your 
  car. Up above, between the ever-greens, 
  you see a menacing old manor, buried un-
  der the snow. As you approach the Munici-
  pal Institute for the Criminally Insane, 
  lightning crackles behind it, lighting it 
  up like a fairytale ice castle.
  The Municipal Institute for the Criminally Insane, also 
  simply known as the Asylum, is a three-story red brick 
  building set on an isolated, wooded hill on the out-
  skirts of town, overlooking a peaceful suburb. As fitting 
  for her ‘palace’, the Asylum and everyone in it serve the 
  Snow Queen, Dr. Krystal Knight. Furthermore, those 
  who approach the Asylum find it’s snowing there, 
  although it may not look so from afar.
  The Asylum can be the setting for many different types 
  of scenes: the crew may come here to investigate, 
  apprehend Mending the Broken practitioners, mount a 
  heist to extract someone or find evidence, wake up as 
  locked-up patients, and so on.
  ARRIVING AT THE ASYLUM
  As a cinematic device, you can establish an atmosphere 
  of dread by causing the crew to crash or almost crash 
  their vehicle (or another mode of transportation) on 
  the way to the Asylum. Describe the car skidding on 
  black ice or a slippery road towards a tall and hardy 
  fir tree. The driver or other PCs can Take the Risk 
  to avoid an accident. If the car does crash, broken ice 
  shards and blood on the snow make for great visual 
  motifs. Either way, the PCs’ arrival at the Asylum starts 
  with an air of danger.
  THE PERIMETER
  The Asylum, designed to hold the “criminally insane”, 
  is effectively a prison. It is surrounded by a tall brick 
  wall topped with barbed wire with a single wrought-
  iron gate at the front and a small locked door in the 
  back by the woods. There are security cameras on the 
  perimeter wall. Behind it stretches a barren yard of 
  brown, wilted grass, covered in frost and snow.
  All entrances have sally ports (double door airlocks) 
  with cameras; anyone crossing must be buzzed in or 
  out remotely from the guard room. Forcing the doors 
  open raises the alarm but otherwise security systems 
  are outdated. PCs can cross these obstacles with a se-
  ries of Investigate, Sneak Around, and Take the Risk 
  moves. There are no security guards patrolling out in 
  the yard, but they do patrol inside (use the Asylum 
  Nurse Danger on page 12 for both nurses and guards).
  THE FLOORPLAN
  The Asylum building is U-shaped, with a smaller main 
  building at the center and two wings stretching in-
  wards along the sides of the perimeter.
  The main building holds the reception, administra-
  tive offices, guard barracks, and the guard room. The 
  security guards monitor the perimeter of the Asylum, 
  and only deal with the patients in case one of them 
  tries to escape.
  The South Wing holds most of the miserable patients 
  who call this place a home, many of whom are far from 
  criminally-minded and suffering from mental health 
  conditions far worse than they had when they first ar-
  rived. Patients are kept in rooms that were once white, 
  clean, and pretty, designed not to look like the prison 
  cells they essentially are; the lock to each room’s door 
  is electrically controlled via the wing’s nurses room. 
  Otherwise, movement within this ward is less restrict-
  ed than elsewhere, but there are watchful-1 nurses 
  everywhere.
  The North Wing holds the hospital ward where ther-
  apeutic experimentation is conducted, and where the 
  most problematic cases are held in solitary confine-
  ment in the basement. This is also where the session 
  rooms are located, where Mending the Broken activity 
  takes place. The third, middle floor of this wing is 
  dedicated to the “Special” Ward, where the head of the 
  facility, Dr. Esther Monahan (aka Dr. Krystal Knight), 
  usually works.
  THE PATIENTS, THE STAFF, AND  
  DR. MONAHAN
  The Asylum is manned by a receptionist, guards, 
  nurses, and the Mending the Broken psychiatrists and 
  psychologists. Everyone who works or is hospitalized at 
  the Asylum knows Dr. Esther Monahan is the head of 
  the institute and chief psychiatrist here and, if Inves-
  tigated, are first revealed to be scared-to-death-3 of 
  her (limiting what the PCs can glean from them). When 
  asked to identify the head of the institute, they will 
  give conflicting reports:
  
  16   |   CITY OF MIST
  • Some have never seen her.
  • Some newly-hired staff or new patients who have seen 
  Dr. Knight are sure she is Dr. Monahan. They don’t 
  know her age, but estimate she’s in her late 40s.
  • Others, who worked or lived there longer, but have 
  never seen Dr. Knight, think Dr. Monahan must look 
  like an elderly woman close to a hundred years old 
  (how the real Dr. Monahan would look like today), 
  who nevertheless keeps working vigorously.
  • Those who know the full story (mostly Mending the 
  Broken elders) refer to Krystal Knight as Dr. Monah-
  an, but lie about her identity to help cover it up and 
  cover their hinds.
  • An old patient suffering from a delusion-inducing 
  condition may be telling the truth, but embellishes 
  the story to the point of losing credibility (I think 
  she’s a time traveller!).
  Dr. Monahan spends most of her time in the 
  Special Ward, on the third floor of the North 
  Wing. In fact, no one in the Asylum ever sees 
  her coming or going.
  SOLITARY CONFINEMENT 
  Dr. Knight doesn’t usually enjoy just killing her 
  enemies; she prefers to infect them with self- or 
  Rift-hatred and see how much damage they can 
  do. If any PCs and/or NPCs are hospitalized, they wake 
  up in the basement of the North Wing in separate but 
  adjacent padded solitary confinement cells, where the 
  temperature is slightly below freezing (giving them 
  freezing-1 every hour they spend there from the mo-
  ment they awaken). Particularly difficult patients find 
  themselves in a straitjacket (restrained-3), while those 
  who were sedated feel woozy-1 or have a headache-1. 
  Furthermore, all patients have no-legal-rights-5. They 
  cannot see or hear one another through the walls, ex-
  cept when the shutter on the door is open from outside 
  the cell. The cells have armored doors that are covered 
  with strange, reflective ice that can cause magic and 
  energy to rebound.
  The door to the last cell in the block is com-
  pletely frozen, encased in a block of ice. If it 
  can be opened, the frozen and mutilated body 
  of the real Dr. Monahan can be found inside. 
  Forensic analysis will show she died years ago.
  
  BROKEN GLASS   |  17 
  THE OLD “PRISONER IN THE NEXT CELL” PLOY
  Krystal Knight may try to deceive the crew by 
  pretending to be an abused patient (it shouldn’t 
  be hard; she was one for many many years). She 
  locks herself up in a solitary confinement cell next 
  to them, leaving the shutter open so they can hear 
  her weep. As they escape, she begs them to set her 
  free; if they do, she pretends to be their ally or guide. 
  She presents herself by her real name. As a part of 
  her cover story, she may also inadvertently reveal 
  some accurate information about her past.
  Krystal Knight will try to get the crew to open up 
  and expose their hurts, gripes, and anger to her so 
  she can later fan them. As the crew spends more 
  and more time with her, she insidiously penetrates 
  their minds; for every scene or downtime in her 
  presence, choose one PC present and activate the 
  Dark Thoughts custom move against them (see 
  Mending the Broken Therapist, page 10).
  THE PATIENT FILES 
  Accessing the Asylum file system, whether it is a cabi-
  net or a hard drive, reveals the patient files.
  Every victim (“patient”) of Mending the Bro-
  ken is recorded here, including Martha Ellis 
  (Killing Her Softly), Maximillian Drake (Carnival 
  of Machines), Felicia Pema Jones, Ruben Stone, 
  and any other character, PC or NPC, who came 
  in contact with the organization. The files con-
  tain an analysis of the Rift’s life, Mythos, and 
  abilities.
  Dr. Krystal Knight’s file is here, but it’s bur-
  ied deep. It contains a picture of the woman 
  who many know today as Dr. Esther Monahan. 
  According to the file, Dr. Knight was admitted 
  by Dr. Monahan almost a century ago (about 
  80 years) after she had a “nervous breakdown”. 
  The file is overflowing with reports of the long 
  list of forced treatments she’s been through, 
  including experimental psychoactive drugs, 
  shock therapy, and a failed lobotomy.
  Dr. Krystal Knight’s file also contains a single 
  document indicating she was and remains the 
  majority shareholder of Aurora Glassworks, a 
  glass manufacturer.
  
  18   |   CITY OF MIST
  GRAHAM, THE HELP BOT
  If you’re playing in the Neon Noir (80s) or Dreary 
  Present, your crew may be accessing the Historical 
  Society’s database virtually. In this case, Graham is 
  a bot or a virtual assistant which activates when a 
  PC logs into the database. Any abilities he has apply 
  online and he can also crash any masking software 
  a hacker is using as a hard move (exposed-3). The 
  Gatekeeper Seal Squad he calls shows up at the 
  hacker’s physical location(s).
  PERTINENT HISTORICAL INFORMATION
  According to records, Dr. Monahan is 102 
  years old. There is only one other person relat-
  ed to the Asylum who is as old as Dr. Monahan: 
  a patient named Krystal Knight. There is no 
  death certificate for either of the ladies. There 
  is no evidence suggestive of tampering.
  Newspaper clippings from the early roaring 
  years of the City show that, before being hos-
  pitalized, Dr. Krystal Knight was a successful 
  psychiatrist for the rich-and-famous, who as-
  pired to use therapy as a way to heal the City’s 
  social troubles.
  Krystal Knight’s career ended when she had a 
  “nervous breakdown” and was committed to 
  the Asylum. That’s the last the City has heard 
  of her. There’s a newspaper picture of her lav-
  ish bathroom on the day she was committed, 
  showing a shattered mirror on the floor.
  Krystal Knight was and remains the majori-
  ty shareholder of Aurora Glassworks, a glass 
  manufacturer. Financial papers show she 
  received her shares as “payment for services 
  rendered” to Corbin Payne, the City’s legend-
  ary construction tycoon.
  If you are running Percival as an overarching 
  case and the crew started the case, they may 
  find information here that corresponds to the 
  clues in whatever act they are in at the mo-
  ment, especially newspaper clips about Corbin 
  Payne.
   THE HISTORICAL SOCIETY
  Graham, a “fellow” in a three-piece suit 
  and a monocle, peers at you from over his 
  heavy, lacquered oak receptionist podium 
  and welcomes you to the City’s Historical 
  Society. You take a quick glance around: 
  the place looks like a labyrinthian li-
  brary, all decked out in traditional dark 
  wood furniture and red velvet upholstery. 
  The air here reeks of old books and moth-
  balls. The strange thing is there’s really 
  no one around but Graham. 
  The City’s Historical Society naturally resides in a fine 
  antique building in one of the Old Quarter’s less-
  er-known cobbled side streets. With its many books, 
  microfilms, newspaper archives, and more, it holds 
  vast information about the last century in the history 
  of the City; anything before that slides into the realm 
  of Mythos and while this library holds texts from that 
  era, they get fuzzier and stranger the further back they 
  go. The crew may arrive here at different stages of the 
  investigation, looking for clues about Dr. Monahan, Dr. 
  Knight, or someone else.
  The Historical Society is a Gatekeeper honeytrap 
  for curious Rifts. Sleepers don’t care about the factual 
  past; they go with the version that works for them. 
  Even Sleeper historians fiddle around with made-up 
  accounts concocted by the Mist. Someone who tru-
  ly wants to dig up the truth can only be a Rift, and a 
  dangerous one at that. Ideally, the Gatekeepers would 
  prefer to erase all of the information here perma-
  nently. However, their directive is to catch Rifts first, 
  destroy information about the true past second, and to 
  catch Rifts they need a bank of true knowledge to lure 
  them with (they tried a trap with fake knowledge and 
  it didn’t work; Rifts’ destinies and divinatory powers 
  simply didn’t point them there).
  The person posing as Graham (not his real name), the 
  representative and receptionist in the dress coat, is in 
  fact the Gatekeeper Sentry stationed here. His job is to 
  gauge whether visitors are stray Sleepers or Rifts and, in 
  the case of the latter, call in a squad to seal them. Once 
  a PC enters the building, it’s a question of who identifies 
  who first. As soon as a crew member spends a Clue on a 
  question too deep, it’s shrouding time.
  Whether or not the crew has a fight with the Gate-
  keepers, if they get away with any information on this 
  occasion, Gatekeeper Command will have quadrupled 
  the resources guarding the Historical Society, eliminat-
  ing any chance of any further information leaks, unless 
  the crew mounts a truly epic heist.
  
  BROKEN GLASS   |  19 
  GRAHAM (GATEKEEPER SENTRY) yyy
  HURT OR SUBDUE 4
  • Sentry: Once per scene, when you first try to Con-
  vince or Sneak Around Graham, give him alert-2.
  • Wards of Revelation: When you try to use illusory, 
  deceptive, or mind-altering Mythos powers around 
  Graham, they fizzle out. You cannot invoke such tags 
  and all existing effects are stripped away.
  • Creepy Feeling: Whenever you try to Investigate to 
  learn more about Graham, you get a strange feeling 
  that he is impenetrable. Graham takes mysterious-2. 
  This status cannot exceed tier 4.
  • Explosive Shrouding Ward: Once per scene, as an 
  intrusion, everyone around Graham takes oblivious-5. 
  At his option, he may flee the scene.
  GATEKEEPER SEALS yyyy
  Gatekeeper Seals are near enough the scariest threat a 
  Rift could face. Armed head to toe with anti-Mythos gear 
  and trained by the best, this superb tactical team eats 
  Rifts for breakfast, lunch, and dinner.
  The Seals’ trench coats, jackets, or vests protect them 
  from most Mythos powers. Only the most powerful 
  Mythos attacks can overwhelm the intense Mist field 
  this armor generates and even then only momentarily 
  (unless a PC can somehow generate a permanent overload 
  status). Instead of worrying about shrouding individuals, 
  each team usually carries at least one portable shroud-
  ing beacon to continuously wipe out the memories of all 
  around. They also carry powerful sealing wards that can 
  keep a defeated target out of trouble in the future. At 
  your option, a squad can also combine their forces to seal 
  Rifts permanently, turning them to Sleepers.
  HURT OR SUBDUE 4  /  OVERLOAD 6
  • Collective: This collective has a few members and a 
  size factor of 1.
  • Deploy: When Gatekeeper Seals enter the scene, give 
  them tactical-cover-2.
  • Mythosproof Garment:
   » Passive: When the Gatekeeper Seal takes a status 
  imposed by a Mythos power, replace its tag with 
  overload.
   » Active: As an intrusion, the Gatekeeper Seal can 
  take an overload status of any tier to give someone 
  activating Mythos powers against her a temporary 
  depowered status of the same tier.
   » Recharge: As a soft move (after a player move), the 
  Gatekeeper Seal removes all non-permanent overload 
  statuses.
   » Overloaded: When overload:6 is maxed out, the 
  coat’s Passive and Active defenses fail and can’t 
  be used momentarily. After the next player move, 
  remove all non-permanent overload statuses.
  • Expert Hand-to-Hand Combatant: When you engage 
  in close quarters combat with a Gatekeeper Seal, she 
  first hits you with one of her hard moves.
  • Portable Shrouding Beacon: As a soft move, all Rifts 
  around the Gatekeeper Seal take forgetting-1 and all 
  Sleepers and Rifts with no Mythos powers left take 
  oblivious-5.
  • Military Discipline: When a Gatekeeper Seal takes a 
  social or emotional status, reduce its tier by 2.
   
  • Fire a hail of anti-Mythos rounds or wards (zapped-3; 
  after Facing Danger, burn one Mythos tag for each 
  remaining tier of zapped and remove the status)
  • Switch to standard ammo, aiming to injure or kill (gun-
  shot-wound-3)
  • Use combat training to physically restrain or hurt a tar-
  get (broken-arm-3 or restrained-3) or slap a shrouding 
  ward on them (vague-memories-3)
  • Slap a Mist-seal on a defeated Rift (give sealed-5 to a 
  Rift who has a tier-5 combat status or no remaining 
  unburnt Mythos tags)
  • Regroup (remove up to 3 tiers of negative tactical status-
  es or give themselves a tier-2 tactical advantage status) 
  or call backup (increase its size factor by 1)
  • Retreat into the Mist (Deny Them Something They 
  Want)
   
  • Storm their targets out of a billowing wisp of Mist
  • Draw a glowing magical ward with their fingers
  • Take aim with a rune-inscribed assault rifle or shotgun
  • Defensive Shrouding: Once per scene, when you 
  attempt to influence Graham with Mythos powers, 
  the MC first burns two power tags you used in your 
  attack.
   
  • Regain his alertness (giving himself alert-2)
  • Call in a Gatekeeper Seals squad (create a new Dan-
  ger)
  • Shroud someone (vague-memories-3 or burn two 
  Mythos tags)
  • Fire a standard-issue pistol (gunshot-wound-3) or use 
  basic martial arts (hold-down-2 or bruise-2)
   
  • Smile wryly when someone tries to deceive him using 
  Mythos powers and fails
  • Calmly unbutton his cuffs and roll up his sleeves, 
  revealing Gatekeeper tattoos
  
  20   |   CITY OF MIST
  DEPTH 3:  
  THROWING STONES  
  AT A GLASS HOUSE
   AURORA GLASSWORKS
  Aurora Glassworks is the missing link between the 
  Asylum and Dr. Krystal Knight’s greater plot: to use the 
  dark magic she instilled in windows all over the City in 
  order to cover it in an emotional winter. The company 
  can be investigated in multiple locations: online, at 
  the City’s company registry, at their offices, employees’ 
  homes, etc.
  Aurora Glassworks is the only manufacturer of 
  construction glass in the City – it makes all the 
  window panes in the City.
  The company’s official stance on its major 
  shareholder, Dr. Krystal Knight, is that they 
  assume she died decades ago in the Asylum. 
  They blame the Asylum’s staff’s incompeten-
  cy and messy paperwork, possibly even cor-
  ruption, for the City not having her declared 
  officially dead. The company has been in a 
  long legal battle over this, but since most of its 
  executives have a clear conflict of interest, it 
  seems futile.
  If someone investigates the company’s facto-
  ries beyond the Mist, they can find a dormant 
  trace of the Devil’s Mirror in every window 
  pane they produce. Further investigation can 
  reveal the same dormant trace in every glass 
  pane in the City.
  An elderly retired company executive can 
  vaguely recount the day the shards of Krystal 
  Knight’s mirror were brought to the factory for 
  melting. He recalls the air was tense, everyone 
  was nervous, and employees started fights for 
  no reason, breaking glass in the process (he 
  still has a scar). The incident was followed by 
  a wave of employees quitting, divorcing their 
  spouses, getting involved in violence, or taking 
  their own lives.
  Based on the above, it can be deduced that Dr. 
  Knight has some kind of dormant magic in 
  the glass distributed all over town and that 
  she intends to activate it. An engineer could 
  theorize she could do so by means of a massive 
  shockwave or precise sound waves.
  The retired executive or old papertrail could 
  point to the company’s original factory, which 
  today stands abandoned. If the PCs investigate 
  the location, they notice shady dealings around 
  it, but inside the place is empty, except for an 
  old, out-of-use industrial furnace. See the old 
  Aurora Glassworks factory under The Furnace.
   THE “SPECIAL” WARD
  The deserted third floor is a bluish vi-
  sion of winter everlasting. All the win-
  dows here are broken, the shards of their 
  shattered panes piled beneath them. Snow 
  drifts inside, mounting in small banks 
  against the frozen walls of the corridors 
  and halls. There is a strange hush all 
  around, but then you hear the crackle of 
  glass breaking underfoot. A ghastly bare-
  foot patient in nothing but a gown wanders 
  by, mumbling secretly, ignoring you. You 
  catch a glimpse of yourself on a piece of 
  broken glass jutting dangerously from the 
  window frame, and you hate what you see.
  The “Special” Ward is Dr. Krystal Knight’s villain lair 
  and a potential location for a showdown, whether with 
  Knight or between the PCs. It is a place of hate, espe-
  cially self-hate that finds an outlet in hurting oneself 
  or others like oneself.
  The ward’s main line of defense are the Snow 
  Queen’s Snowflakes, a host of emotionally-explosive 
  patients scattered around the ward who function as 
  human landmines. Snowflakes are patients who started 
  out as hopeful, happy-go-lucky individuals but were 
  betrayed by their loved ones or the circumstances to 
  the ruination of their dreams, and ended up here (re-
  flecting Knight’s own journey). Adjust the Snowflakes’ 
  size factor to account for the crew’s firepower as well 
  as how many Snowflakes are in the scene: a hallway 
  could have just a scattering of them (size factor 1) or be 
  full of them (size factor 2), while taking on the entire 
  ward could mean fighting off a blizzard of Snowflakes 
  (size factor 3).
  
  BROKEN GLASS   |  21 
  Unless the crew intentionally cuts through to avoid the 
  effect, spending time in the ward activates the custom 
  move Dark Thoughts (see Mending the Broken Ther-
  apist Danger profile, page 10). As they walk through 
  the snowscape, PCs and their allies see themselves and 
  those close to them reflected in ice and glass, but the 
  images show them as despicable, pathetic, or malin-
  tending; only that which arouses hate is seen. Secret 
  gripes, hidden rivalries, and old grudges surface in 
  their minds. Ask each player to describe what his 
  character sees and how it affects her. 
  As a cinematic instrument, when the crew approach-
  es her treatment room, Dr. Krystal Knight’s voice can 
  be heard all around laughing hysterically or speaking 
  maliciously to the PCs (even if she is with them, still 
  pretending to be their ally).
  Beyond the Mist, this place is perfusing 
  hatred. The Devil’s Mirror symbolism is all 
  around, originating from where Krystal Knight 
  stands, but also showing frozen shards in the 
  hearts of those affected by her hate. Vague 
  images from her life echo here: receiving the 
  mirror, succumbing to self-loathing, smashing 
  the mirror, and her tormenting treatments at 
  the hands of Dr. Monahan.
  SNOWFLAKES y+
  Snowflakes are Dr. Krystal Knight’s human mines. 
  They just stand there or pace like zombies, captives of 
  their own minds and ignoring each other, but when an 
  intruder invades their space they blow up.
  RESTRAIN, KNOCK OUT, OR KILL 2  /  DEFUSE 3
  • Collective: This Danger can have a size factor 
  ranging from 0 (one Snowflake) to 3 (an entire floor 
  swarming with Snowflakes). Every size factor incre-
  ment increases the Snowflakes’ Danger Rating by y.
  • High-strung: When a Snowflake enters the scene, give 
  her high-strung-3. This status cannot exceed tier 4.
   
  • Scream (deafened-2), causing a chain reaction and 
  setting off a group of Snowflakes one size factor 
  larger (Complicate Things, Bigtime)
  • Experience a fit of rage and attack someone 
  (knocked-back-2, pinned-2), freeze someone with 
  her gaze (frozen-2), or go through an emotional 
  meltdown (sad-2, guilty-2) 
   
  • Notice an intruder, eyes widening
  KRYSTAL KNIGHT’S TREATMENT ROOM
  At the center of the third floor lies the room where 
  Krystal Knight was “treated” for decades. This is where 
  she relived her failure with Corbin Payne and her fail-
  ure in life in general, as she saw it, over and over and 
  over again, her pain developing into self-hatred the 
  likes of which only the Devil’s Mirror can engender. 
  Unless otherwise established, Dr. Krystal Knight is 
  here, either curled up in a corner and mumbling or 
  surveying the messy room authoritatively, pretending 
  to be Dr. Monahan. The room is a converted operating 
  theater, tiled top to bottom and containing various 
  outdated “therapeutic” devices, such as an electric 
  shock rig and a bed with restraining straps; however, 
  the machinery and the bed are overturned, the tiles are 
  cracked or missing, and the place looks like someone 
  had a fit of rage here, many years ago. There are blood 
  stains here and there, and icicles cover the ceiling. On 
  one wall, a wide spectator window stands shattered, 
  providing plenty of glass and reflective surfaces for 
  visual motifs.
  If the subject is broached wisely, Dr. Knight 
  may reveal her entire history. Criminal pro-
  filing or Mythos abilities that reveal the past 
  can glean most of the important details from 
  Krystal, the treatment room, her attachment to 
  it, etc.
  If you are running Percival as an overarching 
  case, Krystal will reveal information corre-
  sponding to her role as the first, second, or 
  third Grail Knight to be encountered.
  CLUES ABOUT THE DOCTOR’S SCHEME
  If Dr. Knight is present, she is stalling the 
  crew. She obviously wants to hold them up to 
  prevent them from interfering with another, 
  more important plan she has.
  A closer look at the room shows this isn’t just 
  the site of past trauma – it’s a lab. Dr. Krystal 
  Knight was building something here, but what-
  ever it is, it’s gone.
  The shattered wall tiles, the overturned equip-
  ment, and the broken spectator window are all 
  evidence that a high-power, spherical, sonic 
  blast was emitted in the room.
  
  22   |   CITY OF MIST
  KRYSTAL KNIGHT yyyyy
  Krystal Knight looks like a woman in her late 40s. 
  Depending on the circumstances of her meeting with 
  the crew, she may appear as a patient in a straitjacket, 
  dishevelled and maniacal, or she could be in the role of 
  the therapist, in a dignified suit (although in the case 
  of the latter, this facade may quickly crack to reveal the 
  former). Sometimes her gaze is empty and numb, as if 
  she had taken all the pain she could have; other times, 
  it is a squall of arctic hate for everyone and everything.
  Maximum Danger Rating: As a Grail Knight, Krystal 
  is a formidable foe. Consider providing the players with 
  enough warnings about her nature before they face her 
  or, alternatively, reducing her challenge level. If they 
  haven’t done so yet, the crew may recruit psychologists 
  and psychics to help confront her. Multiple encounters 
  may be required to defeat this villain, some of which 
  may end badly for the crew.
  Compelling to Hate: Knight’s hate statuses are com-
  pelling effects. When a PC takes such a status, ask the 
  player what it makes his character want to do (presum-
  ably hurt herself or others). Any action to the contrary 
  treats the hate status as a negative status. At tier-5 the 
  character is compelled to take such actions, and at tier-
  6 the character is permanently consumed by hatred, 
  transforming into a villain or taking immediate action 
  to kill herself (player’s choice).
  Healing Krystal Knight: As with all the failed Grail 
  Knights, Krystal Knight bears a deep emotional wound 
  inflicted by the Fisher King, called the Dolorous Stroke, 
  represented by a tier-6 status. Only a Stop.Holding.
  Back move may affect this status: releasing Dr. Knight 
  from the effects of the Dolorous Stroke for one scene 
  requires a no-return sacrifice, while curing such a wound 
  altogether requires the ultimate sacrifice. Optionally, 
  you may allow a Dynamite! Change the Game move to 
  reduce the tier-6 status for the duration of a scene. 
  Ultimately, the solution to the Krystal Knight problem 
  should be narrative. If you’re playing the story arc, it 
  should point to Corbin Payne – if he gave the wound, 
  maybe he can cure it; if he is cured, maybe Krystal 
  Knight will be cured too; etc. If the crew cannot heal 
  her or destroy her yet, they may wish to contain her in 
  her shattered state somehow.
  SHATTER 6  /  SEDATE –  /  HEAL –
  • The Dolorous Stroke: When anyone tries to heal or 
  comfort Krystal Knight for the first time in the series, 
  give her the-Dolorous-Stroke-6. 
  • Awaken the Demons: When you make a move 
  around Krystal Knight, she first makes you remember 
  everything you loathe about yourself (self-hatred-4).
  • Mentally Impenetrable: When Krystal Knight takes 
  a social or emotional status, reduce its tier by 3.  
  • Pick up the Pieces: When Krystal Knight’s shatter:6 
  maxes out, she shatters into a million glass pieces. 
  Giver her reform:4. She can take reforming-1 as a soft 
  move. When reform:4 maxes out, remove all statuses 
  from reform and shatter.
   
  • Touch someone where it hurts the most with just a 
  stare, a word, or a sound (self-hatred-4)
  • Urge someone to hurt another (give a PC 3 Hurt 
  points against a fellow PC or hateful-3)
  • Make a poignant psychological observation that dis-
  arms someone of their mental defenses or overload 
  psychic defenses until they shatter (burn up to two 
  relevant tags or reduce the tier of a relevant status by 
  two)
  • If she’s done with someone or is threatened by them, 
  freeze their blood in their veins (frozen-5) or use glass 
  manipulation to cut them up (fatal-cut-5)
   
  • Switch between weeping, laughing hysterically, and 
  delivering a furious diatribe
  
  BROKEN GLASS   |  23 
  DEPTH 4:  
  SHOVELING THE 
  HEART’S SNOW
   A BLIZZARD OF HATE
  The ambulance gallops down the main 
  street, its sirens blaring to warn drivers 
  to get out of its way. You follow in hot 
  pursuit, watching anxiously as the vehicle 
  in front of you makes a sharp turn on its 
  two left wheels, back doors flapping and 
  flailing to reveal a nurse bracing anoth-
  er siren-like contraption. You floor it, 
  racing to cut the ambulance off. Whatever 
  this thing in the back does, you need to 
  stop it from reaching the City.
  Whether they realize it during Dr. Knight’s final dra-
  matic speech or through piecing the evidence together, 
  sooner or later the PCs learn that Knight’s plans are 
  much greater than Mending the Broken. Using the 
  magical shards of the Devil’s Mirror, the doctor has 
  planted the seeds of hatred all over town, in the win-
  dow panes manufactured by Aurora Glassworks over 
  the years. Next, she intends to set off a sonic “bomb” 
  that will shatter all of those windows, activating their 
  dormant component and covering the City with a snow 
  that freezes not just the bones, but also the heart.
  THE BOMB
  Recently perfected by the doctor, the sonic bomb is a 
  device that emits a high-pitched scream loaded with 
  so much hatred, that it can shatter all the windows in 
  town, assuming it is set off close enough to the City 
  center. The contraption is the size and shape of an 
  outdated manual siren, and, by the time the crew finds 
  out, it is already being loaded to the back of the Asy-
  lum’s “mental health services” ambulance by a couple 
  of nurses. The ambulance then races towards the City; 
  if it is not stopped, the bomb will go off by itself when 
  it arrives within earshot of a major plaza Downtown.
  A SECOND BOMB?
  Depending on the tone of your campaign and the 
  crew’s success and failure so far, you may want to 
  have Krystal Knight plant a second bomb (or dozens 
  more bombs) elsewhere in the City. Even if the 
  crew disables one bomb, they have to go to greater 
  lengths if they are to save the entire City.
  
  24   |   CITY OF MIST
  SCREAM BOMB AMBULANCE yyy
  DECOMMISSION 5  /  CATCH 5  /  GET IN POSITION 3
  • Vehicle: When the nurses driving the Scream 
  Bomb Ambulance disembark, create a new Danger: 
  Asylum Nurses. This happens automatically when 
  decommission is maxed out, but the Nurses take 
  hurt-1.
  • Scream Bomb: When get-in-position maxes out, the 
  scream bomb goes off. 
   
  • Draw nearer and nearer to its target (getting-closer-1)
  • Take sharp turns and on the sidewalk to shake off 
  pursuers (remove 2 tiers from statuses on the catch 
  spectrum)
  • Clear a path for itself in traffic (remove up to three 
  traffic related tags or tiers)
  • Once per scene, fire a rocket launcher at vehicles in 
  pursuit (blown-up-4, vehicles nearby take dented-
  and-bent-2)
   
  • Accelerate, racing toward the City center
  IF THE BOMB GOES OFF
  When the sonic device goes off, a painful and shrill 
  scream fills the air all over the City. Everyone in the 
  immediate vicinity of the ambulance takes deafened-5. 
  More importantly, all the glass on the street or on 
  building exteriors in the City shatters into microscopic 
  snowflake-shaped shards, showering the City with a 
  blizzard of glass-made snow. Amplified by the Devil’s 
  Mirror magic, this snow quickly covers the City; this 
  Devil snow is freezing cold, but being made of glass 
  it doesn’t melt (unless exposed to the extreme heat 
  required to melt glass). Furthermore, coming in contact 
  with the snow or even feeling the cold it causes dis-
  torts people’s perception so that they see only what is 
  negative and ugly around them. This affects everyone 
  in the City, not just Rifts.
  How this affects the City is up to you. Two options are:
  • Harsh Winter of the Heart: The blizzard has an 
  ongoing effect over the City that continues through 
  the next cases you play. City folk become increasing-
  ly hateful, distrustful, and negative, making it hard 
  to conduct business and have relationships. Murder 
  and suicide rates go through the roof. The City itself 
  takes a-blizzard-of-hate-1 which affects actions relat-
  ed to human interactions and mobility in the City. At 
  the end of every downtime, increase the tier by 1.
  • All-Out Dog-Eat-Dog Mayhem: The blizzard is a 
  one-shot event that threatens to destroy the City. 
  Anyone who comes in contact with the snow instant-
  ly becomes a hate-filled maniac (hateful-4). Untreat-
  ed extended exposure makes this hate all-consuming 
  (tier 5) and then permanent (tier 6). Some may take 
  to the streets to kill their fellow citizens before they 
  are killed, while others will seek shelter only to find 
  they have their own self-hatred to contend with. 
  Within days, perhaps even hours, the City’s social 
  structures collapse.
  The PCs can reduce or remove the status in certain areas 
  of the City with a Dynamite! Change The Game move 
  with the large-scale effect option, but removing it from 
  the entire City requires a narrative solution, such as 
  convincing Krystal Knight to end the storm, recruiting a 
  small army of like-minded Rifts to work in tandem and 
  melt the mirror shards, or a Stop.Holding.Back move 
  with a no-return or ultimate sacrifice (MC’s call).
  
  BROKEN GLASS   |  25 
  AFTERMATH
  Here are a few questions to consider and points to 
  revisit when you wrap up this case:
  • Did the bomb go off or was the blizzard of hate 
  planned by Krystal Knight averted? If it did go off, 
  the City will have to cope with this traumatic event 
  in the weeks, months, or even years to come. If the 
  crisis was averted, does the crew gain reputation 
  among Sleepers or in the Rift underworld? Did they 
  discover that the Devil’s Mirror magic is infused into 
  glass all over town, and if so, how do they plan to 
  defuse it?
  • What was the end of Dr. Krystal Knight, the Grail 
  Knight? Was she killed, imprisoned, or shattered and 
  contained? Was she healed and now must honorably 
  face all the destruction and pain she has caused? Did 
  she escape or even win the battle, and now plans her 
  next move on the City from her lair? What will be her 
  part in the greater fight against Corbin Payne?
  • How did the crew and their supporting cast come out 
  of this intensely emotional episode (and sub-arc)? 
  Were relationships irreversibly damaged? Was this an 
  opportunity for crew members to work through their 
  issues? Did some of them embrace or reject their 
  Rifthood more than before?
  • What happened to the Mending the Broken victims 
  Felicia Pema Jones and Ruben Stone (as well as Mar-
  tha Ellis and Maximillian Drake)? Did they bounce 
  back and find their place as Rifts? Were they able to 
  cleanse their minds of the toxic thoughts instilled in 
  them by their hate-mongering therapists? Did some 
  of them try to confront their abuser or even seek 
  revenge?
  • How did the organization of Mending the Broken 
  come out of this? Is it still operating and deceiving 
  Rifts or did the crew make a point of shutting it 
  down? If they lost their boss, did Mending the Bro-
  ken practitioners disperse and revert back to Sleepers 
  or did they awaken independently? Did they find a 
  new Rift to keep them awake? What is their relation 
  to Rifts after all this?
  • And the Asylum – does it continue to operate? Is it 
  time to shut down this atrocious institute or mod-
  ernize it and turn it into an actual place of healing? 
  Or does the crew decide they need a new prison for 
  their unhinged villains?
  If you are playing through the story arc, this case 
  concludes the personal vein. With the red clues they 
  received in this case, the crew can advance to the next 
  act of Percival, the overarching case, and investigate 
  more of Corbin Payne.
  
SOURCE: textdata/thevault/City of Mist (PbtA)/Adventures/03 Broken Glass.pdf