Sig - City of Blades Corebook
Sig - City of Blades Corebook
Sig
          K
City of Blades
This work is also based on Sig: Manual of the Primes (found at https://
genesisoflegend.com/), product of Genesis of Legend Publishing,
developed and authored by Jason Pitre, and licensed for our use under
the Creative Commons Attribution 3.0 Unported license (http://
creativecommons.org/licenses/by/3.0/).
            Quinn Murphy
     Writing and Adventure Design
         Christopher Rothwell
               Lead Editor
              Juan Ochoa
            Cover Illustrator,
            Lead Illustrator
              Julie Dillon
         Illustration (pg 1, 7, 15)
           Nathan Paoletta
           Illustration (Icons)
              Avery Alder
           Design Consulting
              John Harper
      Inspiration & Encouragement
              Proofreading
             Welcome to Sig
    This city is a Möbius strip, floating through the void. It's the
    nexus of all the verse, where eternal planes and infinite primes
    meet. It's a rough home for cutters hungry for coin and glory.
    It's the battlefield where the political factions fight for territory
    and infamy. It's a city of gods, demons, and stranger things
    which lurk.
    In the City of Blades, you will play a crew of reckless and bold
    Freebooters. You work for one of the feuding political factions
    during their perpetual turfwars. Your faction depends on you to
    rise up the ranks and seize territory. Your crew might:
1
     Roles and Responsibilities
Sig: City of Blades uses a traditional role-playing game structure
meant for four to six participants. One person is the Game
Master (GM) who administers the game, interprets the rules,
and portray the broader setting. Everyone else plays Freebooters
who belong to a single crew.
                 Freebooter Players
The other players will portray Freebooters; scoundrels and
adventurers who perform dangerous missions for glorious Coin.
The players are responsible for reincorporating the people, places,
and events introduced by others. They must honour everyone's
personal and emotional boundaries. Players should take bold risks
to advance their faction's interests, gathering Coin and Infamy in
the process.
                                                                      2
                         Your Crew
     Each of the Freebooters are members of the same crew, serving
     one of five minor factions in play. You work to earn Infamy,
     Claims, and Coin so that your faction can grow mighty. Your
     group will pick which of these crews to play as:
    s
                          The Glimmer Knights, armed diplomats in
    GlimmerKnights        service to the Performers Guild;
3
    U   Void
      Striders
                          The Void Striders, bold explorers
                          in service to the Portalsmiths.
            Best of Both Planes
Sig is a city of contrasts and strange bedfellows. This setting was
originally presented in SIG: MANUAL OF THE PRIMES by Genesis of
Legend Publishing. The system used is derived from
BLADES IN THE DARK, published by Evil Hat Productions.
These two games unite to form SIG: CITY OF BLADES.
                                                                        4
    The Map of Sig is the centerpiece of play, and the City of Blades is
    broken down into four districts. Highspire is the district of nobility,
    prestige, and pervasive corruption. Riverward is the commercial heart
    of the city and where the strangest treasures can be found.
    Tetherward contains the massive planar gateways to the elemental,
    ideological, and conceptual planes of existence. Lastly, and certainly
    least, are the desperate and miserable tenements of the Hive.
5
As your Freebooter navigates the City of Blades, you will find
yourself encountering obstacles that you will need to overcome
and consequences that you will need to resist. Obstacles can
include things like waʨhful guards that you need to sneak past
or dangerous elemental landscapes that you need to navigate.
Resisting consequences includes things like shrugging off an
injury or withstanding a surge of magical energy after you boʨh
a portal ritual. If you are successful, you might be able to secure
valuable Coin and Infamy.
                                                                      6
    Table of Contents
                                 Rolling Dice               48
                                  Action Rolls              49
                                  Resistance Rolls          53
                                  Fortune Rolls             55
                                  Preparation Rolls         58
7
Chapter 3: Systems             Chapter 5: Creation
The Mission              64    Crew Creation             129
 Clocks                   64    The Glimmer Knights      132
 Tracks                   67    The Order of Ashen Keys 136
 Mission Planning         68    Daughters of the Raven   140
 Tactics                  73    Reforged Blades          144
                                Void Striders            148
The Price                76
 Stress & Consequences    77   Freebooter Creation       152
 Harm                     85
                               Cultures                  155
The Rewards              87     Truthbearer              155
 Coin                     87    Keeper                   156
 Infamy                   93    Kinbound                 157
 Experience               97    Anarch                   158
                                Scoundrel                159
                                Fireheart                160
Chapter 4: Factions             Caretaker                161
Claims                   106
 Claim Benefits          107
 Seizing Claims          109
9
10
       Nexus of the Verse
     The verse is a vast place and most folks are content to remain
     clueless to it's infinite wonders. The Sage Collegium and
     Portalsmiths are constantly making metaphysical arguments over
     the true nature of the verse. Here's what you need to know.
                                                                       12
                 The Eternal Planes
     They say the planes were built by the Primordials before time
     began, though there aren’t many of them left to take credit. Each
     of these is a separate dimension or realm of existence which floats
     in the endless void. They are brimming with magic and power
     that can be channeled by the clever and the foolhardy.
     Each plane of existence follows its own laws of physics and social
     norms. They are home to their own native inhabitants who are
     ruled in turn by individual divinities, devils, and darker things.
     Those planes bound to Sig can influence the city and empower
     the factions which serve their interests.
13
                The Elemental Planes
The Brass Tether is bound to the elemenal planes of force and
matter which comprise the physical world. The elemental planes
of Flame, Waves, Wind, Stone, and Ice are often called upon by
mortal sorcerers to strike down their foes, but they also contain
stunning landmarks worth a visit.
                                                                      14
                    The Prime Worlds
     Two things you have to know about the prime worlds. First, there
     are an infinite number of them, holding every potential world in
     the verse. That’s not to say that you can get to all of them easily,
     as each prime drifts through the ethereal sea in a different
     direction. No, it just means that the potential diversity of any
     given world has surprised even lesser Powers.
15
Archipelago: A world of massive oceans, overcrowded islands, and
plentiful seafood harvests.
The Seedlands: A prime world filled with massive fungal trees that
shelter tribes of terrified mortals from giant sloths.
Wastelands of the Mind: This prime was once verdant and rich
with life, until sorcerer-kings learned how to drain vital magics
from the land.
17
To complicate matters, these tethers come in threes. This means
Sig is always bound to three different planes at any point in time,
each competing for hearts and minds. Whenever Sig aligns with
a new plane, one of the previous tethers rips itself apart. That
plane’s influence dampens and certain immigrant communities are
cut-off from their native homelands. The city reshapes itself based
on the new plane’s influence, disrupting the city and bringing an
influx of new planar refugees.
                                                                      18
                Travelling the Verse
     There’s lots of ways to travel the verse, and most bashers love to go
     wandering the planes and primes. Plenty of planar navigators are
     happy to guide a basher anywhere in the verse, for the right price.
19
           Planar Codex
The planes are the eternal and fundamental building blocks of the
verse. Every campfire, torch, and shining candle manifests a small
sliver of the Elemental Plane of Flame. The solidity of stone,
currents of the hungry seas, and bitter chill on the winter winds
are likewise expressing some of the influence of the elemental
planes. Other planes may be bound to the different ideologies or
concepts that influence mortal lives. The Portalsmiths claim there
are hundreds of planes of existence that express different aspects
of the multiverse, but most folk only know about the fifteen
major planes. This is what most folk in the City of Blades know.
The Plane of Flame is filled with the raw heat and fury of
primordial fire. The ground is made of embers and ashes which
still glow with inner fire. Geysers of flame erupt periodically and
release clouds of burning gas. The inhabitants of this place craft
buildings from tempered flame and drink deeply from rivers of
magma. All hearts in this place burn bright with passion, from
unstoppable desire to smouldering rage.
                                                                      20
                  Elemental Plane of Waves
                       True power is hidden
     The Plane of Waves shimmers cerulean at the surface and inky black
     in the depths. The inhabitants feast upon rich brine, drink sweet
     waters, and harvest cloth from floating forests of seaweed. The
     endless sea is lit by the glow of jellyfish and the clouds of algae. The
     many aquatic inhabitants share traits in common with marine beasts
     such as the kelpies, ravenous shark-women, the immortal turtlekin,
     and the benevolent kraken scholars. There are countless secrets and
     horrors for you to discover beneath the surface.
21
             Elemental Plane of Stone
                  Strength is a burden
                                                                          22
               Ideological Plane of Justice
                     Virtue must be tested
23
      Ideological Plane of Destruction
              Power is its own reward
                                                                        24
               Ideological Plane of Freedom
                         Liberty is life
25
           Conceptual Plane of Shadow
                There are Many Truths
This plane is the home of the wise and a repository of all things
known. Ancient tomes of paper hold histories of primal dynasties.
Walls of radiance display images of current events on the other
planes. Arcane songs echo through the great lore-vaults, where the
dire prophecies are stored. Living spells infiltrate the minds of the
unwary, using their hosts to escape to the primes. Scents and tastes
convey cultural traditions of countless primal worlds. Anything you
might seek can be found here, if you can pay the librarian’s tithe.
                                                                              26
                  Conceptual Plane of Life
                     Survival demands growth
27
                  The Powers
   Faith is the food of the gods. The mighty Powers depend on mortal
   devotion for their survival. This fundamental truth of the verse
   drives the Powers to amass vast bodies of faithful worshippers.
   Demon-queens raise armies to terrorize mortals into worship.
   Planarchs release lore and artifacts that hint at their glory.
   Primordials sculpt worlds to house their followers. Each Power
   gathers followers in different ways, but each does so out of hunger.
28
     Ianaos the Dragon: A venerable wyrm clad with ruby scales and
     a burning appetite who plunders and pillages the prime worlds.
29
Kestranna the Harvester: The double-aspected goddess of
benevolent abundance (Kestr) and of reaping the harvest (Ranna).
                                                                       30
     The Living Forge: Once chained and forced to craft weapons of
     the gods, she now builds only tools of peace.
     The Void Stone: Once an ascetic primal monk who abandoned all
     attachments on the path to enlightenment who now seeks to
     erase these binding threads from others.
     Xyttshak, Queen of
     Crawling Things:
     The bugspeaker and protector of
     the swarm who offers the gift of
     healing to all life in need.
                                                         Xyttshak,
                                               Queen of Crawling Things,
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              The Character
     No one rests easy in the City of Blades. Each of the factions vie
     for wealth, influence, reputation, and territory. The immortal
     Powers dispaʨh ruthless servitors to secure worship and sacrifice.
     Each cultural community, whether they be new arrivals or
     ancient lineages, seek space for their people. The Freebooters are
     the perfect tools to achieve each of these ends.
33
     Anatomy of a Freebooter
     Each player is responsible for creating, portraying, and
        managing their Freebooter character. Each such
        character is made up of the following elements.
                                                                34
                          Name & Title
     Your name is a valuable resource in the City of Blades. Every
     Freebooter has both a name and an associated title which is
     known to the city. Here are the most common names according
     to the most recent Census of Sig performed by the Paperguard.
Choose wisely.
35
                          Drives
The life of a Freebooter is complicated by many conflicting
obligations. The cultural traditions of your people must be
practiced and preserved. Your family, of blood or choice, demands
your aid. Your religious faith calls upon you to act. Each of these
demands placed upon your character is referred to as a Drive.
By their very nature, Drives will complicate your life. You may
be driven to perform daring experiments, adopt heavy burdens, or
uphold religious obligations. This is the price of living an
adventurous life.
                                                                      36
                            Attributes
     Attributes are broader traits that you use during resistance rolls.
     You have three attributes, each of which is associated with four
     actions. Your attribute ratings are equal to one dot for every
     associated action you possess.
XP
37
                           Actions
Actions represent the different options that Freebooters have to
solve problems. Each action has a rating (from zero to 4) that tells
you how many dice to roll when you perform that action.
Action ratings don’t just represent skill or training—you’re free to
describe how your character performs that action based on the type
of person they are. Maybe your character is good at Command
because they have a scary stillness to them, while another character
barks orders and intimidates people with their military bearing.
39
                    Prowess Actions
                                                                         40
                          Resolve Actions
41
                        Advances
Advances are special abilities that you may have received based on
your Culture, Lineage, or Devotion. Each character has six
potential Advances to pick from, and they select two of them at
character creation. Here are a couple examples of Advances.
                   What Remains
 � Stress represents the amount of Stress and exhaustion
   your Freebooter has suffered. This clears when you
   indulge during downtime.
 � Harm represents the level of injury your Freebooter has
   suffered. This clears when you recover during downtime.
 � Coin represents the amount of money you have saved
   up for use or retirement.
 � Experience tracks your progress in earning new
   actions or Advances.
 � Relationships are the bonds, for good or for ill, that
   you have with NPCs.
                                                                     42
                  Cycle of Play
      Sig: City of Blades has a three-part structure of play: drama, followed
     by missions, which, lastly, leads to downtime. Each phase uses the dice
             in different ways, which we describe in the next section.
                                 Drama
                     Free Roleplaying and Exploration
                                 Missions
                              Heists and Conflict
43                              Downtime
                            Recovery and Planning
                  Escaping the Cycle
                                               Waterborn Cleaner,
45
                   Mission Phase
             Action, Resistance, & Fortune Rolls
Each mission has a common structure where you plan your three
objectives, make an engagement roll to determine your starting
position, then dive into the action. Every mission has one objective
related to profit (earning Coin), one to politics (helping a faction)
and one to reputation (interfering with a faction).
The full details of the planning process are over at pg. 68. Your
crew will work to secure these three objectives before your
opposition can stop you. When the mission is finished, the game
shifts into the downtime phase.
                                                                        46
                    Downtime Phase
                       Fortune & Preparation Rolls
     After the crew finishes a mission (succeed or fail), they take time to
     recover, regroup, and prepare for the next operation. This phase of the
     game is called downtime, and it gives the players a chance to explore
     the quieter moments of the story and more personal events. This is the
     time when you discover longer term developments, work on clever
     schemes, and deal with the repercussions of your actions.
     First, the crew allocates the Coin earned on the mission. Any
     riches you gather need to be given to crew members or your
     faction’s Treasury.
     Second, the crew gains Infamy and unwanted attention from the
     other factions of the city. The more Infamy that your crew has
     gathered, the more Fallout they are likely to recieve.
Roll your pool of dice all at once and read the single highest result.
If you ever need to roll but you have zero (or negative) dice, roll
two dice and take the single lowest result. You can’t roll a critical
when you have zero dice.
 All the dice systems in the game are expressions of this basic
 format. When you’re first learning the game, you can always
“collapse” back down to a simple roll to judge how things go. Look
 up the exact rule later when you have time.
                                                                         48
                         Action Rolls
                        Drama & Mission phases
49
4. Roll the dice: The player rolls all the dice before them
   and looks to the single highest result. If the highest
   result is a 1-3, the Freebooter doesn’t get what they
   want and they face a Consequence. If the highest
   result is 4+, they get at least part of their goal. If they
   roll one or more 6’s, they will have a better effect.
   Once per action roll, the Freebooter can accept a
   Planar Bargain to reroll all of their dice.
                                                                   50
     Milver Blueblood is an exiled noble working for the
     Performer’s Guild. She was sent to infiltrate a Highspire gala.
51
                Bargaining with Devils
Sig is always bound to three different planes of existence at any
point in time, and their influence is ever-present. A clever
Freebooter can take advantage of these planar alignments, although
there are often consequences. Anyone may propose a Planar
Bargain, a potential way that a tethered plane could reshape the
environment to the character’s benefit. This allows the character to
reroll their dice if they are willing to pay the price.
   Perhaps you explain that your cloak glitters with ice crystals
   that reflect the light and capture the attention of the room.
   When your icy cloak begins to melt, the frigid water may
   chill you to the bone or damage the scroll you carry.
     Just tell the GM, “No, I don’t think so. I’m resisting that.”
     Resistance is always automatically effective, but you’ll make a
     resistance roll to see how much Stress your character suffers as a
     result of their resistance. The GM chooses the Attribute, based on
     the nature of the Consequences:
     Your character suffers 6 Stress when they resist, minus the highest
     die result from the resistance roll. So, if you rolled a 4, you’d
     suffer 2 Stress. If you rolled a 6, you’d suffer zero Stress. If you
     get more than one 6, you also clear 1 Stress.
53
No matter what you get on your resistance roll, you completely
avoid the Consequence. If you chose to resist being thrown into the
river, you stay dry even if you fail. The real price is that a bad roll can
lead to a significant amount of Stress landing on your shoulders. The
GM may also threaten several Consequences at once, then the player
may choose which ones to resist (and make rolls for each). Once you
decide to resist a Consequence and roll, you suffer the Stress
indicated. You can’t roll first and see how much Stress you’ll take,
then decide whether or not to resist.
     The fortune roll is a good tool to help the GM manage all the
     various moving parts of the world. Sometimes a quick roll is enough
     to answer a question or inspire an idea for what might happen next.
55
                         Investigate
When the crew is trying to gather uncommon or confidential
information, they tell the GM what they are trying to determine.
Roll one die for each answer in the affirmative:
                        Engagement
When you are planning a mission, roll to determine how good your
plan is. Common choices are assault, debate, deceive, negotiate,
invade, investigate, invoke, sneak, or transport. Describe one detail
about your plan and ask the GM how many dice you have to roll.
Roll one die and one additional die for each member of your crew
with a light loadout. The more successful your roll, the more
distant the peril. See pg. 72 for more details about peril.
                              Seize
At the end of a successful mission, the crew might be able to
secure the piece of territory that was targeted. The size of the
political objective completed determines how many dice you roll,
with a success leading your faction to seize the claim. Completing
a 4-segment minor political objective clock gives you 1 die, a
moderate clock gives you 2 dice, and a major clock gives you 3
dice. See pg. 64 for more information about clocks and pg. 71 for
information about creating those clocks during mission planning..
                                                                        56
                                 Battle
     When two rival factions are in direct conflict, the GM makes a
     fortune roll for the faction of the higher Tier. Roll one die and
     one additional die for every difference in Tier level. The Enforcers
     (T3) would roll 3 dice vs The Sage Collegium (T1), for example.
     The Enforcers would win if they get any success, while the Sage
     Collegium would win if the fortune roll failed.
                                Fallout
     During each downtime phase, the crew may suffer consequences
     based on their level of Infamy. The crew rolls 1 die for each
     empty slice on their Infamy track. The GM then inflicts 6 fallout
     conditions minus the highest die result from the roll. If the crew
     rolled a 6, they would get away without suffering any fallout
     during downtime.
                                 Haggle
     If a character wants to purchase something of moderate value,
     bribe a guard, or otherwise spend a few silver to achieve a small
     goal (bribe a doorman), make a fortune roll to determine the cost.
     Gain one die for every Coin you hold in your purse. On a failure,
     the character must spend one Coin in the transaction.
                                 Plague
     The rat rot is spreading uncontrolably through the city. The GM
     determines where the disease originated, then it spreads to
     adjacent regions during downtime. The GM makes a roll for each
     uninfected Claim which is adjacent to an infected one. That
     Claim is immune on a failure and infected on a success. Roll 1 die
     for any Claim in Highspire, 2 for those in Riverward, 3 in
     Tetherward, or 4 for Claims in the Hive.
57
             Preparation Rolls
                        Downtime phase
During the hectic lives of Freebooters, opportunities to recover
and prepare are few. The downtime phase is their chance to make
preparation rolls to reduce Stress, recover from Harm, advance
personal projects, gather useful equipment, or train. Each
Freebooter will normally have time to perform two preparation
rolls during each downtime phase.
Each additional preparation roll costs 1 Coin from your purse. This
reflects the time and resulting resource drain while you’re “off the
clock” and not earning from a job. When you complete a new
mission, you reset and get two “free” activities again.
For any preparation roll, your Freebooter always rolls at least one
die. They roll an additional die if :
                                                                       58
                               Indulge
     Freebooters need time for leisure and personal pursuits after
     completing their jobs. Clear a number of points of Stress equal to
     your highest die result. If you clear more Stress levels than you
     had marked, you go too far and select one of these ouʨomes.
                                 Train
     You spend time practicing and improving your skills. On a success,
     mark one point on one of your Experience tracks for each
     condition which is true.
     You may train a given Experience track once per downtime. See
     pg.97 for more information about advancement.
59
                           Recover
The Freebooter’s life is fraught with danger, and they often find
themselves wounded. By taking this downtime action, you seek
treatment and heal your Harm. Whether you use rare herbs,
healing charms, or divine cures, the rules are the same. Remove a
number of segments from your Harm track based on your roll;
                             Work
When you work on a long-term project (either a brand new one
or an already existing one), describe what your character does to
advance the project clock, and roll one of your actions. Mark
segments on the clock according to your result: 1-3: one segment,
4/5: two segments, 6: three segments, critical: five segments. A
long-term project can cover a wide variety of activities, like doing
research into an arcane ritual, investigating a mystery, establishing
someone’s trust, courting a new friend or contact, changing your
character’s Drive, and so on.
                                                                        60
                                 Acquire
     Gain the use of a piece of gear for your crew such as special gear,
     standard equipment, or specialized information. Each asset
     acquired is added to your crew’s gear list. On a 4/5 result, the asset
     will only help you for your next mission. On a 6, the asset will be
     permanently added to the crew sheet. On a critical success, the
     asset will be of higher quality. Some examples of gear include...
                                  Assign
     Certain crews may have access to a cohort, who can perform tasks
     on their behalf during this phase. A Freebooter may direct them
     to perform certain tasks for your collective benefit.
61
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    62
    62
     There is much more to the game than the basic structural
     elements of the characters, scene types, and rolls. This chapter
     explores all of the more detailed rules & procedures to make your
     game sing. There are three sections to the chapter:
     The Mission: You are here to carry out bold heists, clever schemes,
     and other jobs to benefit your faction. This section gives you the
     tools and guidance to accomplish your goals including explanation
     of engagement rolls, clocks, and teamwork.
63
                The Mission
If you want to get something done, you have to do it yourself. The
mission phase is the heart and soul of the game. It’s where bold
Freebooters perform jobs to earn Coin, Claims, and Infamy. All of
the danger and opportunities for growth hinge on your actions
during the mission, so there are a few specific rules to note.
                           Clocks
A progress clock is a circle divided into segments that represent how
close a certain event is to happening. Sometimes the narrative will
change the progress on a clock and lead you to mark one of the
segments. Other times, dice rolls will add segments to progress clocks
which are then reflected in the fiction.
Progress clocks are versatile tools for use in every phase of play,
used both to represent helpful and harmful events. Clocks are
often used to represent progress towards:
When you create a clock, make it about the end result, not the
 method to get there. The clocks for an infiltration should be
“Weeping Angels” and “The Tower of Sorrows,” not “Sneak
 Past the Angels” or “Climb the Tower.”
                                                                         64
                   Minor Clock
                   A four-segment clock represents a simple obstacle,
                   such as a short wall to climb or recovering from a
                   beating by neighbourhood ruffians.
                   Moderate Clock
                   A six-segment clock represents a normal obstacle,
                   such as scaling an obsidian tower or recovering from
                   a stab wound. This is the default difficulty level.
                   Major Clock
                   An eight-segment clock represents a daunting
                   obstacle, such as scaling a massive ice-wall, or
                   recovering from being mauled by a feral Drake.
65
There are many different kinds of ways you can use
clocks during play.
                                                                66
                                Tracks
     While the majority of clocks are represented by standard circles, there
     are occasions where it makes more sense to represent the same
     concept with linear tracks. These work similarly to clocks but are
     designed as a set of hexes that can be filled, rather than a divided
     circle. While clocks only move forward, you may have an
     opportunity to erase some or all of the marked boxes on a track.
                             Simple Obstacles
         Not every situation and obstacle require a clock or tracks.
         Use these tools when a situation is complex or layered and
         you need to monitor something over time — otherwise,
              resolve the result of an action with a single roll.
67
                Mission Planning
There are many ways to earn Coin in the City of Blades. If you
want to undertake a mission, you just need to come up with a
simple outline of the job. A mission can be long and involved, or
short and sweet. There might be lots of rolls and trouble, or just
a few actions to resolve it. Play to find out what happens!
                                                                         68
                                   Claim
     Control over the shadowed alleys and treacherous rooftops of Sig
     is of vital important. Every territorial claim is a priceless resource
     for the city factions, granting claim benefits and other resources.
     That means that every mission must relate to one of the 48 claims.
     Sometimes you will need to gather information, tools, or treasures
     from a secret prime world or a planar fortress to advance your
     agenda, but it ultimately has to relate back to a specific section of
     the city. You must select one claim which is not under your
     faction’s control.
                               Approach
     Once you know where your mission will take place, you need to
     decide how the crew will approach the problem. The crew must
     pick one of the following nine approaches, then answer the
     question to establish one important detail about the job.
     Invade: Use access to a mortal prime world to get what you want.
     Describe what makes this prime world special.
69
Investigate: Use investigation and research as your primary way
of securing your objectives. Describe your most promising lead.
                           Loadout
Once you have determined your objectives and approach, each
Freebooter determines how much of a load they will bring along.
During the operation, you may say that your character has an
item on hand by checking the box for the item you want to use
up to a number of items equal to your chosen load. Your load also
determines your movement speed and conspicuousness:
Light Load (1): You’re faster, less conspicuous, and you blend in
with citizens. You can use one additional item during the mission.
Every freebooter with a light load also provides an extra die on
the engagement fortune roll for the mission.
Normal Load (2): You look like a scoundrel, ready for trouble.
You can use two additional items during the mission.
Heavy Load (3). You’re slow and encumbered. You look like an
operative on a mission. You can use three additional items during
the mission, and bystanders will remember you.
     A minor clock (4) allows you to weaken a rival’s hold over a claim.
     Roll 1 die for the claim fortune roll.
     A major clock (8) allows you to steal a secure claim from one of
     your rivals. Roll 3 dice for the claim fortune roll.
                                   Profit
     Ask yourself how your mission will fill your purses and pay off
     your bar bill. Difficult jobs are more profitable.
     A major clock (8) represents a major haul which will take a hell of
     a lot of work to pull off. Completing this objective will give you
     eight Coin to distribute, while failing only gives you three Coin.
71
                              Peril
Every mission is dangerous, and rival factions are eager to protect
their own turf. Your crew must make an engagement roll, as
described on pg. 56, to determine to peril countdown clock. The
GM rolls one die normally, and one additional die for every
freebooter who chose a light loadout. When the peril clock is
filled, the crew must face a major obstacle which must be
overcome in order to complete the mission.
On a mixed success (4-5), the crew gets part way through the
mission before things go wrong. Create a 6-segment peril
countdown clock before the opposition reaction.
                  Politics:
                  Convince the Grumpy Gorgon servers to
                  get Enforcers embarassingly drunk.
                  Profit:
                  Rob the Enforcers blind, leaving them
                  pennyless and ashamed in the morning..
                  Peril:
                  The rising suspicion and self-restraint of
                  the Enforcers.
                                                                      72
                               Tactics
     Teamwork is a powerful thing and can give a crew of freebooters
     some powerful advantages. These are the three options you can use
     during the mission phase to improve your chances.
                       Coordinate Actions
     When you coordinate a group action, you coordinate multiple
     members of the team to tackle a problem together. Describe how
     your Freebooter leads the team in a coordinated effort. Do you bark
     orders, give subtle hand signals, or use raw charisma to lead?
73
                     Push Yourself
You can always choose to take 2 Stress in order to gain a bonus
die on an action roll. Alternatively, you may push yourself to take
an action with no additional dice while you are incapacitated. (see
pg.85) This represents your Freebooter dedicating extra effort to
get the job done.
                           Lend Aid
During an action or resistance roll, Freebooters can assist each
other. Describe what you do to help them out, take 1 Stress, and
give them another die for their roll. You might also suffer any
Consequences that occur because of the roll, depending on the
circumstances. Only one Freebooter may assist a given roll. A
Freebooter may assist a group action, but only if they aren’t
taking part in it directly. You decide which character in the group
action gets the bonus die.
                        Elderskein Lorekeeper
                                                                      74
                      Trigger Flashbacks
     When a mission is underway, you can invoke a flashback to
     establish you were prepared for your current situation. Maybe you
     convinced the Paperguard to schedule a meeting during your
     heist or secured the plans for the manor from the Guild of Labour.
     The GM sets a cost between 0 and 2 Stress when you activate a
     flashback action.
     When a mission goes badly, you can call for a flashback to a special
     preparation you made, “just in case” something like this happened.
     This way, your “flashback planning” will be focused on the problems
     that do happen, not the problems that might happen.
75
                  The Price
Every time a crew ventures out on a mission, they expose
themselves to many risks. This section explains how Stress, Harm,
Consequences, and Burnout are used in play to reflect on these
different factors.
Harm represents the physical trauma that a character may suffer. The
Harm track measures injuries and recovery (see pg. 85). The more
Harm you have on your sheet, the nastier the Consequences you can
face. When you suffer too much Harm, your character may die.
                                                                       76
             Stress & Consequences
     The life of a freebooter is filled with chaos and turmoil
     represented by Stress. The Stress track has a total of 9 boxes which
     represent the character’s mental energy and emotional resources.
     Players choose to mark Stress for benefits during play. You may
     mark Stress to resist a Consequence or to use a tactic. Stress is
     typically reduced during the downtime phase by taking the
     indulge action (see pg. 59).
77
                      Stress Levels
Relaxed: If a character has 0-2 Stress boxes filled, they are at their
full capacity. They are only subject to minor Consequences
reflecting the common setbacks and discomforts of their daily lives.
                                                                         78
                   Minor Consequences
     � Stumble: You lost control of the situation and you are now
       in a more dangerous position. Perhaps you make the leap
       across to the next rooftop, only to end up dangling by your
       fingertips. You haven’t failed, but you haven’t succeeded
       yet either. Desperation mounts, and you have new
       challenges to confront.
79
           Moderate Consequences
81
� Imprisonment: You are captured, either for your
  malfeasance or because you angered the wrong person.
  Those who have offended the Paperguard are tossed
  into the Maze in Tsarhome. The rest are unceremoni‐
  ously booted through the closest gate to fend for
  themselves in a hostile prime world, with their egress
  closed behind them.
                                                            82
                                Burnout
     If all nine of a character’s Stress boxes are filled, they suffer
     burnout. This constant pressure grinds away at them, leaving
     them physically, mentally, and emotionally exhausted. Players may
     choose each of the options below once for their Freebooter.
     Vice: You have been having a hard time adapting to the pressure
     and have resorted to unhealthy coping mechanisms. Decide
     whether you use gambling, obligations, pleasure, or stupor to
     keep yourself together. Failing to partake in your vice during
     downtime will cause you one Stress.
     Apathy: The stress wears on you and steals joy from your heart.
     Fulfilling your Drives no longer assists you with preparation actions.
83
                Vice
                 Apathy
Fatigue
Isolation
                                                                       84
                                  Harm
     Freebooters often suffer violence and injury during their missions. The
     Harm track has a total of 9 boxes which represent the character’s
     health. Every time a character suffers physical harm without making a
     resistance roll, they will fill in a number of these Harm boxes. Harm
     levels are reduced during the downtime phase with the recover action
     (see pg. 60).
     Healthy: If a character has 0-2 Harm boxes filled, they are in good
     shape and don’t suffer any additional penalties.
     Wounded: If a character has 3-5 Harm boxes filled, their injuries are
     interfering with their actions. They have reduced effect on all
     action rolls.
85
Eliminated: If all nine of a character’s Harm boxes are filled,
they are removed from play. Mortal characters will die and their
souls travel to another plane. Undead characters find their bodies
fail them and spirits banished to the Plane of Death. Immortal
characters fade from the verse for a time, reforming anew in a
later era. Sometimes the death, banishment, or dissolution of a
Freebooter will make sense in the narrative, so lean into it.
Mark one of the four boxes (Dead, Lost, Forgotten, or
Consumed) which best represents their fate.
Dead
Lost
Forgotten
Consumed
                                                                     86
                  The Rewards
     Your faction will have to deal with downtime activities between jobs
     and look to the future. There is a lot of faction politics to consider
     and schemes to develop if you hope to climb your way to the top.
     There are three important things that matter over the long term:
     the Coin you gather, the Infamy you earn, and Experience.
                                   Coin
     Coin is an abstract measure of cash and liquid assets. You will
     certainly see all forms of currency circulating, including ceramic
     pieces, glowing crystals, iridescent shells, silver ingots, and copper
     rods. After one too many civil wars over exchange rates, the
     Silent Regent commanded her servants to create a common Coin
     for the city of Sig.
87
  � 1 Coin: A single gold Coin is equal to a small purse of silver
    coins or a sack of ceramic pieces. This represents a week’s
    wages, an impressive bribe, or some valuable equipment.
While you certainly can store your entire life’s savings in a handful
of humming, golden Coins, the wise Freebooter keeps most of
their money in smaller denominations. Most random food-stalls
won’t exactly be able to make change for a golden Coin, and
pickpockets will flock to anyone displaying such ostentatious
wealth openly. Not to mention the fact that the Paperguard often
look over the books of the legal moneychangers and may come
asking questions about your unusual income stream.
                                                                        88
                         Distributing Loot
     After a mission, the Freebooters take stock of how their operation
     turned out. You can set the scene and play out a meeting with a
     client or patron who’s paying the crew if there’s something
     interesting to explore there. If not, just gloss over it and move on
     to the next part of downtime.
� A major mission will earn you 8 Coin and a round at the pub.
     The crew determines how much goes into the Treasury and how
     much goes to each of the Freebooters. Those characters then
     decide if they will put their Coin in their purse or their stash.
89
                         Your Purse
You can always keep your Coin on your person if you like. You can
hide your humming, magical, golden disks in your boots, or keep
heavy purses of silver at your belt. The downsides are rather obvious
though, and holding a significant amount of wealth on your person
is an easy way to attract attention. You can easily carry around an
amount of wealth of up to six Coin, but anything more than that
is likely to get you mugged or pick-pocketed. You don’t want to
lose your life fortune after one too many drinks at the bar.
Don’t worry about the few porcelain pieces you might spend to
buy yourself a rat skewer, or the silver you spent on your new pair
of boots. If a character wants to spend to buy something unusual,
give a generous bribe or the like, they can always make a fortune
roll to haggle as describerd on pg. 57.
                                                                        90
                              Your Stash
     The goal of any Freebooter is to retire into a life of leisure. Their
     progress towards this goal depends on how much Coin they
     have in their private stash, which is tracked on your character
     sheet. Every six Coin stashed away will increase the quality level
     of the character’s lifestyle, from zero (squalor) to four (luxury).
     This also represents how comfortable their retirement will be
     when they leave the job or burn out.
     Stash 0-6 Squalor. You end up in the Hive, awash in vice and
     misery while begging for alms. You will retire to some hostile
     backwater prime world full of scarcity and danger.
     Every time you want to transfer Coin from your stash to your purse,
     you lose one Coin in the transaction. Your character sells off some of
     their assets and investments in order to get some quick cash.
91
                      Your Treasury
The last place you can store Coin is in your faction’s secure
Treasury. The other members of your organization will keep your
contributions relatively safe and invest it in profitable ventures. If
your faction ever loses a Claim, you will lose half of your Treasury
at the same time.
You must spend Coin from the Treasury in order to upgrade your
faction. This requires that you hold more Claims than your current
faction Tier, and that you have filled your Infamy track during a
mission. When this happens, you can spend an amount of Coin
equal to three times your current Tier to advance by one step.
Freebooters cannot withdraw any Coin from their Treasury for any
reason. It may only accumulate or be spent as per the rules above.
                                T
                                                                         92
                                Infamy
     Your reputation is as valuable and dangerous as any blade. The
     factions seek to perform missions that will bolster their reputations
     and earn them Infamy. Each mission is an opportunity to make
     your mark on the city.
                           Earning Infamy
     There are more than enough spies from the Urchin’s Association,
     wandering spirits, and keen-eyed guards who might witness your
     deeds. You can make enemies, earn the grudging respect of the
     other factions, and generally make a name for yourselves. All of it
     depends on how you handled your mission.
93
                    Spending Infamy
The Infamy track has 6 boxes that get marked during play. When
an Infamy tracker fills up, your crew improves their position in
some way, and you reset your Infamy to zero.
                                                                    94
                       Suffering Fallout
     Your Infamy and misdeeds can make you a lot of enemies. During
     each downtime phase, the crew may suffer consequences based on
     their level of Infamy. The crew rolls 1 die for each empty slice on
     their Infamy track. The GM then inflicts 6 Fallout conditions
     minus the highest die result from the roll. If the crew rolled a 6,
     they would get away without any Fallout during downtime.
     Based on the roll, the GM may pick up to five Fallout options from
     the list below. Normally the GM will narrate these problems after
     Infamy has been earned, but before preparation rolls.
95
� Minions: The Freebooter’s cohort causes trouble due
  to their flaw(s). You get to choose whether to make
  an example of one of them, embarrass the lot of them
  publicly, or face reprisals from the wronged party.
                                                                  96
     6                      Experience
     Each character has three Experience tracks which can receive
     Experience points: Insight, Prowess, or Resolve. Whenever you
     fill one of these Experience tracks, it’s a signal that the character
     will improve during downtime.
     Advance: You can gain a new Advance from the associated track.
     If your Prowess Experience track filled up, you could select one
     of the Lineage Advances. If you have both of the Advances
     already selected, you may be able to create an additional one in
     negotiation with the GM.
                           1 2 3 4 5 6
                                       XP
97
                      Mark Insight
Your Insight attribute, derived from your Culture, represents your
mental acumen and wisdom, which allows you to avoid deception
or confusion. You mark Insight when…
                     Mark Prowess
Your Prowess attribute, derived from your Lineage, represents
your physical skill and aptitudes which allow you to avoid Stress
or injury. You mark Prowess when…
                                                                     98
                           Mark Resolve
     Your Resolve attribute, derived from your Devotion, represents
     your social competence and willpower, allowing you to resist
     emotional manipulation or pressure. You mark Resolve when…
99
a
4
    100
     100
               Streets of War
      The political situation of Sig is in constant flux. Each faction seeks
      to climb the status ladder by seizing territories, earning Coin, and
      establishing an infamous reputation. As they expand their
      influence, rivals seek to interfere and seize glory for themselves.
      A rare few will rise to power, and the planar tethers may realign
      in favour of the victors. Each faction is aligned with one of the
      different eternal planes whose fortunes rise and fall in concert.
101
                    Faction Tiers
You’ll use your Tier rating to roll dice when you acquire an asset,
as well as for any fortune roll for which your crew’s overall power
level and influence is the primary trait. Most importantly, your
Tier determines the quality level of your gear as well as the quality
and scale of the cohort your crew employs—and thereby what size
of enemy you can expect to handle.
To move up the ladder and develop your crew, you need Claims,
Infamy and Coin as described. When you have enough of each
of these three resources, you can increase your faction Tier as
descrobed on pg 94 .
102
                         Spiked Enforcer
      Dominant (Tier 5) are the three factions at the top of the
      ladder. They control entire sections of the city and receive
      constant reinforcements from their aligned planes that
      have the tether. These factions often have at least 500
      devoted members.
103
              Diplomatic Status
Status represents the relationship that your faction has with the
others. Your actions may lead them to be friendly, neutral, or
hostile towards you. When you execute an operation, you may
gain or lose 1 point of status with the other factions implicated.
Your status may also change if you do a favour for a faction or if
you refuse one of their demands.
Your status with each of the other factions will vary from +3 (close
allies) to -3 (at active war).
 � +3: Allies. This faction will help you even if it’s not in
   their best interest to do so. They will actively seek ways
   to offer useful information and access wherever possible.
   You can temporarily borrow the use of an ally’s Claim
   by paying them one Coin from your Treasury.
                                                                       104
        � -2: Hostile. This faction actively looks for opportunities
          to hurt your faction and are willing to expend some
          resources to that end. They expect the same hostility
          from you and take the necessary precautions.
105
                         Claims
The city of Sig is a battleground between rival political factions.
Territorial ambition is at the heart of many of their conflicts, and each
seeks to secure more neighbourhoods for the power it brings them.
                                                                            106
                        Claim Benefits
      When a faction controls a Claim, they receive certain mechanical
      benefits. There are a dozen different types of benefits available to
      the ambitious organizations seeking to expand.
      Boat house: This Claim grants you access to boats and a dock on
      the Great River of Sig. Each boat is armed and armoured (Armour
      vs. Prowess) to deal with urban pirates or leviathans.
      Stables: This Claim grants you a stable with access to fine horses,
      dire mules, riding-lizards, and air bison. You also have access to a
      wide variety of carriages, carts, and other terrestrial vehicles.
107
Tether: This Claim provides access to one of the three magical
tethers which bind Sig to the eternal planes of existence. This
means you can restrict access to and from this plane. You can also
easily transport goods or people during downtime or a flashback.
Vault: This Claim provides your faction with a secure vault which
completely protects your faction’s Treasury from theft. Losing a
Claim also only costs you 1 Coin, rather than half your Treasury.
Market: This Claim grants the faction easy access to rare artifacts
and planar goods. Members of the faction can purchase exotic
goods during play or flashback scenes without an action if they
have the Coin.
                                                                      108
                         Seizing Claims
      Whoever owns the city, owns the verse entire. Every Faction
      seeks to grow, to secure more territory for their members, and to
      see their foes diminish. These are the fundamental motivations
      which drive freebooters to an endless street war.
      Your crew will get a chance to secure one of these valuable claims
      during the mission phase. Completing the Political Objective for
      a mission enables you to make a fortune roll to seize control of
      the claim. Completing a minor objective gives you 1 die, a
      moderate gets you 2 dice, and major gets you dice. If you succeed,
      you seize the Claim and the targeted faction loses the Claim.
      As soon as you seize a Claim, you enjoy the listed benefit for as
      long as you hold the Claim. Seizing a Claim is a serious attack
      on a faction, usually resulting in -2 faction status with the target,
      and potentially +1 status with its enemies.
109
  Factions of Sig
           The Paperguard
          The Cogs and the Faceless
The City of Blades would collapse without the           The Silent Throne
diligent monitoring and waʨhful eye of countless
paper-pushing bureaucrats and public servants.          Tsar’s Library
They manage tariffs for incoming trade goods
                                                        Oubliette
under the STA program, create a PMF for the
many civic initiatives, establish administrative
                                                        Temple of Trials
policies based on the PGD, work on strategic
planning documents, and ensure that senior              Acorn Banks
officials are aligned with MAF. They can be
terrifyingly effective despite the acronyms. Don’t
get in their way. These city administrators and tax
collectors can bury you in paperwork.
           Partisan’s Pub   There is always a need for labourers within the city.
                            The rickety tenements would fall to pieces if not for
            Hidden City     the ceaseless work of the Guild of Toil. They build
                            the roads, maintain the large stone buildings, and carry
          Firetrap Alley
                            heavy burdens across the city. The guild manages and
      The Bronze Tether     cares for the common workers in civic projects for the
                            greater benefit of Sig. In thanks, the citizens “donate”
 Splinter Foundations       cash payments to the nice, stout guild representatives.
                            The guild keeps the city together for another day, and
                            families keep on eating.
111
           The Sig Gazetteer
          The Journos and the Spiders
News prowls Sig’s putrid alleys and shining streets.     Houses of the Beasts
Thanks to the fine investigative reporters of the
Gazetteer, you can learn all about it from the safety    The Silver Tether
of your kip. The Gazetteer is the one record of
note, telling the people of Sig of births, deaths, and   Printer’s Alley
            The Riverkeepers
             The Salt and the Sail
You see that great river running through Sig, that       Krakenhold
current rushing to bring clean water to the city?
Well, ya have the Riverwaʨh to thank for that.           Moebius Theater
They’re the ones who filter out the crap—figurative
                                                         Copper Dragon Inn
and literal—from the Great River. They keep the
waters drinkable and free-flowing so the city remains    The Great Houses
inhabitable. When they aren’t dealing with sewage,
they manage the limited river traffic and hunt any
errant predators that slither through the watercourse.
                                                                             112
                                       The Cleaners
                                   The Leeches and the Sharps
         Tyr’s Trading   Sig is a brutal, messy place. the Cleaners are half
                         healers, half garbage disposal specialists, who are stuck
Rat King’s Workshop      dealing with the bodies bleeding in the alleys. They
                         pull the poor fools into their infirmaries to cauterize
         Auction Yard
                         wounds, burn out lingering curses, and paʨh people
                         up. Other times, they serve to dispose of other refuse
                         they think is littering up the city. This faction may be
                         underappreciated and overworked, but the city would
                         fall apart without them.
      Loremaster Café    Sig is a large city with a larger appetite. While the
                         best food in the city is imported from elsewhere in
           Rat Ranch
                         the verse, the Farmers Guild produces the bulk of
                         Sig’s sustenance. Most traditional crops are grown
      Regent’s Tannery
                         on the rooftops, each containing a diverse mix of
                         roots, leaf, and grain. The sewers contain
                         mushroom farms, and the rivers are fished. The odd
                         park or tree-lined street is cultivated to produce
                         fruits and nuts. The Guild guards the locally-
                         sourced food with diligence and polearms. They
                         even manage the rat farms, chicken roosts, and dog
                         kennels. They keep most everyone fed.
113
             The Enforcers
           The Clubs and the Blues
           The Dustkeepers
          The Morte and Mourners
                                                                           114
                        The League of Exterminators
                            The Oozes and the Bugbloods
115
          The Heralds Guild
         The Birds and the Watchers
Everyone has a message, and the Heralds are happy        Unified Sig
to deliver. No matter if there’s rain, snow, or          Postal Service
demonic invasion, Heralds will make sure your
message reaches its destination. Heralds occasionally
have to check the contents of those letters to ensure
accurate delivery, but that’s just to be expected. The
Heralds Guild serves as the postal service throughout
the verse, delivering to locations within Sig, to the
planes, and the most distant primes. Next-day
delivery is available for a moderate fee!
                                                                          116
                              The Performers Guild
                             The Glimmers and the Maestros
117
            The Portalsmiths
           The Keys and the Wedges
Each new prime world offers vast wealth, for those           The Imperial
bold enough to capitalize on them. The                       Trading Post
inhabitants may not recognize the value of their
unique languages, cryptic poems, and moving
songs, but we certainly do. There is great demand
for the fascinating relics and artifacts of the prime
worlds Some of the more intelligent ones have
useful skills, even worth transporting from their
backwater worlds. The Barons are dedicated to
expanding our supply chain, exploiting new
markets, and spreading the gift of empire. The
Night Barons are not a playable crew, because they
are imperialist, mercantilist and colonialist monsters fit
only to be confronted.
                                                                            118
      Districts of Sig
119
                       Highspire
                      Home of the Powers
                                                                       120
      Temple of Trials: This ziggurat holds exactly 77 warrior-scholars
      who offer esoteric knowledge to all seekers who undergo the
      proper ordeal. Library owned by the Paperguard.
      Palace of Justice: The nine courts of Sig are held within the
      Palace of Justice, where robed barristers and faceless judges
      wander the halls. Turf owned by the Guild of Advocates.
121
                      Riverward
               The Beating Heart of the Verse
Sig is the cosmopolitan heart of the verse, where you can find any
treasure and hear any story. If you want to trade in treasures, sell
your wares, listen to the masters, or speak your mind, head down
to Riverward.
Auction Yard: A single Coin will get you access to this crowded
building, where stolen, abandoned, or unclaimed property is sold
to the highest bidder. Warehouse owned by the Cleaners.
                                                                       122
      Urban Arena: Rooftop gladiatorial fights and professional duels
      attract crowds and accolades for the victors. College owned by the
      Guild of Advocates.
      Great Houses: The Great Houses are the logistical centres of the
      city, where the guild representatives organize the flow of goods.
      Turf owned by the Riverkeepers.
123
                     Tetherward
                  The Gateways to the verse
Imperial Trading Post: Tall walls of stone and steel surround this
fortified trading post where uniform and utilitarian goods of war
are sold. Market owned by the Merchants Guild.
                                                                        124
      The Golden Tether: The Golden Tether is the gateway to the
      ideological planes of existence where ethics and politics are made
      tangible. Tether owned by the Enforcers.
      The Silver Tether: Raw magic and potential flows through the
      Silver Tether, as fundamental concepts are harvested by arcanists
      and warlocks. Tether owned by the Sig Gazetteer.
125
                         The Hive
                The last resort and final refuge
For all the splendor and glory of the City of Blades, the majority
of the city tries to eke out a living in poverty and squalor. The
Hive is a broken-down shanty town within the greater city, a
place where the refugees and the ouʨasts are forced to dwell.
Polvan Scrapyard: A large, dusty lot where stone, wood, steel, and
glass are recycled into useful goods. Workshop owned by the
Recyclers Cooperative.
      Rat Ranch: Thousands of rats are harvested each day in the Rat
      Ranch, to provide vital meat and fur enjoyed by the common
      citizens of the city. Turf owned by the Farmers Guild.
127
a
5
    128
     128
                 Crew Creation
      You have walked the streets of Sig with your friends and discovered
      it’s wonders. You know the core cycle of play, how to act, how to
      resist, how to prepare, and how to rely on fortune. You have learned
      how missions are planned, the dangers you face, and the potential
      rewards. You have been briefed about the faction game and the rival
      groups you must struggle against. Now it’s time to create your crew.
129
                   Choose Advances
Each Crew has eight special Advances to pick from, which can
be used by any member of that group. Choose one of those
Advances to start with for your crew. The first advance is always
a good choice if you are uncertain, and you will have more
opportunities to gain Advances later on.
                 Introduce Contacts
There are four key figures in the city who are on good terms
with your crew. Introduce each of these characters and
determine what your faction did to earn their trust.
      Quickly describe the nature of the mission that your crew pulled
      off, using the planning rules on pg. 68 as inspiration.
131
    s
  GlimmerKnights
The Glimmer Knights are an ancient Polari chivalric order formed
when the stars were still young and sun hid its face. The Order
now serves the Performers Guild as peacekeepers and knee
breakers, who swear an oath to the Queen of Rime and Woe and
uphold a strict code of honour. Their duty is to act as neutral
arbiters, clever diplomats, and defenders of the peace.
                                                                   132
                    Gear
      Glimmer Knights are assumed to have
       fine clothing, writing supplies, and a
      starforged chainmail coat (Armour vs.
      Skirmish). Producing any other piece
       of gear from the list below uses load.
                Coronet of Glory
             (Armour vs. Command)
Diplomatic Credentials
Musical instrument
                  Horn of Alarm
                     (+loud)
              Chimes of Tranquility
                   (+sleep)
133
                           Advances
Neutral Grounds: The Eternal Stage is safe from direct assault or
violence, even when you are at war. No faction dares to despoil the
ancient accords. The rest of your territory receives no such protection.
The Rime Guard: Your devotion to the Queen of Rime and Woe
has granted you the blessing of endless winter. Your heart has
frozen, mind stilled, and skin hardened which grants you an
additional die on resistance rolls.
Spy Network: The guild has members skilled in espionage who are
embedded in each of the factions of the city. Their information gives
you an additional die on engagement rolls against other factions.
Patronage: When you advance your Tier, you can pay in the form
of a favour to a powerful patron rather than Coin. Before you
advance, you must perform some job for your patron.
The Arctic Pact: The guild is strongly aligned to the Elemental Plane
of Ice. While this frozen plane is tethered to Sig, you can make Planar
Bargains (pg. 52) with that plane without suffering Consequences.
                                                                           134
                             Contacts
135
The Order of Ashen Keys was a secretive group of mercenary
warcasters who saved the accumulated lore known as the
Invisible College. Generations upon generations of clever
sorcerers and rebellious alchemists have continued its long
tradition. They are prized for their independence and are trusted
to act on their own initiative for the good of the Sage
Collegium. They are obsessed with gathering and protecting
forbidden lore, no matter the cost.
                                                                      136
                    Gear
      Members of the Order are assumed to
         wear elaborate robes, carry ritual
      components, and wield an arcane staff
        (+focus) by default. Producing any
      other piece of gear from the list below
                     uses load.
                 Arcane familiar
                  (+sentient)
              An impressive hat
          (+memorable +intimidating)
Cryptography supplies
Alchemy supplies
Tinkering tools
137
                            Advances
Invisible Library: You can store any amount of information securely in
the Invisible Library, cyphered and hidden beyond mortal reach. You
also gain additional effect when researching from within the Library.
Only members of the Sage Collegium can access the Invisible Library.
Planar Anchor: You get another die for resistance rolls against planar
magics, and you cannot be subjected to involuntary planar transportation.
                                                                           138
                             Contacts
139
    inDaughters
      Of the Raven
                                                                      140
                    Gear
      Daughters of the Raven are assumed to
         have a travelling garb, a fine black
      raven-feather cloak (armour vs. Survey),
           and a mail saʨhel of holding.
      Producing any other piece of gear from
               the list below uses load.
              Shadowforged Armour
              (Armour vs. Skirmish)
                Keen-edged Blades
                (+ranged +inifinite)
                Spear of Choosing
                   (+vengeful)
Burglary gear
                  Glorious Mask
                 (+authoritative)
                  Wrathful Mask
                   (+terrifying)
                  Faceless Mask
                   (+forgotten)
141
                            Advances
Letters of Introduction: You can gain access to an audience with anyone
in Sig, including any Powers currently embodied there. While there is
no guarantee of a warm reception, you will have an opportunity to
deliver a written or spoken message safely.
The Atlas of Sig: The Heralds Guild has an incredible supply of maps
and charts which reveal secret routes, hidden doors, and forgotten
tunnels. Gain an additional die on engagement rolls in the city of Sig.
Far Whispers: You can communicate with any member of your faction
instantly so long as they are in the City of Blades, or in a plane that
currently has the tether.
Rumour Mongers: Your faction knows all the dirty secrets and sordid
rumours about the powerful figures of the city. You can take a
preparation action to release this information and take -3 Infamy.
The Wrens: The Wrens are comprised of experienced planar rangers and
vergers who maintain waystations throughout the verse. Your crew may use
preparation actions to assign them certain tasks as described on pg. 61.
                                                                           142
                              Contacts
143
The Reforged Blades are made of monsters and mourners who
abandoned their old lives. They work against the forces of
gentrification, repair the rickety shelters used in the Hive, and
do social work writ large. They spend their days caring for
helpless refugees and orphans, while inciting revolution under
the cover of night.
                   Polvan Scrapyard
All the broken things and people make their way to the scrapyard,
where the Recycler’s Cooperative make them useful once more.
It’s a large, dusty lot with massive piles of stone, wood, metal,
cloth, and glass. Dozens of workers toil at forges and work-
benches to transform this trash into something of some value.
                                                                    144
                   Gear
       Reforged Blades have nondescript
      clothing and thick dust-grey cloaks.
      They also have unlimited access to
           recycled tools and weapons.
      Producing any other piece of gear
          from the list below uses load.
               Symbiotic Ooze
          ( +sentient, +empowering)
              Salvaged Armour
            (Armour vs. Skirmish)
Demolition Gear
Alchemy Gear
145
                          Advances
Scrap Value: You know how to extract value from stolen goods.
When you find something valuable on a mission, you may mark load
to bring it with you and sell it for 1 Coin in downtime.
Things Speak: Your time in the scrapyards have taught you the
language of broken things. If you put your ear to a piece of rubbish
or scrap, you can hear it speak to you of what it experienced “in the
good old days”.
                                                                        146
                             Contacts
147
      U        Void
             Striders
The Void Striders are the waʨhers at the gate, vanguard of the
Portalsmiths and explorers of the verse. They are bold planar
explorers and adventurers, gathering valuable information and
treasures from beyond the city gates. They are specialized in
missions involving planar travel, securing resources from prime
worlds, or otherwise exploiting the verse.
                        Mirrorwalk
It is said that the first gates were simple mirrors, bound to
reflect different possibilities. Perhaps that is what inspired the
primordial sorcery that formed Mirrorwalk. As you travel
towards the centre of this territory, every surface begins to
become more and more reflective. At the heart of the Claim,
every window, brick, and cobblestone reflects some different
reality. It is said the Portalsmiths know how to turn every one
of these mirrors into a primal gate.
                                                                     148
                   Gear
      Void Striders are assumed to have a
       fuligin-dark uniform, writing gear,
      and a bone hourglass which predicts
          changes to planar alignments.
       Producing any other piece of gear
           from the list below uses load.
               A portal shield
        (Armour vs. ranged, +reflective)
                 Spices of Life
            (+narcotic, +prophetic)
149
                            Advances
Divine Locksmith: As members of the Portalsmiths, you have access to
the gatekeeper archives which record the keys to thousands of gates.
You may always access any prime world you know of. With a successful
Reveal roll, you can even be assured safe travel.
The Great Material Continuum: You have learned how to sail down
the great river of commerce. You automatically succeed on any
Acquire roll if you can describe the chain of barter that led you to
receive your prize.
The Exorcists: The Exorcists are a skilled cohort of faithful abjurers who
specialize in planar banishment rituals. Your crew may use preparation
actions to assign them certain tasks as described on pg. 61.
                                                                             150
                             Contacts
151
  Freebooter Creation
Each Player portrays a Freebooter whose bold ambition drives
them to act. This is how you create your own Freebooter.
             Freebooter Components
Each character is made of three components: a Culture, a
Lineage, and a Devotion. Each component provides…
                                                                   152
                            Pick a Culture
      Your identity and upbringing which influences your Insight
      attribute and the four associated actions.
                             Pick a Lineage
      Your ancestry, and ethnic origin which influences your Prowess
      attribute and the four associated actions.
                            Pick a Devotion
      Your religious affiliation and worship of one of the eternal
      powers which influences your Resolve attribute and the four
      associated actions.
153
                   Pick Relationships
Select one of your faction’s contacts with whom you have a
positive Relationship and one you have bad history with.
Describe the nature of these Relationships to the group.
                                                                        154
                               Culture
                      Truthbearer
      The Truthbearers devote themselves to delivering sacred
            messages and wisdom from across the verse.
                                Drive
                      Proclaim a Divine Mandate
                               Insight
                 Study 0, Survey 0, Reveal 2, Tinker 0
155
                           Culture
                        Keeper
    Keepers are those devoted to preserving the memories
    of the past. You preserve the lore and traditions of the
            Primordials and the Tsar who followed.
                           Drive
                     Share Ancient Lore
                          Insight
            Study 2, Survey 0, Reveal 0, Tinker 0
                                                               156
                               Culture
                          Kinbound
      The Kinbound culture revolves upon the ties of blood, ichor,
       and affection between members of extended family groups.
                                Drive
                           Support your Kin
                               Insight
                 Study 0, Survey 1, Reveal 1, Tinker 0
157
                         Culture
                      Anarch
The Anarch culture reject the chains of the oppressive state.
  Anarch culture seeks liberty, revolution, and new ideas.
                            Drive
                        Break the Rules
                           Insight
             Study 0, Survey 1, Reveal 0, Tinker 1
                                                                158
                               Culture
                        Scoundrel
          Scoundrels are gamblers, con-artists, hucksters, and
               wanderers who thrive in the shadows.
                              Drive
                     Take Reckless Gambles
                               Insight
                Study 0, Survey 2, Reveal 0, Tinker 0
159
                          Culture
                    Fireheart
    Firehearts are passionate folk whose bodies rage with
       an inferno of passion that drives them to action.
                          Drive
                   Unleash your Passion
                          Insight
           Study 0, Survey 0, Reveal 1, Tinker 1
                                                              160
                                 Culture
                          Caretaker
          Caretakers are healers and protectors who care for the
          vulnerable masses who live within the City of Blades.
                                  Drive
                         Care for the Vulnerable
                                Insight
                  Study 1, Survey 0, Reveal 0, Tinker 1
161
                           Culture
                     Innovator
         Innovator culture is obsessed with reckless
     experimentation in the fields of alchemy, clockwork
         mechanisms, and similar scientific disciplines.
                           Drive
                 Perform Daring Experiments
                           Insight
             Study 0, Survey 0, Reveal 0, Tinker 2
                                                                162
                                  Culture
                             Courtier
      Many mortals have been raised in the courts of nobility, learning
                remarkably useful skills for their patrons.
                                  Drive
                           Seek Valuable Secrets
                                 Insight
                   Study 1, Survey 1, Reveal 0. Tinker 0
163
                             Culture
                        Caskclad
     One of the countless masses who rely on alcohol to dull
    their misery, they find companionship on the Isle of Spirits.
                            Drive
                       Drown your Regrets
                             Insight
               Study 1, Survey 0, Reveal 1, Tinker 0.
◇     Loyal Patron: You may have lost your honour, but the
      Godling of Revelry still believes in you. You
      automatically succeed on all Consort rolls within the
      Isle of Spirits, as you know drinking establishments like
      the back of your hand.
                                                                    164
                                Lineage
                            Devahil
            The Devahil are cursed with demonic blood from
                 ancestors whose depravity is legendary.
                                Drive
                            Twist Loyalties
                                Prowess
               Finesse 0, Maneuver 1, Skirmish 1, Wreck 0
165
                              Lineage
                         Aesigilar
    The Aesigilar are living tattoos that slowly gain control over
      a host or inanimate vessel, and you have been infected.
                               Drive
                        Secure a New Host
                             Prowess
            Finesse 1, Maneuver 1, Skirmish 0, Wreck 0
                                                                     166
                                 Lineage
                           Revenant
             Death is often a temporary state of affairs in Sig,
                 and you have returned for vengeance.
                                 Drive
                           Avenge Your Death
                                Prowess
               Finesse 0, Maneuver 0, Skirmish 2, Wreck 0
167
                          Lineage
                      Gnomish
     The Gnomes are a small folk with keen intellect and
    even greater sense of humour whose passionate pursuit
                    of craft set them apart.
                            Drive
                Cultivate Beauty and Splendor
                          Prowess
         Finesse 2, Maneuver 0, Skirmish 0, Wreck 0.
                                                             168
                    Lineage
Giant
                    Drive
             Adopt Heavy Burdens
                    Prowess
             Finesse 0, Maneuver 0,
              Skirmish 0, Wreck 2
      Child of Atlas:
      Your broad back and enormous
      shoulders allow you to carry two
      more load on any missions.
      Unstoppable Might:
      You can push yourself, gaining
      two Stress, to perform an act of
      stunning physical force or
      resilience that rivals the gods
169
                           Lineage
                         Wyrm
      Wyrms are scaled beings with razor teeth, sharp
                 horns, and vast appetites.
                           Drive
                    Defend Your Territory
                          Prowess
         Finesse 0, Maneuver 0, Skirmish 1, Wreck 1
                                                                170
                                 Lineage
                              Polari
               Polari are tragic, ice-blooded remnants of a
                   dying people from the Plane of Ice.
                               Drive
                         Succumb to Weariness
                                Prowess
               Finesse 1, Maneuver 0, Skirmish 1, Wreck 0
171
                           Lineage
                    Ancestral
    The Ancestral are the elevated spirits of the noble dead
    who have returned to guard and teach their descendants.
                           Drive
                 Guide Those Without Hope
                           Prowess
          Finesse 0, Maneuver 1, Skirmish 1, Wreck 0
                                                               172
                                Lineage
                              Sylvan
            The Sylvan are living trees who wander the verse,
              spreading knowledge and seed in their wake.
                                 Drive
                            Spread Your Seed
                                Insight
               Finesse 0, Maneuver 1, Skirmish 0, Wreck 1
173
                          Lineage
                   Waterborn
    The Waterborn are peoples who were once imprisoned
        and mutated to serve a cruel god of the seas.
                           Drive
                     Break Every Chain
                          Insight
         Finesse 0, Maneuver 2, Skirmish 0, Wreck 0
                                                           174
                                 Devotion
                                 Drive
                         Spread Vicious Rumours
                              Resolve
               Channel 0, Command 0, Consort 1, Sway 1.
175
                          Devotion
                            Drive
                   Serve the City of Blades
                        Resolve
         Channel 1, Command 1, Consort 0, Sway 0.
                                                                 176
                                 Devotion
                                 Drive
                             Mourn the Fallen
                               Resolve
                Channel 1, Command 0, Consort 0, Sway 1
177
                          Devotion
                           Drive
                       Reap the Weak
                         Resolve
          Channel 0, Command 1, Consort 1, Sway 0.
                                                             178
                                Devotion
                                  Drive
                           Follow Your Dreams
                               Resolve
                Channel 1, Command 0, Consort 0, Sway 1
      ◇    Deep Listener: You can close your eyes and open your
           mind to the eternal dream. On a successful Channel
           roll, you can ask a player or the GM what a character
           would like most in the world.
179
                           Devotion
                              Drive
                     Shelter the Vulnerable
                         Resolve
          Channel 1, Command 1, Consort 0, Sway 0
                                                                    180
                                 Devotion
               The Eater-Of-Worlds
          You worship the thing that writhes within the oblivion
          hole, that which hungers and births gargantuan children
                             to devour us all.
                                   Drive
                           Sacrifice the Mighty
                               Resolve
                Channel 0, Command 2, Consort 0, Sway 0
181
                           Devotion
                            Drive
                       End the Suffering
                         Resolve
          Channel 2, Command 0, Consort 0, Sway 0
                                                                182
                                 Devotion
                                  Drive
                           Earn Their Adulations
                               Resolve
                Channel 0, Command 0, Consort 2, Sway 0
183
                           Devotion
                            Drive
                      Lie with the Truth
                         Resolve
          Channel 0, Command 0, Consort 0, Sway 2.
                                                                      184
              The Game Plan
      You also need to make a name for yourself and your crew.
      Your bold exploits will make you a tavern legend, if you can
      make a lasting impression. That said, if you want to live to
      hear said legend, you need to exercise a bit of discretion. Most
      of the time, you need to work as quietly as you can, until you
      are ready for a major criminal performance.
      Oh, and you also have to worry about territory. You need to
      keep your antennae up so you can hear about any expansion
      opportunities. Look for the businesses that are having a hard
      time making rent and could benefit from an infusion of Coin.
      Maybe you could convince the daughter of a Paperguard
      official to turn coat and bring her neighbourhood with her.
      You aren’t the only cutters in the city though, and many of
      your rival factions are also looking for opportunities. Your
      peers assume your treasury has more Coin than it actually
      does, and they seek to raid your limited holdings. The
      powerful factions want to put you in your place and keep you
      subservient. Everyone looks for any sign of weakness to steal
      your Claims and make a statement.
187
This chapter is full of scenarios and tools for a busy GM. It
begins with some sample mission templates for each of the
nine approaches as examples of the different forms that a
mission can take. It then provides three complete adventure
scenarios from Quinn Murphy that you can run. Players,
consider this a giant spoiler warning. Go no further if you
want to keep the adventures a surprise.
                                                                188
                                Assault
           Use direct violence and destruction to secure your aims.
                 Describe where your target was vulnerable.
      The Night Barons have been raiding the prime world of Alucina,
      stealing priceless cultural treasures from this world as part of their
      colonial project.
Splinter Foundations
189
                         Debate
Use rhetoric and ideological weapons to secure your objectives.
 Describe the philosophical or ethical concept you are wielding.
College of Stars
Partisan’s Pub
                                                                     190
                               Deceive
           Use clever lies and disguises to secure your objectives.
           Describe what sliver of truth your deception is based on.
Auction Yard
Printer’s Alley
191
                       Negotiate
  Use diplomatic skills and persuasion to secure your objectives.
        Describe the leverage you hold over your target.
Hidden City
                                                                    192
                                 Invade
         Use access to a mortal prime world to get what you want.
               Describe what makes this prime world special.
Urban Arena
Palace of Justice
193
                    Investigate
 Use investigation and research as your primary way of securing
       your objectives. Describe your most promising lead.
Regent’s Tannery
Zoltan the Divine has been murdered, and his body was found
in the tannery.
                                                                  194
                                Invoke
           Use magical or spiritual rites to secure your objectives.
               Describe the sacrifice your invocation requires.
Rat Ranch
      A plague known as the Rat Rot has broken out in this harvesting
      facility, which can only be fought back with the blessings of
      Xyttshak, the Queen of Crawling Things.
� Peril: Exposure to rat rot and the rodents who spread it.
Godscrypt
195
                           Sneak
   Use caution and shadows to secretly secure your objectives.
         Describe the gap in their security you exploited.
Great Houses
                                                                      196
                           Transport
      Use planar travel to transport something valuable, whether by
      tether, vortex, or portal. Describe where you enter the plane.
Loremaster Cafe
      The Vault Keepers have found that a chest full of gems has been
      drained of light, needing to be recharged in the Shard of Radiance.
197
     City of Questions
                   Starting Situation
Sig is a city of unanswered questions yearning to remain that way.
The power of certain truths unlocks devastating, unrecoverable
effects. Even in this city of endless possibilities and knowledge,
there are still words and names left unspoken.
The cloaked figure is asking important people all over Sig questions,
so penetrating and revealing, that they compel those who are asked
to answer. They make the questioned look deep into themselves
and their lives. Worse yet, they are forced into the streets of Sig to
provide their answers to at least three other people before they can
rest. Thereby using strangers as a confessional for their
vulnerabilities and sins. Rumours persist that the longer an answer
has been unspoken, the more people must be told.
As secrets flow out of their hiding places and into the city, the
influential and powerful in Sig do their best to hide, afraid of
running into the questioner lest they be revealed in front of their
enemies. The questioner is now known as the Shrouded
Inquisitor, finding their way into the homes of those in Sig with
the most to hide.
                                                                         198
      Though the cloaked figure’s appearance differs from Myn the
      Questioner’s diminutive frame, they share the same divine power
      of insight. Many speculate that Myn is taking a new form to
      punish Sig for its complacency, and her recent absence gives this
      theory more credence. These speculators think Myn is
      intentionally wielding her influence to shake up the establishment
      and force change. Others feel the Shrouded Inquisitor has stolen
      the goddess’s power by asking a tough question of their own. The
      usurper now uses Myn’s divine gifts to further their own agenda.
      Another group theorizes that Myn asked herself a deep question,
      causing a split of herself in order to answer the question in full.
      Last, there are many others who do not care to speculate at all:
      they know that they need to take this power for their own.
199
The Grumpy Gorgon tavern is where many have been questioned.
A few souls have been left crying in their drink, while many other
hardened criminals have left the establishment in a panicked rush.
Brok the Damned, the famously drunk and tortured giant of the
tavern, now can’t stop assailing patrons with long, detailed
accountings of his many misdeeds and failings after a visit from the
Shrouded Inquisitor. The Enforcers are in upheaval since they
don’t know how to protect their customers. It seems that the
Shrouded Inquisitor can appear and disappear at a moment, asking
one of its questions before vanishing.
                                                                       200
                                  Silence
      The simplest answer for most of Sig’s residents is for this enigmatic
      being to go away for good. The question is how to lure the
      Shrouded Inquisitor out and what to do once you’ve found them.
      Harun the Smuggler doesn’t mince words with the crew: The
      Shrouded Inquisitor is bad for business and needs to be disposed
      of. “Who is looking for the secrets I sell when everyone is spilling
      their secrets for free?” In addition, a lot of friends in his business
      have been revealed and taken out; Harun possesses no interest in
      joining them. Harun is desperate to get the Shrouded Inquisitor
      out of town, and he offers the crew Coin and insider info to help
      them steal a Claim from the Enforcers if they assist him.
201
Itzel the Masked offers the crew insider information on the layout
and security of the Silver Tether that will help them seize it, if the
crew will help caʨh the Shrouded Inquisitor and get them to leave
the city. Itzel seems to have a relationship with the mysterious
figure. They know that there is something wrong with the
Inquisitor and that the mysterious figure can be healed; but first the
crew needs to find the Inquisitor and stop the damage they are
causing Sig.
                     Means to An End
For the highly ambitious, controlling the Shrouded Inquisitor
represents an opportunity. If one can control it or gain its powers,
they have the power to rule over Sig without bloodshed.
Marak the Tailor offers the crew a job from the Sig Gazetteer.
Everyone is concerned about the nature of these questions, but
few have heard about the answers. The Gazetteer is willing to pay
an absurd amount of Coin for the capture of the Shrouded
Inquisitor, so they can hear first-hand what people have answered.
It will be the scoop of the century when they get it!
Iliana Smokedancer wants the crew to keep the peace and they are
not picky about how it gets done. Many communities are being
torn apart from the dangerous secrets being revealed. It isn’t just
the rich and powerful being questioned, but ordinary, non-
influential citizens find themselves forced to admit horrible deeds
that they have committed to others amongst them. While the
powerful try to hold onto their power, the city tries to hold itself
together. Iliana offers Coin for the crew to mend the communities
while something is done about the Shrouded Inquisitor.
                                                                         202
                     Angel Dust
                        Starting Situation
      It’s not every day that an angel’s corpse shows up in your morgue.
      It’s even more unusual when three different Powers claim them
      as their own. The gods the angel served have all come to pay
      homage to their loyal servant, but they were dismayed when the
      minions they sent were going after the same angel. The minions
      are threatening the sanctity and peace of the Godscrypt if
      something isn't done quickly.
      Trunwas the name given by Gaziel, who is the Carrion God who
      feasts upon battlefield remains, a vulture who circles the edge of
      large conflicts. Gaziel swoops in after most of the fighting has
      finished, claiming his prizes and opportunities from the remnants
      and spoils of the fight. Trun was Gaziel’s most efficient scavenger.
      Their keen eyes could always find the best prizes and spoils, no
      matter how grisly and indeterminate the battle was.
203
Methia is the name given to the angel by Et, the High Roller. Et
has dice for every situation and circumstance. It manifests power
by rolling dice and waʨhing the probabilities manifest. All must
abide by the results of the dice, even Et. Et’s angels are known as
chances, enforcing statistical probabilities in a calm and
dispassionate manner. Et considers Methia to be their most even-
handed and consistent chance.
      The Sig Gazetteer also finds itself intrigued with the events in the
      Godscrypt. They are preparing a huge exposé to be published in
      the latest Gazetteer, pending some more information that others
      might find...obtrusive. A detailed autopsy and a sample of blood
      would be fabulous, if it could be acquired. The reporters of the
      Gazetteer don’t want to get in the way of the Powers in this
      delicate situation, but it is true that the people of Sig want
      information. They do have the right to get to the truth of the
      angels and gods living amongst them, after all! A good reporter is
      willing to get creative to land a story.
205
               Death of a Playwright
The simplest way to deal with the play is to deal with the
playwright. Get rid of Ulk, and hopefully the Performer’s Guild
will get the point and stop this silliness. The Dustkeepers aren’t
the only ones who want Ulk gone, as it turns out.
                         Theatrics
These scores all deal with the Performer’s Guild and the
Riverward specifically; however, there are many who want to
defame and humiliate the Performer’s Guild. You don’t have to
worry about the play being released if no one wants to come and
see it! Yet there are others who insist that show must go on; they
know that many people having knowledge of the gods and their
servants advance special unknown agendas.
Xanak the Bookkeeper has more than a passing interest in the play.
The Eternal Stage cycles through periods of boom and bust. In its
last boom cycle, it racked up extensive debt to Xanak. The wyrm
wants the crew to destroy the theater before the controversial play
risks their profits. This way, he can take his money from an
insurance payout instead of risking the theater being unable to pay.
There are rumors that he has done this before.
                                                                       206
      Yewland the Bard wanted to star in the play when they heard
      about it, but not only were they denied, Ulk and others in the
      Performers Guild insulted their performance as “too sentimental”.
      They want the play sabotaged on opening night, and will pay
      good Coin for it, bonus if the crew can get the Gazetteer to
      report on it!
                            A Quiet Death
      The other way to deal with this situation is to deal with the angel
      or gods directly. Removing the gods or the corpse from
      Godscrypt is the most expedient way to resolve the problem,
      either to restore order or conceal the crime.
      Itzel the Masked hints that the solution to the angel’s death
      might be with life. He gives the crew a clue where to find the
      angel’s last breath in the conceptual Plane of Shadow. All they
      have to do is sneak in and give the breath back, and then the angel
      can answer for itself.
      Harun the Smuggler knows another god who thinks that this
      triple-crossing angel may have worked for them in the past. That
      god (who chooses to remain hidden) would like the angel’s body
      smuggled out for their own purposes.
207
          The River War
                  Starting Situation
For centuries, the Waterborn were bound in service to the abyssal
gods from the Plane of Waves. Tritonous was a cruel master who
drove his indentured servants to raid hundreds of mortal worlds.
Most citizens have a deep prejudice against these aquatic peoples
and think of them as ravenous and cruel monsters. Despite the
abuse they have suffered, a dozen escaped Waterborn families had
established a tight-knit community in Riverward.
                                                                      208
      While this is happening, other factions suffer repeated misfortune and
      setbacks on their Claims in the Riverward. The Guild of Artificers
      sees many of its items stolen or shipments lost. Sometimes the
      Waterborn are selling goods very similar to those which the guild
      thought had vanished. The Riverkeepers are losing members to
      monsters larger than anything they’ve ever seen in the watercourse
      before. The Cleaners can barely keep up with all the accidents and
      random attacks that plague certain areas.
      The true cause of the god’s sudden change of style is that he has been
      working with Xanak the Bookkeeper. Xanak sees great profit in
      shaking up the status quo in the Riverward and adding a new player.
      He offered to help Tritonous gain “real” power: the power of Coin.
      All the shrewd bookkeeper wants in exchange are a few “strategic”
      moves against the bookkeeper’s rivals and competing interests. Xanak
      keeps his involvement secret while also riling up anti-Waterborn
      sentiment and selling tools and weapons to the hateful mob. As Xanak
      is fond of saying, “Both sides of the coin spend just as well.”
209
� How are Tritonous and Xanax preparing to betray
  each other?
                                                                 210
                    Bad Business, As Usual
      Some are trying to do business as they normally would, but this
      situation is abnormal and highly chaotic. The results they get are
      strange and often not desirable.
211
Harun the Smuggler is finding business to be really good right
now. Maybe… too good. The smiling smuggler has been smuggling
so much for every faction lately that he got mixed up. He had a
shipment of arms and armor destined for the Urban Arena that he
dropped off at the Bloodied Trident, an arena in the Plane of Waves
(“I mean, arenas are all the same, right?”). Harun would fix the
problem himself, but he has a reputation to maintain. Instead, he
wants to pay some Coin and promise a favor later for the crew to
steal the goods from the Bloodied Trident and then sneak into the
Urban Arena to drop off the goods to their “rightful” place
(“What they don’t know probably won’t hurt them, right?”).
                  Opportunity Knocks
This is the best time for small players to make big moves, taking
advantage of distraction and going after big scores or settling old ones.
                           Riverward
           Claim             Benefit           Faction
        Auction Yard        Warehouse           Cleaners
        Tyr’s Trading         Market            Cleaners
       Stormlight Vaults       Vault       Guild of Artificers
        River Barracks       Quarters      Guild of Artificers
         Eternal Stage         Turf         Performers Guild
         Urban Arena          College      Guild of Advocates
       Moebius Theater        College         Riverkeepers
         Krakenhold          Boathouse        Riverkeepers
      Copper Dragon Inn       Market          Riverkeepers
        Great Houses           Turf           Riverkeepers
       Grumpy Gorgon           Turf             Enforcers
       Drowner’s Gate        Boathouse          Enforcers
215
                       Tetherward
        Claim                Benefit        Faction
     Artisan’s Alley            Turf     Guild of Artificers
   Crystal Emporium          Warehouse   Guild of Artificers
       Cogworks              Workshop    Guild of Artificers
  Imperial Trading Post        Market      Night Barons
     Golden Tether             Tether        Enforcers
      Partisan’s Pub           Vault       Guild of Toil
     Bronze Tether             Tether      Guild of Toil
     Printer’s Alley            Turf       Sig Gazetteer
      Silver Tether            Tether      Sig Gazetteer
    Forges of Power          Workshop      Sig Gazetteer
  Houses of the Beasts         Stables     Sig Gazetteer
Unified Sig Postal Service      Turf       Heralds Guild
                              Hive
        Claim                Benefit          Faction
 Elementary Academy            Turf         Teachers Guild
   Forgotten Warren           Quarters      Teachers Guild
  Splinter Foundation          Turf          Guild of Toil
      Hidden City             Hideout        Guild of Toil
     Firetrap Alleys           Turf          Guild of Toil
       Rat Ranch               Turf         Farmers Guild
   Regent’s Tannery          Warehouse      Farmers Guild
    Loremaster Café           Library       Farmers Guild
    Polvan Scrapyard         Workshop    Recyclers Cooperative
  Ratking’s Workshop         Workshop          Cleaners
      Slate Library            Turf         Sage Collegium
      Mirrorwalk              Hideout         Portalsmiths
                                                                 216
                           Index
      Action Roll           49   Crews                      3
       Insight Actions      39    Creation                129
       Prowess Actions      40
                                 Culture
       Resolve Actions      41
                                  Anarch                  158
      Attributes            37    Caretaker               161
217
Districts                      Faction Tiers        102
 Highspire               120   Finesse               40
 Riverward               122
                               Fortune Roll          57
 Tetherward              124
                                Battle               57
 The Hive                126
                                Engagement           56
Drives                   36     Fallout           57, 95
Experience               97     Haggle               57
                                Investigate      56, 194
Faction
                                Plague               57
 Cleaners                113
                                Seize            56, 109
 Dustkeepers             114
 Enforcers               114   Freebooters           34
 Farmers Guild           113    Actions              38
 Guild of Advocates      111    Attributes           37
 Guild of Artificers     110    Drives               36
 Guild of Toil           111    Name & Title         35
 Heralds Guild           116
                               Game Master            2
 League of Exterminators 115
                               Gate                  19
 Night Barons            118
 Paperguard              110   Glimmer Knights      132
 Performers Guild        117   Harm                  85
 Portalsmiths            118
                               Infamy                93
 Recyclers Cooperative   117     Earning             93
 Riverkeepers            112    Spending             94
 Sage Collegium          116
                               Insight               37
 Sig Gazetteer           112
 Teachers Guild          115
                                                           218
      Lineage                   Profit                  71
        Aesigilar        166    Sneak                  196
       Ancestral         172    Transport              197
       Devahil           165
                               Order of Ashen Keys     136
       Giant             169
       Gnomish           168   Planes                   13
                                 Planar Alignment       17
       Polari            171
                                Plane of Death          27
       Revenant          167
                                Plane of Destruction    24
       Sylvan            173
                                Plane of Dreams         25
       Waterborn         174
                                Plane of Flame          20
       Wyrm              170
                                Plane of Freedom        25
      Maneuver           40     Plane of Ice            22
      Mission Phase       2     Plane of Justice        23
      Mission Planning   68     Plane of Life           27
       Approach          69     Plane of Lore           26
       Assault           189    Plane of Order          24
       Claim              69    Plane of Shadow         26
       Debate            190    Plane of Stone          22
       Deceive           191    Plane of Tyranny        23
       Invade            193    Plane of Waves          21
       Invoke            195    Plane of Wind           21
       Loadout            70    Travelling the Verse    19
       Negotiate         192   Portal                   19
       Peril              72
                               Powers                   28
       Politics           71
219
Preparation Roll       58   Sway                   41
  Acquire              61   Tactics                73
  Assign               61    Coordinate Actions    73
  Indulge              59    Lend Aid              74
  Recover              60    Push Yourself         74
  Train                59    Trigger Flashbacks    75
  Work                 60
                            Tier                  102
Prime Worlds           15
                            Tinker                 39
Prowess                37
                            Tracks                 67
Reforged Blades       144
                            Void Striders         148
Resistance Roll        53
                            Vortex                 19
Resolve                37
                            Wreck                  40
Reveal                 39
Scenario
  Angel Dust          203
  City of Questions   198
  The River War       208
                                                        220
          Venturing Further
      The verse is a vast and glorious place, full of wonder which cannot
      be fully contained within this small tome. Much of the planar lore
      shared here originally appeared in Sig: Manual of the Primes, by
      Genesis of Legend Publishing. That book also has a great deal of
      additional information which you might appreciate including…
      It’s also easy to expand this game to tell different stories. While we
      only present three playable factions, each of them can be adapted for
      your game if you like. If you want to create your own factions, you
      need to determine what their advances, cohort, and gear will be. You
      can reuse the existing NPCs or make your own. Similarly, you can use
      the existing descriptions as a model to create your own custom Culture,
      Lineage, or Devotions.
      This is the end of our story, and the beginning of yours. Go forth,
      brave Freebooters, and make some noise.
221