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Sig - City of Blades Corebook

Sig: City of Blades is a roleplaying game set in a vibrant, cosmopolitan fantasy city where players assume the roles of Freebooters working for feuding political factions. The game combines elements from Blades in the Dark and Sig: Manual of the Primes, focusing on heists, urban warfare, and the pursuit of wealth and infamy. Players navigate a richly detailed environment filled with diverse cultures, political strife, and supernatural elements, aiming to seize valuable territory from rival factions.

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50% found this document useful (2 votes)
541 views224 pages

Sig - City of Blades Corebook

Sig: City of Blades is a roleplaying game set in a vibrant, cosmopolitan fantasy city where players assume the roles of Freebooters working for feuding political factions. The game combines elements from Blades in the Dark and Sig: Manual of the Primes, focusing on heists, urban warfare, and the pursuit of wealth and infamy. Players navigate a richly detailed environment filled with diverse cultures, political strife, and supernatural elements, aiming to seize valuable territory from rival factions.

Uploaded by

Horváth Dániel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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K

Sig
K

City of Blades

Planar Fantasy Roleplaying


Forged in the Dark
Legal & Licensing
This work is based on Blades in the Dark (found at http://
www.bladesinthedark.com/), product of One Seven Design, developed
and authored by John Harper, and licensed for our use under the
Creative Commons Attribution 3.0 Unported license (http://
creativecommons.org/licenses/by/3.0/).

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/).

Sig: City of Blades is a product of Genesis of Legend Publishing,


developed and authored by Jason Pitre. This is licensed under a Creative
Commons Attribution 4.0 International (CC BY 4.0) license (https://
creativecommons.org/licenses/by/4.0/). This means that you are free to
share, remix and sell the work. You must attribute this work to Jason
Pitre and respect it. Fascists and white supremacists are not permitted to
use this work for any purpose.

Blades in the Dark™ is a trademark of One Seven Design. The Forged in


the Dark Logo is © One Seven Design, and is used with permission.

This book is dedicated to the Brian Dalrymple, a gamer, retailer, and a


friend who was taken from us too soon.

First Edition: May 2021 Published in the traditional


IGD-GLP018 unceded territory of the
978-1-7771100-2-4 Algonquin, Anishinabek People.
Jason Pitre
Game Design, Writing, Layout, & Business

Quinn Murphy
Writing and Adventure Design

Christopher Rothwell
Lead Editor

Juan Ochoa
Cover Illustrator,
Lead Illustrator

Alex Louise Hill


Illustrations (Characters)

Julie Dillon
Illustration (pg 1, 7, 15)

Nathan Paoletta
Illustration (Icons)

Avery Alder
Design Consulting

John Harper
Inspiration & Encouragement

Dane Madsen, Spencer Kane


Iiori Sonaku & Ian Pottmeyer

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:

� Eliminate a couple of troublesome Enforcers who are


causing trouble in your neighbourhood.

� Steal an important ritual object from the Goddess of


Rivers and Sacrifice to weaken her hold over the docks.

� Convince the Dustkeepers to help you steal valuable


turf currently held by the League of Exterminators.

� Negotiate an alliance with a community of irate


refugees who just arrived in the city.

This is a game about clever spies, renegade sorcerers, and reckless


smugglers. You are going to get rich or die trying, so let’s get started.

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.

The Game Master


The role of the Game Master is both challenging and rewarding.
They are typically the person to learn the mechanics, procedures,
and fictional setting of the game. That knowledge helps them
interpret the rules for the group and make rulings as required.
They direct the conversation to ensure that the quieter players
have an opportunity to shine. As the facilitator of play, they are
responsible for explaining safety tools and respecting the
boundaries set by the players.

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;

The Order of Ashen Keys, occult scholars


in service to the Sage Collegium;
in

The Daughters of the Raven, clever


messengers and smugglers in service to
Daughters the Heralds Guild;
Of the Raven

The Reforged Blades, penitent


revolutionaries in service to the
Recycler’s Cooperative; or

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.

This new hybrid game is specifically designed to tell stories of


criminal heists in a vibrant, cosmopolitan fantasy city. It's a place
where political strife leads to violence and urban warfare, and the
cutters knife each other in the alleys. Gods and devils grow their
cults and dispaʨh servitors to implement their will. The mighty
live in colossal spires where they feast on fine meats, rare spices,
and exotic fruits from throughout the verse. The impoverished
and desperate huddle in collapsing tenements, begging for stale
bread and rancid eel skewers. That is why freebooters and
criminals prosper in the City of Blades.

Each player will have a Freebooter character sheet in front of


them, which is divided into three different components. Each of
these provide a pair of potential Advances to choose from, ratings
in four Actions, and a Drive.

Culture reflects your identity, upbringing, and values. It


determines your ability to Study, Survey, Reveal, and Tinker.

Lineage represents your family, whether it be by blood,


ichor, adoption, or choice. It determines your ability to
Finesse, Maneuver, Skirmish, and Wreck.

Devotion represents your character's religious obligations


and/or faith in one of the immortal Powers. It determines
your ability to Channel, Command, Consort, and Sway.

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.

Each of the districts holds a dozen important territorial Claims.


Claims are valuable sections of territory that grant important
practical benefits and political influence. As Freebooters, your
mission is to “liberate” Claims from your rival factions through
audacious heists and subtle schemes. If you want a workshop, you
better seize one from someone else!

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.

You can find a set of pregenerated characters over at


www.genesisoflegend.com/downloads that you can use if you
want to start playing immediately, or you can make your own as
described in Chapter 5: Creation.

6
Table of Contents

Chapter 1: Verse Chapter 2: Core


Nexus of the Verse 11 The Character 33
The City of Blades 11 Anatomy of a Freebooter 34
The Eternal Planes 13 Name & Title 35
The Prime Worlds 15 Drives 36
Attributes 37
Planar Alignment 17
Actions 38
Travelling the Verse 19
Advances 42
Planar Codex 20 What Remains 42

The Powers 28 Cycle of Play 43


Mission Phase 46

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

Rise and Fall 101 Innovator 162

Faction Tiers 102 Courtier 163

Diplomatic Status 104 Caskclad 164

Claims 106
Claim Benefits 107
Seizing Claims 109

Factions of Sig 110

Districts of Sig 119


Highspire 120
Riverward 122
Tetherward 124
The Hive 126
8
Lineages 165 Chapter 6: Missions
Devahil 165
The Game Plan 187
Aesigilar 166
Assault 189
Revenant 167
Debate 190
Gnomish 168
Deceive 191
Giant 169
Negotiate 192
Wyrm 170
Invade 193
Polari 171
Investigate 194
Ancestral 172
Invoke 195
Sylvan 173
Sneak 196
Waterborn 174
Transport 197
Devotions 175
City of Questions 198
Ferrelux the Whisperer 175
Magdak the Clockwork Page 176 Angel Dust 203
Aludra of the Frozen Tears 177
The River War 208
Kestranna the Harvester 178
Highspire 215
Nyx the Oracle 179
Riverward 215
Morkanah the Sheltering Stone 180
Tetherward 216
The Eater-Of-Worlds 181
Hive 216
Omalaub the Tranquil 182
Brossien of the Mystic Song 183 Index 217
Calla the Wise 184 Venturing Further 221
Custom Components 185

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.

Sig, the City of Blades, floats at the centre of infinity, bound to


both the eternal planes of existance and the infinite prime worlds.
The planes are seperate realms forged entirely of the different
fundamental elemental, idological, or conceptual aspects of reality.
The Prime Worlds are instead home to mortal peoples,
resplendant in their variety and brimming with faith.

The City of Blades


No one knows how Sig began. Some say that it was where the
Primordials came to rest after building the verse. Others say that
it's an errant plane---dedicated to the concept of cities---that
escaped the Planar Core. Still others claim that the Silent Regent,
who ruled the city for centuries, created it for her own mysterious
purposes. Either way, it's an ancient place whose alleys hide more
bodies than is proper.

The place looks cobbled together, with architectural features from


all across the verse. The buildings and streets seem to be made of
scavenged stone, splintered wood, and a strange gray mortar that's
disturbingly warm to the touch. Whenever a new group of primal
immigrants move in, they establish their own neighbourhood with
its own cultural flavour. It's more cosmopolitan than any prime
city, with insults flung and threats uttered in hundreds (if
not thousands) of different languages. Every heritage is
represented in the city, from the giant labourers to
the smallest gnomish tinkerer.
11
The first thing you notice when entering the city are the
overwhelming variety of smells. The mouth-watering, greasy scent
of a roasted rat on a stick. The soft sandalwood incense wafting
from a nearby temple. The burning scent of soups so heavily spiced
that your eyes water just looking at them. The reek of rotting trash
and things best left alone in the alleys. The fragrance of freshly
baked bread, spiced with cardamom and honey. The sheer variety
can overwhelm even the most seasoned travellers.

No matter where you are in Sig, there's conflict between the


various factions and Powers. Bandits try to rob the shipping barges
plying the Great River until they are taken down by Riverwaʨh
guards and fed to the dire leeches. A Devahil preacher raises an
angry mob to burn down a neighbourhood of primal refugees.
Something terrible stalks the Hive's narrow alleys,
terrorizing the poor labourers who live there. There's
always work for sellswords and professional arbiters.

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.

A promenent scholar in metaphysics once stated there were


universal, immutable idealized forms which stand apart from the
physical world. His theory holds some measure of truth and the
planes are where these universal forms reside. These planes cast
long and imperfect shadows into the mortal worlds. For instance,
every bonfire, kiʨhen hearth, and smoke-shrouded room has a
faint connection to the elemental plane of Flames. Spellcasters and
weavers can temporarily alter these connections to call forth the
power from these planes.

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.

The Ideological Planes


The Golden Tether is bound to the ideological planes of ethics and
values are made manifest, empowered by the decisions of thinking
beings. This is where you can find the planes of Justice, Tyranny,
Destruction, Order, and Freedom. The stronger these ideologies
are in a given prime world, the stronger the connection.

The Conceptual Planes


The Silver Tether is bound to the conceptual planes of purpose
and change, which together produce the flow of time. These
esoteric realms include the planes of Dreams, Shadow, Lore, Life,
and Death. The conceptual planes are brimming with potential
and knowledge for those who seek to learn.

There are plenty of other minor planes, demiplanes, and planar


shards swirling around the planar core. There are fewer visitors to
the elemental plane of ooze, the shard of empire, or the demiplane
of debauchery, but who knows what wonders they hold.

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.

The second thing about the primes is that each of them is of


incredible value. The Powers covet the flow of faith, harvesting
belief with signs, miracles, and ritual. The factions view the primes
as sources for trade goods, weapons, and the raw materials
necessary to maintain and improve the City Between. They send
venture parties, trade expeditions, and mercenary Freebooters to
do their bidding. The primal interpreters and ambassadors of the
Scholar’s Folly do good business in supporting these expeditions.

There's an infinite supply of primals, each with their own hopes,


dreams, and culture. The cumulative faith from the infinite primes
shapes the verse, feeding the Powers and bolstering the strength
of certain planes. Some will fall into worshiping the Powers and
receive blessings in return. Others strengthen the influence that
a particular plane has on their prime world. Mortal faith is a
priceless resource, and everyone wants a cut.

There are infinite prime worlds for Freebooters to explore. Here


are some of the most promising worlds to consider.

15
Archipelago: A world of massive oceans, overcrowded islands, and
plentiful seafood harvests.

Crystalia: A sparkling world of austere beauty, where perfection is


divine and forgiveness is a forgotten word.

Hex: A floating landscape of bone and crystal that prides itself on


vice and the local demons who cater to every desire imaginable.

Iron Cities: A cluster of imperialist city-states where the constant


threat of war upholds a rigid social system.

Midgard: A land that was nearly destroyed by a conflict between


the humans and newly settled Giants.

Mines of Mortoth: Caverns, caves, and mines which hold a large


population of dwarven revolutionaries in exile.

Nightgardens: A prime world that is cloaked in soft shadows,


wherein the rarest flowers and medicinal herbs grow.

Royal Mountain: A massive city of steel and glass, housing


millions of humans and protected by the Guardians.

Sea of Grass: A massive expanse of grass prairie, home to


philosopher-raiders who were born in the saddle.

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.

Whispering Sands: A lush oasis at the center of a


lethal desert. Few seekers ever reach the oasis,
and those who do believe it a mirage. 16
Planar Alignment
Sig has many hidden names known only to the most well-read
planar scholars. Some texts refer to the City Bound, the City of
Keys, the City of Blades, or the Axis of the Verse. Each name
reflects a fundamental truth: Sig is the centre of the verse.

It’s that last one that’s interesting. Sig orbits unpredictably


around the swirling Planar Core and brushes close to each of the
planes. When this happens, metaphysical tethers bind those
planes to Sig. Each tether allows that plane’s nature to spill onto
the city streets. The planar natives move in with startling speed,
bringing their culture and kith with them. They build
communities and shape the grander society of Sig, often joining
the faction aligned with their planar home. Meanwhile, the
Powers of the plane take the opportunity to send their devout
servitors to claim their space on Godstreet.

The planar alignment is more than a few new immigrants settling


into the city slums The planar conduit allows the very substance
of the plane to seep in, spreading the plane’s underlying Belief in
the process. When the Elemental Plane of Ice was bound, the
city streets reshaped themselves in a snowflake pattern. The
buildings iced over, and the streetlamps glittered like fragile,
crystalline stars. The Ideological Plane of Tyranny infected the
city with soft whispers of exhilarating dominance and sweet
treasons; it was a dark time, and the streets ran red with blood.
The Conceptual Plane of Life was a refreshing change, though a
few folks were disgruntled that their neighbourhood turned into
a hungry jungle.

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.

The alignment of the planes also has a strange influence on


language. Walking through the city, you’ll hear hundreds of
different tongues, from the grinding chant of Everstone preachers
to the rapid-fire patter of ratkin merchants. Understanding of
planar languages seeps through the tethers, influencing everyone
in the City of Blades. When the Plane of Flame got the tether,
the incendiary cant and scorched script became clear throughout
the city. The Firehearts who came to colonize the city were easily
able to communicate and seize their place. The city filled with
their cultural treasures, scrolls of lore scribed in charcoal, and
ancient hymns in smoke-shrouded halls. This gift of understanding
persists only so long as the tether remains. When the Plane of
Wind lost the tether, the Winged were cut off from society.
Entire neighbourhoods lost the ability to work or communicate
in their mother tongues. Books and other texts written in that
aerial script became difficult to understand and their cultural
influence waned.

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.

A tether is an etheric conduit that binds Sig to one of the fifteen


major planes of existence. These are planar ports, the easiest
method of travel. The guilds often try to control access, but there
are plenty of ways to get through that loose net.

Countless gates are hidden throughout the city and allow


individuals or small groups to travel to one of the countless prime
worlds. These gates are hidden by default and can only be
unlocked at certain times, at the utterance of key words, or by
specific kinds of people.

A vortex is quasi-natural phenomenon, where planar rifts randomly


form between Sig and a random plane for a few days. Like tethers,
they allow the planar influence to bleed into the City of Blades, but
it’s localized to a small region around the vortex.

Portals are the most versatile—and most dangerous—method of


travelling the verse. Any powerful sorcerer, wizard, or Power can
create one of these shimmering pools of colour that transport
anyone anywhere they desire. The price of this transportation is
high, as conjuring one of these portals requires that a relationship
be sacrificed. You find your husband has moved out of the home
you shared,and your daughter doesn’t recognize your face. Your
own memory of that relationship waxes and wanes, like a
particularly cruel phantom.

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.

Elemental Plane of Flame


Passion is incorruptible

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.

Elemental Plane of Wind


Every message is sacred

The Plane of Wind is constantly in motion. Clouds of every


colour and shape dance in the infinite sky and carry entire cities.
Stormclad skyships travel between these floating settlements to
transport vital cargo. Nomadic monks guide their floating temples
through the endless expanse, dispensing wisdom to travellers.
Winged messenger-knights soar the skies to dissuade the ravenous
flocks of flesh-devouring stormcrows. There is no stability or
safety in the maelstrom.

21
Elemental Plane of Stone
Strength is a burden

The Plane of Stone is an oppressive and overwhelming place. Dark


caverns, buried under an ocean of primordial stone, are said to
predate the rest of the verse. A faint grinding sound and sporadic
rock falls echo through the claustrophobic tunnels. Tight passages
require travellers to squeeze through before they open into vast
gulfs that could devour the largest prime settlements. Veins of
gold, lead, and other metals flow through the walls to be mined
by the Everstone giants and Gemhearts who call this place home.

Elemental Plane of Ice


Beauty is fragile

The Plane of Ice is a frozen world of fragile splendor. Massive spires


of crystal and ice reach into the sky, tapering to an impossible point.
Sharp and brilliant starlight refracts off these frozen monuments and
the thick blankets of white snow coating the landscape. The days
are constant blizzards of furious snow and driving hail. The winds
still and the realm goes silent at night, where the harsh cold is so
intense that it burns mortal flesh. Those who can survive this frigid
landscape look upon the broken remnants of a city of ice, starlight,
and shimmering statues.

22
Ideological Plane of Justice
Virtue must be tested

The Plane of Justice is dedicated to our better natures, the path


of restitution, and healing the wounds of the past. This is
manifested in the form of enormous mountains of golden light
and crackling lighting. Each mountain peak holds a different
eternal paradise to shelter the spirits of honoured ancestors. Each
valley is home to the temples where umberhued figures march,
dance, and bow in devotion. Countless mortal souls walk their
pilgrimages across this plane to learn to better themselves. In this
realm, reconciliation is stronger than retribution.

Ideological Plane of Tyranny


Mercy is a disease

The Plane of Tyranny is a horrific eternal prison where torture is


an art form. Hammers, spikes, screams, burning brands, and
roasting flesh are common in this depraved place. Everything else
is darkness, punctuated by flashes of torchlight. Those trapped
here may never rest except in nightmare, may never drink but of
blood and bile. The wardens need no excuse to impose their will
in this place where writhing, screaming masses are chained for
crimes real and imagined. Only those who submit and join their
jailors can escape this hell.

23
Ideological Plane of Destruction
Power is its own reward

The Plane of Destruction is an unceasing and uncaring beast. Howls


of rage and panicked screams resonate off the shattered walls of
cyclopean ruins. Demons of hunger and reality-violations climb up
the walls, oozing acid and implanting spawn in the bodies of their
victims. Sinhounds walk through the shadows to hunt down mortal
interlopers and devour their minds. Metal rusts, stone rots, and
unprotected flesh putrefies in minutes in this place. This realm is a
ravenous thing that seeks only the destruction of all it reaches.

Ideological Plane of Order


Laws are absolute

The Plane of Order exists in exquisite harmony. Interlocking


mechanical cogs turn with a rhythmic clicking. It is an eerie
expanse filled with rows of massive grey cubes, cylinders, and
pyramids that’s standing on silent waʨh. Detailed patterns emerge
from an ocean of clay. A fractal city is illuminated by syncopated
pulses of light. Studious researchers march ant-like through
labyrinthine libraries. In this place, order is imposed on the
diversity of the verse and patterns take on a life of their own. All
things are connected, and everything has a place.

24
Ideological Plane of Freedom
Liberty is life

The Plane of Freedom is a place of spontaneity and change. There is


no order, rhyme, or reason to constrain its imagination. The
landscape, the people, and the things they hold change nearly
constantly. In this realm one might see floating mountains dripping
lava, armies of frogmen, screaming walls of flowers, or sentient
colours. Despite the instability, it’s a safe haven for outlaws and free
spirits, revolutionaries and innovators from throughout the verse.
The only rule here is that the rules change.

Conceptual Plane of Dreams


Reality is Subjective

The Plane of Dreams is memory, prophesy, and endless potential.


Everyone in this place perceives it differently based on their life
experiences. A fisherwoman might see herself walk along a rocky
shore and meet her future husband on the beach ahead. A Polari
knight might instead see it as a starlight bridge leading her to her
fallen liege. This plane is made of interwoven memory and potential
futures. This is the true home of the dream walkers, oracles, and
mystics of a thousand traditions.

25
Conceptual Plane of Shadow
There are Many Truths

The Plane of Shadows is home to infinite truths. Every mortal has


multiple identities and they manifest physically in this place. A visitor
to this place might choose to appear as a mother, a daughter, a sister,
an Iskari citizen, or a paladin, and their appearance will sculpt itself to
show only that aspect of their natures. Those wise in the way of
shadowstuff can selectively reveal the truths they choose. Walk
through moonlit vales, twilight-veils, and glittering temples of ruby and
sapphire. All the riches and splendour of the greatest prime cities can
be found here for a fleeting moment before they fade, fade, fade.

Conceptual Plane of Lore


Knowledge is power

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

The Plane of Life is an endless and sentient wilderness that can


never be tamed. Every habitat can be found here vast stony
deserts, endless scrubland, teeming swamps. colossal jungles,
ancient pine forests, and frozen tundra. Immortal trees, clad in
silver bark, reach to the sky and whisper forgotten legends. Thick
vines wrap tree trunks together, grasping and embracing
interlopers. Seductive flowers tempt trespassers with their narcotic
fragrances. All kinds of flying, crawling, swimming, and prowling
beasts move through the wilderness without fear or restraint.

Conceptual Plane of Death


Existence is suffering

The Plane of Death is a place of reverence, celebration, mourning,


and terror. While many fear the skeletal legions and the ghoul
kingdoms, there is far more to this realm. It’s a haven and a safe
harbor for hurt souls from throughout the verse. It’s a place where
memories last forever, accessible to those in need. The bone-white
land of the dead is where mortals can find rest and comfort, so often
denied to them in their lives. Whenever mortal peoples suffer
conquest, assimilation, or destruction, their cultures are preserved
forever within the grand necropoli.

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.

Power unchecked by the need for restraint leads to extremes. When


one of the Powers is pleased, they shower their followers with
guidance and miraculous boons. Mere moments later, their unchecked
wrath may shatter mountains or twist the hearts of the innocent.
Upholding their divine portfolios is their moral imperative in all things,
which often puts them at odds with mortals.

Alius the Pure: The goddess of transformation and purification


whose reborn presence burns away weakness.

Aludra of the Frozen Tears: The


living memory of a fallen people
whose frozen tears can hold back
the flow of time.

Borealis the Beauty:


The delicate son of the ice-queen
who paints the skies with brilliant
colours to entertain mortal souls.

28

Borealis the Beauty


Brossien of Mystic Song: A mortal bard and philanderer who
ascended to divinity by seizing an instrument of the gods.

Calla the Wise: The timeless, ever-changing mentor of lesser


trickster-gods who teaches their charges how to sow chaos and
inspire change.

Dialect: A sentient language that pre-dates and predates all other


tongues. It consumed the language of the Primordials and
ascended to divinity.

Eater-of-Worlds: It hungers, births gargantuan children, and will


soon emerge from the Oblivion Hole to devour us all.

Edana of the Pact: A blue-skinned, six-armed, blind goddess who


sees only the web of duties, obligations, bargains, and contracts
that bind people together.

Erus Lawgiver: A devil whose servants wander the verse


bestowing the gifts of governance and civilization.

Ferrelux the Whisperer: The herald of beautiful lies and sweet


subversion who foments political revolutions.

Ianaos the Dragon: A venerable wyrm clad with ruby scales and
a burning appetite who plunders and pillages the prime worlds.

Kalzak the Absolute: A devil of prejudice, hatred, and moral


absolutes who spreads xenophobia like an infectious disease.

29
Kestranna the Harvester: The double-aspected goddess of
benevolent abundance (Kestr) and of reaping the harvest (Ranna).

Magdak the Clockwork Page: An immortal automaton who


works to fearlessly and faithfully to implement the will of the city
of Sig itself.

Morkanah of Sheltering Stone: Last of the Primordials. It


protects the fragile mortals so they may rejoice with friends and
family. It misses family.

Myn the Questioner: A thin, waif-like girl who asks hard


questions to those who have become complacent and comfortable
in their lives.

Nyx the Oracle: A goddess who holds court in the collective


unconscious and sends prophetic dreams to her followers.

Omulaub the Tranquil: The god of peaceful rest and gentle


endings for those who have suffered too much and seek respite.

Ouronsa, Daughter of the Rains: A goddess whose worshipers


peach the nobility of sorrow and empathy.

Qunir Revelson: The god of wakes and funerary celebrations


whose soft chortle bring comfort to those who mourn.

Rarya, Empress of the Seven Thunders: An eternal who waʨhes


over the infinite primes for oathbreakers, so he may smite them
with hurled lightning bolts.

The Choir Invisible: A pantheon of minor Powers who waʨh over


the faithful, leaving secret messages and omens in urban graffiti.

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.

Tritonous of the Hungry Seas: The vengeful god of storm-tossed


seas and fury whose divine children were slain by mortal ‘heroes’.

Ulu, The Satisfied Prince: A demon who teaches that comfort,


self-interest and conflict avoidance are the three holy virtues.

Wanua, the Demon of the Silent Chain: An ancient horror who


feeds off the terror of children’s nightmares.

Xrani the Free: The breaker of


chains and liberator of the oppressed
whose worshipers preach the
freedom gospel.

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,
31
a
2

32
32
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.

1. A Name & Title by which they are known.

2. Three motivating Drives.

3. Your Insight Attribute representing your mental forti‐


tude and four associated actions.
(Study, Survey, Reveal, & Tinker)

4. Your Prowess Attribute representing your physical


resilience and four associated actions
(Finesse, Maneuver, Skirmish, & Wreck)

5. Your Resolve Attribute representing your force of


will and four associated actions.
(Channel, Command, Sway, & Consort)

6. Six Advances your character might possess based on


their Culture, Lineage, and Devotion.

7. Tracks to represent your levels of Stress and Harm.

8. A track to represent your Coin in purse and stash.

9. Relationships that your Freebooter has with NPCs.

10. Your Alignments, reflecting the planes which influence


you most strongly.

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.

Apsara, Anarra, Azal, Balsara, Bariel, Binsan, Brad, Bril, Brith,


Calenon, Calora, Cammeg, Chines, Chubad, Cythel, Dara, Dessa,
Dolurg, Domang, Domari, Doroth, Eloniel, Farag, Feriel, Getthon,
Giffard, Glathon, Glok, Grel, Gresley, Gruth, Hella, Hogers, Isha,
Izrai, Jard, Jeston, Jetsy, Kagra, Kateli, Kermed, Khagan, Kharg,
Kiran, Lauuthel, Lendon, Marah, Marisha, Marley, Marma, Mazis,
Mellora, Mihai, Milver, Mohab, Namith, Narriel, Nelathon, Netta,
Nick, Oster, Prel, Ramid, Rasha, Ronk, Rosin, Sachim, Sharin, Shod,
Stawart, Talan, Talathel, Thoston, Unice, Usina, Uzzeg, Vara,
Vorhaad, Zachim, or Zubad.

Choose wisely.

Zubad the Honest might be a particularly truthful giant, or


a wereshark con-artist who lies on a daily basis.

Milver Blueblood could be an exiled noble from a prime


world, or a Waterborn socialite whose ancestry gives them
blue ichor.

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.

Each Freebooter has three Drives on their character sheet,


associated with their Culture, Lineage, and Devotion respectively.
During the downtime between missions, you may spend time to
fulfill some of these Drives in order to reduce your Stress.
See pg. 59 for more information about this process.

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.

Keeper Culture: Share Ancient Lore

Scoundrel Culture: Gamble with Other’s Fortunes

Revenant Lineage: Avenge your Death

Waterborn Lineage: Protect the Vulnerable

Devotion to Kestranna: Reap the Weak

Devotion to Brossien: Earn their Adulations

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.

Your Insight attribute represents your mental acumen and wisdom


which allows you to avoid deception or confusion. Your Insight is
based on your character’s Culture, as described on pg. 155.

Your Prowess attribute represents your physical skill and aptitudes


which allow you to avoid Stress or injury. Your Prowess is based on
your character’s Lineage as described on pg. 165.

Your Resolve attribute represents your social competence and willpower,


allowing you to resist emotional manipulation or pressure. Your
character’s Resolve is based on their Devotion as described on pg. 175

For instance, if you have assigned points to Finesse and


Skirmish actions, your Prowess attribute would be set at two.
Only the first dot added to an action will increase the
attribute, meaning that a character with Finesse 3, Skirmish
2 would still only have Prowess 2.

XP

Finesse Maneuver Skirmish Wreck

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.

There are a total of twelve actions, each of which is associated with


one of the three Attributes. Your chosen Culture, Lineage, and
Devotion will assign six action dots in total and you assign one.

For example, a gnomish duelist might have a Finesse of 1,


Maneuver of 0, Skirmish of 2, and Wreck of 0. Her Prowess
attribute will be ranked at 2, because she has points in two
of the four actions associated with it.

Finesse: If she wanted to throw a knife or disarm an


opponent, she would roll 1 die.

Maneuver: If she wanted to hide in the shadows or climb up


a building, she would roll 2 dice, using the lower result.

Skirmish: If she wanted to duel an ogre noblewoman or


brawl with bandits, she would roll 2 dice.

Wreck: If she wanted to break down a door or plant


explosives, she would roll 2 dice, using the lower result.

Prowess: If she chose to resist being stabbed, grappled, or lit


on fire, she would roll 2 dice on her resistance roll to
determine how much Stress she suffers.
38
Insight Actions

Study: Scrutinize details, interpret evidence, and research esoteric


topics to gather information. This can include library research,
interviewing a witness, or examining an item. You might be
more effective if you had access to a vast library or ample time to
investigate. You might have a lesser effect if you were in
immediate danger.

Survey: Observe a tense situation to identify signs of trouble,


opportunities, and intentions. This could include predicting
someone’s actions, identifying important people in a room, or
finding a vulnerability. You might be more effective if you had
significant experience with the location or the people involved.
You might instead have lesser effect when dealing with strangers
or while in a strange land

Reveal: Express some truth about the setting based on your


knowledge of the verse. This could be the name of a fellow-worshiper,
stories of the prime world you fled from, or the restaurants to avoid.
You might be more effective if you were dealing with your immediate
family, personal history, or religions traditions. You might have a lesser
effect when dealing with outsiders.

Tinker: Manipulate, craft, disarm, or destroy tangible objects or


mechanisms. This can include clockwork mechanical devices, arcane
artifacts, spike traps, herbal poultices, or alchemical concoctions. You
might have a greater effect with a suitable workshop and the time to
work. You might have a lesser effect if you had to scavenge supplies
or were dealing with complex mechanisms.

39
Prowess Actions

Finesse: Employ your physical speed, skill, and dexterity to get


the job done. This covers archery, thrown blades, or even
performing slight of hand. You might have a greater effect with
the cover of darkness or a distracted target. You might have a
lesser effect when you are being closely waʨhed or restrained.

Maneuver: Travel past obstacles, either with stealth or brazen


bravado. This is the ability associated with acrobatic feats such as
leaping between buildings, climbing towers, or walking along a
hemp rope. You might have greater effect in familiar terrain or
favourable weather. You might have lesser effect when the
weather or visibility are poor.

Skirmish: Engage in direct, physical violence with one or more


opponents. This includes any armed or unarmed combat, as well as
the occasional knife in the back. You might have greater effect if you
have superior weaponry or the benefit of surprise. You may have
lesser effect if you are outnumbered or your foes are well equipped.

Wreck: Unleash destructive force to break, bend, and smash down


your (inanimate) problems. This covers all forms of destruction and
mayhem, whether it be physical, social, or even arcane. You might
have greater effect with professional ordinance or military scrolls.
You might have lesser effect when dealing with fortified structures
or while under a time pressure.

40
Resolve Actions

Channel: Direct the boundless supernatural powers to fulfill your


will. This includes praying for miracles, calling forth eldriʨh
horrors, closing a planar gate, or performing arcane magics. You
might have greater effect if you have pleased the source of your
powers or used rare foci. You might have lesser effect if you have
disrespected the source of your powers.

Command: Compel swift obedience from individuals who refuse to


do what you want. This can include reminders of relative status,
physical intimidation, or veiled threats to make it clear that ‘no’ is not
an option. You might have greater effect if you have more social
status or leverage over your target. You might have lower effect if
they are of higher status, or if you are in their territory.

Sway: Diplomatically and gently encourage others to assist you. This


could involve careful negotiation, natural charismatic performances,
clever rhetoric, or simple deception. You might have greater effect if
you have researched your target or given them gifts. You might have
lesser effect if you are unknown or aggressive.

Consort: Socialize with large groups of friends, colleagues, and


strangers. This may involve arranging conversations, getting access to
resources, or gathering information. You might have greater effect if
you have existing contacts to make introductions or ample Coin to
share. You might have lesser effect in a more suspicious group or
when acting hastily.

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.

Bestial Form: Your animalistic nature grants you enhanced


hunting skills. Gain a die when you sneak up on a target or
attack from concealment.

Father's Hunger: On a successful Channel roll, you can


infect someone with the ravenous hunger of the Eater of
Worlds. Their hunger shall only be temporarily satisfied once
they consume the flesh of another mortal, spreading this curse.

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

The phases are a conceptual model to help you organize the


game. They’re not meant to be rigid structures that restrict
your options. Think of the phases as a menu of options to fit
whatever it is you’re trying to accomplish in play. Each phase
suits a different goal, but you can deviate from them if you
think it will tell a better story.
44
Drama Phase
Action & Fortune Rolls

This is the portion of the game dedicated to free roleplaying.


This is when characters talk to each other, go places, do things,
and make rolls as needed. It is an opportunity to explore your
character’s personalities, their relationships, and discover what
drives them.

During the drama phase, each Freebooter has a chance to


roleplay with at least one other character. They may grab a meal
with a fellow crew member to talk about what went wrong
during their last job. They may head to the Temple of Ash to
purify their soul with the guidance of the High Censer. Perhaps
they simply spend time with their loved ones outside of the
stresses of the job.

Once everyone has had an opportunity


to roleplay, you can set your eyes
towards the next mission. The crew
comes back together to take stock of
the political situation and choose a
new target. Move onto the mission
phase when you are ready.

Waterborn Cleaner,
45
Mission Phase
Action, Resistance, & Fortune Rolls

This portion of the game is dedicated to bold heists to liberate


Coin, daring missions to earn Infamy, and clever schemes to
secure rival territorial Claims. This is the bulk of play, where you
take actions to further your goals. You resist terrible dangers, and
gamble with fortune to get what you want. Missions are where
you discover if your faction will wax or wane. The missions phase
results in Coin, Experience, Stress, and Harm, which the
characters will have to deal with.

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.

Third, each Freebooter has a chance to perform preparation


actions to remove Stress, work on long-term projects, recover
from injuries, eʨ. Each character normally has two preparation
rolls in times of peace, and one while their faction is at War.
Additional actions cost one Coin each.

Lastly, everyone learns from their efforts. Freebooters who have


sufficient experience can gain a new Advance or Action. ) If your
Infamy track is full, either gain a new faction Advance or increase
in Tier.

After the downtime activities are resolved, the game returns to


free play, and the group can move toward their next mission.

Coin: see pg. 87


Infamy: see pg. 93
Experience: see pg. 97
47 Faction Tier: see pg. 109
Rolling Dice
The dice can be used in many different ways. They can determine
how successful a Freebooter is at performing an action, how well
they resist a Consequence, whether their luck holds out, or how
effective the preparations are. No matter the kind of roll being
made, everything follows the same principles.

Collect a pool of six-sided dice, typically between one and four


dice in total. Even one die is pretty good in this game and gives
you a 50% chance of success.

Roll your pool of dice all at once and read the single highest result.

� If the highest die is a 6, it’s a full success. Rolling


more than one 6 gets you a critical success that gives
you extra advantages.

� If the highest die is a 4 or 5, that’s a success with


complications.

� If the highest die is 1-3, it’s a bad ouʨome.

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

Freebooters make action rolls when they attempt to overcome


obstacles. The player chooses one of their twelve actions and rolls
one die for each point allocated to it. The GM determines how
effective the chosen action will be in achieving this goal. The
player rolls the dice and uses the single highest result to determine
if they were successful.

The Action Procedure


1. Determine the goal: The player describes the concrete
ouʨome their character will achieve if they overcome
the obstacle at hand. Usually the character’s goal is
pretty obvious in context, but it’s the GM’s job to ask
and clarify the goal when necessary.

2. Select the action: The player describes their action


associated with one of the twelve Action Ratings. The
Freebooter decides what specific action they will narrate
to address the issue. They may try to impress someone
during a gala (Consort), through showy feats of acrobatics
(Maneuver), or the clockwork bird they crafted (Tinker).
Any action can be used if the player can describe it in the
fiction. Collect one die per rank in the action.

3. Improve the odds: Freebooters can improve their


chances if they are willing to pay the price. They can
push themselves as described on pg. 74, taking 2 Stress to
add another die to an action roll, or to take an action
while their characters are incapacitated by Harm. They
can also get another die if another Freebooter chooses to
take 1 Stress and offer assistance.

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.

5. The GM assesses the effect: The GM determines how


much of an impact your action will make by taking into
account the situation, your relative position, and any
equipment that might help you. Each point of effect
can overcome a simple obstacle or mark a segment on a
progress clock as described on pg. 64. A successful
action roll will result in at least one level of effect, plus
one additional level for each true statement below.

� You rolled one 6.


� You rolled additional 6’s .
� You outnumber or ouʨlass your target.
� You have quality equipment.
� You are in a controlled position.

6. Narrate the Ouʨome: Then the player and GM work


together to narrate what happens next in the story.
Normally the player leads the narration process, but
the GM has the final say in case of disagreement.

50
Milver Blueblood is an exiled noble working for the
Performer’s Guild. She was sent to infiltrate a Highspire gala.

Goal: Her goal is to stop the assassination of Zubad the Honest.

Action: Milver decides to use the Consort action, which she


has at rank 2. She collects two dice.

Improve: She decides to push herself, taking 2 Stress, to add


a third die to her pool.

Roll: She rolls a 1, 2, and 4 which would be a mixed success. The


GM offers a Planar Bargain from the Plane of Dreams, which
makes her blend in more easily with the others. As a consequence,
others will remember her face in their dreams, which will
complicate her future missions. She rerolls the dice and gets 2, 6, 6.

Effect: She was successful, so she earned one level of success.


Since she rolled one 6, and she rolled additional 6’s, she earns
two more levels of effect. This means that she can mark
three segments on the “infiltrate the gala” clock. If she had a
custom-tailored outfit, accomplices, or has been planning this
for weeks, she may have gotten a greater effect. The GM
had already established a six-segment “infiltrate the gala”
clock, so she is halfway there.

Narrate: The player narrates how Milver seamlessly moves


through the crowd, casually collecting a glass of devilwine, and
joining several cliques. She finds out which of the guests are allies
of Zubad to narrow the list of potential assassins.

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.

If the Plane of Ice is bound, you can easily propose that an


icy street might slow some Enforcers who are chasing you.
That icy street also slows your own movement and prevents
you from pursuing the fleeing enforcers.

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.

Every Planar Bargain has a Consequence, connected to the plane


being called upon. The severity of the Consequence being offered
depends on the levels of Stress currently on the Freebooter’s sheet
(see pg. 77). If they have 0-2 Stress, they will only face a minor
Consequence. If they have 3-5 Stress, this produces a moderate
Consequence. If they have 6-8 Stress marked, the price of any
Planar Bargain is a major Consequence.

The Planar Bargain occurs regardless of the ouʨome of the second


roll. You make the deal, pay the price, and get the chance for a better
ouʨome. The Planar Bargain is always a free choice. If you don’t
like one, just reject it (or suggest how to alter it so you might
consider taking it). You can always just push yourself for
another die instead. If it’s ever needed, the GM has final
say over which Planar Bargains are valid.
52
Resistance Rolls
Mission phase

Make a resistance roll when you want to cancel a Consequence


the GM might impose. The roll tells us how much Stress their
Freebooter suffers to avoid the Consequence if they are willing to
risk the Stress.

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:

� Insight: Consequences from deception or complexity.


� Prowess: Consequences from physical strain or injury.
� Resolve: Consequences from mental strain or willpower.

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.

When the enemy has a big advantage, you’ll need to make a


resistance roll before you can take your own action. For example,
when you duel the master sword fighter, she disarms you before
you can strike. You need to make a resistance roll to keep hold of
your blade if you want to attack her. Or perhaps you wish to walk
through a busy, invite-only party without being noticed. The
GM judges the threat level of the enemies and uses these
“pre-emptive” resistance rolls as needed to reflect the
capabilities of especially dangerous foes.

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.

Some characters will have Armour that protects them from a


certain type of Consequence or Harm. If your Armour applies, you
may automatically succeed on a resistance roll and receive 1 stress.
You may still choose to make a resistance roll if you want to take
the risk of additional Stress. So long as you have your Armour, you
can use it as many times for a cost of 1 stress each use.

Each Armour description states the kind of situation where it


would help you. Armour vs. Survey means that it’s harder for
people to notice you and would let you easily resist detection.
Some potent armour applies to an entire attribute (vs. Insight) or a
fictional situation (vs. poisons and intoxicants). The GM has the
final say on what the armour applies to.

Milver's been spending hours and made a number of


connections. The GM tells her that the assassin has spotted
her.. The GM describes that assassin sneaking up with a
voidblade in hand. Milver doesn't want to be knifed and
declares she will resist being snuck upon. She rolls her
Insight, rolling 2 dice to spot the threat in time. She rolls a 2
and 4, meaning that her highest die-roll is a 4. She spots the
masked killer in time but suffers two points of Stress in the
process. If she had been wearing her trusty, enchanted
chainmail Armour, she could have automatically
54
succeeded and only suffered one Stress.
Fortune Rolls
Downtime & Drama phase

Chance and fate are powerful forces in the City of Blades.


Fortune rolls are the tool used when you need to make a
determination about a situation the PCs aren’t directly involved
in and the ouʨome is uncertain.

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.

The GM determines how many dice (usually 1-4) are rolled by


considering faction Tiers, Infamy, Coin, or other circumstantial
factors. Here are some typical examples:

The botched assassination attempt was actually intended to


keep Milver from interfering in an assault by the Dustkeepers
on the Portalsmiths to capture the Mirrorwalk Claim. The
GM makes a fortune roll to determine if Milver still has time
to prevent the invasion. Since the Dustkeepers are Tier 2 and
the Portalsmiths are Tier 1, the GM rolls 2 dice to see how
successful the Dustkeeper scheme is.

The GM rolled a 2 and a 5, meaning there’s a mixed


success. The assault is already underway, but Milver has
enough time to gather a crew for a desperate job to try to
protect the Claim.

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:

� Are you calling on a contact or relationship?


� Are you attracting attention with your questions?
� Are you spending a Coin?
� Does the crew have at least 5 ranks of Study among them?
On a success, the GM honestly answers the question you are asking.
Each 6 rolled allows the crew to ask one follow-up question.

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..

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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.

If your faction is at war (status -3) with another, each Freebooter


has one fewer preparation roll as described on pg. 105. If your
Freebooter has the Burnout condition “Fatigue”, they also receive
one fewer activity as described on pg.83. It is possible that a
Freebooter may have no free preparation rolls if both of those
conditions are in place.

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 :

� They expose a friend or family member to danger.

� They recieve assistance from a rival or foe.

� They fulfill one of their Drives.

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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.

� Brag: Your big mouth gets a lot of unwanted at‐


tention. The crew takes +1 Infamy.

� Wander: Play a different character until this one returns


from their journey. Planar gates may be involved.

� Insult: You insulted someone with words, actions, or


presence. Establish a negative Relationship with an
existing NPC and describe how you offended them.

� Entangle: You spent time getting to know someone.


Establish a positive Relationship with an existing
NPC and describe the character of your Relationship.

� Meddle: Your actions interfere with the schemes of


another faction, and you take -1 Status with them.

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 succeeded (4+)


� You rolled a 6
� You have the Library Claim benefit.

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;

� If your highest die is a 4/5, remove one Harm segment.

� If your highest die is a 6, remove two Harm segments.

� If you get a critical success, remove three Harm segments.

It is the recovering character that takes this action. Healing


someone else does not cost a preparation roll for the healer.

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...

� Ghostknives (can strike spectral beings).


� Silverthorn Cuffs (prevent magic use).
� Authentic faction uniforms (for disguise).
� Map of a prime world.
� Key to a planar gate.
� A mortal animal (burden, companionship, or sacrifice).
� The Rods of Kalash (+assault rifle).
� The Cloak of the Supreme (Armour vs. Skirmish).
� An official Paperguard license.

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.

� Toil: Perform important jobs to gain +2 Coin


for the faction’s treasury.

� Diplomacy: Gain +1 status with one faction.

� Defence: Defend your Claims during war or hostility.

� Scouting: Roll another die on your next engagement roll.

� Messaging: Alter the crew’s Infamy level by ±2

61
a
3

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.

The Costs: The life of a Freebooter is fraught with peril and


consequence. This section explores how characters might be
affected by Stress, Harm, Consequences, and Burnout.

The Rewards: After enduring danger and adversity, the


Freebooters receive ample rewards for their efforts. They will earn
valuable Coin for their immediate pleasure and long-term
investments. They can earn Infamy which can improve a faction
while exposing them to potential fallout. Lastly, they can advance
and improve themselves.

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:

� Completing a mission objective (pg.71)


� Completing a personal project (pg.60)
� Detection and interception by an opponent
� Arrival of reinforcements.
� Opening a planar rift to a hell dimension.
� Triggering a war on the streets of Sig.
� Completion of a cultist’s ritual.

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.

Example of Clock Selection

Sneaking into the Tower of Sorrows? Make a 6-segment clock


to track the alert level of the Weeping Angels. When the PCs
suffer Consequences from partial successes or missed rolls, fill in
segments on the clock until the alarm is raised.

65
There are many different kinds of ways you can use
clocks during play.

� Project clocks, representing how a Freebooter is


working toward a personally defined objective.

� Danger clocks, representing a progressive danger such


as growing suspicion.

� Objective clocks, representing progress towards the


key objectives for a specific mission.

� Claim clocks, representing how much progress a


faction has made towards seizing a given territorial
Claim. Completing an objective clock can add a
segment to a Claim clock.

� Racing Clocks, with two opposed clocks representing


the conflicting objectives of different parties. The first
person to fill their clock, wins.

� Linked Clocks, with one clock that unlocks another


when filled. The standard “detection” clock for mis‐
sions often unlocks a new clock.

� Faction Clocks, representing the long-term actions and


schemes being worked on by the various factions.

� Relationship Clocks, representing how a bond with a


character might progress.

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.

You use tracks to manage…

� Stress levels (pg. 77)


� Harm levels (pg. 85)
� Coin in your Purse (pg. 90)
� Coin in your Stash (pg. 91)
� Coin in your Treasury (pg.92)
� Experience Points (pg. 97)

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!

Your crew huddles around a flickering magelight in their lair,


looking at scrawled maps. You whisper plots and schemes, bickering
about the best approach, lamenting the dangers ahead, and lusting
after stacks of Coin. Fortunately, the players don't have to do the
nitty-gritty planning as the characters take care of that off-screen.
There's no need to sweat all the little details and try to cover every
eventuality ahead of time, because the engagement roll will do the
heavy lifting (see pg. 56) which determines how much trouble
you're in when the plan is put in motion. This system assumes that
there's always some unknown factors and trouble in every
operation; you just have to make the best of it.

There is a simple formula for creating your mission. The crew


chooses which claim to target, the approach they will take, and
the initial loadout for each of the freebooters.

You also establish three different countdown clocks for the


mission. The first clock represents your political objective which
is how you intend on securing the claim in question. The second
clock represents your profit objective, the amount of potential
coin you can secure in the mission. The third and final clock
represents the peril that mission presents to the crew.

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.

Assault: Use direct violence and destruction to secure your aims.


Describe where your target was vulnerable.

Debate: Use rhetorical prowess and ideological weapons to secure


your objectives. Describe the philosophical or ethical concept you
are wielding.

Deceive: Use clever lies and disguises to secure your objectives.


Describe what sliver of truth your deception is based on.

Negotiate: Use diplomatic skills and persuasion to secure your


objectives. Describe the leverage you hold over your target.

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.

Invoke: Use magical or spiritual rites to secure your objectives.


Describe the sacrifice your invocation requires.

Sneak: Use caution and shadows to secretly secure your


objectives. Describe the gap in their security you exploited.

Transport: Use planar travel to transport something valuable, whether


by tether, vortex, or portal. Describe where you enter the plane.

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.

Your faction sheet has your default equipment marked on it,


and they don’t count towards your load.
70
Politics
Ask yourself how your mission results in the claim becoming
vulnerable to your crew. Maybe you will deprive the claim of
much-needed resources, spread harmful rumours, or offer valuable
assistance to that territory’s inhabitants. At this stage, you establish
the size of the political objective clock, with larger clocks
resulting in more significant changes.

A minor clock (4) allows you to weaken a rival’s hold over a claim.
Roll 1 die for the claim fortune roll.

A moderate clock (6) allows you to steal a vulnerable claim from


one of your rivals. Roll 2 dice 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 minor clock (4) represents a minor score, easily achieved. If you


complete this objective, your crew gets four coin to distribute
among themselves. Failing on this objective only gives your crew
a single coin of profit from whatever you can scavenge.

A moderate clock (6) represents a moderate score, respectable and


somewhat challenging. If you complete this objective, you gain
six coin to distribute, while failing only gives you two coin.

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 failure (1-3), something goes terribly wrong at the


beginning of the mission. Create a 4-segment peril clock
before the opposition appears in force.

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.

On a full success (6), the crew gets halfway through the


mission before the first setback. Create an 8-segment peril clock
before retaliation.

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.

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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?

Each Freebooter who’s involved makes an action roll (using the


same action), and the team counts the single best result as the
overall effort for everyone who rolled. However, the character
leading the group action takes 1 Stress for each PC that rolled a 1-3
as their best result. The group action result covers everyone who
rolled. If you don’t roll, you don’t get the effects of the action.

Your character doesn’t have to be especially skilled at the action at


hand in order to coordinate a group action. This maneuver is
about leadership, not necessarily about ability. You can also lead
your crew’s cohorts with a group action. Roll Command if you
direct their efforts, or roll the appropriate action rating if you
participate alongside them.

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.

� 0 Stress: You had an easy opportunity to do this.

� 1 Stress: It was time-consuming or risky to do.

� 2 Stress: It was difficult and dangerous.

Sometimes it will entail an action roll because there’s some danger


or trouble involved. Sometimes a flashback will entail a fortune
roll because we need to know how effective something is.
Sometimes a flashback won’t call for a roll at all because you can
just pay the Stress and it’s accomplished.

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.

Stress represents the mental and emotional strain that the


Freebooters are under. Players may choose to gain Stress in order
to resist consequences, trigger flashback scenes, improve their
action rolls, or aid each other. When you suffer too much Stress,
your character may suffer Burnout.

Consequences are the most common price that a Freebooter can


suffer. These vary from minor setbacks, to moderate complications,
to major disasters. Characters may suffer Consequences when they
do poorly on an action roll or when the fiction demands.

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).

Enemy actions, bad circumstances, Planar Bargains, or the


ouʨome of a roll can inflict Consequences on a PC. As characters
suffer Stress, they also expose themselves to more severe
Consequences based on the GM’s discretion and the fiction.
While this book does contain a list of sample Consquences, the
GM may find it necessary to create new ones which are
specifically tailored to your story.

Once a character’s stress track fills completely, they receive a


Burnout rather than a Consequnce. These are four permanent
conditions that represent the long-term effects of their stressfull
lives which are described on pg. 83.

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.

Tense: If a character has 3-5 Stress boxes filled, the emotional


burdens are getting heavier and distracting them. They may also
be subject to moderate Consequences, reflecting significant
threats that require effort to evade.

Overloaded: If a character has 6-8 Stress boxes filled, anxiety and


exhaustion are crushing them. They may also be subject to major
Consequences representing disastrous situations even the bravest
scoundrels fear.

78
Minor Consequences

� Stymie: You had an opportunity to achieve your goal with


this action, but something went wrong, and you need to try
a new approach. Maybe you tried to convince the merchant
to sell you the information you need, and she refused to deal
with brutes like you. If you want her to hand over the intel,
you will need a different approach such as intimidation or
blatant bribery.

� 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.

� Expense: This Consequence will cost you, quite literally.


Perhaps you need to spend a Coin to bribe a troublesome
inspector, or the acidic secretions of the orphan damage
your fine cloak. Either way, you need to spend Coin to
make things right. If your pockets are empty, then there
are plenty of generous folks lurking in the alleys who will
gladly spot you for future favours.

� Attention: You are normally skilled at covering your tracks


and evading detection but have made a mistake. Maybe the
cobbler saw your face, or your distinctive scarf fell in a
Dustkeeper crypt. Perhaps you tripped a ward instead or
made enough noise to rouse the guard’s curiosity. The
Consequence can advance clocks, add Infamy, or even lose
support with another faction.

� Pain: You have suffered some minor injury that causes


discomfort and distraction. Perhaps you were bruised heav‐
ily during a bar fight, suffered frostbite from a Rime Imp,
or were stung by a swarm of insects. Mark one Harm.

79
Moderate Consequences

�Entrapment: When things go wrong, Freebooters can find


themselves trapped by hostile forces. This can be as simple as
a magical ward blocking your egress from a manor to an entire
squad of enraged enforcers surrounding your lair. This can also
lead to individual members of the crew being isolated and left
to fend for themselves. This can also represent legal
proceedings, illusionary barriers, or even planar exile.

� Debt: You have incurred a heavy debt to another individual


or organization. This means that your new benefactor has
gotten their hooks into you and you owe them a service or
heavy favour before the scales are balanced. They are
unlikely to be satisfied in Coin and will gladly hold this
over you until they need your assistance.

� Curse: Your actions have exposed you to an infernal


malediction, divine interdiction, or sorcerous hex. The GM
establishes one common behaviour or activity which is
forbidden by the curse, and the Freebooter establishes one
loophole that they can take advantage of.

� Collateral: Your actions have led to significant amounts of


property damage or unintended injuries which will come
back to haunt you. This could have come from “accidental”
arson, a Wreck action gone awry, or harm to an innocent
bystander. Either way, you have attracted the wrong kind
of attention. Someone important in your personal or
professional life now questions your judgement or ethics.

� Wound: You have suffered serious and worrisome


injuries on the job. You might have been backhanded
by a drunken Everstone giant. Maybe a Rime Imp
drove their frozen claws deep into your leg which has
gone numb. Maybe one of the insects injected you
with an agonizing venom that causes you to
hallucinate. Mark two Harm.
80
Major Consequences

� Betrayal: Someone you trusted has stabbed you in


the back, either metaphorically or literally. Perhaps
it’s a recent change of loyalties caused by external
circumstances. Perhaps they have been nursing a
secret grudge against you for years and sabotaged
your efforts covertly. No matter the nature of it,
they have hurt you in a significant way by damaging
your Relationships, revealing your secrets, or stealing
your riches.

� Duress: Someone has you between a rock and a hard


place, forcing you to do something you would rather
avoid. Maybe it’s a powerful Devahil spymaster who
is blackmailing you. Perhaps one of your loved ones is
held hostage to force your compliance. One of the
Powers may have even placed a divine geas or infernal
curse upon you. No matter the cause, your agency is
limited and actions proscribed.

� Scapegoat: Something has gone horribly awry with the


world, and everyone blames you for it. You may have
been framed for murder, arson, theft, or some other
crime. Your personal reputation may be in tatters, and
you may attract unwanted attention to your faction by
gaining Infamy or losing support with other factions.
Even your friends might doubt your innocence in the
face of the damning evidence.

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.

� Trauma: You have suffered significant and life-threat‐


ening injuries that require immediate assistance unless
you want a visit from the Tranquil God. Maybe an
enraged giant threw you directly at a stone wall.
Perhaps a Rime Imp plunged their frozen claws deep
into your body. Maybe the swarm of insects hungered
for your flesh. Mark two Harm to your track. If you
don’t tend to your injury during the next downtime
phase, you will suffer an additional point of Harm.

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.

Fatigue: The unrelenting pressure leaves you utterly exhausted,


irritable and depressed. The nightmares and dark thoughts keep you
distracted. You can perform one fewer activity during downtime.

Isolation: You find yourself pushing others away and alienating


those close to you. Remove any positive Relationships that your
character holds. You also have less effect on any action involving
emotional intimacy.

83
Vice
Apathy

Fatigue

Isolation

When a character suffers Burnout, they’re taken out of action.


They are “left for dead” or otherwise dropped out of the current
conflict, only to come back later, shaken and drained. When they
return, they have zero Stress.

Burnout conditions are permanent. When a character would


mark their fifth Burnout condition, they cannot continue as a
daring Freebooter and scoundrel. They must leave Sig forever and
retire to an isolated prime world. Never again shall they travel the
verse in search of adventure or Coin. The comfort of their
retirement lifestyle depends on how much Coin they have
stashed. (see pg. 91)

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).

Most Harm is a result of pain, wound, or trauma Consequences. A


character may also suffer Harm when the fictional circumstances
make it abundantly clear. Most folks will suffer Harm if they stick
their hand in a cookfire or are stabbed in a back alley.

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.

Incapacitated: If a character has 6-8 Harm boxes filled, they are


incapacitated. They can only perform action rolls if they gain 2
Stress to push themselves.

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.

When your Freebooter is Eliminated, you can create a


replacement. Maybe you “promote” one of the NPC faction
members to a PC or create a brand-new character faction
member. This is a great way to include wanderers from one of
the primal worlds or eternal planes.

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.

The native currency of the City of Blades is a curious thing. They


appear to be made of a pure gold which hums softly when
brought to the ear. Each one is in the form of a torus with a small
hole in the centre which makes it possible to string them
together. They are curiously unmarked, although their signature
hum and magical aura make it practically impossible to create
forgeries. If someone tries to shave, mark, or otherwise debase a
Coin, it vanishes instantly to parts unknown.

The Coin of Sig seems to have a persistent spiritual bond to the


city itself. Trained planar sorcerers or anyone born in the nexus of
the verse can use a Coin to locate the closest gate.

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.

� 2 Coin: This is equal to several full purses of silver.


This represents the weekly income for a small artisan,
a fine piece of art, or a set of luxury clothes.

� 4 Coin: This is equivalent to a small strongbox worth


of silver. This represents the weekly income of a cloth
merchant, rare primal goods, a common piece of
artifice, or a key to a known prime world.

� 6 Coin: This is a small fortune, such as a small purse


full of exquisite jewels, a key to an unexploited prime
world, or a large strongbox full of silver.

� 8 Coin: This is equivalent to a small safe full of silver


coins and gems. It’s a good monthly take for a small
business, a very rare luxury commodity, enchanted
talismans, or long-lost planar charts.

� 10 Coin: This is equivalent to a vault full of silver and


gems. Liquidating a significant asset, an epic mount, a
deed to a small property. A key to a pocket dimension.

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 failed mission may get you 0-3 Coin, depending on


how much incidental theft you managed in the process.

� A minor but successful mission may earn you 4 Coin,


which is better than nothing.

� A moderate and successful mission may earn you 6 Coin


and a compliment from your peers.

� A major mission will earn you 8 Coin and a round at the pub.

� A spectacular mission will earn you 10 Coin and a celebration.

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.

Ultimately, the unspoken ruler of the City of Blades is Coin, and


there are many ways a Freebooter can let it slip through their
fingers. Coin in your purse can be transferred into your stash or
your Treasury during downtime without taking any action. You
can also spend 1 Coin to gain an additional activity during
downtime or increase the result level of a downtime activity.

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.

Stash 7-12 Simplicity. You rent a worn apartment in Tetherward


that you can call your own, perhaps above a noisy tavern or
downwind of a tannery. You will retire to some unremarkable
prime world and try to make a normal life.

Stash 13-18: Comfort. You own a decent apartment in Riverward


with small creature comforts. You will retire to a civilized prime
world where you make yourself a new life. You operate a small
business such as a tavern, merchant’s shop, or artisan’s workshop.

Stash 19-24: Luxury. You have a well-appointed home in


Highspire with luxuries aplenty. You will retire to a wonderous
prime world where your riches have granted you a decadent life‐
style. You may choose to work or rest, as you desire.

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 can spend Coin from the Treasury to improve your


Relationship with another faction in the form of a tithe, bribe,
tribute, or protection money. To do so, you decide how much
Coin you are willing to give, and the GM will let you know how
effective it is.

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.

� Smooth and Quiet: If you completed your mission


without being detected or identified, you don’t gain
any Infamy.

� Contained and Restrained: If you had standard


exposure and you contained the fallout of your
actions, you gain 1 Infamy.

� Loud and Chaotic: If people have been injured and


property has been damaged, you gain 2 Infamy.

� Wild and Destructive: If you derailed a faction’s plans


or left bodies in your wake, gain 3 Infamy.

� Epic and Terrifying: If you eliminated an important


individual or seized another faction’s Claim, gain 4 Infamy.

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.

� If you control more Claims than your Tier, you can


spend Coin (3 times your current Tier), to grow your
faction to the next Tier.

� Otherwise, you gain one faction Advance.

The Portalsmiths have been making quite a fuss and have


just earned their 6th point of Infamy after opening a hellgate
in the middle of the Hive. Because they just secured the
Firetrap Alleys Claim, they are a Tier 1 faction with two
Claims. They can spend 12 Coin out of their Treasury to
advance to Tier 2.

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.

� Schemes: A rival faction starts a new project that will


cause major trouble for the Freebooters. Create a new, 6-
segment hostile project clock representing this danger.

� Progress: All hostile project clocks advance by one


tick. Even the ones the Freebooters are unaware of…

� Ambush: Hostile forces spring a trap on the Freeboot‐


ers during their downtime, inflicting minor Harm un‐
less they resist.

� Punishment: Hostile forces target a specific


Freebooter and sends a message. Choose one moderate
Consequence they will suffer unless they resist.

� Harassment: A rival faction is terrorizing one of your


faction’s contacts, and they are unable to help you
during the coming recovery phase or the next mission.

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.

� Burglary: Scoundrels and freelance thieves hired by a


rival faction break into your lair. Pick another faction
whose agents have stolen half of the Coin (rounded
down) from your Treasury unless you have the Vault
Claim benefit.

� Mugging: A Freebooter is accosted by hostile agents


and their purse is removed. That character loses all
Coin they had on their person.

� Slander: Another faction has learned of your actions


and is displeased at your behaviours. You lose one
status with them as per the guidance on pg. 104.

� Destabilization: A rival faction is working to disrupt your


business and territory. They will hire scoundrels and
mercenaries to strike out at you and threaten to seize
your faction’s Claims if you don’t address the danger.

If you rolled a 3, the GM could allocate three Fallout


conditions such as an ambush for one character, harassment of
a contact to keep them from helping, and slandering the crew.

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.

If one of your Experience tracks fills, you can improve your


character during the next downtime phase. Chose if you would
like to gain an Advance or improve an action.

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.

Action: You can add an additional point to one of the associated


actions. If this is the first point in the action, you also increase the
associated attribute by one point. For example, filling your Prowess
Experience track means you could add one point to Finesse,
Maneuver, Skirmish, or Wreck. If you added your first point in
Maneuver, then your Prowess attribute would also increase by one.

1 2 3 4 5 6
XP

Action Action Action Action

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…

� Your Drive causes trouble. Your Culture has given


you a different set of values than the others.

� You fail an Insight action roll. These include Study,


Survey, Reveal, and Tinker actions

� You fail an Insight resistance roll, earning three


or more Stress.

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…

� Your Drive causes trouble. Your Lineage and your


family has shaped your behaviour.

� You fail a Prowess action roll. These include Finesse,


Maneuver, Skirmish, and Wreck actions.

� You fail a Prowess resistance roll, earning three or


more Stress.

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…

� Your Drive causes trouble. You pledged your


Devotion to a mighty Power and serve their interests.

� You fail a Resolve action roll. These include Channel,


Command, Sway, and Consort actions.

� You fail a Resolve resistance roll, earning three or


more Stress.

Mark Any Track


Mark a point of experience on a track of your choice if you develop
a meaningful relationship with a non-player character during a
scene. This can represent nearly any kind of relationship including
familial resentment, profound friendship, periodic infatuation, or a
long-term romance. Perhaps a character might reconnect with
someone from their past or meet someone new who will shape
their lives.

You may also mark a point of of experience if you utterly ruin


one of your existing relationships by alienating a romantic
interest, abandoning a childhood companion, or making peace
with an old enemy.

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.

Rise and Fall


The City of Blades has been a political battlefield ever since the
Silent Regent was overthrown, Sig has been managed by feuding
factions hungry for power. These organizations provide useful
services to the populace and wield that to secure more and more
influence over the city itself.

Each faction has a Tier value between 1 and 5, with 1 representing


the weakest groups and 5 representing those who rule the city
with an adamantine fist. A faction’s maximum Tier is equal to the
number of Claims they control. Each of these Claims provides the
faction with useful benefits such as access to a more secure Lair,
higher quality equipment, a Workshop, or useful Turf. This means
securing territory for your faction is very important. If you take
a Claim from a Tier 3 faction, they will be reduced to Tier 2, and
you might be able to take their place.

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.

If your Tier is greater than that of your opponent, your superior


equipment and numbers will make you more effective in certain
fortune rolls. You will also tend to have more Claim benefits at
your disposal.

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.

The Ascending (Tier 4) are the upstarts and ambitious


powerhouses who seek to claim dominance for themselves.
They tend to hire out minor factions to do their dirty work
with plausible deniability. These factions often have about
250 loyal members.

The Fallen (Tier 3) were once mighty before they were


overthrown. Now they are mere shadows of their former
selves and seek to maintain political power in the city. These
factions typically have about 125 committed members.

The Lessers (Tier 2) are moderately effective factions who


can push their weight around and dream of future
greatness. They tend to spend much of their time kicking
the rabble to maintain their limited holdings. These
factions normally have about 75 nominally loyal members.

The Rabble (Tier 1) are small gangs and back-alley cults


which are trying to make a name for themselves. They
only have a single Claim to their name and a hungry look
in their eyes. Each of the Freebooter factions begin at Tier
1 and will start with about 25 members who are willing
to contribute to the common good.

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.

� +2: Friendly. This faction is on good terms with you and


will gladly offer assistance so long as it doesn’t endanger
their goals. They likely welcome you in their territory.

� +1: Helpful. This faction will help you if it causes no


problems or significant cost for them. This may be a
grudging respect or a sense of solidarity against a
common foe.

� 0: Neutral. Your two factions have no strong opinions


about each other or don’t frequently interact.

� -1: Spiteful. This faction will gladly take advantage of


any opportunities to cause trouble for you (or profit
from your misfortune), but they won’t go out of their
way to cause mischief.

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.

� -3: War. This faction wants to cause you pain and


deprivation. They are expending significant resources
to take you down. Perhaps they are sending gangs to
take over your Claims or torch your property.

War is a special status which changes some of the rules of play.

1. Each Freebooter loses one of their preparation rolls


during each downtime due to the war efforts.

2. Any cohorts you have are automatically assigned to


defence. If you do not have any cohorts, your Claims
are vulnerable.

3. Any Claim which is actively contested is temporarily


negated. This can result in the loss of a Claim benefit,
and a temporary reduction of your faction Tier rating. If
you have regained control of that Claim when the war is
over, restore your crew’s Tier back to its pre-war level.

4. You permanently gain one status with any faction that


is hostile to your opponent.

You can end a war by eliminating your enemy or by negotiating


a mutual agreement to establish a new status rating.

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.

The city is divided into 48 distinct territorial Claims, each of which is


controlled by one of the major city factions. This territorial control
grants faction members a safe place to live and to earn their Coin.

Every Claim you control gives you access to a benefit it provides,


such as a hidden Lair, quality equipment, Turf, or a Workshop.
Each faction’s maximum Tier is also equal to the number of
Claims they control.

This means securing territory for your faction is very important.


If you take a Claim from a Tier 3 faction, they will be reduced to
Tier 2, and you might be able to take their place. You will also get
access to the Claim’s benefit.

The Hidden City is a huge complex of interconnected


wooden apartment towers, each filled with homes, businesses,
and industry.

This claim grants the Guild of Toil with a concealed and


secure hideout for their crews. There are multiple locked,
and trapped safe rooms within the complex, including some
helpful planar wards and scry-guards.

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.

College: This Claim grants your faction access to master level


training. You may advance your PCs’ action ratings to 4 (until you
unlock this upgrade, Freebooter action ratings are capped at 3).

Hideout: This Claim grants you a concealed and secure hideout


for your crew, complete with locks, alarms, and traps to thwart
intruders. This includes extensive arcane and planar measures as
well as a seccure holding cell for prisoners.

Quarters: This Claim provides your faction with safe and


comfortable living quarters for the faction, free from petty
extortion or vermin. You can also rent out quarters to others,
earning each member a Coin per session and an obligation to
protect their tenants.

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.

Turf: This Claim generates passive income for your faction,


earning two additional Coin for your crew to allocate during each
downtime phase. This is one of the more common benefits that a
Claim can provide, and the benefits can stack multiple times.

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.

Library: This Claim provides access to impressive sources of


knowledge, allowing you to gain additional Experience whenever
you perform the “Train” preparation action. This helps you
improve your action ratings or gain new Advances more quickly.

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.

Warehouses: This Claim grants the faction access to higher-quality


equipment, such as fine documents, gear, arcane implements,
subterfuge supplies, tools, and weapons. When you make an
“asset” preparation roll during downtime, any 4+ result will lead
you to permanently acquire an asset for your crew.

Workshop: This Claim contains a workshop appointed with tools


for tinkering and alchemy, as well as a small library of books,
documents, and maps. You may accomplish long-term projects
with these assets without leaving your territory.

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.

Claims can also be stolen by enemy factions as part of a Fallout


action. You can fight to defend it or negotiate a deal with the
faction, depending on the situation. If you lose a Claim, you lose
all the benefits of that Claim. The Tier of a faction is limited based
on how many Claims they own; a Tier 2 faction must control at
least two Claims to maintain their organization, while a Tier 4
faction needs at least four Claims. While you can secure more
than 5 Claims, no faction can be greater than Tier 5.

If you seize control over a Claim, take a few moments to describe


how the new territory will change under the “new administration”.
If you somehow lost access to one of your Claims, this is also the
time where you deal with the consequences.

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.

The Guild of Artificers


The Crafters and the Gems

Sig is home to artificers, smiths, and inventors from River Barracks


throughout the verse. The Guild of Artifice
represents their interests, supporting their creative Stormlight Vaults
efforts while ensuring they are able to perform their
Crystal Emporium
craft in peace. The guild is known to rotate
apprentices through a variety of different areas, and Artisan’s Alley
most prospective craftswomen of Sig have spent a
few months working in diverse trades: from gem- Cogworks
cutting and goldsmithing, to talisman recharging,
illusion-honing, and book-binding. Anyone serious
about mastering their craft—and willing to pay the
dues—is welcome to join the guild. 110
The Guild of Toil
The Stiffs and the Broadbacks

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.

The Guild of Advocates


The Vultures and the Cutters

College of Stars Law is a delicate profession in the fair city of Sig,


one that needs to be guided by a firm but wise
Urban Arena hand. The guild serves every client, offering legal
services for a reasonable fee. Your legal
Palace of Justice
representative will be happy to support you in
Cloudreach resolving your grievances through both formal
and informal channels. No matter your cause, one
of its fine members will be happy to assist you in
resolving your issue with professionalism and
brutal efficiency.

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

other civil matters. Want to know how the War of


Forges of Power
a Thousand Knives is going, and what effect it will
have on the city? Check out the Planar Politics
section. Our editorial staff will provide you with
the best analysis of the breaking news stories from
throughout the verse. The Sig Gazetteer: news
from within, without, and everywhere in-between!

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.

The Farmers Guild


The Grubs and the Greenblood

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

In a city full of miscreants, the strong arm of the Drowner’s Gate


law needs a club. The Enforcers are happy to oblige
and break up any criminal activity in Sig. They stop The Golden Tether
domestic disputes and arrest disreputable
Grumpy Gorgon
troublemakers. They hold back angry mobs and
imprison criminals if they are provided with the
right garnish. They are part police and part mob,
feared by all rational folks. They once arrested a
dragon too far into the drink and forcibly dragged
her to prison. Don’t get on their bad side.

The Dustkeepers
The Morte and Mourners

The Dustkeepers Guild is the hidden memory of Monastery Lofts


the verse, storing bodies and relics alike in their
desiccated vaults. They manage the city morgue, Godscrypt

where most of the dead bodies are


unceremoniously dragged for disposal. Their vaults
double as the municipal archives and museum,
where city records and historical artifacts are
carefully cataloged by diligent guild-members.
They are most often called into legal disputes as
coroners and municipal historians.

114
The League of Exterminators
The Oozes and the Bugbloods

Lots of things sneak into the City of Blades to


High Stables cause trouble. The League of Exterminators
disposes of the most noxious vermin from
Nurg Kennels
throughout the verse. If you can’t eat ’em, burn
’em. Can’t burn ’em, then freeze ’em. If that don’t
work, shunt ’em off to some random prime to deal
with. Thanks to the League, the fair people of Sig
don’t have to worry about impfestations, gelatinous
pyramids, or screamspiders. Pest control is an
important job in this city.

The Teachers Guild


The Chalks and the Beacons

Countless children run through the crooked


Elementary corridors of Sig, gathering splinters as they scamper
Academy up wooden ladders. Elsewhere in the verse, they
would find themselves dragged into farms or
Forgotten factories by their parents. Some would suffer even
Warren worse fates if not for the efforts of the Guild. They
establish small school-houses throughout the city
where these youth can learn the basic skills they
need to survive and thrive. Some focus on their
letters. Others learn the stories of the past. Still
others learn to count coppers. No matter where
they come from, despite any hardship in their lives,
the Teachers Guild keeps them safe.

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!

The Sage Collegium


The Marked and the Wise

During the Great Purge of Sig, countless great Slate Library


minds and priceless tomes were thrown on the pyres.
The Sage Collegium emerged from the ashes of that
terrible time. They came together with the common
mission to prevent such an event from happening
again. They built the Invisible College, a network of
hidden library-caches and discrete meeting places for
the academic community of Sig. Through a series of
apprenticeships, the wisest (or most cunning) of Sig
may be invited to join the guild and further this
hidden fraternity of knowledge. Those who serve
the guild well are inducted into the deeper secrets of
wizardry and alchemy.

116
The Performers Guild
The Glimmers and the Maestros

The Eternal Stage Sig is a cosmopolitan place with a diverse selection of


cultures and faiths. Inevitably two cults will trigger
a holy war or factions will torch their foes’ territory.
The Performers Guild uses the fine arts—painting,
sculpture, dance, theater, and music—as a cultural
bridge. The guild uses art to soothe tensions,
strengthen diplomatic ties, and facilitate ceasefire
agreements between the various communities and
organizations. Consequently, their performances are
deemed to be neutral ground.

The Recyclers Cooperative


The Slags and Melters

Polvan The Shard of Ooze is a cosmic dumping ground,


Scrapyard where all the broken things are left to decay. The
Recyclers Cooperative has not given up hope and
reclaims some value from what was discarded.
They take the city’s discards and repurpose them
for those who have nothing better. Their work
may not be glamorous, but countless refugees
depend on their salvagecraft. They also offer work
for the desperate and impoverished.

117
The Portalsmiths
The Keys and the Wedges

Sig is the nexus of the verse, connected to the Mirrorwalk


eternal planes and the infinite primes. The
Portalsmiths are the waʨhers at the gates,
managing much of the travel into and out of the
City of Blades. They waʨh and tend to all of the
entrances and egresses other than the mighty
tethers. Their eternal mission is to map all the secret
doorways of the City of Blades and learn what keys
will open them.

The Night Barons


The Imperials and the Merchant Guild

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

The mighty have always sought space in the City of Blades.


Powers desired cathedrals in Sig to collect their worshipers.
Factions lusted for mighty fortresses to protect their leaders.
Communities sought monuments and institutions to promote
their cultures. Highspire was what everyone longed for.

The inhabitants of Highspire are the Powers: demons, gods, and


crawling things that have their hooks into the City. They are the
merchants, politicians, and pompous nobles who demand respect.
They are the arcane and the mundane figures who seized a
valuable slice of Sig.

The Silent Throne: A void-dark audience chamber where the


Silent Regent’s throne stands empty, ringed by the busy offices of
her lieutenants. Hideout owned by the Paperguard.

Tsar's Library: A vast, multi-storied private library that holds the


collected wisdom of the verse, other than those censored by the
Tsar. Library owned by the Paperguard.

Oubliette: An endless, extra-dimensional prison which the Tsar


built to exile troublemakers and political prisoners. Hideout owned
by the Paperguard.

Godscrypt: Standing in the centre of Godstreet is a massive white


mausoleum dedicated to fallen Gods, Devils, and Primordials.
Vault owed by the Dustkeepers.

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.

Monastery Lofts: The most devoted servitors of the Powers live


in claustrophobic ascetic cells within this windowless apartment
block. Quarters owned by the Dustkeepers.

Nurg Kennels: These well-guarded kennels are used to train Nurgs


as loyal pets, helpful guides for the blind, fierce guardians, and
unmaʨhed trackers. Turf owned by the League of Exterminators.

High Stables: The golden stables are used by the Powers,


wealthy merchants, and noble immortals to tend to their
majestic mounts. Stables owned by the League of Exterminators.

The Acorn Banks: An immortal treant with orichalcum leaves is


rooted in the gardens where it offers financial planning and
banking services to the mighty. Vault 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.

College of Stars: This massive onyx tower holds dozens of


magelit lecture halls where only the greatest minds are
permitted. College owned by the Guild of Advocates.

Cloudreach: This slender argent spire contains countless


extradimensional mansions, though some of the keys are lost to
the Void. Hideout 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.

The inhabitants of Riverward are fortunate and ambitious souls,


from generous merchants to erratic alchemists. Most of the
inhabitants tend to live comfortably, with small homes and large
meals. Those with the right mixture of luck and skill can carve a
small place overlooking the river. Those who fall on hard times
better look forward to the Hive.

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.

Tyr's Trading: A one-handed merchant in the heart of the


Bizarre who sells rare relics and maps to those deemed worthy.
Market owned by the Cleaners.

Stormlight Vaults: Thousands of different currencies, from porcelain


coins to glowing gems, are exchanged here for the golden torus-
shaped Coin of Sig. Vault owned by the Guild of Artificers.

Eternal Stage: A great amphitheater in Riverward where artists


congregate and duels are performed. Turf owned by the
Performers Guild.

122
Urban Arena: Rooftop gladiatorial fights and professional duels
attract crowds and accolades for the victors. College owned by the
Guild of Advocates.

Moebius Theater: A small independent theater where the most


innovative artists and revolutionaries are trained in the skills of
deception. College owned by the Riverkeepers.

Grumpy Gorgon: Whether you need a rat, a wererat, or a career


criminal to help you in your “little projects”, you can find what
you need at the Grumpy Gorgon. Turf owned by the Enforcers.

Krakenhold: This dockside pub serves the sailors, dockworkers,


and aquatic citizens of Sig. Boathouse owned by the Riverkeepers.

Copper Dragon Inn: A family-friendly inn run by an extended


Feral family who have cultivated a reputation for keeping a
welcoming establishment. Market owned by the Riverkeepers.

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.

Drowner's Gate: An ornate gate guards the main docks of Sig


where dozens of ships are loaded with cargo before being sent
down the Great River. Boathouse owned by the Enforcers.

123
Tetherward
The Gateways to the verse

The tethers connect Sig to the Eternal Planes of existence. These


planar ports are vital conduits of trade and conquest, where goods,
people, and influence flow freely. The city is built around the
tethers, each bound together by the massive boulevard known as
the Queen’s Way.

The inhabitants of Tetherward are stout, hard-working, and


harder-drinking. There is a lot of work to do around the tethers,
dealing with the warehouses, barges, and stables. The workers
manage the various goods and peoples who flow through the
tethers. Tetherward is home to labourers, explorers, mercenaries,
and others who manage to scrape together a living.

Artisan's Alley: A crowded passage where painters, sculptors,


light-weavers, and other artists sell their wares to passers-by. Turf
owned by the Guild of Artificers.

Crystal Emporium: A vast warehouse full of relics and rare trade


goods, illuminated by the solar demon bound in a giant crystalline
obelisk-prison. Warehouse owned by the Guild of Artificers.

Cogworks: A large factory where skilled engineers and


waʨhmakers collaborate to craft elaborate clockwork mechanisms.
Workshop owned by the Guild of Artificers.

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.

Partisan's Pub: A busy bar adjacent to the Golden Tether,


renowned for robust political debate and the second-best club
sandwich in the verse. Vault owned by the Guild of Toil.

Printer's Alley: All of the newspapers, salacious broadsheets, and


hand-scribed tomes are produced in Printer’s Alley where the
runoff is black as ink. Turf owned by the Sig Gazetteer.

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.

Forges of Power: Soulsmiths, Lifeweavers, Lorecyphers, and


Bonebondswomen work in a set of magically isolated workshops
where they transform raw concepts into tangible goods.
Workshop owned by the Sig Gazetteer.

Unified Sig Postal Service: The postal service operates out of


three tall spires, interconnected by dozens of rope bridges under
constant use. Turf owned by the Heralds Guild.

Houses of the Beasts: Hundreds of beasts of burden and of luxury


reside in these vast stables, which are fiercely guarded and represented
by their Feral keepers. Stables owned by the Sig Gazetteer.

The Bronze Tether: The elemental planes connect to the Bronze


Tether, allowing for the city to import travellers, heat, water, ore,
fresh air, and ice. Tether owned by the Guild of Toil.

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.

The Hive is a cruel place, where misfortune reigns with an iron


fist. It’s home to dozens of distinct ethnic and religious
communities. Some are new arrivals, while others have been long
abused. It’s a home to dayworkers, beggars, the plague-ridden, and
the traumatized. The place would be bleak if not for the small joys
of life: the smile of a soot-covered orphan, or the smell of roasted
rat from a nearby hovel.

Elementary Academy: A large factory built of soot-stained


brick, repurposed into a school for the children of the Hive.
Turf owned by the Teachers Guild.

Polvan Scrapyard: A large, dusty lot where stone, wood, steel, and
glass are recycled into useful goods. Workshop owned by the
Recyclers Cooperative.

Forgotten Warren: A collection of interconnected, slime-


encrusted tunnels with entrances throughout the Breeding
Warrens. Quarters owned by the Teachers Guild.

Splinter Foundations: The foundations of the Stacks are shadow


slums where the least fortunate huddle against worn wooden
posts. Turf owned by the Guild of Toil.

Slate Library: A library inscribed in cyphered runes


carved into the slate roof tiles of Scholar’s Folly.
Turf owned by the Sage Collegium.
126
Hidden City: A vast and nearly self-sufficient complex of
interconnected wooden apartment towers, filled with homes,
businesses, and industry. Hideout owned by the Guild of Toil.

Firetrap Alleys: A vast maze of claustrophobic alleys runs


through the wooden tenements of the Stacks.
Turf owned by the Guild of Toil.

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.

Regent's Tannery: This industrial building holds vast quantities


of animal hides being treated and tanned for the tailors of Sig.
Warehouses owned by the Farmers Guild.

Ratking's Workshop: Hundreds of refugees and desperate souls


work in this workshop to craft common tools, while waʨhed by
small red eyes in the rafters. Workshop owned by the Cleaners.

Mirrorwalk: Through some magical accident, every surface on


this street is reflective like a funhouse mirror, each showing a
different alternative future. Hideout owned by the Portalsmiths.

Loremaster Café: A sprawling, underground café allows for


payment in the form of esoteric ideas or trivia, making it a
favoured gathering point for academics and sages. Library owned
by the Farmers Guild.

River Barracks: A long set of affordable and cramped flats in a


brutalist apartment block that faintly smells of the sea. Quarters
owned by the Guild of Artificers.

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.

Select your Crew


Every player portrays a Freebooter; a scoundrel and adventurer who
lives in Sig. You work for one of the great factions of Sig such as:

The Glimmer Knights, who perform diplomacy at


knifepoint on behalf of the Performers Guild.

The Daughters of the Raven, who deliver mail and


spread rumour on behalf of the Heralds Guild.

The Order of Ashen Keys, who research forbidden


knowledge and secrets on behalf of the Sage Collegium.

The Reforged Blades, revolutionaries trying to atone for


their sins on behalf of the Recyclers Cooperative.

The Void Striders, exploring the infinite prime worlds


and eternal planes for the Portalsmiths.

As a group, select one of these factions which you will


play. Read through their description and, as a group,
you can prepare to make some choices. Keep in mind
the following information as your group discusses
which choices it will make.

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.

Yewland the Sylvan Bard 130


List your Gear
Your faction supplies you with a variety of equipment, tools,
weapons, and other useful goods to choose from. Each character
who belongs to the faction can draw from this gear list, though
you are still limited by your load as usual. Read out the list of
gear that your crew can access during play.

Describe your Territory


Your faction holds a single Claim, which offers the relevant Claim
benefits. The Glimmer Knights, Daughters of the Raven, and
Order of Ashen Keys have Turf, while the Reforged Blades have
a Workshop and the Void Striders have a Hideout. As a group,
take the time to establish four key locations in that Claim.

� Your crew’s lair and home base.


� Where your faction gathers.
� The most dangerous part of your territory.
� The most profitable part of your territory.

Describe your Last Score


You just finished a mission successfully, which…

� Earned each Freebooter 2 Coin at the start of play;


� Helped two other factions, earning helpful status (+1); &
� Harmed one other faction, earning hostile status (-2).

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.

The Eternal Stage


The Eternal Stage is a great amphitheater in Riverward and the
headquarters for the Performers Guild. This is the cultural
heart of the City of Blades, filled with innovative artists and
passionate duels. The stone benches are cool to the touch, and
glimmer under torchlight. Several discrete meeting halls for
sensitive diplomatic negotiations are located in the caverns
beneath the theater grounds.

The Eternal Stage grants you the benefits of Turf,


providing two Coin during each downtime phase.

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)

A shield of silver and ice.


(Armour vs. Channel)

A concealing grey cloak


(Armour vs. Survey)

A bow strung with starlight


(+ranged)

A keen-edged silver sword


(+demonslayer)

Diplomatic Credentials

Musical instrument

Whitethorn binding shackles


(+antimagic)

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.

Starlight Shroud: Each Freebooter may add +1 action rating to


Finesse, Skirmish, or Command (up to a max rating of 3).

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.

Twilight Squires: The faction is served by a cohort of clever and


discrete agents. Your crew may use preparation actions to assign them
certain tasks as described on pg. 61.

The Queen’s Oath: The crew is given the opportunity to swear an


oath of three parts to the Queen of Rime and Woe. Thereafter, it is
impossible for these oathbound knights to break this oath by
ignorance, volition, or duress.

134
Contacts

Kilku Ratface Appearances Matter


The best-dressed wererat in all the verse, they are in charge of the
furriers and leatherworks of the Rat Farms, responsible for
clothing most of the city. They are a fashion snob of the highest
caliber, with a fondness for broad-brimmed hats and noble galas.

Yewland the Bard Songs must be Preserved


A broad and fine-needled Sylva who collects tree-songs from
across the verse. Yewland's sons and daughters, planted
throughout Highspire, act as a living musical library and sing with
the rustling of their needles. Yewland is a repository of ancient
lore and current secrets.

Borman the Teacher Education is Emancipation


A tall figure covered with iridescent scales, abyssal eyes, long
fingers, and sharp teeth. Borman is a soft-spoken caretaker and
ruthless protector of the orphans of the Hive. They teach the
children and hear much in return.

Iliana Smokedancer Joy Unites Us


A lithe, charcoal-hued smoke dancer with a wicked sense of
humour. Iliana performs in golden towers and beer-soaked taverns
alike. They are the life of every party and bring joy to the hearts
of all their friends.

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.

The Slate Library


The Slate Library is a collection of forbidden lore, inscribed in
cyphered runes carved into the slate roof tiles of Scholar’s Folly.
Ever since the Great Purge, the Sage Collegium has maintained
dozens of caches of knowledge throughout the city, and the
Slate Library contains the most essential texts. Now it stands as
one of the most secure gathering points for the Collegium,
where lectures and workshops are performed.

The Slate Library grants you the benefits of Turf,


providing two Coin during each downtime phase.

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.

A fine enchanted dagger


(+concealed)

Arcane familiar
(+sentient)

A tome of secret lore


(+versatile)

A forbidden ritual scroll


(+messy)

A defensive charm or talisman


(Armour vs. action of choice)

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.

Academic Excellence: Each PC may add +1 action rating to Channel,


Study, or Tinker (up to a max rating of 3).

Lore Tethered: The Collegium is strongly aligned to the Conceptual


Plane of Lore. While this plane is tethered to Sig, members of your
faction can make Planar Bargains (pg. 52) with that plane without
suffering Consequences.

Alchemical Laboratory: You may brew, distill, transmute, or purify any


substance with your laboratory. Roll an additional die on any preparation
roll which involves alchemical solutions.

Scroll of the Elders: You have a collection of forbidden scrolls which


may unleash ancient evils. You may Wreck entire buildings in a single
roll by opening hellgates or summoning unspeakable horrors.

Revolutionary Cells: The Sage Collegium is accustomed to war (-3


faction Status), so crew members do not lose any downtime actions due
to war.

The Bone Scribes: The faction is served by a cohort of skilled wizards,


illusionists, conjurers, and necromancers. Your crew may use preparation
actions to assign them certain tasks as described on pg. 61.

Planar Anchor: You get another die for resistance rolls against planar
magics, and you cannot be subjected to involuntary planar transportation.

138
Contacts

Xanak the Bookkeeper Coin must be Earned


A massive scaled wyrm who lives at the heart of a major
accounting firm. Xanak views wealth as a proxy for physical
power, and they wield it like a weapon against their foes. Xanak
is a financial genius with a keen eye on value.

Yewland the Bard Songs must be Preserved


A broad and fine-needled Sylva who collects tree-songs from
across the verse. Yewland's sons and daughters, planted
throughout Highspire, act as a living musical library and sing
with the rustling of their needles. Yewland is a repository of
ancient lore and current secrets.

Calvyn the Shoulder Memories are Shackles


A soft-featured and attentive figure with a knowing smile.
Calvyn runs a tavern on the Isle of Spirits and provides
counselling services for a fee. They also occasionally capture,
bottle, and sell the memories of willing customers.

Itzel the Masked You do not Understand


A being wrapped in billowing rainbow robes with a stone mask
concealing their face. Itzel the Masked wanders through the city
and will freely offer each person a single piece of enigmatic
advice. Their true motivations are hidden from all.

139
inDaughters
Of the Raven

The Daughters of the Raven are a cohort of smugglers and spies


who deliver the most important packages on behalf of the
Heralds Guild. These elite messengers are specialized in
transporting sensitive cargoes and gathering vital information.
They are tenacious and renowned for their skill in infiltration.
They also have their own secret mission to take vengeance on
those who harm the most vulnerable.

The Unified Sig Postal Service


The Unified Sig Postal Service is at the heart of the Bronze
Tether. It is housed in a trio of tall spires, with dozens of rope
bridges connecting them together. The postal service collects
letters, tablets, scrolls, and parcels for domestic and interplanar
deliveries. It is said that, beneath the postal spires, rests the
Heralds archives where secrets are guarded.

The Unified Sig Postal Service grants you the benefits of


Turf, providing two Coin during each downtime phase.

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)

Travelling and camping gear

Keen-edged Blades
(+ranged +inifinite)

Spear of Choosing
(+vengeful)

Fine clothes & jewelery

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.

Seasoned Traveller: Each PC may add +1 action rating to Survey,


Maneuver, or Sway (up to a maximum of 3)

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.

Seeker: In order to deliver messages and parcels throughout the verse,


your faction has learned how to locate individuals. If you know
someone’s True Name, you know where to find them. If their name is
obscured to you, you must succeed on a Survey roll to find them.

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.

Wind Tethered: The guild is strongly aligned to the Elemental Plane of


Wind. While this plane is tethered to Sig, you can make Planar Bargains
(pg. 52) with that plane without suffering Consequences.

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

Kilku Ratface Appearances Matter


The best-dressed wererat in all the verse, they are in charge of the
furriers and leatherworks of the Rat Farms, responsible for
clothing most of the city. They are a fashion snob of the highest
caliber, with a fondness for broad-brimmed hats and noble galas.

Xanak the Bookkeeper Every Coin must be Earned


A massive scaled wyrm who lives at the heart of a major
accounting firm. Xanak views wealth as a proxy for physical
power, and they wield it like a weapon against their foes. Xanak
is a financial genius with a keen eye on value.

Marak the Tailor Trust is a Blade


A mild-mannered and soft-spoken tailor who offers kind service
to all of his clients. Marak has a kind heart, a brilliant mind, and
an obsidian dagger in the hem of his cloak. Rumour has it that
Marak was once an imperial spy who was banished to the City
of Blades for past misdeeds.

Harun the Smuggler Everyone has a Price


An ever-smiling, charming rogue with a fantastic supply of silk
capes. Harun was a primal who accidentally piloted their sky-ship
through a gate to Sig. Now their motley crew transports
valuable goods, people, and secrets to the City of Blades.

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.

The Polvan Scrapyard grants you the benefits of a


Workshop, full of alchemical equipment and other
useful tools for your long-term projects.

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)

A symbol of your former authority


(+impressive)

Salvaged Armour
(Armour vs. Skirmish)

A fine bottle of spirits or poison


(+debilitating)

An ancient blade, reforged


(+epic)

A sack full of food and drink

Demolition Gear

Alchemy Gear

A jar of hungry ooze

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.

Ooze-friend: Your crew is on good terms with a community of


sentient oozes, who are willing to enter symbiosis with you and
replace what has been lost. Each character may bond to an ooze once,
healing all Harm while permanently getting a guest in their head.

Rustworker: You have communed with the metal-eating rustbeasts,


who have taught you their secret arts. Any metal on your person
slowly corrodes, and your blood causes metals to rust on contact.

The Orphan Network: Your cooperative has good relationships with


the Orphans Union and they give you useful intel. Gain an
advantage on any investigation roll.

The Unwashed Masses: The Breeding Warrens is a vile place with a


reputation for filth. Living here has rendered you immune to disease
and poison. You can sustain with rotten food and stale beer.

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”.

Entropic Shard: The Recyclers Cooperative is strongly aligned to the


Shard of Ooze. When you make Planar Bargains (pg. 52) involving rot
and decay, you only suffer minor Consequences despite your Stress.

The Scrappers: The Scrappers are comprised of resentful and


passionate common citizens who are driven to rise up against
their oppressors. Your crew may use preparation actions to
assign them certain tasks as described on pg. 61.

146
Contacts

Marak the Tailor Trust is a Blade


A mild-mannered and soft-spoken tailor who offers kind service to
all of his clients. Marak has a kind heart, a brilliant mind, and an
obsidian dagger in the hem of his cloak. Rumour has it that Marak
was once an imperial spy who was banished to the City of Blades
for past misdeeds.

Borman the Teacher Education is Emancipation


A tall figure covered with iridescent scales, abyssal eyes, long
fingers, and sharp teeth. Borman is a soft-spoken caretaker and
ruthless protector of the orphans of the Hive. They teach the
children and hear much in return.

Calvyn the Shoulder Memories are Shackles


A soft-featured and attentive figure with a knowing smile.
Calvyn runs a tavern on the Isle of Spirits and provides
counselling services for a fee. They also occasionally capture,
bottle, and sell the memories of willing customers.

K'hana the Nightwatch Vengeance is Eternal


A gaunt spectre, bearing a spear that bleeds black ichor and who is
shrouded in a cloak of shadows. K'hana was a loyal soldier
betrayed by a paranoid emperor and returned seeking vengeance.
Now they walk the streets of Sig in search for an honourable kill.

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.

Mirrorwalk grants you the benefits of a Hideout, complete


with locks, alarms, and traps to thwart intruders. This
includes extensive arcane and planar measures.

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)

Potion of the Gaul


(Armour vs Skirmish, +strength)

Travelling and camping gear

An Axe of Smokeless Flame


(+Messy, +Voidkiller)

Spices of Life
(+narcotic, +prophetic)

Spirit Bottles (+trap)

Wand of Lethe (+neuralyzer)

A binding chain of silver

A calling censor of brass

A banishing golden bell

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.

Cultural Liaison: Each PC may add +1 action rating to their Survey,


Reveal, or Consort (up to a maximum of 3).

The Planar Codex: The Portalsmiths have extensive records of the


eternal planes of existence and the infinite prime worlds. Gain an
additional die on engagement rolls while outside of Sig.

Multiversal Translator: The Portalsmiths train their people to


understand, speak, and write nearly any language. When translating
under pressure, make a Consort roll to avoid misunderstandings.

Appraiser’s Eye: You are skilled in identifying valuable goods from


throughout the verse. Each of you gain 1 Coin the first time you visit a
new prime world or plane.

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.

Gateway Echoes: The Portalsmiths are intimately connected to the


planar tethers. You may make Planar Bargains (pg. 52) which involve any
of the planes of existence, suffering the normal Consequences.

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

Harun the Smuggler Everyone has a Price


An ever-smiling, charming rogue with a fantastic supply of silk
capes. Harun was a primal who accidentally piloted their sky-ship
through a gate to Sig. Now their motley crew transports
valuable goods, people, and secrets to the City of Blades.

Iliana Smokedancer Joy Unites Us


A lithe, charcoal-hued smoke dancer with a wicked sense of
humour. Iliana performs in golden towers and beer-soaked
taverns a like. They are the life of every party and bring joy to
the hearts of all their friends.

Itzel the Masked You do not Understand


A being wrapped in billowing rainbow robes with a stone mask
concealing their face. Itzel the Masked wanders through the city
and will freely offer each person a single piece of enigmatic
advice. Their true motivations are hidden from all.

K'hana the Nightwatch Vengeance is Eternal


A gaunt spectre, bearing a spear that bleeds black ichor and who is
shrouded in a cloak of shadows. K'hana was a loyal soldier
betrayed by a paranoid emperor and returned seeking vengeance.
Now they walk the streets of Sig in search for an honourable kill.

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…

� A simple description of the group.

� A single drive that reflects the social obligations,


religious convictions, or cultural traditions they hold
dear. For instance, a character who has a drive to “Sacri‐
fice the Mighty” may feed a merchant prince to the
Eater-of-Worlds and earn Experience for their trouble.

� Points towards Insight, Prowess, or Resolve actions.

� Two unique Advances that character may acquire


during character creation or during advancement.

The PDF version of the character sheet uses layers which


contain each of the components. You can choose your three
components by making the three relevant layers visible, if you
don’t want to hand-write the content on a blank character sheet.

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.

Allocate an action dot


Each action has a rating (from zero to 4) that tells you how
many dice to roll when you perform that action. Your chosen
Culture, Lineage, and Devotion will assign 6 action dots in total.
You have one more dot to allocate as you see fit. At this stage,
no action can be raised above level 2. If this adds the first dot for
the specific action, also increase the relevant attribute by one
level. The more well-rounded your character is with a particular
set of actions, the better their attribute rating.

Pick your Advances


Select two of the six Advances on your sheet which are linked
to your Culture, Lineage, or Devotion.

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.

Select your Alignments


Identify two of the eternal planes to which your character is closely
aligned, shaping your personality and beliefs. The options are…
Flame Justice Dreams
Waves Tyranny Shadow
Wind Destruction Lore
Stone Order Life
Ice Freedom Death

Name your Freebooter


Names have power in the City of Blades. Once you have their
given name, do be sure to give them a title or nickname. Zubad
the Honest might be the name of a particularly truthful giant who
is uncomfortable with deception. It might instead by an ironic
nickname for a wereshark con-artist who lies on a daily basis.

Declare what Drives You


Tell your fellow Freebooters the kinds of reckless decisions you are
likely to make during your time together. Each drive represents an
ideological, personal or religious motivation such as “Defend your
Territory”, “Express your Passion” or “Sacrifice the Mighty”.

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

◇ Windborne: You are able to fly with effortless


grace, moving at great speed. Without this
advance, your flight is clumsy and slow.

◇ Untouchable: Your inhuman grace impresses those


around you and earn you the benefit of the doubt.
You receive an additional die to resist any Fallout.

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

◇ Forgotten Rites: You have been practicing sorcery


longer than many of the Gods have lived. You can
Study to discover or create an arcane ritual to
summon planar energies or beings.

◇ Will of the Crystal: Your long years of research and


scholarship have hardened your will. Gain a die
when you resist with Resolve.

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

◇ Family Ties: You have a large family that you can


call on to assist during a hunt. You may spend 1
Coin to hire your kin to assist you, granting
additional effect on all Command or Survey rolls
during the next job.

◇ Trust in Me: Your natural


charisma grants you the power to
manipulate and harm those
closest to you. You may transfer
Stress between yourself and
anyone you have an intimate
Relationship with.

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

◇ Black Block: No justice, no peace. Anarchs of the


black block have mastered the skill of destruction
and violence, gain additional effect on any Skirmish,
Wreck, or Command roll in the presence of a mob.

◇ Community Organizer: You have learned how to


call for communal action. On a successful Channel
roll, you can assemble a crowd of protestors, trigger
a demonstration, or start a riot.

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

◇ Poker Face: You have mastered the skill of


concealing your true feelings. Gain Armour vs.
detecting your motivations or emotions.

◇ Friends in Low Places: Gain an additional die


when you Consort to gather information on a
target for a mission.

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

◇ Burning Hands: Your heartbond to the Elemental


Plane of Fire grants you access to pyrokinetic
magics. Your hands and feet can ignite on
command, giving you additional effect on any
Skirmish or Wreck rolls.

◇ Endless Passion: Your passion regularly drives you to


incredible and dangerous risks. You gain an additional
die on any roll involving one of your Relationships.

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

◇ Healer of Bodies: You have worked for decades as a servant


of the healing arts. During downtime, you may spend an
action to Study your crew and their injuries. You remove a
number of points of Harm depending on the result; 4/5:
one segment, 6: two segments, critical: three segments.
This action also helps members of your cohort recover.

◇ Leader of Hearts: Your natural aptitudes for leadership


have led you to assume responsibilities. Whenever
there is a disagreement on what decision should be
made, those around you naturally defer to your
judgement unless they resist with their Resolve.

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

◇ Alchemical Distiller: You are a master of the alchemical


sciences, and your skills far surpass most other mortals.
Gain additional effect whenever you use Tinker to
create alchemical mixtures or potions.

◇ Demolisher: Many of your experiments have had


unforeseen consequences and led to significant property
damage. You can gain additional effect when you Wreck
a structure using alchemy or mechanical experimentation.

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

◇ Court Spy: In truth, you are one of the finest spies


and thieves from your fallen homeland. Your skills as
an infiltrator means you are not affected by quality or
Tier when you bypass security.

◇ Harmless Hedonist: You may spend 1 Coin to throw a


lavish party during your next mission. Gain additional
effect on all Consort or Sway rolls during that mission.

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.

◇ Drunken Warrior: Unlike most folk, alcohol keeps you


fit. You may spend 1 Coin for enough booze to keep
you well lubricated for the next mission. Gain an extra
die for on all resistance rolls during that mission.

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

◇ Memory Fog: You are so skilled in manipulation that


others don’t even realize you were involved. When
you Sway, you can make them forget that it happened
until you interact with them next.

◇ Like Looking in a Mirror: You can always tell when


someone is lying to you, though the truth may still
evade your detection.

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

◇ Hostswap: The Aesigilar intelligence is


quite capable of changing hosts. You are
able to change host bodies quickly,
requiring only minutes. Without this
advance, it takes you days to change hosts.

◇ Patterns of Fate: Your kind have an


intuitive sense of the cosmic order and are
capable of predicting ouʨomes based on
limited knowledge. You may trigger two
flashbacks per mission with no stress cost.

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

◇ Speaker for the Dead: As one who has returned from


the lands of the dead, you may speak to others of your
kind. You may Command, Consort, or Sway the dead.

◇ That Which is Dead: Your undead


flesh is resilient to harm and you
feel no pain from blows that
would cripple the living.
Gain Armour vs. physcial harm.

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.

◇ Phantasmal Raiment: You may conjure an illusion of


any piece of equipment you may bear. It cannot
physically affect the environment or an individual,
though observers may be convinced it has done so.

◇ Artificer: The Gnomish culture revolves around


craftwork and the arts, which leads them to earn great
respect. Gain additional effect when creating or
modifying objects.

168
Lineage

Giant

Giants are titanic figures of hewn


stone, unstoppable might, and
massive emotions.

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

◇ Scales of Battle: You are covered with thick scales which


can turn a sword’s blow. You naturally have one (Armour
vs. Skirmish) which doesn’t contribute to your load.

◇ Aura of Menace: Your cruel countenance brings terror


and obedience. Gain an additional effect when you
Command the frightened or the vulnerable.

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

◇ Starlight Sword: Each of the Polari have been granted


a sword of light by their fallen queen. You may conjure
a weightless blade of frozen starlight with additional
effect in battle.

◇ Zealous Reflexes: Your martial


training as one of the Polari
has given you a zealous
initiative. When there's a
question about who acts first,
the answer is you.

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

◇ Clad in Lightning: As a trained sacred warrior, your


spirit is bound to additional items which you may
access at will without load. In addition to your faction
gear list, you also have access to a Lighting Spear (+
smiting) and Spirit Plate (Armour vs. spirits).

◇ Guardian Oath: You have sworn an unbreakable oath in


the pursuit of ultimate justice. When you defend
another from violence, gain additional effect.

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

◇ Verdant Regeneration: As one bound to the


Conceptual Plane of Life, your body regenerates at
frightful speed. You automatically heal one segment on
your harm track during downtime.

◇ Family Tree: As one of the more animated Sylva, you


may rouse your kin. Command, Consort, or Sway the
trees, as well as animating them on a successful roll.

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

◇ Waterbender: Saltwater flows through your veins, and


the tides whisper to you in your dreams. You may
make a Channel roll to manipulate it any fresh or
saltwater according to your will.

◇ Pure Waters: Your bond to the Elemental Plane of


Water constantly refreshes your body with endless
power. You gain Armour vs. exhaustion, weakness, or
chemical effects.

174
Devotion

Ferrelux the Whisperer


You worship the herald of beautiful lies and sweet
subversion, fomenting political revolutions in his name.

Drive
Spread Vicious Rumours

Resolve
Channel 0, Command 0, Consort 1, Sway 1.

◇ Rumour-Monger: Ferrelux grants you


the power to spread gossip and rumours.
On a successful Channel roll, you
implant a rumour in someone's mind,
which they remember as "someone"
saying to them "just the other day".

◇ Rebel's Eye: You can sew discontent


and internal strife with great skill. Add a
die for any Reveal roll to establish
internal disagreements in a group.

175
Devotion

Magdak the Clockwork Page


You worship an immortal automaton who works to fearlessly
and faithfully implement the will of the city of Sig itself.

Drive
Serve the City of Blades

Resolve
Channel 1, Command 1, Consort 0, Sway 0.

◇ Sleepless Servant: Magdak’s noble service stands


resolute, resisting the weaknesses of mortal flesh. While
you may be weary, you never need to sleep and cannot
be rendered unconscious.

◇ Pattern Sight: Your service to Magdak forges links to


the Divine Pattern of the Plane of Order. On a
successful Reveal roll you can establish the connections
between people, things, or events.

176
Devotion

Aludra of the Frozen Tears


You worship the living memory of a fallen people, whose
frozen tears can hold back the flow of time.

Drive
Mourn the Fallen

Resolve
Channel 1, Command 0, Consort 0, Sway 1

◇ Eternal Tears: Aludra grants you the ability to place an


item or a person in stasis, outside the flow of time and
unchanging. You must succeed on a Channel roll to do so.

◇ Memory Palace: You have an eidetic memory and will


automatically recall any fact or experience you have
encountered while in service to Aludra.

177
Devotion

Kestranna the Harvester


You worship the double-aspected goddess of benevolent
abundance (Kestr) and of reaping the harvest (Ranna).

Drive
Reap the Weak

Resolve
Channel 0, Command 1, Consort 1, Sway 0.

◇ Kestr's Bounty: The Bountiful


Aspect of your goddess gives you
feasts and plenty. When you
retire, consider your Stash to be
one level higher than your Coin
would indicate.

◇ Ranna's Harvest: The Reaper


aspect of your goddess allows you
to cull the young, the old, the
weak, and the ill. Gain additional
effect on any Survey or Skirmish
rolls against vulnerable targets.

178
Devotion

Nyx the Oracle


You worship a goddess who holds court in the collective
unconscious and sends prophetic dreams to her followers.

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.

◇ Dreamwalker: You may travel into someone's


dreamscape and interact with their minds. You may
Sway them through dream-logic, insert subconscious
Commands, Wreck their rest with a nightmare, or
Tinker with their memory.

179
Devotion

Morkanah the Sheltering Stone


You worship the last of the Primordials, who protects the fragile
mortals with their immortal might for reasons unknown.

Drive
Shelter the Vulnerable

Resolve
Channel 1, Command 1, Consort 0, Sway 0

◇ Morkanah's Love: Morkanah loves the fragile children


of clay and flesh, protecting those who need it.
Anyone who touches you has their flesh turn to living
stone, granting them armour vs. all physical harm.

◇ Sheltering Stone: As the Primordial of Stone,


Morkanah is bound to the rock and soil. As one of
their servitors, you may Channel in order to shape
stone like a sculptor does clay.

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

◇ Father's Hunger: On a successful Channel roll, you can


infect someone with the ravenous hunger of the Eater
of Worlds. Their hunger shall only be temporarily
satisfied once they consume the flesh of another mortal,
spreading this curse.

◇ Saboteur: As a servitor of the Eater of Worlds, destructive


magics course through your ichorous blood. You may
Wreck with subtlety, rotting wood and fracturing stone so
it is well hidden from casual inspection.

181
Devotion

Omalaub the Tranquil


You worship the god of peaceful rest and gentle endings
for those who have suffered too much and seek respite.

Drive
End the Suffering

Resolve
Channel 2, Command 0, Consort 0, Sway 0

◇ The Spectral Cloak: As a servant of Omalaub, you have


one foot across the veil of death and do not leave a
mark on the mortal world. You can move through
physical barriers at will and cannot be tracked.

◇ Numb Blessing: The Tranquil God is merciful and


does not wish others to suffer. As his servitor, you may
remove pain and suffering with a touch, removing all
penalties from Harm and all pleasure of the flesh until
you next rest.

182
Devotion

Brossien of the Mystic Song


You worship an ascended bard and philanderer who
now plays an instrument of the gods.

Drive
Earn Their Adulations

Resolve
Channel 0, Command 0, Consort 2, Sway 0

◇ Heart-Song:.Whenever you perform before a crowd,


you declare what emotion your music evokes in them.
You may also direct a brief, private message to a single
specific person in the audience.

◇ Bardic Magics: As a servitor of the Bardic God, you


may Consort with the arcane spirits that dance beyond
mortal perception. This allows you to cast any minor
sorceries or enchantments you so desire, although any
effects fade within a day's time.

183
Devotion

Calla the Wise


You worship the timeless and ever-changing mentor of lesser
trickster-gods, teaching followers to sow chaos and inspire change.

Drive
Lie with the Truth

Resolve
Channel 0, Command 0, Consort 0, Sway 2.

◇ The Gift of Gullibility: As a servitor of Calla, the


trickster looks after you and shrouds you from
waʨhing eyes. You gain (Armour vs. suspicion) which
allows you to undertake ambitious schemes.

◇ Master Chaos: As the servitor of a chaos-god, you often


have strange orders. You may always ask Calla for a
Planar Bargain, where the Power will give you a bizarre
task to accomplish in exchange for temporary blessings.
This can be as simple as buying a cabbage in the market
or as much as burning down an empty school house.

184
The Game Plan

A Freebooter’s plate is always full. You need to work hard to


secret away your personal retirement funds, while feeding
your faction’s hungry coffers. There’s never enough loot to
go around, and the creditors are around every corner.

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.

Imperial Trading Post

The Night Barons have been raiding the prime world of Alucina,
stealing priceless cultural treasures from this world as part of their
colonial project.

� Politics: Deprive the Imperial Trading Post of goods,


starving the guild of much needed Coin.

� Profit: The Alucinan elders are glad to provide fine


carvings and common songs that may be safely traded
with outsiders.

� Peril: Spiked mercenaries who have sold their services


to the Night Barons.

Splinter Foundations

This shadowy slum is one of the most profitable and corrupt


neighbourhoods in all the Hive, and its alleys hold many bodies. .

� Politics: The Foundations don’t forgive weakness and will


always side with the victor.

� Profit: The Splinter Foundations have a thriving drug


trade, whose profits may be collected.

� Peril: The Guild of Toil owns this turf and have


fortified it against outside attack.

189
Debate
Use rhetoric and ideological weapons to secure your objectives.
Describe the philosophical or ethical concept you are wielding.

College of Stars

The College of Stars is an elite institution that only allows 17


students to graduate each term, as determined by public debate.

� Politics: College Graduates gain great prestige and


access to the halls of power.

� Profit: The betting on the college debates are


legendary for their ferocity.

� Peril: A desperate college rival who is willing to do


anything to win.

Partisan’s Pub

This fine establishment is a central gathering place for the hard-


working labourers of the Guild of Toil, but it could be convinced
to change allegiances.

� Politics: A compelling philosophical argument might


weaken the guild’s hold.

� Profit: Coin-a-plenty flow into the Pub, ready for


light fingers.

� Peril: The passionate and drunken union workers pro‐


tect this place from outsiders.

190
Deceive
Use clever lies and disguises to secure your objectives.
Describe what sliver of truth your deception is based on.

Auction Yard

Counterfeit or dangerous goods sometimes appear at the Auction


Yard, presenting great opportunity.

� Politics: If the Cleaners were found to be selling fake


goods, it would tarnish their reputation.

� Profit: Clever counterfeits can raise plenty of Coin.

� Peril: Scrutiny from other auction buyers.

Printer’s Alley

All the broadsheets and newspapers are printed here, giving a


clever crew a chance to spread political propaganda.

� Politics: Spreading uncomfortable truths and lies in


the broadsheets could threaten the position of the Sig
Gazetteer as the paper of record.

� Profit: Clever bashers can also use the papers to


promote and advertise their client businesses.

� Peril: The Paper Boys guard the alley and eliminate


any threats with glee.

191
Negotiate
Use diplomatic skills and persuasion to secure your objectives.
Describe the leverage you hold over your target.

The Silent Throne

A collection of tsarist rebels seek the Silent Regent’s return.

� Politics: Securing the Tsar as an ally would make your


crew powerful beyond measure.

� Profit: The Tsar has amassed a great wealth in her exile.

� Peril: Anti-tsarist militants.

Hidden City

This vast complex of interconnected apartment towers is currently


at war, with two rival families out for blood.

� Politics: Restoring peace in the Hidden City would


bolster your reputation in the community.

� Profit: Many bystanders are willing to offer Coin in


exchange for peace.

� Peril: Feuding families in a civil war spread amongst


interconnected apartment towers.

192
Invade
Use access to a mortal prime world to get what you want.
Describe what makes this prime world special.

Urban Arena

The Arena is always in need of new fighters, and there are


rumours of a particularly impressive champion in the Enlightened
Nations who could gather crowds.

� Politics: Gladiators in the arena are celebrities, and


those who manage them gain major political influence.

� Profit: Sponsorship deals and rampant gambling can do


a great job of filling your purse.

� Peril: There is an entire army of primal soldiers who


want to keep the champion under the ironclad control
of the merchant princes.

Palace of Justice

The con-artist known as Spider has fled to the haunted city of


Duskvol, where they hide among the desperate criminal underworld.

� Politics: Many powerful high justices and arbiters have


been personally slighted by Spider and long to bring
the charlatan to trial.

� Profit: As a notorious con-artist, Spider is also likely to


have significant “proceeds of crime” to be confiscated.

� Peril: Spider has secured a network of scoundrels who


serve zem.

193
Investigate
Use investigation and research as your primary way of securing
your objectives. Describe your most promising lead.

The Bronze Tether

There have been an increasing number of irate elementals who


have attacked workers at the Bronze Tether.

� Politics: Reduced attacks by elemental horrors will


certainly earn you the favour of many dock workers.

� Profit: Whomever was responsible for disturbing the


elementals would pay good Coin to keep their mis‐
deeds private.

� Peril: Hundreds of irate and infuriated elementals.

Regent’s Tannery

Zoltan the Divine has been murdered, and his body was found
in the tannery.

� Politics: Suspicion, fear, and paranoia reign supreme in


the tannery.

� Profit: Zoltan’s family has offered a sizable reward for


information about his death.

� Peril: The assassins who slew Zoltan are willing to


silence any investigators.

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.

� Politics: The blatant mismanagement by the Farmer’s


Guild is a stain on their reputation.

� Profit: The workers would be incredibly grateful and


generous if the plague could be banished.

� Peril: Exposure to rat rot and the rodents who spread it.

Godscrypt

If you need to kill a god through a high ritual, the Godscrypt is


the right to do it.

� Politics: Nothing will bolster your crew’s reputation


like some friendly mythending.

� Profit: Divine ichor is a prized commodity which is


used by artisans and/or addicts.

� Peril: An army of loyal servitors of the god, eager to


disrupt the ritual.

195
Sneak
Use caution and shadows to secretly secure your objectives.
Describe the gap in their security you exploited.

The Crystal Emporium

Break into the Vault of Heaven to steal immortality

� Politics: You can earn great political favour and


influence if you secure a primordial heart.

� Profit: Turns out that the Vault of Heaven is also full


of wonderous treasures.

� Peril: The grey-skinned, black clad keepers who stand


eternal vigil in the vault.

Great Houses

These sturdy and well-guarded buildings hold all the administrative


records and contracts that inform the flow of goods in the city.

� Politics: Introducing forged papers could disgrace the


Riverkeepers and make the claim vulnerable.

� Profit: Similarly, redirecting valuable cargo can earn a


hefty profit.

� Peril: Auditor-Knights who patrol the great houses


and scrutinize the books.

196
Transport
Use planar travel to transport something valuable, whether by
tether, vortex, or portal. Describe where you enter the plane.

Loremaster Cafe

The Café has written a codex of primal children’s stories, which


they desire to sell to a demon who dwells in the Plane of Dreams.

� Politics: Transporting the codex to the Plane of


Dreams would radically improve your faction’s rep‐
utation among the underground academics.

� Profit: The delivery fee associated with this mission


would be significant.

� Peril: The demon dwells in a vast palace of nightmare


which terrorizes mortal minds.

The Stormlight Vaults

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.

� Politics: The Vault Keepers don’t want anyone to find


out about the flaw in their security, and appreciate
efforts to conceal it.

� Profit: The Vault Keepers expect that a few gems


might not hold a charge, and ask the crew to “dispose
of them” at the end of the mission.

� Peril: The Prismatic Order takes a dim view of mortals


who try to capture radiant spirits.

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.

All of that is changing. A tall person, who hides under a cloak,


stalks the streets. This person forces hidden truths into the open,
not with a blade or force of arms, but with questions.

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.

� How did one of these questions inconvenience the


Freebooter’s faction?

� What was the question and who was the person


asked?

� What is the commonality among the


people being questioned?

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.

� What is the Shrouded Inquisitor a guise for Myn


or did the Inquisitor steal her powerr?

� Does the Shrouded Inquisitor want to help Sig


or tear it down?

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.

Several residents of Cloudreach reported several break-ins to their


homes to be asked these questions. Other residents have just gone
missing, leaving the Guild of Advocates to worry about what is
happening to the rule of law within Sig. Most troubling for the
guild is when someone confesses to a crime that the guild, by
bribing or repaying a favour, helped the person escape punishment.

The Paperguard is losing multiple lifelong public servants each


week to these questions. These people often hand in their
resignation saying something to the effect of, “What’s the point?”
When they leave, they take all their institutional knowledge with
them. For the Paperguard, stopping the Shrouded Inquisitor is a
matter of survival.

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.

Calvyn the Shoulder knows in his heart that the Shrouded


Inquisitor cannot be Myn to whom he has devoted himself.
Calvyn’s normal calm and welcoming demeanor disappears behind
a smouldering rage as he describes to the crew what the Shrouded
Inquisitor is doing. The tavern keeper thinks the truth should be
used as a tool for growth, not as a weapon. This leads him to ask
the crew to eliminate the Shrouded Inquisitor. Calvyn gives the
crew a bottle of strong, sorrowful memories that he wants the
Shrouded Inquisitor to drink before the mysterious figure goes.
Then Calvyn reveals to the crew that a few people who have met
the Inquisitor sold him their memories so that they could forget
their questions. He can give the crew a few of these bottled
memories to help them find their quarry.

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.

The angel was called Methia, Trun, and Repose respectively by


the three different Powers they served.

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.

� What has brought Gaziel directly into this conflict?

� What conflict did Gaziel most recently profit from?

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.

� How did a recent unfavorable roll leave Et vulnerable?

� What happened to the twelve holy dice of fate?

Reposeis the name given to the angel by Samari, the Knife of


Time. Samari performs great deeds on a large scale, often over long
periods of time and at significant cost. Samari’s followers and angels
take a long view and will pay the cost in the lives of others to see
the grand work done. Samari considers his followers and angels as
exemplars and is unwilling to sacrifice them easily. The good that
their deaths will cause must be truly great for Samari to risk their
lives. Repose was a shining example of virtuous thought and
meticulous planning. Samari relied upon Repose’s council often.

� How have Samari’s plans gone wrong lately?

� What group in Sig is Samari willing to sacrifice to


cover its losses?

The Dustkeepers are trying to keep this a secret while trying to


satisfy at least three different Powers. Unfortunately, the
Performers Guild has found out about the situation and is
making a play about this very embarrassing scenario. The
Dustkeepers have several enormous problems, which
means several enormous opportunities for the crew.

� What do Dustkeepers know about this


situation that they are hiding?
204
The playwright is a highly creative were-sloth known as Ulk the
Lost. He specializes in making plays out of situations that people
would rather keep private. Ulk’s extensive network of paid
informants supply him with a stream of interesting information.
Once he found out about this angel, he had flyers made for the
play before he even started writing. The play, which he describes
as being “based on a true story”, is divisive. It promises to catapult
the playwright into stardom by clever mockery of the fallible
Powers. The Performers Guild is almost as excited as Ulk, feeling
that this performance will bring them enough attention and
influence to raise their status within Sig.

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.

� Are the Performers Guild working with another


faction?

� How has the Sig Gazetteer risked control of the Silver


Tether to get more information?

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.

Borman the Teacher tells the crew about a group of concerned


merchants from Riverward who want this situation with Ulk, and
the trouble his plays bring, gone. Every time one of his
controversial plays takes place, it ruins business in the area for
several weeks. While the merchants want the playwright out of
their collective hair for good, they just don’t want all the gory
details of how it was done.

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.

For reasons unknown, Tritonous has freed all his Waterborn


servants and directed them to Sig. Newly freed Waterborn are
emerging from the Plane of Waves with affordable, quality goods
and delicious consumables. Under the direction of Slichk the Slime,
the Waterborn are making themselves available as reliable (although
still uncommunicative) labourers and craftspeople. They provide all
their labour and goods at low prices, undercutting other factions
with similar goods and services. Centered on the Riverward, these
free Waterborn have started a trade war that they are winning; they
are on a course to become the dominant faction in that district and
with it, a major faction within the verse itself.

� Has Tritonous told any of the Waterborn about his true


intentions?

� How are the Waterborn undermining Tritonous’s schemes?

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.

Many suspect Tritonous to be secretly backing this misfortune, but


there is no proof that the furious Power of Storm and Seas is doing
anything other than removing abyssal chains. The shrewdest players
in the Riverward know to use this environment as cover for their own
actions. The instability caused by a new player hurts those at the top
the most. Meanwhile, the smaller factions are doing their best to grab
any Claims in jeopardy during the trade war.

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.”

While Xanak maximizes his profit, Tritonous is profiting from his


“free” Waterborn while keeping his true intentions secret
from his business partner.

209
� How are Tritonous and Xanax preparing to betray
each other?

� What is the greatest danger that Tritonous poses to


Sig right now?

Business owners around the Riverward


have called the Guild of Advocates to
investigate Tritonous and the
Waterborn. They can’t shake their past
dealings with the sea god and demand
that the Waterborn be subject to fines
or regulation. Even though Tritonous
says the Waterborn in Sig and those
who work in factories on the Plane of
Waves are free, few take the god at his
word. Without substantive proof, there
is little to do but waʨh the sea god’s
fortunes rise with the bitter tide.

and those who work in factories on the


Plane of Waves are free, few believe
take the god at his word. Without
substantive proof, there is little to do
but waʨh the sea god’s fortunes rise
with the bitter tide.

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.

Xanak the Bookkeeper secretly reached out to Tritonous to start


this trade war. The bookkeeper is profiting multiple ways from
this situation, but one of his chief modes of profit is benefiting
from insurance policies on his underperforming properties and
interests. Xanak puts his own business and interests in Tritonous’
sights so that he will have them vandalized and stolen from. The
wyrm then profits from the insurance policy and shutters the
mediocre investment. It’s been incredibly convenient and
lucrative, but it doesn’t take much for the scheme to unravel. The
bookkeeper’s profitable interests, that he hasn’t told Tritonous
about, are now being ransacked and destroyed. Tyr’s Trading was
the most recently attacked, with whom Xanak does extensive
trade. Now, Xanak pays good Coin for the investigative skills of
the crew to reveal who is targeting these properties. He just needs
them to not be too inquisitive and uncover his secret.

Kilku Ratface signed a contract with the Tritonous to have


clothing produced in one of his factories. Kilku supplied the
designs and the materials to the sea god, who started selling the
clothing as their own for a fraction of what Kilku sells it for. To
make matters worse, Kilku’s shops are being vandalized during the
night. When they try to guard the area, citizens find the guards’
bodies in the river the next morning. Kilku needs help to get his
designs back from Tritonous and to protect his business as well.

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.

Marak the Tailor is becoming swept up in Tritonous’ affairs


through one of his clients. The Kraken’s Heart is in the
Stormlight Vault, a currency exchange controlled by the Guild
of Artificers. What many believe to be a large and priceless gem
from the Plane of Waves is actually the calcified heart from one
of Tritonous’ most beloved deep-sea monsters. Marak’s client also
desires the heart for their own purposes. On behalf of that client,
Marak offers the crew very good Coin to steal the Kraken’s Heart
and to leave “evidence” that indicates Tritonous’ involvement.

Calvyn the Shoulder spoke to a Waterborn about the conditions


in Tritonous’ factories in the Plane of Waves. While the
Waterborn are supposed to be free, they work long, tiring shifts
for little pay. The Waterborn Calvyn spoke to said it felt like
another form of the slavery they had to deal with before.
On behalf of these people, Calyvn promises the crew
several valuable bottles of childhood wonder, if they
can free the Waterborn from a factory.
212
213
214
Highspire
Claim Benefit Faction
The Silent Throne Hideout Paperguard
Tsar’s Library Library Paperguard
Oubliette Hideout Paperguard
Temple of Trials Library Paperguard
The Acorn Banks Vault Paperguard
Godscrypt Vault Dustkeepers
Monastary Lofts Quarters Dustkeepers
High Stables Stables League of Exterminators
Nurg Kennels Turf League of Exterminators
Palace of Justice Turf Guild of Advocates
College of Stars College Guild of Advocates
Cloudreach Vault Guild of Advocates

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

Bargain 52 Caskclad 164


Courtier 163
Burnout 83
Fireheart 160
Channel 41 Innovator 162
Claim 106 Keeper 156
Benefits 107 Kinbound 157
Scoundrel 159
Clocks 64
Truthbearer 155
Coin 87
Distributing Loot 89 Daughters of the Raven 140
Purse 90 Devil's Bargain 52
Stash 91
Devotion
Treasury 92 Aludra 177
Command 41 Brossien 183
Calla 184
Consequence
Major 81 Eater-Of-Worlds 181

Minor 79 Ferrelux 175

Moderate 80 Kestranna 178


Magdak 176
Consort 41
Morkanah 180
Nyx 179
Omalaub 182

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

Sig: City of Blades 11


Skirmish 40
Status 104
Stress 77
Study 39
Survey 39

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…

� A detailed description of each neighbourhoods of Sig

� A series of NPC’s for you to play, each from a different


neighbourhood of Sig

� Detailed information about the Infinite Prime Worlds

� An alternate rule system that emphasizes interpersonal


drama and changing Beliefs

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

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