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Sig Quickstart

B u n d l e Co n t e n t s The Process
This is a bundle that offers you everything you need to run a one-shot Step 1: Read the introduction (Welcome to Sig) to the group.
session of Sig for 3-6 players. Please print out this bundle, double-sided,
and distribute the relevant character sheets. In addition to this overview Step 2: Distribute character sheets to the players. All games include
sheet, the bundle contains: Kagra, Tanael, and Jard. Jacath is included in 4-player games, Ulawa is
included for 5-player games, and Dessa is included for 6-player games.
1. A Belief Sheet (on reverse of this sheet)
Step 3: Ask the players to look over their sheets to learn about their
2. Welcome to Sig – Introduction to the Setting characters.

3. Setting Reference Step 4: Each character has an introduction written on the back of their
sheet. Ask each player to read that introduction out loud to the group.
4. Rules Reference
Step 5: Ask each player to create their third character Belief. All Beliefs
5. Six Pregenerated Characters must be subjective, controversial declarations, such as Might Makes Right
• Kagra the Gentle or Family is Sacred. Write these on the Belief sheet. Give each person 3
• Tanael Nightblade Influence tokens, and fill the Belief Sheet with Influence.
• Jard the Pious (3+ players)
Step 6: Put out an index card between each set of neighbouring players,
• Jacath Veilborn (4+ players) which represent Face characters (NPCs). Ask each player to write their
• Ulawa the Doctor (5+ players) Character’s Heritage, Faction, or Power on the card to their right, then
• Dessa the Shadowbroker (6 players) do the same with another one on their left. Ask the players about what
familial, professional, or spiritual relationship their PC has with those
6. Three reference handouts.
neighbouring NPCs. Name those Faces and give them three traits (2
7. A Setting Sheet for the GM strengths and 1 weakness) based on the samples on your GM Sheet.

8. Tutorial Sheets (optional) Optional Step 7: Run a demonstration scene with the Tutorial Sheet.

9. An adventure starter, the Shard of Empire Step 8: Take an index card, and write “Zoltan the Divine” on the
top. Ask each player to create one fact or rumour their character has
heard about Zoltan, and write those on the card. When everyone has
added something they know about Zoltan, tear up the card visibly,
and announce that Zoltan has died. Start framing the first scene to
discover why!
Quickstart Belief Sheet
S e t t i n g B e l i e f s (G M)  Passion is incorruptible.  Laws are absolute.  Everyone is connected.
Elemental plane of Flame Ideological Plane of Order Conceptual Plane of Dreams

Kagra the Gentle  You can depend on family.  Words never solve problems. 

Tanael Nightblade  Politics are cruel.  Honour has no price. 

Jard the Pious  Every path is unique.  No god is greatest. 

Jacath Veilborn  Knowledge is a gateway.  Magic cannot be controlled. 

Ulawa the Doctor  Sig is an alien nightmare.  No one should suffer. 

Dessa Shadowbroker  Secrets are living things.  Kindness is true strength. 


W e l co m e to Sig The Eternal Planes
The GM begins by reading this text out loud to the group: Each of the planes is composed of some pure substance, and it’s why
those substances can exist elsewhere in the ’verse. You have all of the
major planes, small planar shards, and even demiplanes. All of them swirl
This city is a Möbius strip, floating through the void. It’s the nexus about in the Planar Core, the centre of everything. Each has a singular
of all the ’verse, where eternal planes and infinite primes meet. It’s a Belief that defines it, one which influences the rules of society and
twisted ribbon of a free city, where monsters come to scheme and gods physics alike. Each has its own native inhabitants with proud Heritages
come to die. We call it Sig: the City Between. and unique Talents.

It spins ’round the infinite planes, rubbing elbows and blurring lines. The planes are ruled by the individual Powers: divinities and devils
Sig’s always bound to three planes at a time, and the competing who most primals (see The Infinite Primes below) use to threaten their
interests make for a lotta interesting visitors. Our cobblestone streets children. The Powers have their own devoted servitors who carry out
are flooded with bashers, explorers, venturers, refugees, and just about their will and tend to make a mess of things for non-believers. The
anybody you can imagine. planes are also the power base for the many Factions that run Sig.

We got rules, sure, in this place of planar trade and cultural exchange. The Elemental Ring, the inner one, holds the planes of Flame, Waves,
Take care not to bend those rules too much, lest you offend the wrong Wind, Stone, and Ice.
Power. There’s plenty of ‘em lurking in the shadows, looking to get
their hooks into you. The outer Ideological Ring holds the planes of Justice, Tyranny,
Destruction, Order, and Freedom.
We got Factions of all kinds that run things, from the Herald’s
Guild to the Dustkeepers. They do important work, when they aren’t The middle, Conceptual Ring and holds the planes of Dreams, Shadow,
busy knifing each other in the alleys. The Factions are proxies for the Lore, Life, and Death.
planes that back ’em, which means that ya tend to get three of ’em
causing trouble any given day. Word to the wise? Avoid guild politics
unless ya want a long stay with the Tranquil God.

While I’m at it, stop staring at those bloody-hooded cultists in the


The Infinite Primes
corner. You don’t want to attract attention from the servitors of some It’s not all about the planes, though. Most of the ’verse is made of the
Planar Power. Tritonous has been flooding the streets with his bloody prime worlds. Most primals (mortals native to the prime worlds) think
fishmen since the Plane of Waves got the tether, and they’re not their own home-worlds are the centre of creation. They ought to be glad
the kind you take home to mother. I’m no racist, but I saw one bite they’re wrong and don’t get that kind of attention.
someone’s head clean-off a couple weeks back. I like my head. Makes
it easier to wear my hat. The primes are places with vibrant cultures and warring kingdoms, and
they hold most of the mortals in the ‘verse. One prime has a kingdom
So yeah, we’re stuck in the middle of the the bloody Factions and under siege by exiles of the elemental planes, for example. Another is a
Powers and their damned turfwars. Welcome to the mythical city of brutal world of acid-storms and swarms of tentacles. A third is a massive
Sig, kid. Now gimme your coin or you ain’t livin to see much more of it. city-state struggling over issues of language and identity.
Each Session consists of a number of dramatic Scenes, and each Scene may
The City Between include one or more Conflicts. Each Scene begins with the Framing phase,
where you establish where the action will take place and why the Scene is
The place looks cobbled together, with architectural features from all
important. Next is Collaboration, where everyone cooperates to tell the story
across the ’verse. The buildings and streets seem to be made of scavenged
by making bold declarations of what happens next. During the Collaboration
stone, splintered wood, and a strange gray mortar that’s disturbingly
phase, anyone may disagree with a given declaration. If that happens, dice are
warm to the touch. Whenever a new group of primal immigrants
used to resolve their Conflict. After they finish the Conflict, they get to move
move in, they establish their own neighbourhood with its own cultural
back to Collaboration. When the underlying question of the Scene has been
flavour. It’s more cosmopolitan than any prime city, with insults flung
answered, you begin Closing the Scene. During this phase, characters can heal
and threats uttered in hundreds (if not thousands) of different languages.
or retire, and they’re rewarded with Influence for addressing their Beliefs.
Every Heritage is represented in the City, from the greatest giant
labourers to the smallest gnomish tinkerer.
F raming P hase At the start of every Scene, you create the initial
Sig orbits unpredictably around the swirling Planar Core and brushes situation. As a group, you first generate a Platform,
close to each of the planes. When this happens, metaphysical tethers describing where and when the Scene is taking place.
bind those planes to Sig. The planar conduit allows the very substance Next up, you create a Tilt, defining some event or
of that plane to seep in, spreading the plane’s underlying Belief in the action that will force the characters to respond. Third,
process. The planar natives move in with startling speed, bringing their you determine what Question you wish to answer
culture and kith with them. They build communities and shape the with the Scene.
grander society of Sig, often joining the Faction aligned with their
planar home. Meanwhile, the Powers of the plane take the opportunity Conflict P hase Each character has attributes , Talents, and their
to send their devout servitors to claim their space on Godstreet. Influence to help them resolve Conflicts in their
favour. Everyone picks sides, determines what dice they
are rolling, adds their bonus, and compares the totals.
Rules Reference The person who rolls the highest wins the Conflict
The game is a series of discussions between participants coming from and suffers Harm as the price of victory.
different perspectives. When everyone agrees on an outcome, it occurs
in the fiction. If you’re ever stuck in the game or uncertain what the C losing P hase When the Scene’s Question has been answered, or if
rule is, just follow these steps: everyone agrees to do so, you may Close the Scene.
This involves claiming Influence, refreshing Beliefs,
1. Discuss the problem and explain your intentions. and triggering Interludes.

2. If everyone agrees that something should happen, it does.


I nterludes During the Closing phase, you may spend 3 Influence
3. If people disagree, each participant rolls the relevant die, and the to trigger an Interlude. The person who triggers an
person with the highest number gets their way. Interlude gets to ask a question to someone else at
the table. They can ask a player about their character’s
The game orders these discussions with a nested structure of systems history, motivations, or dreams. This removes Harm
that apply at three different scales: Session, Scene, and Conflict. suffered from Conflicts.
See the reference sheets for more information.
SIG Character Sheet TALENTS ATTRIBUTES

+1
Chaos
You are known as.... Nature
B
R
1
D20
O
Kagra the Gentle A
D 2 D12
You work as a... D10

+2
3
Bestial Form
C
Hive Guard
Hunting
O
M
4 D8
M
Vermin
D6
You are described as... O
5
N
A bestial hybrid creature with razor
D4

+3
claws and an attitude. 6
Wild Sorcery
You are played by...
Razor Claws
D
SPARK SMOKE HARM

X
E
E
P

FAMILY HERITAGE POLITICAL FACTION SPIRITUAL POWER


Azal
Azal the
the Sharp
Sharp You are a member of... You are a worshiper of...
Planar Heritage ( Feral ) The League of Exterminators Kestranna the Harvester
Primal Blood
Stranger Nature Your Duty is to... You show your Devotion by...
Control the vermin and pests of Sig. Always offering hospitality to guests.

Gruth Bearkin
Gruth Bearkin
Your Leverage is... Your Ritual allows you to...
Planar Heritage ( Feral )
Transporting vermin and pests to anywhere The Hungry Petition creates an abundance
Primal Blood
they choose in the ’verse. of food and drink from Kestr's table.
Stranger Nature

You can depend on family. Words never solve problems.

FAMILY BELIEF POLITICALL BELIEF SPIRITUALL BELIEF


Public Information – Read to the Group
League of Exterminators
Lots of things sneak into the City Between to cause trouble. The
My name is Kagra the Gentle. I’m a Feral, one of the beast- League of Exterminators has the ’pleasure’ of disposing of the most
folk descended from the Plane of Freedom. Family matters in noxious vermin from throughout the ’verse. If you can’t eat ’em, burn
the City Between, but I come from a particularly large one. ’em. Can’t burn ’em, then freeze ’em. If that don’t work, shunt ’em off to
and mine is everywhere. I have sisters, cousins, and uncles some random prime to deal with. Thanks to the League, the fair people
throughout the Hive, each of which have different bestial of Sig don’t have to worry about impfestations, gelatinous pyramids, or
features. I grew up defending my kin from the vermin and screamspiders. Pest control is an important job in this city.
wandering monsters who crawl through Breeding Warrens.
Someone had to put meat on the table, after all. Duty: Control the vermin and eliminate the pests.

I believe that you can depend on family . Leverage: Transporting vermin and pests to anywhere they
I also believe that words never solve problems. choose in the ’verse.

Feral Kestranna, The Harvester


Those who are bound to the Plane of Freedom are infused with primal Kestranna is the harvest goddess with two very different aspects. Kestr is
chaos, gaining bestial features. These could be as minor as a bit of fur her benevolent face, with skin dark like fertile soil and bearing bountiful
or scale, horn or hooves. More often, they become hybrids known as harvest in her arms. Ranna is her pale and malevolent face, the scythe-
harpies, goatmen, horsewomen, or lizardfolk. The Feral form small goddess who reaps those whose time has come to an end. Together, this
communities based on which animal family they belong to. Each goddess is loved and feared by countless mortals across the planes.
community is united by their instinctual behaviors and their cult-like
Devotion: Never refuse to offer hospitality to a guest.
religious practices. Individuals may change communities when passing
Wildstorms warp their bodies and instincts. The Feral are known for Ritual: The Hungry Petition bestows you with an
their vigilant and unceasing defense of personal liberty at the expense of abundance of food and drink from Kestr’s table. If you
any coherent civilization. choose not to spend one Influence, Ranna will slay an
innocent mortal nearby to sate her hunger.
SIG Character Sheet TALENTS ATTRIBUTES

+1
Ice
You are known as.... Light
B
R
1
D20
O
Tanael Nightblade A
D 2 D12
You work as a... D10

+2
3
Fine Arts
C
Political Assassin
Assassin
O
M
4 D8
M
Politics
D6
You are described as... O
5
N
A lean individual with long ivory hair,
D4

+3
pale-blue skin, and pointed ears. 6
Starlight Sword
You are played by...
Faction Treaties
D
SPARK SMOKE HARM

X
E
E
P

FAMILY HERITAGE POLITICAL FACTION SPIRITUAL POWER


Faenris Kingslayer You are a member of... You are a worshiper of...
Planar Heritage ( Polari ) The Guild of Advocates Edana of the Pact
Primal Blood
Stranger Nature Your Duty is to... You show your Devotion by...
Fulfill legal contracts on denizens of Sig. Never breaking a contract.

Irania Dawndottir
Your Leverage is... Your Ritual allows you to...
Planar Heritage ( Polari )
Maneuvering the bureaucracy of Sig's many The Blind Contract forges a spiritually
Primal Blood
laws and twist them to advantage. binding agreement, with consent. .
Stranger Nature

Politics are Cruel Honour has no price.

FAMILY BELIEF POLITICALL BELIEF SPIRITUALL BELIEF


Public Information – Read to the Group
The Guild of Advocates
Law is a delicate profession in the fair city of Sig, one that needs to be
My name is Tanael Nightblade, and I kill people for a living.
guided by a firm but wise hand. The guild serves every client, offering
I’m one of the political assassins working for the Guild of
legal services for a reasonable fee. Your legal representative will be happy
Advocates, which means that the various political factions
to support you in resolving your grievances through both the formal and
of Sig hire me to off each other. Every faction of the City
informal channels. No matter your cause, one of its fine members will
has their own selfish goals and petty grudges, and I’m the
be happy to assist you in resolving your issue with professionalism and
solution to all of their problems if they have the coin to spare.
brutal efficiency.
Faction politics are messy business.
I believe that politics are cruel. Duty: Offer legal dispatch services to the denizens of Sig.

I also believe honour has no price. Leverage: Maneuver the bureaucracy of Sig’s many laws and
twist them to advantage.

Polari Edana of the Pact


Once upon a time, there lived the greatest people that the Edana appears as a blue-skinned woman with six arms and a scarlet
planes will ever know. Clad in starlight and snowflakes, they blindfold over her eyes. She is the avatar of contracts, bargains, and
lived a life of bliss, eating thin delicacies, toasting each other diplomatic treaties. When she gazes upon someone, she sees only the
with wine made from the night. These people were tall, web of duties, obligations, and agreements which bind them to the
slender, and beautiful, with skin so pale that their blue veins ’verse. She is diplomat, mediator, and intercessor in all legal matters
showed through. Their eyes were pale ice-blue or red, their between the other Powers, and her ink-black blood creates unbreakable
hair silver or golden. Their speech, rarely used, was like the treaties. Her home is within the Celestial Bureaucracy, though she can
sound of water freezing. They excelled in the arts of poetry, often be found sipping a cup of chai in one of Sig’s cafés.
of delicate ice-sculpture, and of elaborate dance. They are a Devotion: Never break a contract.
people in decline, but hope is not yet lost; some still hear the
song of the stars. Ritual: The Blind Contract forges a spiritually-binding
agreement between any two parties who willingly agree
to it. If you choose not to spend one Influence, the Blind
Contract lasts for a random duration unknown to you or the
parties involved.
SIG Character Sheet TALENTS ATTRIBUTES

+1
Fire
You are known as.... Passion
B
R
1
D20
O
Jard the Pious Religion A
D 2 D12
You work as a... D10

+2
3
Purification
C
Evangelical Matchmaker
Divinities
O
M
4 D8
M
D6
You are described as... O
5
N
A stout and curvy person with
D4

+3
smouldering hair and ashen skin. 6
Religious Law
You are played by...
Burning Hands
D
SPARK SMOKE HARM

X
E
E
P

FAMILY HERITAGE POLITICAL FACTION SPIRITUAL POWER


Iyala Everflame You are a member of... You are a worshiper of...
Planar Heritage ( Fireheart ) The Teacher's Guild Myn the Questioner
Primal Blood
Stranger Nature Your Duty is to... You show your Devotion by...
Nurture and teach the children. Never carrying more than you need.

Ysalla the Heretic


Your Leverage is... Your Ritual allows you to...
Planar Heritage ( Fireheart )
Receiving secret reports from students, past The Third Eye opens to reveal what issues
Primal Blood
and present. an individual is currently struggling with.
Stranger Nature

Every path is unique. No god is greatest.

FAMILY BELIEF POLITICALL BELIEF SPIRITUALL BELIEF


Public Information – Read to the Group
T h e T e a c h e r s’ G u i l d
Countless children race through the crooked corridors of Sig, gathering
My name is Jard the Pious, a priest in the city of devils. splinters as they scamper up wooden ladders. Elsewhere in the ‘verse,
This city is filled with divine and infernal Powers, from the they would find themselves dragged into farms or factories by their
ancient primordials who make the ‘verse tremble, to the parents. Some would suffer even worse fates. In the City Between,
smallest household gods. Each of them has their servitors, the Teachers’ Guild has other plans. They establish small schoolhouses
both within and beyond the City Between. We priests act throughout the city where these youth can learn the basic skills they
as intercessors with the Powers, spreading their messages and need to survive and even thrive. Some focus on their letters. Others
doing them favours in exchange for some divine blessings. learn the stories of the past. Still others learn to count coppers. No
There’s never a boring day, though. matter where they come from, despite any hardship in their lives, the
Teachers’ Guild keeps them safe.
I believe that every path is unique.
Duty: Nurture and teach the children.
I also believe that no god is greatest.
Leverage: Secret reports from students, past and present.

Firehearts Myn, the Questioner


Nothing burns hotter than the passions of a Fireheart. Nothing. Myn appears as a young girl with burnished copper skin and piercing
Their natures are so intense that these ash-hued peoples have green eyes. She wanders the planes, finding those who have become
magma coursing through their veins. They are renowned complacent or comfortable in their lives. This thin, waif-like girl
alchemists, terrifying warriors, and nimble dancers. A Fireheart is approaches such a figure and asks a single query. To an infamous warlord,
never satisfied with half-measures or imperfect works. she asked if his husband would have condoned such cruelty. She asked
the Queen of the Emerald Rose when she last spoke to one of the
As a Fireheart, you feel the divine fire which courses through all common people. Why did Polena the Virtuous punish herself so harshly
things. You feel the gentle warmth of the quiet believer, and the for her human failings? Myn is a goddess who tests those who need it.
raging bonfire of a zealot’s soul.
Devotion: Never carry more than you need.

Ritual: The Third Eye opens to reveal what issues an


individual is currently struggling with. If you choose not
to spend one Influence, you will be bound to the individual
until that problem is solved.
SIG Character Sheet TALENTS ATTRIBUTES

+1
Planes
You are known as.... Magic
B
R
1
D20
O
Jacath Veilborn A
D 2 D12
You work as a... D10

+2
3
Planar Gates
C
Freelance Portalsmith
Conjurer
O
M
4 D8
M
Scholar
D6
You are described as... O
5
N
A thing of shifting black veils and soft
whispers.
D4

+3
6
Portalsmith
You are played by...
Invisibility Shroud
D
SPARK SMOKE HARM

X
E
E
P

FAMILY HERITAGE POLITICAL FACTION SPIRITUAL POWER


Harald the Bold You are a member of... You are a worshiper of...
Planar Heritage ( ) The Sage Collegium Brossien of the Mystic Song
Primal Blood
Stranger Nature Your Duty is to... You show your Devotion by...
Offer information and research services to Sig. Never allowing an evening without a song.

Unknown
Your Leverage is... Your Ritual allows you to...
Planar Heritage ( )
Access to revolutionary-cells full of well-read The Melodic Charm temporarily beguiles a
Primal Blood
wizards and alchemists. target into thinking you are a true friend.
Stranger Nature

Knowledge is a gateway. Magic cannot be controlled

FAMILY BELIEF POLITICALL BELIEF SPIRITUALL BELIEF


Public Information – Read to the Group
T h e S a g e Co l l e g i u m
During the Great Purge of Sig, countless great minds and priceless
My name is Jacath Veilborn, and I study the ‘verse. I’m tomes were thrown on the pyres. The Sage Collegium emerged from
a thing of shifting black veils, whose mother was never the ashes of that terrible time. They came together with the common
seen and whose gifts are strange even by Sig’s standards. mission to prevent such an event from happening again. They built
My unusual origins drove me to study planar cosmology the Invisible College, a network of hidden library-caches and discrete
and become a portalsmith. I have studied the forbidden meeting places for the academic community of Sig. Through a series
secrets hidden on the conceptual Plane of Lore. I have of apprenticeships, the wisest (or most cunning) of Sig may be invited
spoken with wise women from dozens of prime worlds. to join the Guild and further this hidden fraternity of knowledge.
I have walked the hidden paths of the ‘verse. Those who serve the guild well are inducted into the deeper secrets of
I believe that knowledge is a gateway. wizardry and alchemy.
I also believe that magic cannot be controlled. Duty: Offer information and research services to Sig.

Leverage: Revolutionary-cells full of well-read wizards


and alchemists.

Strange Nature B rossien of Mystic Song


Your father was a mortal man, a primal explorer who ventured Brossien was once a mortal man, famous for his seductive voice and
deep into the Plane of Shadow. He returned to the city bearing his revelry. He wandered the planes and the primes, crafting stories so
you in his arms, a babe wrapped in a fuligin cloak. He raised you touching that even stones would weep. In his quest for fame and glory,
the best he could, telling you stories and sharing every book he he stumbled upon an emerald lute bound in iron chains. When he seized
could get his frail hands on. You never knew your other parent, the lute and played a clear note, his essence melded with the fallen
but you feel their embrace whenever your invisibility shroud goddess trapped within. Now he is a full-fledged Power, composing
wraps around your shoulders. songs with the under-harmony and singing the true language of
creation. He throws a good party, but has spawned a disturbing number
of demigods in his wake.

Devotion: Never allow an evening to pass without a song.

Ritual: The Melodic Charm beguiles a target and


temporarily convinces them that you are their steadfast
friend. If you choose not to spend one Influence, the target
will remember being charmed when they next wake.

4+ Players
SIG Character Sheet TALENTS ATTRIBUTES

+1
Healer
You are known as.... Persuasion
B
R
1
D20
O
Ulawa the Doctor A
D 2 D12
You work as a... D10

+2
3
Herbalist
C
Refugee Doctor
Therapist
O
M
4 D8
M
Negotiation
D6
You are described as... O
5
N
An elder and community leader wearing
traditional robes.
D4

+3
6
Trauma
You are played by...
Refugees
D
SPARK SMOKE HARM

X
E
E
P

FAMILY HERITAGE POLITICAL FACTION SPIRITUAL POWER


Buran Greenhorn You are a member of... You are a worshiper of...
Planar Heritage ( ) The Cleaners Morkanah the Sheltering Stone
Primal Blood
Stranger Nature Your Duty is to... You show your Devotion by...
Cure the sick and remove the dead. Never harming family.

Vivana Silverheart
Your Leverage is... Your Ritual allows you to...
Planar Heritage ( )
The Ability to move through the city Embrace covers someone in an immobile
Primal Blood
unnoticed. shell of stone to protect them from harm.
Stranger Nature

Sig is an alien nightmare. No one should suffer.

FAMILY BELIEF POLITICALL BELIEF SPIRITUALL BELIEF


Public Information – Read to the Group
The Cleaners
Sig is a brutal, messy place. The Cleaners are half healers, half garbage
My name is Ulawa the Doctor. I’m a refugee from a prime disposal specialists, who are stuck dealing with the bodies bleeding in
world that was invaded my demonic forces, and I led my the alleys. They pull the poor fools into their infirmaries to cauterize
people through the long-forgotten gate to the City Between. wounds, burn out lingering curses, and patch people up. Other times,
All of us are scared and confused by this bizarre and monster- they serve to dispose of other refuse they think is litterin’ up the city.
filled city, but I keep my people calm. I found there were This faction may be underappreciated and overworked, but the city
many other desperate souls in the streets of the Hive, and I would fall apart without them.
care for them as best I can.
Duty: Care for the sick and dispose of the trash.
I believe that Sig is an alien nightmare.
I also believe that no one should suffer. Leverage: Nobody pays attention to the rubbish man;
Cleaners can move through Sig’s strets and alleys unnoticed.

Morkanah, the S h elteri ng Ston e


Primal Refugee It is Morkanah. It is the Stone that Shelters. It is the last of the
Primordials. It is simple but it keeps worshipers safe. It is shelter from
You were a mundane human, a doctor who tended to the bodies
storm, from conflict, from fear, and even from death.
of the wounded and the minds of the traumatized. After your
prime world was invaded by demonic things, you led the few It cares for worshipers of flesh, of stone, and of clay. It is strong and
survivors on an epic trek to the ancient ruins to the north. You eternal, so worshipers need not be. It wants worshipers happy and
stumbled through an iridescent portal and found yourselves together with family.
on Sig’s bizarre streets. You made your new home in the Hive,
offering comfort to those in need. It misses family.

Devotion: Never harm family.

Ritual: Morkanah’s Embrace covers someone in an immobile


shell of stone to protect them from harm. If you choose not
to spend one Influence, the shell will not dissipate when its
job is done.

5+ Players
SIG Character Sheet TALENTS ATTRIBUTES

+1
Illusion
You are known as.... Crafts
B
R
1
D20
O
Dessa the Shadowbroker Information A
2 D12
D

You work as a... D10

+2
3
Gems
C
Investigative reporter and spy.
Secrets
O
M
4 D8
M
D6
You are described as... O
5
N
A short gnome with brilliant purple hair and
inkstained fingers.
D4

+3
6
Phantasmal Forces
You are played by...
Blackmail
D
SPARK SMOKE HARM

X
E
E
P

FAMILY HERITAGE POLITICAL FACTION SPIRITUAL POWER


Vara the Tinker You are a member of... You are a worshiper of...
Planar Heritage ( Gnome ) The Sig Gazetteer Ferrelux the Whisperer
Primal Blood
Stranger Nature Your Duty is to... You show your Devotion by...
Provide investigative journalism. Never lying directly, but omissions are fine.

Barin Twiceborn
Your Leverage is... Your Ritual allows you to...
Planar Heritage ( Gnome )
Control critical media coverage and tabloid Implant rumours that someone heard "from
Primal Blood
journalism. someone" in the past.
Stranger Nature

Kindness is true strength. Secrets are living things.

FAMILY BELIEF POLITICALL BELIEF SPIRITUALL BELIEF


Public Information – Read to the Group
The Sig Gazetteer
News prowls Sig’s putrid alleys and shining streets. Thanks to the fine
My name is Dessa the Shadowbroker. I’m many things: a investigative reporters of the Gazetteer, you can learn all about it from
proud gnome from riverward, a brilliant journalist from the the safety of your kip. The Gazetteer is the one record of note, telling
Sig Gazetteer, and a servant of Ferrelux the Whisperer. the people of Sig of births, deaths, and other civil matters. Want to
What I mean is, you can trust what I have to say. I walk know how the War of a Thousand Knives is going, and what effect
the mean streets of Sig, investigating crime and revealing it will have on the city? Check out the Planar Politics section. Our
secrets. I do my best to make the world a better place for editorial staff will provide you with the best analysis of the breaking
the little guy, no matter the cost. news stories from throughout the ’verse. The Sig Gazetteer: News from
I believe that secrets are living things. within, without, and everywhere in-between!
I also believe that true strength is kindness. Duty: Provide investigative journalism.

Leverage: Critical media coverage and tabloid journalism.

Gnomes Ferrelux the Whisperer


The shadowlands are filled by a small folk with keen intellect Ferrelux is a beautiful Herald whose wings shine as bright as the
and even greater sense of humour. They cut, polish, and set fine morning star. He first rose to power as the Voice of the Primordial
gems, imbuing them with living shadow and shimmering light. Empress, whose reign over the Plane of Wind was fierce and total. After
They craft artifacts of fascinating utility and power. They paint the Empress was slain, he took to sharing dangerous and subversive ideas
the air with illusory forms, cook with imaginary flavours, and throughout the ’verse. Now he busies himself in fomenting political
make false sounds spring from nothingness. They are the ladies revolutions and inspiring radical new religions.
and lords of twilight, whose passionate pursuit of art and craft
Devotion: Direct lies are forbidden, though omissions
set them apart.
are encouraged.

Ritual: The Rite of Rumour allows you to implant an idea


in a target, which they will remember as being told to them
by “someone” in the indistinct past. If you choose not to
spend one Influence, the idea will spread uncontrollably any
time the target whispers

6 Players
Sig Reference Sheet Conflict Phase

Framing Phase

Closing Phase

Collaboration Phase



Reflection Phase
Overview of the Planes
Plane Planar Heritages City Factions Powers and Servitors

Elemental
Ring

Ideological
Ring

Conceptual
Ring
Sig Reference Sheet Conflict Phase

Framing Phase

Closing Phase

Collaboration Phase



Reflection Phase
Overview of the Planes
Plane Planar Heritages City Factions Powers and Servitors

Elemental
Ring

Ideological
Ring

Conceptual
Ring
Sig Reference Sheet Conflict Phase

Framing Phase

Closing Phase

Collaboration Phase



Reflection Phase
Overview of the Planes
Plane Planar Heritages City Factions Powers and Servitors

Elemental
Ring

Ideological
Ring

Conceptual
Ring
SIG GM Sheet NOTABLE PLACES ATTRIBUTES

FACE CHARACTERS (SPARK) 1


D20
D12
Zoltan the Divine
2

OTHER MINOR NPCS (SMOKE) 3 D10


Hassan the Humble
+Kindness, +Divine Favour - Depression
4 D8
D6
Talix Copperhead
5
+Poisoner + Alchemist -Addict

Bauna the Breaker


+Mighty Form +Wrecker -Overly Polite
6 D4
SPARK SMOKE HARM

X
Yuna the Orphan
+Cute as a button + Sharp Knives -Amoral

Ulu the Wise


+Scholar + Ancient -Dependants

ELEMENTAL RING IDEOLOGICAL RING CONCEPTUAL RING


 FLAME: Passion is incorruptible.  JUSTICE: Virtue must be tested.  DREAMS: Everyone is connected.
Firehearts • Cleaners • Alius Ancestral • Teachers • Myn Cubi • Gazetteer • Nyx

 WAVES: True power is hidden.  TYRANNY: Mercy has no place in justice.  SHADOW: Reality is an illusion.
Waterborn • Riverwa�h • Tritonous Devahil • Advocates • Kalzak Gnomes • Artificers • Magdak

 WIND: Every message is sacred.  DESTRUCTION: Power is its own reward.  LORE: Knowledge is power.
Winged • Heralds • Ferrelux Wyrms • Enforcers • Eater of Worlds Elderskein • Sage • Brossien

 STONE: Strength is a burden.  ORDER: Laws are absolute.  LIFE: Grow or die.
Giants • Toil • Morkanah Aesigil • Paper Guard • Edana Sylva • Farmers • Kestranna

 ICE: Beauty is fragile.  FREEDOM: Law is a prison for the soul.  DEATH: Mortality is a blessing.
Polari • Performers • Aludra Feral • Exterminators • Calla Revenant • Dustkeepers • Omulaub
Sig Reference Sheet Conflict Phase

Framing Phase

Closing Phase

Collaboration Phase



Reflection Phase
S i g T u t o r i a l (O p t i o n a l ) S tep 1 - S cene F raming
The game consists of a number of dramatic Scenes, and the
first step is to establish that Scene for the group. Normally,
P urpose three different people will create each Scene, each rolling their
This tutorial is an optional tool for teaching the game to a group for the Smoke die to determine who gets to participate in this process.
first time. This process is based on how the designer teaches the game
in person and demonstrates how the core rules work in play. The normal The GM reads the following out to the group.
game is free-flowing and creative, but this tutorial simplifies things into Everyone roll your Smoke attribute die. This means you
a linear procedure of play. We will tell you when to roll the dice and should look to the top right corner of your character sheets,
when to change the results on those dice. We even give you text to where your two attributes of Spark and Smoke are listed. Find
read out to the group. It will take about five to ten minutes in order to the largest filled-in die in the Smoke column, roll a die of that
play through the tutorial. size, and tell me what you get.

This tutorial will guide you through a prelude, 2 months before the The people with the three highest results on their die rolls
main events of your game take place. We will establish a Scene (step will participate in framing the Scene. In case of ties, reroll as
1), demonstrate a sample Conflict (step 2), close the Scene (step 3), and a tie-breaker. Let’s start with the highest result.
perform an Interlude (step 4).

Text in italics is instructions or explanations. The boxed text should be Person with the highest result on the Smoke roll reads.
read out loud to the group by someone at the table, with the shaded
boxes read by the GM, and the white boxes typically read by players. As I have the highest result, I get to choose whether to
(Content warning – Alcoholism) establish the Platform, Tilt, or Question. I’ll create the
Platform, which describes where and when the Scene will
occur, as well as who’s present in it.

Person with the second highest result on the Smoke roll reads.

As I have the next highest result, I will create the Question.


Something about the scene that we would like to answer in play.

Person with the third highest result on the Smoke roll reads.

As I have the next highest result, I will create the element


which remains. In this case, I’ll make the Tilt, which describes
the incident that provokes the PCs to action.
S tep 2 - S ample Conflict
Person who establishes the Platform reads.
When a player tries to get Zoltan to explain himself, Zoltan tries to
resist telling the PC the information. The GM should keep the sheet.
I’m creating the Platform. Normally I would make
this up, but the tutorial gives me a standard Platform
When two people disagree about what should happen next
description. This scene will take place in old bar on the
in the story, we trigger a Conflict. We determine what
Isle of Spirits, late in the night, roughly two months
we want, roll the dice, and spend resources to modify the
before the main events of the game will occur.
results until we know the final winner.
The first thing we do in each Conflict is determine what
each side wants. Zoltan wants all of you folks to leave him
Person who establishes the Tilt reads.
alone in his misery. One of you wants Zoltan to explain
why he’s acing that way.
I’m creating the Tilt, which is the dramatic event or threat
which is forcing the characters to act. All of you see that Each other person at the table can choose to either abstain
Zoltan the Divine is also at the bar, with a collection of empty from the Conflict, or help one of the two sides. Which of the
glasses in front of him. He appears to be drinking heavily and other player characters is helping you convince Zoltan to talk?
recklessly, which is a sure sign that something is wrong.
If no player volunteers, pick one at random.

Person who establishes the Question reads. Now that we know the sides, we’ll determine which dice to
use. Because I’m portraying a major NPC, I’ll roll my Spark die
I’m creating the Question for the Scene, which is the thing which is ranked at D12. If I was controlling a lesser NPC (like
we are trying to discover in play. The Question of this scene the waiter) or some other portion of the setting (like a storm), I’d
is “Why is Zoltan the Divine so angry that he is drinking roll my Smoke die instead. If I had support, or if I had suffered
himself into a stupor?” enough Harm, that would change what size of die I roll.

The GM reads the following out to the group. Player who establishes the conflict reads.

We have finished establishing the Scene. Now we move Since my character is trying to convince Zoltan to talk, I’ll
onto the collaboration phase, where we roleplay freely until roll my Spark die. Since I have one person supporting me,
a Conflict is triggered. We will collaborate until one of you I increase my die by one size. This means that I’m actually
tries to get Zoltan to explain his behaviour. rolling a (say actual die size here). Let’s roll it now!

Roll the dice.


Now that we’ve rolled, players get to add Talents to their scores. If someone has confronted all three Beliefs, GM reads the following.
If one of my Broad Talents applies, I add a +1 to my result. If
one of my Common Talents applies, I add a +2 to my result. If When all three Beliefs have been confronted, you refresh! This
I have a Deep Talent that applies, I add a +3. This means that I means that everyone else gets one Influence, and we replace the
will always add a value between +0 and +6 to my die rolls. three tokens we had taken from your section of the Belief sheet.
I rolled (say roll result here) and my talents will give me (say
modifier here), so my total is (say total here).

The GM reads the following out to the group. S tep 4 - I nterlude


The GM reads the following out to the group.
I don’t add anything to my rolls. This means that I just use
my die roll, which is (say roll result here). That doesn’t mean After closing the scene, anyone can trigger Interludes. Let’s
I can’t increase my result, though. We can both increase do that now. Interludes are small moments of quiet discussion
our scores if we aren’t happy with what we got by spending and character growth. During the process of closing Scenes,
Influence to gain +1 per point spent. We could also choose to anyone can spend three Influence to trigger a short Scene
suffer Harm, getting a +3 for each point of Harm we receive. with another character. You ask them a question, and they
Let’s not bother with that now, though. answer.
The person who has the higher result gets what they want. They I’ll spend my Influence to ask the player who triggered the
narrate the outcome to the table, meaning that the winner would Conflict a question. “How did Zoltan comfort you when you
describe Zoltan’s response. The winner will also suffer a point of were struck by tragedy?” Let’s flashback to the conversation
Harm, as the price of victory that you always have to pay. between you two in the same bar, weeks earlier.
Now that we’ve finished the Conflict, we could go back to
roleplaying, and possibly even go through more Conflicts. But let’s
Roleplay freely, until the Interlude ends normally.
assume we answered the scene’s Question and close the Scene.
Now that we’ve finished the Interlude, both people involved
in the Interlude can remove one Harm from their sheet.
S tep 3 - C lose the S cene Character growth and exploration is how we recover.
That now finishes up the Tutorial section. Let’s dig into the
When we close the Scene, we look at all of the Beliefs and
first normal Scene!
see which ones have been confronted in play. Confronting a
Belief means that the person holding that Belief was faced
with evidence that either supports it or contradicts it.
Refill the Belief sheet.
We’ll start by going through the GM’s Beliefs on the Belief
sheet, followed by each of the players’ Beliefs on their sheets. Make sure that everyone has three Influence
If a Belief has been confronted and no one disagrees, take the
Influence token from the sheet. Remove all Harm.
Adventure - The Shard of E mp i r e I mperial P hase 2 – I nvasions
While the celebrations continue, the Night Barons have been in
When the Shard of Empire bound itself to Sig, it infected the City
negotiations with the Crasher’s Guild for a series of gate keys, each
Between with its influence. The Merchant’s Guild rose in prominence,
leading to a different prime world. The price of these keys was steep, but
led by a secret cabal of wealthy traders known only as the Night Barons.
the Barons were confident in their collective value.
These Night Barons entered into a formal alliance with Palnayas the
Chosen, although the two groups have different goals. They spread out into the worlds like some kind of viral infection. Some
primes are visited by the agents of the Night Barons first, offering planar
The Night Barons seek to expand their trade networks and use the
goods in trade for local treasures. Other worlds are investigated instead
resulting wealth to buy the loyalty of the other City Factions.
by the Chosen, offering power for any locals wise enough to convert to
Palnayas seeks to colonize and assimilate the populace of the various Palnayas. Still others are invaded by armies of Spiked soldiers, establishing
prime worlds, ruling each of them through the Chosen. beachheads. These initial efforts can be resisted by the locals, if they
were to be warned by brave planar ‘venturers.
The Spiked are a by-product of all of these schemes, arising as loyal
foot-soldiers and signs of the imperial infection. These initial efforts are very profitable for the nascent empire. The
Night Barons begin to collect various resources from the planes. Many
of the Planar mortals are transformed by the imperial influence, either
I mperial P hase 1 – E arly S igns devoting themselves in service to Palnayas, or assimilating to join the
In the beginning, the signs of the coming Empire are subtle. The Night ranks of the Spiked. All of these events bolster the Empire and empower
Barons establish the first Night Market, a place where almost any primal them for the days to come.
treasure can be acquired if you have the coin. Those who visit the events
are treated to marvelous wonders: addictive spices that taste like beauty,
glowing snails, and crystals that sing in perfect harmony. There is a sense I mperial P hase 3 – F allout
of celebration throughout, complete with free sweets for the children The prime worlds have been brought under the Imperial control.
and a phantasmal light show. Valuable goods, from swords that convey martial prowess to bottled
immortality, are now available for sale at the Night Markets. Weapons,
In this first phase, the Night Barons work hard to build a positive religious artifacts, magical drugs, and primal slaves slowly begin to
reputation. They continue to throw these festivities, and no one thinks appear for sale, and the damage is evident.
to question how the Night Barons are able to afford the extravagance.
If it wasn’t for the mysterious crates in the alley or their Spiked guards, The Night Barons spend their profits on encouraging loyalty from
nothing would seem amiss. Enforcers, who now serve as a private guard of sorts. The Chosen grow
bolder. Their temple has been built near the top of the Godstreet, as
befits their glory. Palnayas feeds on the faith of those who worship them
on the prime worlds. The Chosen begin to evangelize, spreading their
message in the Hive and gathering others to the flock. Divine blessings
and holy miracles are common among the Chosen, thanks to the influx
of primal faith. At this point, the GM should identify one of the Faces
of the campaign who has been hurt by the growing influence of Empire.

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