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.
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.
+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
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
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.
+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
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
I also believe honour has no price. Leverage: Maneuver the bureaucracy of Sig’s many laws and
twist them to advantage.
+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
+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
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
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
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
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
+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
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
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
X
Yuna the Orphan
+Cute as a button + Sharp Knives -Amoral
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.
Person with the third highest result on the Smoke roll reads.
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!