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SPIRE: THE CITY MUST FALL

This is Spire. A mile-high city in the land of Destera, ruled by cruel high elves, in which the drow – you, and your family, and your friends – have been oppressed for centuries. A nightmare warren of twisting passages and structures,built and rebuilt,atop itself.A city of a thousand gods.The furthest bastion of a terrible and burgeoning empire. A structure of unknown make that houses a blistering, rotten hole in reality at its centre where the sane dare not tread.


You have joined the Ministry of Our Hidden Mistress, a paramilitary cult that worships a forbidden goddess, and sworn in blood to avenge the wrongs placed upon you and your people. You have made an oath to fight the high elves, to subvert and capture their resources, and to take Spire back into dark elf hands once more.

It is a cruel and thankless task, and your family would most likely report you to the city guard if they found out what you did at night. But it is a task you have sworn to perform, and you will kill for it. You will die for it, too.

THE WORLD OF SPIRE

Spire is a mile-high impossible city, older than anyone can remember. Two hundred years ago, the high elves – or aelfir, strange and beautiful masked creatures from the far north – took it from the dark elves after a brutal and bloody war. Now, they graciously allow dark elves, or drow, to live in the city if they perform four years of service to an aelfir lord once they come of age.From Spire, the aelfir continue their conquest down to the south, and are caught up in a bloody struggle with the hyena-faced gnolls of far Nujab that they fight with armies of ingenious human mercenaries.

THE DROW

The drow live in underground cities and covered towns to the west, for thanks to the ancient curse that span them apart from aelfir, they are burned by sunlight. Their skin (which is dark black, ashen grey or alabaster white – they are a monochromatic race) blisters and weeps when exposed to the sun. Those who wish to go outside during the day must don hats, headscarves and cloaks, and smoked eyeglasses, or risk sustaining rash-like burns and searing pain.

Rather than bearing a foetus until it is fully developed as most mammals do, drow produce two or three small, fleshy eggs that must be carefully tended to and nurtured over six months until the baby within is grown enough to survive outside. The job of nurturing the unborn falls to the parents and a caste of spider-blooded drow known as Midwives, who hold moderate political sway within Spire. It is in part through this communal raising process that drow derive their strong sense of community, which is reinforced through aspects of their most active religions.

THE LAND OF DESTERA

Destera, once ruled by the drow noble house of the same name, is largely made up of temperate high- lands and black-grey slate mountains. In spring and autumn, rains roll in from the mountains to the north and drench Spire and the surrounding farmland; in summer, it is baking hot; and winters are short but harsh.

To the north, the high elves still hold their ancestral homes – great fortresses of ice and thorn, defended by legions of devoted warriors – and the land is trapped in a perpetual winter, and time itself grows slow and brittle in the cold. Far across the inland sea is the Eastern Domain, ruled by the Wanderer-Kings of the humans, who build homes around ancient arcologies and plunder them for secrets to defend themselves against the beasts that plague their lands. To the distant south, the gnolls maintain a desert civilisation, the crown jewel of which is Al’Marah – a cosmopolitan city that stands fast against the heat of the sands – and closer to Spire, the mountain region of Nujab sees weekly skirmishes between gnoll outlanders, nomadic drow from the neighbouring lands of Aliquam, and the armies of the high elves.

And to the west, the Home Nations of the drow burn, wracked with a civil war that has spanned generations and killed hundreds of thousands of dark elves. Refugees spill out from the splintered borders and flood into Spire on the promise of safety and security – but few, if any, find it upon arrival.

SPIRE

GENESYS

Drow form an underclass in the city, subjugated by the aelfir, and work in a variety of menial roles – either for a pittance, or unpaid as part of their du- rance. The majority of drow live and work in the cramped environs of the Works and the Garden Dis- trict, but some have mastered the art of ascending in an aelfir-dominated Spire and live comfortable lives in the Silver Quarter or serve as experts in the centres of academia towards the top of the city.

THE AELFIR

No-one can say for sure what led the high elves to curse half of their number millennia ago and turn them, over time, into the drow. But meet a high elf and talk to them for a while and you’ll see that such arcane cruelty is entirely in their nature.

The aelfir – as they prefer to be called – have magic running through their veins. They are creatures of blazing and beautiful colour whose feet barely touch the ground when they walk and whose perfect hair flows as if caught in a gentle wind. While some deign to spend time among the populace of Spire at large, most of them live their lives in walled districts of per- verse and audacious luxury.

THE CURSE

Some say that the drow are not cursed – that they were never aelfir, that they could never endure the touch of the sun’s light, that they were born under- ground as a different species entirely. But these rad- ical drow historians are rare in Spire, because they are often persuaded to say otherwise and reinforce the accepted wisdom that the dark elves are changed, deformed high elves – and wind up dead if their evi- dence to the contrary becomes too compelling. No- one can say for sure where the race originated from, but the aelfir seem keen to maintain the status quo.

THE HUMANS

Humans die young – at the age of sixty, or so, com- pared to the drow who stay vital until around their hundredth birthday and then quickly turn to dust, and the aelfir who extend their lives with sacred rituals and dark surgeries well into their second century. This short lifespan has filled humans, the aelfir reck- on, with an insatiable desire to discover and build, to create and leave marks upon the world.

The humans, originating from a vast island far to the west, discovered the ancient arcologies of those who came before – and unlike the aelfir and drow who kept the strange artefacts found down there as curiosities and trinkets, they broke them down and retro-engineered the technology into their own inventions.

As a result, humans invented the gun, and things have never really been the same since.They form the bulk of the aelfir mercenary armies, and can com- monly be found in Spire.

DROW TRADITIONS

What follows is a loose collection of traditions practiced by drow in Spire – a mix of Home Nations customs and modern culture.

Wearing clothes that cover the skin, and dark glasses that protect the eyes, is a necessity for drow who wish to spend any time outside during the day. Wealthier drow, usually those in league with the aelfir, will use parasols or shades to hide from the sun. Many drow choose to cover most of their skin whenever they are out of their homes, whether it is day or night.

Artificial light is important to the drow, and most make a habit of carrying a candle and matches with them wherever they go.

Taking malak, a mild depressant, after work or before sleep is commonplace among the drow, but recent aelfir legislation has made it a serious crime to possess or deal the drug.

The traditional drow diet consists mainly of fungi, algae and the sort of scuttling insects that spend their lives living in the stagnant pools found in caves. Given that Spire is a more cosmopolitan city, the average drow will consume bread, meat, rice and spices on a semi- regular basis.

A customary drow greeting is to ask after the health of a person’s family (or “fanmi,” in the patois) before you ask after their own. Not many folk respond with a full list of symptoms – usually they just say they’re “well” and carry on – but it’s considered polite to ask.

In the Home Nations, and definitely in the Duchy of Aliquam, women are regarded with a higher esteem than men. In Spire, drow are largely egalitarian with regards to gender.

SPIRE

GENESYS

THE MINISTRY

The Ministry does not officially exist. Drow are permitted, and indeed encouraged, to worship Our Glorious Lady – their mother-goddess the moon who they believe watches over them from the night sky. She grants her people, who cannot endure the touch of the sun, with light, restoration, inspiration and solace.

But: in dark caverns and secret basements, in shadowed back-rooms and hushed safehouses, they have begun to worship a different goddess. The dark side of the moon, never seen by drow eyes, is known as Our Hidden Mistress, and it is she who fills the drow with the strength to resist their oppressors, un- seen and unheard. She is a goddess of poison and lies,a goddess of shadows and secrets, and a terrible and powerful creature indeed.

The secret society devoted to her is known as The Ministry of Our Hidden Mistress, or just The Min- istry, and they are all sworn to destroy and subvert the dominion of aelfir within Spire.Working in enemy territory, they strike at the assets and allies of the high elves and fight a shadow war against their overlords in an effort to dethrone them from the council and run them out of Spire for good. Each minister, for that is the name of the operatives who serve her, is trained in combat, stealth, and misdirection after being care- fully recruited from the populace of Spire. They are revolutionaries, and they are fighting an impossible battle, but that will not stem their bloodlust.

Things to Know

Before you start play, here are some things to know about your characters, the city, and the people around you.

SUBVERT, DON'T DESTROY

Wrest weapons from the hands of your enemies and turn them against them. Recruit cells from other organisa- tions, even ones that work against you, and use them as tools. If you kill someone in authority, someone will replace them and they’ll probably be worse; turn them, instead, through blackmail or threats or bribery, and use them.You can’t rule over ashes; you want the city to be standing when you’re done. (Still: when it comes to it, don’t be afraid to resort to bloodshed, especially when your cover is on the line.)

THIS IS NOT A KIND WORLD

There are soft and gentle parts of it; there are easy lives, but you don’t have one. You were born into an un- derclass within an underclass.You have struggled for everything you have, and even then someone probably tried to take it away from you.You have been handed such a bad lot in life, in fact, that you have joined a radicalised cell who worship a forbidden goddess and murder people in order to get revenge.

YOU ARE BRAVE

People don’t know what they want or, moreso, what they need. The drow need freedom, and you’re the one to give it to them, even if that means hiding your actions. You are most likely lying to your loved ones, sneaking out while they sleep, and stockpiling illegal weapons under your bed. You are living one wrong step away from death every second of your life.



YOU ARE GOING TO HURT PEOPLE

That’s unavoidable. It’s a crime for you to spill blood, but it’s “justice” when they do it. The city guard are drow, just like you – desperate, and hungry, and tired, but they’re duty-bound to stop you. Who are you going to hurt to get what you want? Who won’t you hurt? What will you do to preserve the secrecy of The Ministry and your mission?

THIS IS GOING TO KILL YOU

One way or another, you are going to die doing this. Maybe you’ve made your peace with it, and maybe you’re lying to yourself and saying that you’re smarter than everyone else, but if you stay active in the Ministry, you’re going to wind up dead or mad or destitute or all three. The best hope you’ve got is offloading the danger onto someone else, earning the promotion to Magister, or retiring. But no-one really retires. So you burn bright, as best you can, and try to make a difference.

THERE'S ALWAYS ANOTHER LEVEL

You can’t win this. Listen: you can take a street back, sure. Maybe even a district. But if you make too much noise, take too much territory, someone much bigger and more dangerous than you will notice, and they’ll turn up and destroy you. So it’s slow work, and you have to subvert rather than de- stroy, and that leaves you with risky assets all over the map, and when you finally secure a victory, one of two things happens: either it gets taken off you by your enemies or your superiors, or it caus- es you untold problems, and suddenly you’re the bastards in charge, oppressing people. But that’s how it goes, and better you than them. Right?

SPIRE

GENESYS

YOUR OWN FAMILY WOULD SELL YOU OUT

You know what ministers do? Ministers get people killed. Ministers used to meet in the cel- lar of the bar down the road, and then the Solar Guard showed up and burned it to the ground with everyone inside. Ministers abduct and kill people for reasons that no-one can fathom. Min- isters draw the attention of the watch, and the aelfir, on the poorest, most downtrodden districts of Spire. Far better, then, to report a cell to the authorities, and gain whatever rewards are offered for doing so – better job prospects, a pocketful of sten, maybe even a nicer flat further up-Spire.

THE MINISTRY WOULD SELL YOU OUT

The Ministry are not your friends.They can’t afford to allow you to mess up, or to let information slip – they’ve invested so much in getting as far as they have today, and their work has barely started. If you get something wrong and it causes problems, the Ministry will quite gladly give you false information and send you into a trap to confuse their enemies.

SPIRE

GENESYS

ARCHETYPES

Azurite

“Everyone has a price. Even you, my Lord.”

You are a trader, deal-maker and hustler from the south docks, clad in sacred blue and gold. You are welcome almost everywhere, and have connections all over Spire from previous business deals and debts owed.

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STARTING WOUND THRESHOLD: 10+Brawn

STARTING STRAIN THRESHOLD: 10+Willpower

STARTING EXPERIENCE: 100

STARTING SKILLS An Azurite starts with either one rank in Negotiation or Streetwise during character creation. You may not increase these skills above rank 2 during character creation.

CUT A DEAL: You know anyone who's anyone...

Once per session you may spend a Story Point to set up a meet with an NPC who can acquire you pretty much anything available in Spire. It won't be free, though, and odds are they'll want a favor or two.

HEART'S DESIRE: ...And you know what they want.

Once per encounter, pick an NPC that you can observe for some time. The GM will tell you what they want most of all.

DOMAIN: Commerce and either Low or High Society

BONDS:

  • You have an individual-level bond with someone who buys, sells, or smuggles things for a living. Name them and what they’re most interested in.
  • You have a bond with one of the other PCs who you helped out of debt. Say who, and why they got into debt in the first place.

EQUIPMENT

  • One set of blue robes, many layers
  • A smattering of gold jewellery made of coins from overseas
  • Buckler of Azur
  • Serious-looking club

Or

  • Three sets of beautiful robes and girdles each in slightly different shades of blue.
  • Golden necklaces, nose-rings and bracelets bearing the symbol of Azur
  • "Weapon": Bodyguard
TALENTS (TIER 1)
GOLDEN TONGUE

You buy fluency in a language from your god.

Spend 100 Silver to speak a language, dialect or slang of your choosing for the next situation. You can’t read or write it, but you’re pretty much fluent as far as speaking and understanding is concerned.

IGNOBLE TACTICS

You have mastered the art of standing behind someone bigger than you.

Gain or increase the Brawl or Melee (light) skill. Your bodyguard, if you have one, is upgraded to a Nemesis adversary.

GOLD-BLOODED

You can buy your way out of anything – even gunshot wounds.

Gain Religion as a Domain. Pay 25 Silver per Wound or Strain damage up to your Cunning value. This talent refreshes at the start of every day.

SPIRE

GENESYS

HIDDEN STASHES

You have dozens of caches hidden within the city limits.

In addition, once per session, gain a (non-unique, mundane) piece of equipment instantly as you retrieve it from a cache.

THE GOLDEN GOD'S ARCANA

You put a coin under your tongue as payment to Azur, who fills your mind with knowledge.

At the end of the rite, it disappears. Pay 100 Silver to cast this rite; gain access to a Domain and the Knowledge (Domain) skill that you do not have for the remainder of the current situation.

BUY FRIENDS

You sacrifice a handful of sten, throwing them from the side of Spire, and beg Azur to put in a good word on your account.

Pay 250 Silver and beseech Azur to aid you in a short ritual. Choose an organisation – you are treated as having an individual-level bond in that organisation until the end of the session, as Azur tweaks the golden skeins of fate to make a connection between the organisation and yourself.

GLUTTON'S COIN

You summon a magical coin that curses the holder with insatiable greed.

Pay 100 Silver or suffer two Strain. You summon a coin that you imbue with magical power. The first person to touch it other than you will be possessed by a feverish desire to gain as much wealth and items as possible before the next sunrise.

SPIRE

GENESYS

BOUND

“Rope, secure me. Armour, shield me. Blade, bleed them dry.”

You are an acrobatic vigilante, accustomed to dealing quick and decisive judgement to criminals.You wor- ship the small gods in your armour, your ropes, your weapons, and they take care of you.

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STARTING WOUND THRESHOLD: 9 + Brawn

STARTING STRAIN THRESHOLD: 9 + Willpower

STARTING EXPERIENCE: 100

STARTING SKILLS: A Bound starts with either one rank in Melee or Stealth during character creation. You may not increase these skills above rank 2 during character creation.

SURPRISE INFILTRATION: Nothing can keep you out.

Once per session you may spend a Story Point to insert yourself into a situation you are not currently present so long as there is some conceivable way you could get in there.

BOUND BLADE: You have captured a god and forced it into your blade.

As a Bound, you gain a god-knife or god-axe blade when you join the order and bind a small god inside it with a bloody and dark ritual. The blade counts as a spell implement for you.

DOMAIN: Low Society, Crime

BONDS:

  • You have an individual-level bond with a member of the downtrodden underclass. Name them, and name the thing that’s most important to them.
  • You have a bond with one of the other PCs who you rescued from a dangerous situation. Describe the situation they found themselves in.

EQUIPMENT

  • Light Leather Armor
  • Ceremonial red binding ropes and mask
  • Sturdy leather gloves
  • Climbing gear and ropes

Either

  • God-knife
  • God-axe
TALENTS (TIER 1)
THE SECRET OF BINDING

Your rope can form knots that no other person can untie.

Gain Fix as a career skill. In addition, your rope learns the secret of tying itself into permanent forms. When you tie a knot with your own rope, it cannot be undone by anyone but yourself. (Others can still cut the rope, though.)

THE SECRET OF SECOND SKIN

The god in your armour watches out for you.

Once per encounter, when you are attacked by an enemy and the GM would roll to inflict Wounds, you take 1 Strain instead.

THE SECRET OF THE CROWD

You can hide in plain sight, so long as there are others around.

When you wear your mask and stand in a crowd, you will blend into the background (though not become invisible) unless you do something out of the ordinary to attract attention.

SPIRE

GENESYS

THE SECRET OF FLIGHT

The god bound into your blade can make it soar like an angel.

Your blade gains the following item qualities: Ranged, Pierce 2, Limited Ammo 1. (When you "run out of ammo", go and pick up your blade.)

THE SECRET OF LOOSE TONGUES

Your bottle enchants the liquor inside it, convincing those who drink to share their secrets.

Gain the Charm skill. When someone takes a drink from your bottle, they will feel compelled to tell you about a crime they were involved in, or adjacent to. (You cannot turn this off.)

THE SECRET OF FEAR

You rattle the cage that keeps the god bound in your blade, and it terrifies your enemies.

Suffer two Strain, your bound weapon gains the Superior 2 and Pierce 3 item quality for the next encounter.

THE SECRET OF LUCKY BREAKS

Your gods see to it that you’re never without small luxuries.

Your bottle always has a little bit of liquor left in it, your crumpled cigarette packet always contains three cigarettes, and your box of spireblack matches always contains one match. (You can’t use this ability to give out infinite cigarettes and booze to loads of other people in an attempt to make money; the gods will resent the abuse, and cease to aid you.)

SPIRE

GENESYS

CARRION PRIEST

“Charnel feasts tonight, brothers! As do we.”

Part of the followers of Charnel – a heretical sect of death worshippers who live atop Spire in the towers and oubliettes of New Heaven – you believe that the bodies of the dead should be eaten by sacred hye- nas to ensure the safe passage of their souls to the afterlife.

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STARTING WOUND THRESHOLD: 8 + Brawn

STARTING STRAIN THRESHOLD: 12 + Willpower

STARTING EXPERIENCE: 100

STARTING SKILLS: A Carrion Priest starts with either one rank in Athletics or Stealth during character creation. You may not increase these skills above rank 2 during character creation.

HYENA: You have a companion hyena who obeys your commands.

At character creation, pick two com- mands that your hyena understands. At the start of your turn, choose one command to give to your hyena from the list that it understands so long as it can hear you speak:

  • SIC ‘EM: When you launch a surprise melee attack on a target, your attacks gain the Vicious tag.
  • SCOUT: When you attack at range from a position of hiding, your attacks gain the Vicious tag.
  • GROWL: When you intimidate or drive away someone once per encounter, you may upgrade one of your dice for the attempt.
  • GUARD: When you take Wound damage, you may reduce the amount by 1, down to a minimum of 1.
  • FETCH: When you hunt down a target that you can see and hear once per encounter, you may upgrade one of your dice for the attempt.
  • SCENT: When you sniff around a scene for clues once per encounter, you may upgrade one of your dice for the attempt.

LAY OF THE LAND: You are a trained hunter, and others would do well to heed your words.

When you enter a dangerous situation you may spend a Story Point to name up to three features or opportunities that your allies can take advantage of. Whenever they do so, they may upgrade one of their dice (for example: cover with a good view of the battlefield, an exit, a badly-guarded door, a stack of barrels, etc).

DOMAIN: Religion, Low Society

BONDS:

  • You have a street-level bond with the faithful of charnel – a collection of worshippers of the corpse-eater god who live in New Heaven. Name three of them, and what’s weird about them.
  • You have a bond with another PC who you have helped deal with a death – either by guiding them through the grieving process or disposing of the body. Say who it was, and who died

EQUIPMENT

  • Leathers and robes
  • Hyena

Either

  • Heavy-pull crossbow
  • Knife

Or

  • War-cleaver
  • Preyhook
TALENTS (TIER 1)
NEW TRICKS

Your hyena is unusually well-trained.

Gain or increase the level of your Coercion skill. Choose two more commands that your hyena understands.

CACKLE

You are a terror of New Heaven, and your enemies quake at your approach.

Suffer 2 Strain to unleash a nightmarish cackle in concert with your hyena that strikes fear into the hearts of your enemies (and anyone else within earshot). All in Short range must succeed on a Hard (ddd) check or suffer ss for all their interactions when dealing with you or your companions for a minute or so.

SPIRE

GENESYS

MURDER OF CROWS

The sacred birds of death come to your call.

Suffer 2 Strain to cast this spell, which you must do so with access to a large open interior space, or the sky. You summon a flock of crows, ravens, jackdaws, magpies and all kinds of corvids, who will do your bidding until the end of the situation. They aren't skilled combatants, but they can provide a distraction in a pinch, and you can talk to them in a weird, croaking dialect if you want to ask them to gather information or watch an area.

RIP AND TEAR

When you corner your quarry, their death is swift.

You generate an automatic a on all of your attack rolls. You generate additional a each time you buy this talent.

DEAD FLESH

You are well-liked amongst the slums of New Heaven, as you are able to make rotting food edible once more.

You can call upon Charnel to bless rotting or spoiled food, casting the decay out of it, and making it safe to consume, as a five-minute ritual.

CHARNEL'S MARK

You channel the energies of the God of Slow Death through your body and onto your foes.

Suffer 4 Strain to cast this spell on a target within sight; a rune daubed in rapidly-drying blood appears on their person. Until the end of the encounter, you and all allies gain the Vicious 1 item quality whenever you inflict Critical Wounds on a target. If your weapon already has the Vicious Quality, it is upgrade one step whenever it is used against the target.

SPIRE

GENESYS

FIREBRAND

“They can’t take us all on. Not all of us. Tonight, we show them who’s really in charge.”

You are a revolutionary, a rabble-rouser, a dangerous criminal in the eyes of the authorities, who hangs out in the lawless undercities of Red Row and Derelictus. As you gain power, the people of the city begin to worship you, and you can bestow blessings on them by focusing their belief through your actions.

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STARTING WOUND THRESHOLD: 10 + Brawn

STARTING STRAIN THRESHOLD: 10 + Willpower

STARTING EXPERIENCE: 110

STARTING SKILLS: A Firebrand starts with either one rank in Coercion or Skulduggery during character creation. You may not increase these skills above rank 2 during character creation.

LEAD FROM THE FRONT: You excel when you’re under pressure.

When you have reached at least 50% of your Strain threshold, you may upgrade one of your dice on all of your rolls.

DRAW A CROWD: You can pull together a crowd at a moment's notice.

Once per session you may spend a Story Point to draw a crowd to you in a matter of minutes. People will stop what they’re doing, so long as it isn’t life-or- death, and listen to what you have to say.

DOMAIN: Crime, Low Society

BONDS:

  • You have two individual-level bonds with folk who are sympathetic to your goals. Pick two domains, and create an NPC bond for each of them.
  • You have a bond with one of the other PCs who you recruited to the cause. Say who, and say what it was that tipped them over the edge.

EQUIPMENT

Either

  • Knife, sap or brass knuckles

Or

  • Sledgehammer or pickaxe

And either:

  • Crow-pattern revolver

Or

  • Buzzard sawn-off
TALENTS (TIER 1)
FIGHT THE POWER

You channel your anger into fighting the police, soldiers, the solar guard – anyone who'd stand against you.

Gain or increase the Resilience skill. When you engage in violence against an enemy who is part of the Order domain (city guard, military, etc) you generate an automatic a.

NOBLE SACRIFICE

You convince your allies to pay for victory in blood.

If you spend a few minutes getting everyone pumped up before a battle, you and all your allies suffer two Wounds to add an b to their combat checks for the next encounter.

SPIRE

GENESYS

FORCE OF PERSONALITY

There’s nothing you can’t do. Honest.

Once per session, declare you possess a Domain or Skill that you don’t actually have – you are treated as having a rank in it for the next encounter. Your natural bravado and charisma are enough to carry you through, even with your lack of applicable knowledge.

ALWAYS OUTNUMBERED; NEVER OUT-RUN

You are exceptional at getting the hell away from your problems.

Whenever you flee a superior force, you can add bb to your roll.

BROTHERS IN ARMS

You inspire your comrades to greatness and demoralize your foes.

Once per encounter, when you and an ally are fighting side-by-side, the next time either of you make a combat check, you can spend aa to have the other partner attack hit as well.

GODDESS' CHOSEN

You fight for the people, and Limyé smiles upon you.

Gain one talent from the Lajhan archetype.

SPIRE

GENESYS

IDOL

“Truth? What is truth, when you have beauty?”

You are a beautiful artist and revolutionary, and your creations can reshape the world through bleeding-edge, half-understood sorcery.

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STARTING WOUND THRESHOLD: 10 + Brawn

STARTING STRAIN THRESHOLD: 10 + Willpower

STARTING EXPERIENCE: 100

STARTING SKILLS: An Idol starts with one rank in Deception or Negotiation during character creation. You may not increase these skills above rank 2 during character creation.

LIFE AND SOUL OF THE PARTY: People flock to be near you.

Once per session, you may spend a Story Point- so long as there are people nearby and a place to have it- to create an instant gathering with dancing, games, drinking, eating and chatting. The party allows you to upgrade one of your dice to persuade, deceive, or distract actions performed within it.

GLAMOUR: Black magic and poise let you become whoever they want you to be.

Once per encounter, you may spend a Story Point to choose an NPC. Using a cocktail of charm, practiced poise and semi-legal black magic, you change your appearance to represent their ideal partner. You don’t get to determine what this looks like – it’s entirely reliant on the person you’re targeting – and you can end the spell by scrubbing off whatever makeup you’ve applied and spending five minutes in front of a mirror remembering what you look like.

Whatever your target prefers, you’ll always look like you. If they’re obsessed with tall people, you’ll look taller; if they like aelfir, you’ll look as though there’s some aelfir blood in you; if they’re mad about one particular person, you’ll resemble them (but not enough to, say, pass as them).

DOMAIN: High Society, Occult

BONDS:

  • You have a street-level bond to your adoring fans. Name three of them, and what the group is most excited to see next.
  • You have a bond with another PC who you know has feelings for you, even if they wouldn’t admit it. Describe the moment when you knew for definite.

EQUIPMENT

  • Several sets of flattering clothing
  • Tools to create or perform your chosen art
  • Small gifts and trinkets from your fans
  • A knife
TALENTS (TIER 1)
CENTER OF ATTENTION

When you stride into a room, people take notice.

Add bb when you attempt to get everyone in a situation to focus on you and you alone. In addition, describe three incredible outfits that you now own.

GRACE

You try not to sully yourself with failure. You move with such precision that fate herself gives you a lucky break now and again.

Once per encounter, you may re-roll a single positive die.

WHO ARE THEY?

You are enigmatic in the extreme.

In addition, the first time you meet someone who doesn't know your name, you roll with additional b to Deceive or Coerce them. Once they know your name or see you for a second time, the spell is broken.

SPIRE

GENESYS

MAJESTY

You become so beautiful that none would dare raise a hand against you.

To cast this spell, anoint yourself with pigments and regal jewelry. Make an Average (dd) check: if you succeed, for the next minute or so, you cannot be the target of attacks until you make an attack yourself. People can still block your path, but they can’t grab or attempt to restrain you until the spell is broken.

DISHARMONY

You turn your enemies against each other with whispered curses.

Make an Average (dd) check and pick a target that can see and hear you. On a success, they will immediately attempt a combat roll on their nearest ally with whatever weapon they're holding, believing them to be an enemy. If they don't have an ally nearby, this spell doesn't have any effect on them.

INSTILL EMOTION

Your art drives others to excess.

If you succeed to make an Average (dd) check when you perform or exhibit your art for an hour or more, you may drive a receptive crowd into one of the following: debauched excess, utter sorrow or mind-numbing ecstasy. You can’t direct them past this.

INCORRUPTIBLE

Your mind is crystal, shining and pure, and madness rolls off you and onto others.

Once per encounter, when you take Strain damage, a different nearby character (chosen by the GM) takes it instead.

SPIRE

GENESYS

KNIGHT

“I swear to Our Lady, this hangover could bring down a skywhale. Did we win?”

You are a member of an ancient order of knights who were given the right to police the northern river docks of Spire. Over the centuries, your order has splintered and become ever more corrupt, and now you are little more than heavily-armoured gangsters with a penchant for organised fighting tournaments.

3 2 1 2 2 2

STARTING WOUND THRESHOLD: 12 + Brawn

STARTING STRAIN THRESHOLD: 8 + Willpower

STARTING EXPERIENCE: 100

STARTING SKILLS: A Knight starts with one rank in either Melee or Ranged and Cool during character creation. You may not increase these skills above rank 2 during character creation.

PUBCRAWLER: You bear an encyclopedic knowledge of where to get drunk.

Once per session you may spend a Story Point to name a pub, inn or tavern where you know the landlord (whether she likes you or not is up to the DM.)

PICK A FIGHT: You’ve spent many an evening sizing up the other patrons in search of a decent brawl.

Once per encounter, ask the GM who is the best person in the surrounding area to pick a fight with on one of the following conditions: 1) you want to win 2) you want to make a good impression 3) you want to cause a distraction.

LAW OF THE DOCKS: You carry a mighty weapon.

As a Knight, you are permitted to carry a large bladed weapon (or a lance) without getting in trouble with the city guard. Using it is another matter.

DOMAIN: Low Society, Crime

BONDS:

  • You have a street-level bond to your adoring fans. Name three of them, and what the group is most excited to see next.
  • You have a bond with another PC who you know has feelings for you, even if they wouldn’t admit it. Describe the moment when you knew for definite.

EQUIPMENT

  • Knight quarter-plate

And either

  • Greatsword

Or

  • Sword and Grackler Pistol

Or

  • Knightly Lance
TALENTS (TIER 1)
CAROUSE

You make the best friends when you’re drunk.

When you get drunk with someone, you gain an individual-level bond with them until the next day.

JOUSTER

You are adept at running hard into dangerous situations.

You are experienced in the art of high-speed combat; when you charge in recklessly, your first attack has the Concussive 1 item quality and generates aa.

SPIRE

GENESYS

BRAGGADOCIO

You are an accomplished liar, especially when it comes to exaggerating your own abilities.

Once per session, automatically convince an NPC that you can achieve something (whether or not you're able to do it is immaterial).

KNIGHT-ADMIRAL

You have achieved a high rank, and thus command a portion of the fleet.

Your order bestows upon you a mighty mount – a rowboat. Name it. In addition, pick one: it’s fast; it looks good; it has a swivel-gun on the prow (as Shrike Gun); it doesn't leak much. Seats six (all of them rowing).

BULWARK

You and your armour share a special bond; it looks after you, you look after it.

Once per session, ignore all Wounds from an attack.

KNIGHT-PROTECTOR

You are adept at throwing yourself into trouble to save your friends.

Once per encounter, when a nearby ally would take Wounds from an enemy attack, you take it instead.

THE CROWD GOES WILD

You’re used to fighting with the support – or ire – of the crowd to keep you going.

When you have a crowd watching you, your combat rolls add a a. In addition, when you win a fight in front of a crowd, immediately restore two Wounds or two Strain.

SPIRE

GENESYS

Lajhan

"Our Lady protects, sweetness. Hold her in your heart and she will soothe your passing.”

The Lajhan, or “silvered,” are the chosen of Our Glorious Lady, the light side of the moon, whose light does not burn the drow as the sun’s rays do. Lajhan serve her and spread her wisdom throughout Spire, providing aid and nourishment to the impoverished drow.

2 1 3 2 2 2

STARTING WOUND THRESHOLD: 8 + Brawn

STARTING STRAIN THRESHOLD: 12 + Willpower

STARTING EXPERIENCE: 100

STARTING SKILLS: A Lajhan starts with one rank in either Repair or Resilience during character creation. You may not increase these skills above rank 2 during character creation.

RITE OF RESPITE: You create a place of stillness and healing.

Once per session, you may spend a Story Point to lead your allies in a recuperation session while you hold vigil. Describe how you create a comfortable, healing environment and how you help them. All allies present may heal strain and wounds up to the number of 󲊳 and 󲊴 generated.

MOONLIGHT: Limyé’s light shines forth from you.

Your forehead gem (or necklace, or bracelet, etc) glows as brightly as the full moon, casting a calm light into the darkness that cannot be extinguished unless you decide to snuff it, or you fall unconscious. The more ritualists casting this spell simultaneously, the brighter the light becomes.

DOMAIN: Religion, Low society

BONDS:

  • You have an individual-level bond with an NPC member of the congregation who is sympathetic to your goals. Name them, and what they’re getting out of the relationship.
  • You have a bond with a PC who you’ve helped overcome sickness, injury or addiction in the past. Say who it was, and what the problem was.

EQUIPMENT

  • Ceremonial robes, a set of wooden and silver jewellery including bracelets, anklets, earrings and circlets.

Either

  • L'od Nansan (The Order of Blood) knife
  • Healer's kit

Or

  • L'od Linyé-Anjhan (The Order of Silver Light) Moonsilver staff
TALENTS (TIER 1)
BUILD BRIDGES

You sacrifice yourself for your allies.

May spend aa from a Charm or Negotiation check to upgrade ability of a single ally's subsequent Social Interaction check against the target twice.

BURN BRIDGES

You sacrifice your allies for the greater good.

When an ally performs an action on your behalf, they may roll with an additional b – but if they do so and suffer two Strain, they may add bb.

BEDSIDE MANNER

Your ministrations engender trust.

When you heal someone, gain a bond with them until the end of the next day.

SPIRE

GENESYS

FRIEND TO THE DOWNTRODDEN

You can sense who most needs your help.

Once per encounter, ask the GM which NPC is most in need of help, and they'll tell you.

OUR LADY'S CALM

You shine the calming light of Limyé over a situation, and tempers fade.

Suffer 4 Strain to cast this spell. You, and anyone nearby to you, cannot fight, or engage in violent actions, or move more than Short range per turn, for the next minute or so – you can extend it for another minute by suffering an additional 2 Strain.

RITE OF THE SILVER SANCTUARY

You mark a room as sacred to the goddess, barring the entry of trespassers.

Anoint the walls of an area (the size of a large room) with silver pigment mixed with sacred oils and suffer 2 Strain. If you are present in the area, you can stop or slow unwelcome guests from coming inside – if someone attempts to enter the area and you don't want them to, they suffer 4 Strain. They can sense this beforehand and choose not to enter if they wish.

SCRYATRIX NASCEN

You possess uncanny senses, and take the first step along the path of the blind seer.

Spend ten minutes meditating and attuning to the area around you to uncover strangeness or things out of place. You may then ask the GM to reveal something hidden to you in your immediate area: this can be an item, a motivation, a pathway, etc. The GM will relay the information to you as a vision or sensation, not hard data.

SPIRE

GENESYS

Masked

"Ah, my Lord, my apologies – these are the correct manifests, not the ones you have there. I’ve had the delivery boy shot already to anticipate your desires.”

You spent your durance serving a high elf master in the upper echelons of Spire.You are well-accustomed to wearing a ceremonial mask in company, as all aelfir and their servants are expected to do, and you are a master of subterfuge, going unnoticed, and quiet acts of rebellion.

1 2 3 2 2 3

STARTING WOUND THRESHOLD: 9 + Brawn

STARTING STRAIN THRESHOLD: 9 + Willpower

STARTING EXPERIENCE: 90

STARTING SKILLS: A Masked starts with one rank in either Discipline or Coercion during character creation. You may not increase these skills above rank 2 during character creation.

SMELL STATUS: You know precisely who to talk to, or who to take out, to get things done.

Once per session, you may spend a Story Point to ask the GM: “Who’s really in charge, here?” You can find out easily, or you already know thanks to your connections.

SERVANT TO THE HIGH ONES: You spent years bowing and scraping at the feet of the high elves.

When interacting with the aelfir, you may upgrade one of your dice for the roll.

DOMAIN: High Society, Order

BONDS:

  • You have one street-level bond with the servants of your old master. Name three of them and describe their jobs, and note down your master’s name and the worst thing they ever did to you or someone else under their power.
  • You have a bond with another PC who you assisted during their durance.Who was it, and how did you help them out?

EQUIPMENT

  • Your mask (describe it)
  • Two sets of nice clothing
  • Servant mask (carries the sign of your old master)

Either

  • Hawk dueling pistol

Or

  • Dagger
TALENTS (TIER 1)
CITIZEN'S MASK

When you need to be, you become one of the crowd.

When you wear your Citizen’s Mask, you bb when you're attempting to pass yourself off as someone unimportant or beneath the attention of your target.

INSTITUTIONAL FALSEHOOD

A single misplaced document or amended sentence can send ripples through an organization.

Gain access to the Academia domain. Once per session, when you have access to the paperwork or employees of a particular organization and five minutes to spare, you can disseminate a lie through the organization that will be widely believed until it is proven false.

INNER MASK OF CALM

You wall up your madness in other identities.

In addition, reach your Strain threshold, you can disregard any effects placed on you from the fallout by removing your current mask. This allows you to delay the effect for two rounds or until you put the mask back on.

SPIRE

GENESYS

ONE OF THE STAFF

You'd be surprised how much chambermaids see.

Once per session, you can seamlessly blend into the household staff or employees of an organization or group and keep your ears open for information. For every hour you spend performing busywork (up to a maximum of 3), ask the GM one question about the organization that they must answer honestly.

ONE EYE OPEN

A life of regular beatings and cruel “gifts” have hardened you.

Even when you're asleep or knocked unconscious, you have an awareness of your surroundings. You are broadly aware of your location even if blindfolded and moved around, and any weapon you carry has the Concealed 2 tag, stacking if the item already has the Concealed quality.

DRESS FOR SUCCESS

A good cravat can cover all manner of sins.

If you spend an hour helping an ally prepare before a difficult endeavor, picking out their clothes and advising them on methods of approach, they add b on Coerce, Charm, Negotiation and Deception checks for the next encounter.

SPIRE

GENESYS

Midwife

“Of course I will fight for you; the web connects us all, brother.”

You are one of a line of ancient scholars and defenders of the drow, blessed with an arachnid bloodline that you have been taught to augment via sorcery and meditation. In addition to this, you are responsible for the future of your race: you take care of unborn drow while they gestate in their egg-sacs, watching over them and keeping them safe from harm.

2 2 2 2 2 2

STARTING WOUND THRESHOLD: 10 + Brawn

STARTING STRAIN THRESHOLD: 10 + Willpower

STARTING EXPERIENCE: 110

STARTING SKILLS: A Midwife starts with one rank in either Repair or Medicine during character creation. You may not increase these skills above rank 2 during character creation.

MARTYR: You sacrifice your life, inch by inch, to safeguard the future of the drow.

Once per session and after spending a Story Point, when an ally reaches their Wound or Strain threshold, you appear nearby so long as it would be even slightly feasible for you to do so. They take one less damage than their threshold allows while you take the overflow.

PROTECTOR'S EYE: Ancient instincts, bound into you by forgotten sorcery, give you a measure of what a person really cares about.

Once per encounter you may spend a Story Point to ask the GM what a particular NPC wishes to protect above all else.

DOMAIN: Occult, Low Society

BONDS:

  • You have a street-level bond with the Order of Midwives, and are an active member. Name your immediate superior, who does not know you work for the Ministry, and one colleague, who does.
  • You have a bond with another player character, whose life you saved when no- one else would. Say who, and what they’d done to ostracise themselves from their community.

EQUIPMENT

  • Ceremonial silk robes

Either

  • Twin Razors

Or

  • Weighted Chain
TALENTS (TIER 1)
CANTICLE OF REMAKING

Intoning ancient psalms to forgotten powers, you bind your wounds with strands of ethereal web.

Once per encounter, make an Average(dd) check to cast this spell. On a success, remove 4 Wounds from yourself, or 2 Wounds on another character.

WEB OF THE MISTRESS

Strands of silver magic extend from your fingertips, and you sense the vibrations caused by any intruders.

Make an Average (dd) check to cast this spell. On a success, you gain immediate awareness of everything in the vicinity – an area about the size of a large building – even if you can’t see or hear it directly. This remains in effect until you move, or are moved, more than a step away from your current position.

HANDS OF THE MOTHER

At will, your hands become dangerous weapons as your nails harden and flexible plates cover your palms.

Your combat checks involving the Brawl skill gain the Pierce 1, Burn 1 item qualities.

SPIRE

GENESYS

BLESSING OF ISHKRAH

You weave a spell of protection over your allies, and inky spiders crawl across their skin.

Gain the Academia domain. Make an Average (dd) check to cast this spell. On a success, your allies are under the protection of Ishkrah: the first time they suffer Wounds in combat, the enemy that caused them suffers 4 Strain from arachnid nightmares assaulting their senses.

PLUCK THE WEB

You bind up tiny effigies of your foes with glistening silk, and force them to act upon each other.

Make an Average (dd) check to cast this spell. On a success, any two connected entities or groups of your choosing (whatever their size, so long as they share a connection) immediately act upon one another in whichever fashion the GM sees fit.

EYES OF ISHKRAH

You grow additional eyes with which you can sense the threads of magic.

Make an Average (dd) check to cast. On a success, you see all forms of occult magic in the surrounding area as shimmering webs of fate (including those around invisible creatures, or people observing you remotely) until the end of the current encounter. You can follow these threads to the point where the spell was cast.

RITE OF STILLED MIND

You have been taught the secret art of decanting your madness into ink-black liquid that you spit into vials.

Once per session, remove one Critical Injury from yourself, or treat a Critical Injury roll as 01.

SPIRE

GENESYS

Vermissian Sage

“I reckon I’ve got just the book you need – problem is it’s eight stations down and five across, so you might want to bring provisions.”

The Vermissian is a grand failure – an attempt at a mass transport network in Spire by over-funded hu- man retroengineers – that buckled the walls between worlds and fell into ruin. Now, in the mazelike tun- nels and dead-end corridors, a sect of drow historians is attempting to use the non-euclidian space to store information and relics of their home nations.You are one such drow – a sage of the Vermissian Vault.

2 2 3 1 2 2

STARTING WOUND THRESHOLD: 10 + Brawn

STARTING STRAIN THRESHOLD: 10 + Willpower

STARTING EXPERIENCE: 100

STARTING SKILLS: A Vermissian Sage starts with one rank in either Vigilance or Survival during character creation. You may not increase these skills above rank 2 during character creation.

BACK DOOR: You throw open a door and lunge through it into a twisted metallic nightmare: home.

Once per session, you may spend a Story Point to find an entrance to the Vault no matter where you are in Spire (whether it was there before you started looking remains unclear). Inside, you’ll find a collection of strange items and peculiar books, many of which relate or come from alternate histories, and some of which tell the truth. Any non-Sage character who enters the Vault should roll Resilience (3) or suffer two Strain.)

THE VAULT: You have access to the vast informational resources of the sages.

While inside the Vault, whether you accessed it through a Back Door or by normal means, you have access to equipment that will allow you to perform a Skulduggery or Knowledge check on any subject. It won’t upgrade your dice, but it will allow you to perform the check.

OBSESSIVE RESEARCHER: You spend every quiet moment filling your brain with knowledge – knowledge which is often fleeting.

At the start of each session, gain a level in a skill or domain that you don't already have. At the end of the session, you lose that benefit. You can’t have the same skill or domain two sessions in a row; you get bored, and must expand your mind in different ways.

DOMAIN: Academia, Occult, Technology

BONDS:

  • You have an individual-level bond with an academic, researcher or guardian of the Vault. Name them, and their specialty.
  • You have a bond with another PC – you know a secret about them. Say who it is, what the secret is, and whether they know you know or not.

EQUIPMENT

Either

  • Folding Crossbow

Or

  • Dagger
TALENTS (TIER 1)
FIND CONNECTION

You use the unique capabilities of the Vermissian Vault to unlock secrets about a target.

Once per session, declare that two NPCs are connected somehow – ask the GM in what way.

SPIRE

GENESYS

DEAD DROP

You have a network of concealed caches, filled with useful equipment.

Once per session, find a hidden stash of equipment that you, another scholar, or a version of you from an anomalous history has left in place to prepare for this eventuality. The drop allows you to equip a small group of people with generic equipment to perform a particular task (e.g. lockpicks, dark cloaks, matches and lanterns, food, etc).

MENTAL DIRECTORY

You can smell knowledge.

Make an Average(dd) check and ask the GM a question. On a success, they don't have to tell you the answer, but they do have to tell you the most straightforward way of getting one. (For example: You can’t know the combination to a safe, but you can know that it’s written down on a scrap of paper tucked into the overseer’s diary.)

THE LOCKED STACKS

You have access to the Locked Stacks, a dead and dusty place where knowledge is interred to an eternal rest.

When you visit the Locked Stacks, you can attempt to suppress a single fact or rumor – make an Average(dd) check. On a success, the information will begin to fade out of public knowledge unless someone makes a dedicated effort to make it known.

THORNED TONGUE

Untruths, in your presence, burn like cinders.

Make an Average(dd) check to cast this spell. On a success, you can punish people for lying to you: for the next situation, if someone lies to you (not through omission, but actively presents a falsehood) they suffer 2 Strain as searing pain shoots through their body and stabs behind their eyes. This is enough to put most people off ever lying to you, if they know who you are.

THAT DIDN'T HAPPEN

Reality is malleable, in the right hands: yours.

Once per session, re-roll all the dice in your pool, as you reveal the events that just happened to be false. You can try this trick a second time, but you suffer 4 Strain when you do so.

SPIRE

GENESYS

BLOOD-WITCH

“I can hear your heartbeat, aelfir, and I hear terror.”

You are a ritual magician who has travelled to the dark Heart of Spire, and brought back with you a strange and debilitating blood disease that allows you to warp the natural world with your essence.You possess dominion over blood, and your unnatural countenance makes you a terrifying figure to behold when riled.

1 2 3 2 2 2

STARTING WOUND THRESHOLD: 8 + Brawn

STARTING STRAIN THRESHOLD: 12 + Willpower

STARTING EXPERIENCE: 100

STARTING SKILLS: A Blood-Witch starts with one rank in either Deception or Resilience during character creation. You may not increase these skills above rank 2 during character creation.

NIGHT TERROR: You have a history of fear in the city of Spire.

Once per session, when you meet an NPC for the first time, you may spend a Story Point to declare that they have tried to intervene in your affairs at some point in the past, and failed. They are now terrified of you, with all the risks that entails.

ECHOES: You can taste the intricacies of a person in their blood.

When you taste the blood of a creature, you will learn something interesting or surprising about their past or future. The blood must still be warm; the colder it is, the less accurate and more disjointed the visions will be. Visions of the future are inaccurate at best and misleading at worst, but they will represent one potential future for the target. (You cannot derive any information from tasting the blood of a cold-blooded creature.)

TRUE FORM: Try as you might, you just can’t keep the writhing terror inside yourself.

Since returning from the Heart, your true self pushes and boils beneath the surface of your skin. If you ever take more than half of your Strain Threshold as damage, you shift into the form that the Heart wishes you to be – a flickering zoetrope horror. Your fingers twitch and flex and your movements are stop-motion and disjointed; your shoulders pop and creak as they bend at the wrong points and the stench of old blood fills the air. You gain the Coercion and Athletics skills, and anyone with an ounce of sense will most likely run from you. You may attempt to stop this change with a Resilience+Cool roll. Your true form lasts until the end of the encounter.

You can two Strain to shift into your true form at any time.

OBSESSIVE RESEARCHER: You spend every quiet moment filling your brain with knowledge – knowledge which is often fleeting.

At the start of each session, gain a level in a skill or domain that you don't already have. At the end of the session, you lose that benefit. You can’t have the same skill or domain two sessions in a row; you get bored, and must expand your mind in different ways.

DOMAIN: Occult, Low Society

BONDS:

  • You have captured a creature and fed your diseased blood to it, turning it to your will and enhancing its intelligence. Choose a small common creature such as a cat, toad, crow, snake, spider or raven, and gain it as an individual-level bond. The creature has a physical tell that indicates it is under the influence of black magic, such as compound eyes, additional legs, strange markings, or horns.
  • You have tasted the blood of another player character, and learned a secret about their past (or future). What did you learn, and how often do you remind them of it?

EQUIPMENT

  • Athame
  • Several sets of weird-looking, tattered clothing
  • A collection of occult ephemera
SPIRE

GENESYS

TALENTS (TIER 1)
BLOOD-BOUND COMPANION

You strengthen your bond with your familiar.

Gain two of the following abilities:

  • Your familiar can talk to people other than you.
  • Your familiar can change its shape into any similar-sized non-unique creature (but retains the tell).
  • Your familiar can very briefly shift to become incorporeal.
  • Your familiar can be used as a (6, Ranged, Short, Concealed 2, Limited Ammo 1) weapon.

You can take this talent twice, choosing different abilities each time.

BLOOD WARD

You slit your palm and slap it against the wall, leaving a bloody handprint that will lash out at anyone who comes near.

Suffer 2 Wounds to cast this spell, which is instantaneous. The next person – friend or foe – to come within arm's reach of the ward before it dries suffers 4 Strain.

BLOODY MASK

You mix your tainted blood with that of another, and daub sigils of glamour with it onto your brow and lips.

Suffer 2 Wounds to cast this spell. Draw on your face with a mixture of your blood and someone else's: until the blood dries completely, you will appear as though you are the other person to onlookers. The spell won't disguise your clothing, though.

ARTERIAL SPRAY

You spit a curse in a thrice-dead language and stinking, vitriolic black blood sprays out of a wound or orifice.

Suffer 1 Wound. It functions as a (6, 3, Ranged, Short, Blast 3, Burn 3) weapon.

BLIND EYE CURSE

You conjure a hex which manifests as sigils crawling underneath your skin that beguile and confuse those who would try to stop you.

Suffer 2 Strain to be forgotten of a minor crime, suffer 4 Strain to be forgotten in a moderate crime, suffer 8 Strain to be forgotten of a major crime.

EVIL EYE

*You spin a hex on a target, guaranteeing that three misfortunes will assail them.+

Suffer 4 Strain to cast this spell – you must be able to see the target. The next three times you or an ally roll against the target of this spell in any way (attacking, defending against their attacks, investigating, tailing, etc) the target adds bb to their check.

SPIRE

GENESYS

DURANCE

Although the aelfir occupied Spire nearly two hundred years ago, they allow dark elves to live and work in the city in exchange for a durance – four years of indentured servitude to a high elf with enough money and influence to support them. In exchange for those four years of free labour (and dark elves are not permitted to choose how they spend their durance, either), the aelfir in charge is expected to provide food, clothing and shelter for their charge. Given the overcrowded nature of Spire’s prisons, a period of durance is a common punishment for a crime – six months for minor infractions, and several years (if not decades) for serious crimes.

There are many kinds of durance: a dark elf whose family is in good standing with the aelfir will treat the durance as a sort of internship or apprenticeship, perhaps setting them up for later roles as paid researchers, artists, military officers or traders. (These drow are often supported by their families during their durance, too, so they can afford to go without pay for four years and not feel the bite of poverty too keenly.)

But the majority of drow are not in good standing with the aelfir, instead being third- or second-generation children of immigrants from Aliquam or the Home Nations who reside in the damned undercity or the cramped confines of the Works, the Gardens or Pilgrim’s Row, and their durances are not so kind. Once they are of age (around sixteen, but children as young as thirteen can be taken in desperate times) they are rounded up by the city guard on Durance Day and herded up-Spire. Here, they will be bargained for, and traded back and forth between monied Lords and Ladies who pay a small donation to the city for each servant under their control.

Not all drow perform a durance; some wealthy drow families “buy out” the young dark elf, making the donation to the city that their aelfir lords would (plus an additional fee, of course), and many of those who live in Red Row or Derelictus are never spotted by, or deliberately hidden from, the guard who come looking for them each year. Those who have hidden from the aelfir live uneasy lives, as the penalty for not serving a durance is exile, or worse.

What do drow under durance do? The Works runs on indentured drow; legions of ashen-skinned, starving labourers, hauling raw materials to furnaces, risking the loss of a limb in whirring machinery or a lung from breathing in atomised spireblack. The Garden, save for the few spots owned by independent deep farmers, is attended to by swarms of workers who pluck fruit from the vines and stir the great, still vats of algae. The armies of the Allied Defence Force, though they carry guns of human make and have aelfir leaders, are made up largely of indentured drow soldiers swathed in protective scarves and goggles to keep the sun’s light at bay.

Spire would not be the city it is today were it not for the thousands of unpaid workers who toil ceaselessly to keep it running.

Select one of the following durances to represent how you spent your four years of service to the aelfir at character creation – feel free to create your own with the GM if you are interested in an origin that is not represented here.Your domain will give you access to the additional resistance slots, skills, or do- mains listed after the title.

SPIRE

GENESYS

ACOLYTE

You spent time serving as an assistant to an aelfir in the Solar Basilica or researching ancient gods in dusty temples. You have a broad awareness of religious practices in Spire and are used to helping out during casting of ritual magic.

As an Acolyte you count the following skills as career skills: Alchemy, Knowledge (Academia), Knowledge (Occult), Knowledge (Religion), Mechanics, Medicine and Perception.

AGENT

You served as a connection between your master and the underworld, doing whatever needed to be done to ensure the success of their business enterprises.You are adept at covering your tracks, and in the know when it comes to the criminal element.

As an Agent you count the following skills as career skills: Charm, Cool, Coordination, Deception, Ranged, Skulduggery, Stealth, and Streetwise.

BUILDER

You designed and built things for your master – machines, structures, bridges, elevators, and so on. You are well-versed in patching things together and understanding the mysterious inner workings of devices.

As a Builder you count the following skills as career skills: Brawl, Cool, Coordination, Athletics, Repair, Knowledge (Technology), Mechanics, and Operating.

DEALER

You bought and sold things for your Lord, striving to get a good price, and are not averse to applying pressure to get what you want. You know the best places to acquire goods.

As a Dealer you count the following skills as career skills: Athletics, Brawl, Discipline, Knowledge (Commerce), Negotiation, Perception, Resilience, and Streetwise.

DUELIST

You put your life on the line, fighting for the honour of an aelfir lord during their debauched festivals, and you survived. You can comport yourself equally well in a swirling melee or a cocktail party.

As a Duelist you count the following skills as career skills: Brawl, Coordination, Deception, Melee (light), Perception, Ranged, Stealth, and Coercion

ENLISTED

You were a grunt – a frontline soldier, wrapped in scarves to protect yourself from the sun’s light, fighting a war far to the south against the gnolls. You are tougher than most, and can shoot straight.

As an Enlisted you count the following skills as career skills: Athletics, Brawl, Coercion, Melee (heavy), Perception, Ranged, Survival, and Vigilance.

GUARD

You were one of the thousands of drow forced to police Spire. This thankless task gave you a reputation as someone who’s useful to know, and a keen understanding of how to cut through bureaucratic red tape.

As a Guard you count the following skills as career skills: Athletics, Brawl, Coordination, Deception, Perception, Ranged, Stealth, and Survival

HUMAN EMISSARY

You dealt with the humans, a strange and short-lived race from beyond the eastern ocean, and grew used to understanding their strange technology before buying it off them.

As a Human Emissary you count the following skills as career skills: Cool, Deception, Knowledge (Technology), Leadership, Negotiation, Perception, Streetwise, and Vigilance.

HUNTER

You hunted wild beasts around the minarets of the upper Spire; either you aided your master in their hunts for sport, or you hunted alone for their table.

As an Hunter you count the following skills as career skills: Coordination, Perception, Ranged, Melee (Light), Riding, Stealth, Survival, and Vigilance

SPIRE

GENESYS

INFORMATION BROKER

You applied your unique talents for your lord’s benefit, buying and selling information, secrets and allegiances to further their political schemes. You have a keen eye for information, and are hard to track down.

As an Information Broker you count the following skills as career skills: Cool, Deception, Knowledge (Commerce), Negotiation, Perception, Skulduggery, and Vigilance.

KILLER

You murdered the enemies of your lord in cold blood; strangling them with their silken bedsheets, pushing them off gilded balconies, or shooting them in the street. You have an aptitude for death, and going unseen.

As a Killer you count the following skills as career skills: Charm, Cool, Coordination, Deception, Ranged, Skulduggery, Stealth, and Streetwise

LABOURER

You toiled in the enormous factories of the Works or the endless fields of the Garden district alongside multitudes of other drow. It made you tough, and instilled a keen sense of rebellion in you.

As a Labourer you count the following skills as career skills: Athletics, Repair, Streetwise, Melee (light), Melee (heavy), Discipline, Survival, Perception

OCCULTIST

You plumbed the depths of arcane knowledge for your master, risking your sanity by poring over forbidden tomes in an effort to unlock the secrets within. You are used to concealing your activities from the authorities and decoding ancient spells.

As an Occultist you count the following skills as career skills: Alchemy, Knowledge (Occult), Mechanics, Medicine, Skulduggery, Stealth, Cool and Perception.

PERSONAL ASSISTANT

You handled the day-to-day business of your lord, giving you an unusual level of authority and a small stash of embezzled money that has nearly run out.

As a Personal Assistant you count the following skills as career skills: Charm, Coercion, Knowledge (High Society), Discipline, Leadership, Melee (light), Negotiation, and Perception.

PET

You were kept as an objet d’art, too pretty to put to work, and shown off at parties. You have retained some of the trinkets and cash from your previous life.

As a Pet you count the following skills as career skills: Charm, Coordination, Deception, Discipline, Leadership, Melee, Skulduggery, and Stealth.

SAGE

You worked in one of the universities up-Spire, or perhaps in a private collection, understanding and distilling a broad array of topics for your master. You have a wide understanding of the sciences and history.

As a Sage you count the following skills as career skills: Alchemy, Knowledge (Academia), Knowledge (High Society), Mechanics, Medicine, Resilience, Negotiation and Perception.

SPY

You were employed as a spy, infiltrating societies and guilds to spread misinformation and report back on their activities to your lord. You are adept at lying, cheating, and moving unseen.

As an Acolyte you count the following skills as career skills: Alchemy, Skulduggery, Knowledge (High Society), Melee (light), Charm, Perception, and Deception.

SPIRE

GENESYS

Talents

City Guard

Requirement: Serve, or have served, with the City Guard.

WEIGHT OF THE LAW
  • Tier: 1
  • Activation: Active (Action)
  • Ranked: No

You wave your badge around to get what you need.

Suffer two Strain to add two b dice to your next social interaction as you wave your badge and threaten people with arrest.

SUBDUE
  • Tier: 1
  • Activation: Passive
  • Ranked: No

You’re used to hurting, but not killing, criminals.

Any non-edged melee weapon gets the Disorient 1 item quality.

CUT THROUGH RED TAPE
  • Tier: 1
  • Activation: Passive
  • Ranked: No

You are well-versed in the draconic legislation that permates Spire.

Add two b dice to all social interactions involving navigating through bureaucracy.

SPIRE

GENESYS

Item Qualities

Concealed (Passive)

Concealed weapons are easier to hide from prying eyes. Ignore each b of the opposed Perception check vs. your character’s Stealth up to the Concealed quality's rating. Additionally, if you strike an adversary unaware with this weapon, you can add damage up to the Concealed quality's rating to your damage. This only works if the adversary is surprised and does not anticipate your attack.

Dual-Wield (Passive)

A weapon with the Dual Wield quality adds one b up to the Dual-Wield quality's rating to all two-weapon attacks using this weapon. The other weapon does not need the Dual-Wield quality for this to come into effect. However, the effect stacks if both weapons have the Dual-Wield rating, in which case you add b up to the sum of both weapons' Dual-Wield quality's rating.

Camoflauge (Passive)

Allows you to blend in with the surroundings described next to the Camoflauge quality. Allows you to add a b die to all social interactions for this environment.

SPIRE

GENESYS

EQUIPMENT

Melee Weapons
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
Dagger Melee (Light) +1 3 Engaged 1 25 1 Concealed 2
Brass Knuckles Melee (Light) +1 3 Engaged 1 10 1 Disorient 3,
Sap Melee (Light) +1 4 Engaged 1 10 1 Concealed 2, Disorient 3
L'od Nansan Melee (Light) +1 2 Engaged 1 100 3 Concealed 2, Accurate 1
Twin Razors Melee (Light) +1 2 Engaged 1 200 1 Burn 1, Unwieldy 2, Dual Wield 1
Poison Blade Melee (Light) +1 3 Engaged 1 1500 5 Concealed 2, Burn 4
Yssian Parrying Blade Melee (Light) +1 3 Engaged 3 300 1 Defensive 1, Dual Wield 1
Broadsword Melee (Light) +2 3 Engaged 2 100 2 Defensive 1
Preyhook Melee (Light) +2 3 Engaged 2 200 2 Vicious 1, Burn 1
Weighted Chains Melee (Light) +2 3 Engaged 1 50 1 Ensnare 1
Thorn Whip Melee (Light) +1 3 Engaged 1 150 2 Ensnare 1, Burn 2
Pickaxe Melee (Light) +3 2 Engaged 2 300 1 Pierce 2
Cat'o'nine Tails Melee (Light) +3 3 Engaged 2 200 2 Linked 2
War Cleaver Melee (Light) +3 3 Engaged 3 200 2 Vicious 1
Gnollish Warhammer Melee (Heavy) +4 3 Engaged 4 400 3 Cumbersome 3, Pierce 2, Vicious 1
Greatsword Melee (Heavy) +4 2 Engaged 4 500 2 Unwieldy 3, Pierce 1, Defensive 1
Sledgehammer Melee (Heavy) +5 4 Engaged 5 500 2 Cumbersome 4, Inaccurate 1, Concussive 1, Knockdown
L'od Linyé-Anjhan Melee (Heavy) +3 4 Engaged 3 300 3 Defensive 1, Linked 1
Knightly Lance Melee (Heavy) +3 3 Engaged 4 750 4 Pierce 2
SPIRE

GENESYS

EQUIPMENT

Ranged Weapons
NAME SKILL DAM CRIT RANGE ENCUM PRICE RARITY SPECIAL
Crow-Pattern Revolver Ranged 6 3 Medium 2 350 2 Accurate 1
Hawk Dueling Pistol Ranged 7 3 Short 2 250 2 Inaccurate 1
Grackler Pistol Ranged 4 3 Medium 2 500 3 Auto-Fire
Shrike Pistol Ranged 6 3 Medium 2 600 3 Pierce 1
Aelfir Longbow Ranged 8 3 Long 3 1500 5 Superior 1, Unwieldy 3
Blunderbuss Ranged 8 3 Short 3 500 3 Blast 2, Vicious 1, Slow-Firing 1
Buzzard sawn-off Ranged 10 3 Short 3 750 4 Blast 4, Knockdown, Slow-Firing 2
Folding Crossbow Ranged 6 4 Medium 2 500 3 Concealed 1, Prepare 1
Heavy-Pull Crossbow Ranged 8 2 Long 2 500 3 Cumbersome 3, Prepare 1, Pierce 1
Retroengineered Galvanic Arquebus Ranged 10 2 Extreme 3 2500 5 Cumbersome 3, Accurate 2, Prepare 10, Breach, Vicious 3
Spireblack Bomb Ranged 12 3 Short 3 50 3 Blast 5, Burn 1, Limited Ammo 1
Solar Guard Flashbang Ranged 1 5 Short 1 75 4 Disorient 5, Limited Ammo 1
SPIRE

GENESYS

EQUIPMENT

Armor
NAME DEFENSE SOAK ENCUMB PRICE RARITY SPECIAL
Minister's Prayer 0 +1 1 50 1 -
Iron Spider Weave 0 +2 1 500 3 Camoflauge (The Works)
City Guard Riot Gear 1 +1 4 2500 5
Boiler Plate 1 0 1 500 3
Knight Quarter-Plate 1 0 1 2000 4 Camoflauge (The Docks)