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The spider

and
the city
Thomas Manuel
The spider and
the city
Written and Designed

Thomas Manuel
by

(@chaibypost)

You are a criminal mastermind. You are the spider lurking in the
shadows. In a city that was held in the vice grip of Celestial Law, you
have never followed a rule that you didn’t write.
You are your own master - a leader of a hard-bitten crew, holding
court in the seedy underworld that thrives below your city’s paper-
thin facade of order and normality.
The rich don’t believe you exist. The poor know you all too well -
your justice is often the only one they can access.
But now the city of Inquilad - your city - is free. As the kingdom lies
in ruins, the people of Inquilad have seized power and now seek to
build a utopia.
You understand freedom. And you wonder how long their freedom
will last...
There are rumours that the Right Men, General Piyadasi’s army,
march toward the city. A little bird tells you that they might reach
the city walls as soon as 2 months from now.
You thought you understood how the world works. But if your city
can be reborn, what about you?
Table of contents
About Inquilad 4

Brief History 4

Factions 4

Playing the game 6

The Week 7

Stage One - Jobs 7

Stage Two - Dice 7

Stage Three – Word 9

Downtime 9

Act One 10

Prompts 12

Crossroads 13

Act Two 14

Prompts 16

Crossroads 16

Act Three 17

Prompts 20

Epilogue 20

Example of Play 20

Map 23

Acknowledgments
This game was inspired by Blades in the Dark, Band of Blades,Thousand Year Old Vampire,
Ironsworn, and the New School Revolution.
License
The text of this game is licensed by Thomas Manuel under a Creative Commons CC BY
SA 4.0 International license. See Page 22 for more information.
About inquilad
BRIEF HISTORY that always crept out of their grasp.
But not even you could predict the
Inquilad is an old city but not so old fall of the Sun King.You used to pride
that people don’t remember life yourself on knowing the rules, but
before it. Inquilad is built on gold now the world seems to have written

Factions
mines and forgotten cemeteries. It is a whole new set of rules.
full of ordinary people who have
grasped at their chance to be free.
They have emptied the tax offices,
debtors’ prisons, and law councils. Liberated Inquilad is now controlled
This is a new era and the people of by five distinct factions.
Inquilad seek to govern themselves. The Loyalists: Those who still
But it is a city divided. believe in the old regime.They
slavishly follow the traditions of the
When the Sun King fell, General Celestial Family here – desperately
Piyadasi declared himself King-in- blind to the rest of the city.The
waiting. But his army – the Right Men priests of the Forge of Light still
of General Piyadasi, they call straddle their craven pyramid.
themselves – only truly controlled
the capital.The Kingdom fractured. Will their hate for the rebels force
Inquilad declared itself free – but not them to side with the Right Men even
everyone who is chained wishes to though Piyadasi deposed their
throw off their shackles. precious Sun King? Or will they join
forces with those who tear down the
Even as the rest of Inquilad weaves Celestial idols?
itself anew with a pattern of the
people’s choosing, one quarter of the Notables: Mauryan (ranking member
city remains under those loyal to the of the royal priesthood, current
old regime.They have no love for the Loyalist leader), Ibsa (Mauryan’s chief
rebels or General Piyadasi – but they political opponent)
too will have to choose a side when Assets: The Topaz Fort (most
the time comes. defensible part of the city), the Forge
Just like you. of Light’s Great Library.

You tormented and terrorized the Free Anarchist Brigade (FAB):The


old regime.You took what you FAB are anarcho-syndicalists.
wanted and the wrinkled buffoons Alongside their economic organizing,
that thought they ruled could do they have worked to build an
nothing to stop you.You were always underground militia for years. But
one step ahead.You were the shadow now instead of undermining a
they could never catch, the spider government, they must defend one.

4
They are, by far, the most prepared machinery of the city running. The
and well-organized of the current clacksworkers whose signals race
factions in Inquilad. Most of the across the city from tower to tower
Dustworkers who made up the are the most efficient way to
backbone of Inquilad’s sprawling communicate. And they know it.
mining industry support the FAB and
Will they able to overcome their
live in their territory.
personal differences with the WSS?
Will their military training and Or will those disagreements spread
planning be enough? Will their like poison through the city?
foresight be recognized by the others
Notables: Bezorius the Colourful
in time?
Assets: Clackstowers, Clockwork
Notables: Knave of Spades, Knave of
Union
Diamonds (titles used for FAB
spokesmen) People’s Feminist Union (PFU):
The PFU are an odd mixture of
Assets: Celestial Armory, Dustworker
nurses, bakers, tailors and sanitation
Militia
workers who populate the city’s most
Worker’s Socialist Sisterhood crowded neighbourhoods. Many are
(WSS):The WSS are socialists built refugees from decades of internecine
around local councils and sub- conflict within the Celestial Family.
councils.They control most of the Inquilad might have been a cesspool
agricultural networks that bring food but it was still a place where lives
in from outside Inquilad. Every could be made anew - for those
morning, the bargefolk distribute this fleeing from toxic kinship networks
food throughout the city. Their call as or forced out due to conflict.
they maneuver through the canals is
Will their outsider status carry over
the background soundscape of
to life in Liberated Inquilad?
Inquilad.
Notables: Yellamma (eldest of the
Will their supply networks hold? Will
Healers), Orun of the Sweepers
they able to stockpile enough for a
siege? Will the canals be defensible? Assets: Sewer System, Street Medics
Notables: Haradh, Keshini (National ***
Councilors)
When the game begins, the Right Men
Assets: Barges, Crop Collectives of General Piyadasi are two months
away. If the Right Men take the city, the
United Democratic Alliance
brief burst of colour and light in Inquilad
(UDA):The UDA are a splinter
will fade away and life will return to
faction of the WSS. Personal
tasting like the grit under boots. But that
differences, not political differences,
is the world in which you have thrived.
caused the split. Or that’s what the
You will not be the one who suffers. So
rumour mill has to say. The UDA
will you just stand back and let the
control the ironworkers and the
future play out as it will?
clockworkers who keep the literal

5
Playing the game
The game is broken up into three journal.You can use anything as a
Acts. In Act One, General Piyadasi’s journal - a notebook, a text
Right Men seem far away. In the Act document, etc.
Two, General Piyadasi’s Right Men
Then, record the name of your
seem like they’re almost at the city. In
Lieutenant.This person is your
the Act Three, General Piyadasi’s
right-hand. Write a name. Your
Right Men are besieging the city.
lieutenant is always loyal but they
This what the structure of the game usually have some fatal flaw. For
looks like: example, they might be Loyal but
Foolish. Then, choose a Special Ability
from the list.
First Act
A Lieutenant’s Special Ability can be
Week 1-4 used once before they’re tapped. You
have to spend 1 Coin during
Downtime
Downtime to refresh that ability if
Crossroads #1 you want to use it again. Being tapped
does not affect the dice they give
Second Act when assigned to jobs.
Week 5-8 If you recruit new Lieutenants during
Downtime play, repeat this process.You can have
a maximum of 3 Lieutenants and you
Crossroads #2 always start with 1. If you earn a
Third Act Lieutenant as a reward but already
have 3, take 1 Crew instead.
Week 9-12
The sheet is also used to record your
Epilogue crew’s Reputation with the other
factions of Inquilad. Reputation starts
at 0 and can vary from -3 to +4. Your
This is a roleplaying game and you’ll Reputation with a Faction affects the
be playing one character - a criminal outcomes of the jobs that you do
mastermind commanding a tight-knit with them.
crew. Take the Character Sheet and
fill out a name and an alias or two. The Strife track is an abstract
Then, choose a Specialty. You don’t measure of how functional or
need to write an elaborate backstory dysfunctional the ordinary life of
- the game will help you discover Inquilad is at the current moment.
your character’s past through play. Higher amounts of Strife mean that
This happens through prompts that life is being disrupted in violent ways
you need to write about in your and the community is severely
threatened. If the Strife track is full,

6
the game is over. Stop playing and you’re in and find out how many jobs
skip to the Epilogue section.The you must take up this week.
city has descended into chaos and
To generate the jobs, roll and
violence and Piyadasi’s forces will
discover the Type, Faction, Reward and
capture it easily when they arrive.
Penalty of each job. Fill up these
Crew is an abstract measure of the details in the Job Sheet.The Faction
size and morale of your criminal that you roll is the client who
organization. If you fail jobs, you will contacted you for the job.
lose Crew – either your members die
Use the Inspiration Tables under each
or they abandon the organization. If
Act to help flesh out the fiction of
you fail a job and have to lose Crew
each job. Use the rewards and
as per the job penalty but have no
penalties to describe what is at stake.
more Crew to lose, then you must
lose Lieutenants instead.When you Once you’ve generated the jobs,
have no Lieutenants left, the game is write the first half of the journal
over. Stop playing and skip to the entry for the week, describing the
Epilogue section.You have the brains jobs and how your character feels
but without a crew to stand by your about them. Make sure you answer
side, you are powerless. the prompts for the week in your
journal entry.
Over the course of the game, you’ll
be generating jobs, assigning Note: If you are just starting, then it’s

Stage Two - dice


resources to them and then rolling Week 1 and you’re in Act One.
dice to resolve how they went. You’ll
also be maintaining a journal where
you’ll describe the jobs in the voice
of your character. You will also be Now, look at the Job Sheet.These are
recording your responses to specific the challenges that lie before you this
prompts that the game provides – week.You must allocate resources to
one every Week and one every each of these jobs.This is
Downtime. represented with dice. Once the
allocation is complete, you will roll
If you’d like to take a break and come the pool of dice for each job and
back to the game later, stopping at record the highest result.

The Week
Downtime works well.
Here’s how you calculate how many
dice are in the dice pool for every
job:
Weeks are broken down into three

Stage one - jobs


stages for convenience. • You start with 1 dice (written as
1d from now on) because no
matter the world throws at you,
you always have a plan.
At the start of every Week, roll on • Then, add +1d if the Job Type is
the Job Number table under the Act your Specialty.

7
• Then, add +1d if you assign a the current job but your method
Lieutenant to the job. You cannot inadvertently pissed off another
assign more than one Lieutenant faction.
to the same job.Their egos won’t
Once you’ve recorded the size of the
allow them to work together.
dice pool for each job in the Job
• Then, check your Reputation with Sheet, go job-by-job and roll all the
the Faction for the job. Add +1d dice in dice pool to discover how
if the faction is currently an ally i.e. they went. Look at only the highest
your Rep with the faction is 3 or value in the dice pool and compare it
higher. Or subtract -1d if they're to the following table.
an enemy i.e. your Rep with them
• If the highest dice value is 6, that’s
is -2 or lower. It’s always easier to
a Success.Your plan went off
make enemies than allies.
without a hitch.You earn all of the
• Then, check the Strife clock. job’s Rewards and suffer no
Subtract -1d if Strife > 4. Subtract Penalties.
-2d if Strife > 6.
• If the highest dice value is 4-5,
• Then, if you’d like to push yourself, that’s a Partial Success.Your
focusing extra attention on this plan wasn’t perfect and there
job, add +1d. Spend 1 Stress. were unseen complications.You
earn one of the job’s Rewards and
• Then, if you want to accept a
suffer one of the Penalties.You can
Devil’s Bargain, add +1d. Refer to
choose which one. If there is only
the Devil’s Bargain table for the
reward or penalty, then you have
cost. If you do choose to accept
no choice in the matter.
the bargain, the consequences of
the cost apply immediately and • If the highest number is 1-3, that’s
affect the dice pools of every job a Failure.Your plan wasn’t good
after this in the current Week and enough and you were completely
beyond. confounded.You suffer all the job’s
Penalties and gain none of the
Act Devil’s Bargain Rewards.
Act One -1 Rep* • If two or more dice roll 6 for the
Act Two -1 Coin same job, then that’s a Critical
Act Three +1 Strife Success.You strike lucky and turn
a crisis into an opportunity.You
* Roll on the Faction table to not only earn the job’s Rewards
determine randomly. It does not but you also get to invert the job’s
have to be the faction connected to Penalties and turn them into
the job. Rewards.
A Devil’s Bargain reflects a price that For example: If a job has -2 Crew
you paid for an advantage. For as a penalty but you rolled a
example, taking a bargain for -1 Rep Critical Success, you instead gain
could mean that you got an edge on +2 Crew.

8
Note: If the dice pool ends up with success or failure for each job.
zero or negative dice, roll 2 dice and Answer the prompt for this week if
take the lower value as your result. you didn’t do it already.
After all the dice pools for each job Write down a name for each
have been rolled, you can spend Intel member that died and how long
to swap dice from one job to another, they’ve been working for you. If you’d
thereby changing the result of one or like to write more about them, you
both. Intel is a sign of how you had a can.
clever trick up your sleeve all along.
Once a week is over, the next week
Or maybe you improvised when
begins.When Week 4 or Week 8 gets
something went wrong and it worked
over, don’t start a new Week and
out to your advantage.

Downtime
instead go into Downtime.
For example: Job A had a dice pool of
3d which you rolled and got 4, 5, 4 –
which means a Partial Success. Job B
had a dice pool of 1d for which you After Week 4 and Week 8, Downtime
rolled a 3 – which means a Failure. is triggered. During Downtime, you
You can swap the 5 from Job A and may engage in any of the following
the 3 from Job B – turning Job B into actions:
a Partial Success without changing Recruit: Spend 1 Coin to regain 4
the result of Job A. Crew. Cannot exceed 8 Crew.
Once you’ve finished resolving each Recover: Spend 1 Coin to regain all
job, make you sure you record and Stress.
track the effect of all the rewards and
penalties on your character sheet. Share: Spend 1 Coin to refresh one
tapped Lieutenant’s abilities.
Note: If you reach zero Crew, then
you must lose Lieutenants. If you have Gift: Spend 1 Coin for 1 Rep with a
zero Lieutenants, the game is over. If Faction of your choice.
the Strife clock is full, the game is
Give Back: Spend 1 Coin to reduce
over. In both cases, stop playing and
3 Strife.
skip to the Epilogue section straight

Stage Three – word


away. You can choose an option multiple
times as long as you have the Coin to
spend.

Once you’ve resolved every job, Once you’ve completed your


write the second part of your weekly Downtime actions, refer to the
journal entry, describing the outcome Downtime Prompts and write your
of the jobs and how they went response in your journal.
smoothly according to plan or how Remember:You only get two
you improvised when events forced Downtime phases. After Act Three, if
you to veer away from it. Describe you’ve made it that far, go to the
how your character feels about the Epilogue.

9
Act one
To discover how many jobs arise, roll Then, roll on the Reward table.
once per Week on the following
chart: d6 Job Reward
1 2 Coin -1 Stress
d6 Result
2 1 Coin + 1 Intel
1-3 3 jobs
3 1 Coin + 1 Rep
4-5 4 jobs
4 2 Coin + 1 Intel
6 5 jobs
5 1 Coin + 2 Rep
For each job, roll to discover the 6 1 Lieutenant
faction that hires you:

d6 Faction Then, roll on the Penalty table.


1 FAB
2 WSS d6 Job Penalty
3 UDA 1 -1 Crew
4 PFU 2 +1 Strife
5 Loyalists 3 -1 Crew -1 Rep
6 Highest Rep 4 -1 Crew -1 Rep
5 -1 Crew +1 Strife
For each job, roll to discover the
type: 6 None

d6 Job Type
Rewards and Penalties can help you
1 Stealth with the fiction as well. A job might
2 Violence involve losing Crew because it’s
dangerous or because it’s
3 Trickery demoralizing.
4 Arcane
5 Politics It could involve gaining Coin because
it’s a payment or because the location
6 Acquisition offers alternate forms of enrichment.
Maybe you have to go into a former
Roll a d6 on the Inspiration Table to noble’s house or a museum.
get ideas for what the mission under
these job types could be. The fiction is in your hands!

10
Inspiration Table
Stealth Arcane

1. Spy on one of thei leaders of another 1. Locate or recover a magical or religious


faction. artifact.

2. Deface one of the monuments that a 2. Assassinate a powerful cultist who’s


faction has erected. causing harm.

3. Steal something important – either 3. Stop a magical ritual from being


documents, trophies or supplies. performed.

4. Plant some false information or 4. Collect the ingredients for a magical


documents. ritual.

5. Rescue a faction member that has been 5. Investigate some strange magical
captured. phenomenon.

6. Scout out a location – for supplies or 6. Banish a summoned creature from the
defensive value. faction’s territory.

Violence Politics

1. Assassinate a dangerous or violent 1. Spread political propaganda and build


faction leader. support for a cause.

2. Kidnap a troublesome member of an 2. Negotiate for better terms on the


opposed faction. behalf of a weaker party.

3. Rough up a member of a faction to send 3. Adjudicate a tricky problem so justice is


a message. done.

4. Demolish a building or strategic 4. Mediate a truce or compromise


landmark. between equal parties.

5. Defend a supply cache from bandits. 5. Organize some failing city service.

6. Sabotage the operations or 6. Investigate the rise of a disturbing new


manufacturing of a faction. political trend.

Trickery Acquisition

1. Forge identity or property documents. 1. Locate a mysteriously missing person.

2. Spread misinformation or propaganda 2. Locate a resource or object that a


about a person or issue. faction needs.

3. Blackmail a mid-level faction leader for 3. Gather the traditional ingredients for a
information. fallen leader’s last rites.

4. Con a mid-level faction leader into 4. Steal a vital mechanical part to help a
giving up information. faction complete a project.

5. Impersonate someone and get access to 5. Build a mechanical device according to


a location or object. specific instructions

6. Switch a document or artifact with a 6. Research how to build a new kind of


wrong or useless copy. mechanical device.

11
Prompts You saved this person once and
taught them everything they know.
Every week, you must choose one of How do you react when they
the prompts listed below and answer bring this up?
them in the form of an entry in your
journal.
Writing in your Journal
During Stage 1 of every Week,
choose one of the following prompts On the face of this it, this game has
or go in order. By the end of Week 4, two distinct modes of play: the dice
you should’ve answered them all. mode and the journal mode. While
the dice exists to reinforce the
1. One of these jobs takes you back narrative and the stakes, your journal
to a place where you grew up. is where the narrative lives and
What suppressed memories from breathes.
that time rise up unbidden?
• Write your journal in first-person
2. One of these jobs is eerily similar like it’s a real weekly journal. Take
to something you did when you the details that the game gives you
were young and unproven.Who and turn them into the record of
were you trying to prove yourself the life of a real person. A person
to? And what is the eerie who is living these climactic
similarity? events, making these decisions, and
3. One of these jobs reminds you of suffering these losses.
a youthful decision that you now • Take every opportunity to
regret. Why did you make that connect your character to the city.
choice back then? What were the Each job brings them to place that
consequences? What would you means something to them. They
do differently now? have lived their entire life here
4. One of these jobs takes place after all.
where you buried one of your • This is the story of one person
bitter rivals.What did they do that but that story intersects with
made you hate them? How did many, many others. When you
you finally defeat them? recruit someone to your crew or
During the Downtime after Week 4, lose someone during a job, think
respond to the following prompt in about where they came from and
your journal. where they want to go. Don’t
hesitate to breathe life into the
• In your office, a Lieutenant or other citizens of Inquilad.
crew member comes to you and
talks about their home town and • Linger on the prompts the game
how the Right Men have burned offers you. The more time and
down half of it.They seem space you give them, the more
nervous about telling you this as if meaningful the final narrative will
they worry about how you’ll react. be. Don’t be in a rush.

12
Crossroads We have a month, maybe. That is the best
we know. They’re not rushing to get here
Crossroads are special events that but at the same time, they take no
happen in-between acts.They diversions. When they arrive, we cannot
represent pivotal decisions that your
character has to make.
watch our backs as well as watch our
fronts. We might not be able to do even
#1: “And Then I Received a one of those things. You know what I
Letter…” mean. If the Loyalists decide to let
After your first Downtime, read the Piyadasi’s soldiers into the city, there’s little
following text and record your that we can do to stop it. We need them
response in your journal. Don’t read gone. The people don’t side with them –
it before it is time to respond.
you have to trust me on that. Their entire
cabinet meets in two days at the Forge’s
You’re sitting alone in your office. Heavy council chamber. A decisive blow there and
rains beats a staccato against the we could put an end to their poison forever.
windows but despite the sound, it’s a
quiet moment. Or it was – till you hear
Will you aid us?”
the soft footfalls of one of your crew
coming up the stairs.The door opens
and a new recruit comes in a little Based on your answers to the week’s
awkwardly.They drop a letter on your prompts, decide who this letter is
desk and beat a quick retreat.The letter from.
reads: Now, you must make a choice which
will affect Act Two:
My friend, I hope you are well. And I
hope that you don’t mind me using that • Side with the Rebels: Strike
term. We were once friends after all. And against the Loyalists and join the
cause of the rebels.You will be
while we might not be friends right at this drawn more directly into their
moment in time, I’ve come to believe that plans for the defense of the city.
time might be a bit of an illusion. Even
now, we are free but also we are still If you choose to side with the
chained. And even when we were chained, rebels, take +1 Rep with all
we were free. They cannot take these factions other than the Loyalists.
moments from us, no? So we once called The Loyalists are removed from
the game.
each other friends and that moment is
always there – and so it is always true. I • Stay Neutral: Continue as you
hated you for months – or was it only a few were. Do jobs, earn coin, live in
days but felt like months – after what you the shadows.
did but now I cannot remember what that If you choose to stay neutral, take
hatred felt like. +2 Rep with the Loyalists.

13
Act two
If you chose to Side with the
d6 Job Number
Rebels, use the following table:
1-3 3 jobs
4-6 4 jobs d6 Job Reward
1 3 Coin
2 2 Intel + 1 Rep
d6 Faction
3 1 Intel + 2 Rep
1 FAB
4 1 Rep - 2 Stress
2 WSS
5 1 Rep - 2 Strife
3 UDA
6 1 Lieutenant
4 PFU
5 Loyalists *
If you chose to Stay Neutral, use
6 Highest Rep the following table:

d6 Job Reward
* If you chose to Side with the
Rebels, replace this option with the 1 1 Coin -1 Stress
faction with which you have the 2 1 Coin + 2 Intel
Lowest Rep. If it’s a tie, decide
randomly. 3 1 Coin + 1 Rep
4 2 Coin
5 2 Rep
d6 Job Type
6 1 Lieutenant
1 Stealth
2 Violence The Job Penalty table remains the
3 Trickery same for both choices.
4 Arcane d6 Job Penalty
5 Politics 1 -1 Crew
6 Acquisition 2 -1 Crew + 1 Strife
3 -1 Crew -1 Rep
If you chose to Stay Neutral, use 4 -1 Crew -2 Rep
the job inspiration from Act One. If
you chose to Side with the Rebels, 5 +2 Strife
use the one on the opposing page. 6 None

14
Inspiration Table - Side with the Rebels
Stealth Arcane

1. Spy on a faction member that is 1. Locate or recover a magical or religious


suspected to be a spy for the Right Men. artifact.

2. Steal a cache of weapons from a bandit 2. Assassinate the leader of a death cult
group near the city. that preaches a dangerous doctrine.

3. Build camouflage for attack barges for 3. Investigate a strange new magical
when the Right Men arrive. disease that has arisen.

4. Plant false information with a Right Men 4. Deactivate magical spirals that have
spy. begun to appear across the city.

5. Rescue a faction member that has been 5. Uncover what is behind the strange
captured by bandits outside the city. dreams plaguing the young.

6. Scout out the tunnels under the city for 6. Banish a summoned creature from the
potential retreats. faction’s territory.

Violence Politics

1. Assassinate one of the remaining 1. Spread the news of General Piyadasi’s


Loyalist leaders. brutal tactics to discourage surrender.

2. Capture or kill an octolizard that is 2. Negotiate the sharing of water on


killing bargefolk in the canals. behalf a faction that has none.

3. Excavate a tunnel that has caved in and 3. Adjudicate an accidental death during a
trapped some workers. rush for food.

4. Demolish watchtowers outside the city 4. Heal a rift between two factions that
that the Right Men could use. still tastes bitter.

5. Defend a supply cache from bandit raid. 5. Organize some form of military training.

6. Build traps or other defenses to cause 6. Investigate the rise of pro-Loyalist


havoc for Right Men front lines. sentiment among the Dustworkers.

Trickery Acquisition

1. Break the cipher on Right Men code. 1. Locate a mysteriously missing person.

2. Plant false information with a Right Men 2. Locate oil, fat or tallow for cooking and
spy. for lanterns and candles.

3. Stitch fake Right Men uniforms to use in 3. Gather the traditional items for a birth
potential covert operations. in the family.

4. Con a Right Men spy into believing that 4. Salvage a vital part to help a faction
you are on their side. complete a clockwork weapon.

5. Infiltrate the last remaining Loyalist cell 5. Build a new mechanical defense
working with the Right Men. according to ingenious instructions.

6. Trick a Right Men spy into giving you 6. Locate local healers and doctors to help
the cipher for their secret code. tend to the wounded during the siege.

15
Prompts Crossroads
Your prompts for Weeks 5-8 are #2: “Betrayal is a skill…”
shown below. Just like last time, you
After your second Downtime, read
can go in order or choose based on
the following text and record your
the jobs you rolled that week.
response in your journal. Don’t read
Respond to the prompts in your
it before it is time to respond.
journal.
What is about rain days and letters? As
1. A job takes you to a place where
lightning flashes across the sky, and the
you last saw one of your former
clouds rumble their thunderous way
Lieutenants.Why did their
through a storm, a bedraggled crow
departure break your heart? What
lands on your windowsill.Tied to its feet
token do you have from them?
is a rolled up parchment with words
2. One of the faction leaders was written in a scraggly hand. It bears the
once a member of your crew. stamp of General Piyadasi.
What made them leave the
“We greet you – one who can see
criminal life? How do you feel
how the wind blows. The storm is
when you think of them now?
here. The fist of General Piyadasi
3. A job reminds you of how a plan lands on Inquilad. The rebels are
once went wrong and you hurt weak. And you – more than
someone that you never meant to anyone - know the weak will be
hurt.Who were they? What did crushed. Aid us and be rewarded.
you do? Where are they now? In New Inquilad, you will be born
anew – in power and glory and
4. A job reminds you of the lowest
wealth.”
point in your life, when you were
hungry and lost and someone Now, you must make a choice which
reached out and helped you.Who will affect Act Three:
were they? How did you repay
• Betray the Rebels: Conspire
them?
with the leaders of the Right Men
outside Inquilad and help them
take the city.
The prompt for the second
Downtime is as follows:
If you choose this option, take +3
• Someone comes to join your crew Coin and +1 Strife.
but something they say reminds
• Doublecross the Right Men:
you too much about yourself.
Pretend to accept the Right Men’s
What is it about them that affects
offer but pass on their plans to
you so strongly? Do you allow
the rebels and thwart General
them to join or does this
Piyadasi for as long as possible.
reflection of yourself make you
deny them membership in your
If you choose this option, take +1
crew?
Rep with all factions and -2 Strife.

16
Act three
d6 Result If you chose to Betray the Rebels,
1-3 3 jobs use the following table:
4-5 4 jobs d6 Job Reward
6 5 jobs 1 2 Coin + 1 Intel
2 1 Coin
d6 Faction 3 3 Coin
1 FAB 4 1 Crew
2 WSS 5 2 Crew
3 UDA 6 1 Coin + 1 Intel
4 PFU
5 Lowest Rep If you chose to Doublecross, use
the following table:
6 Highest Rep
d6 Job Reward
1 None
If you chose to Betray the Rebels,
you can choose to replace any result 2 1 Intel + 1 Crew
you roll on the above table with the 3 -2 Stress
Right Men, depending on the fiction.
4 2 Coin + 1 Crew
5 2 Crew
d6 Job Type 6 1 Lieutenant
1 Stealth
2 Violence The Job Penalty table remains the
same for both choices.
3 Trickery
4 Arcane d6 Job Penalty
5 Politics 1 -1 Crew
6 Acquisition 2 -1 Crew + 1 Strife
3 -1 Crew -1 Rep
If you chose to Betray the Rebels, 4 -1 Crew -2 Rep
use the Inspiration Table on Pg 18. If
you chose to Doublecross, use the 5 +2 Strife
one on Pg 19. 6 -2 Crew

17
Inspiration Table - Betray the Rebels
Stealth Arcane

1. Spy on a faction leader to learn if they 1. Deploy a magical artifact with


can be turned. destructive powers.

2. Smuggle some people into the city 2. Assassinate a wizard that has joined the
without being seen. opposite side.

3. Steal battle plans. 3. Summon a creature inside the city.

4. Plant some easily broken encoded 4. Stop a magical ritual from being
messages. performed.

5. Rescue a faction member that has been 5. Plant some magical artifacts in specific
captured. parts of the city.

6. Scout out a section of the city for ways 6. Damage some of the magical wards that
to enter or exit. have been placed around the tunnels.

Violence Politics

1. Assassinate a faction member with 1. Spread discord between two faction


military command. leaders.

2. Kidnap a member of a faction who 2. Form an alliance where one wasn’t


knows passwords or vital info. thought possible.

3. Blow up a cache of explosive material at 3. Coordinate medical care for injured


a specific time. soldiers.

4. Demolish a tunnel that could be used to 4. Negotiate with bandit groups outside
attack or retreat. the city for safe passage for refugees.

5. Defend a location from attack. 5. Ensure the children are safe.

6. Sabotage a faction’s water source. 6. Identify potential deserters.

Trickery Acquisition

1. Misdirect a faction’s troops from their 1. Locate someone that was thought to be
correct destination. dead

2. Spread a rumour of an attack that never 2. Locate a key or make a copy of a key to
materializes. an imposing gate.

3. Misdirect attention away from city 3. Gather the traditional ingredients for a
defenses that need to be repaired. initiation rites for a teenage cohort.

4. Con a mid-level faction leader into 4. Salvage the parts from a broken siege
giving up information. weapon.

5. Impersonate a spy or senior military 5. Locate a doctor with a rare medical


leader to learn something. herb to neutralize a new poison.

6. Enact an omen that signifies the gods 6. Locate a broken faction leader who has
displeasure. abandoned their post.

18
Inspiration Table - Doublecross the Right Men
Stealth Arcane

1. Spy on the unit of sappers sent to gauge 1. Deploy a magical artifact with
the weak points in the city walls. destructive powers.

2. Infiltrate the Right Men camp and 2. Summon winds to blow away the
poison their water supply. noxious fumes sent by the Right Men.

3. Steal battle plans. 3. Assassinate the enemy’s chief magi.

4. Plant some easily broken encoded 4. Stop the Right Men magi from
messages. summoning the electra-storm.

5. Rescue a faction member that has been 5. Investigate the strange sticky white
captured. webs that appeared in the Southeast.

6. Scout out a section of the city for ways 6. Banish an Akoros demon that is causing
to enter or exit. havoc in the city square.

Violence Politics

1. Assassinate a battle commander when 1. Rally the morale of a dispirited group of


they least expect it. people or troop of soldiers.

2. Slay a giant beast being used to batter 2. Organize the medical tents so that
down the gates of the city. medical care is as effective as can be.

3. Disappear a Right Men spy but leave 3. Salvage morale after a disastrous
their body to send a massage. mission due to faulty orders.

4. Blow up a cache of explosive material at 4. Convince a Right Men lieutenant to


a specific time. switch sides.

5. Defend a vulnerable spot from attack. 5. Ensure the children are safe.

6. Aid a pinned down unit so they can 6. Coordinate the builders to repair
make their retreat. damaged defenses.

Trickery Acquisition

1. Misdirect the enemy’s troops. 1. Organize food or drink to raise morale.

2. Spread a rumour of an attack that never 2. Locate a doctor with a rare medical
materializes. herb to neutralize a new poison.

3. Co-ordinate a spectacular ambush of 3. Locate a broken faction leader who has


Right Men troops. abandoned their post.

4. Convince a Right Men lieutenant to 4. Steal a vital mechanical part to help a


switch sides. faction complete a project.

5. Impersonate a spy or senior military 5. Build anti-siege engines to counteract


leader to learn something. the Right Men strategies.

6. Spread rumours to scare the 6. Locate strange herbs that infuse panic in
superstitious among the Right Men. the Right Men mounts.

19
Prompts of that criminal – their flaws, their
glories, their humanity.Tell the story
Your prompts for the Weeks 9-12 are of that time – those fleeting days of
shown below. Just like last time, you hope in the face of incoming
can go in order or choose based on darkness.

EXAMPLE OF PLAY
the jobs you rolled that week.
Respond to the prompts in your
journal.
1. A job makes you feel old and
reminds you of your own We start Week 1 by rolling for
mortality. What is it? Why now? number of jobs. I roll a 2 and looking
And how does it affect you? at the table on Page 10 that shows I
have 3 jobs.
2. A job reminds you of a promise
that you made to yourself that Then, I roll for the details of each job
you subsequently forgot. What - faction, type, reward and penalty. I
was it? Why did you make it? How make sure to record all these details
do you feel about it now? in Job Sheet as I roll them because
my memory is dodgy. I mean,
3. A job gives you an unsettling sometimes I can’t even remember to
glimpse of the future.What do finish my
you foresee? What could possibly
shake you? So, for the first job, I get:

4. A job reminds you about a rare Faction: the Loyalists


moment of joy – something that Type: Trickery
you realize you haven’t felt in a
long time. What is it? Reward: 1 Coin + 1 Rep

Epilogue
Penalty: -1 Crew - 1 Rep
On the inspiration table, I look under
Trickery and choose “Spread
misinformation or propaganda about
What has happened, has happened. a person or issue.”
You cannot change it now.
So this is what I envision in my head:
The events of that vital time in the The Loyalists have approached me to
history of Inquilad become fact and spread rumours that the leaders of
then memory and then history. another faction - maybe the WSS or FAB
You are now a historian in the future, - are keeping all the best food for
wandering through the archives of themselves while the people are forced
the city when you discover the to suffer strict rationing. If I do it, they’ll
journal of a criminal who lived during pay me and I’ll get some Rep points with
the days of Liberated Inquilad. them. But if I fail, they’re going to get
pissed off. And it’s dangerous. Saying
Turn a new page and using the stuff like this could easily get one of my
fragments in the journal, tell the story crew beaten up or killed.

20
I do the same process for my other Regardless, coin is coin.All they want
two missions. I won’t list out the me to do is to whisper in the ears of
results but just trust me, I did it. some dustworkers. I’ll send some of
the new recruits - not that if they
Then, I go and read the prompt for
fuck up, they won’t get their jaws
the week. I choose the default
broken. Got to whisper with one eye
prompt for Week 1’s which is:
on the door always.
“One of these jobs takes you back to
I remember seeing some real big men
a place where you grew up.What
- men who thought they were the
suppressed memories from that time
baddest men in the world - go down,
rise up unbidden?”
their nose broken by a dustworker
This is a chance for me to figure out trying to enjoy a moment’s peace. I
something about my childhood. So I learned in the Hollowhill mines and
think about something like this: Well, if in the bars after - when to fight and
I’m spreading rumours about the FAB, when not to fight. You don’t want to
I’m probably going to be talking to the be stuck in the shaft, the dust
Dustworkers who are the miners that collapsing around you and look up to
work all around the city. Was I the child see the fool you punched in the face
of a miner? Or maybe I was the because you couldn’t hold your drink.
daughter of an aristocrat who ran away Feels a bit like that now.We’re all
from home? And I worked in the mines stuck in this shaft and we can see the
for a while? That sounds good. Let’s go signs - it’s going to fall down on us.
with that. And we need each other but we’re all
either punching each other right in
So then I take whatever I’m using as this moment or simmering over how
my journal and begin writing my we got punched last week.This city is
entry for Week 1. doomed.

Week 1 Okay, so that’s my journal entry. Note


Another busy week. The city feels that I would’ve added the details of
hot now - hotter than it has any right the other two missions if I felt they
to be. Even the weather is confused fit. Like if one of the other missions
about what to do, it seems.Three involved the FAB, maybe I could’ve
jobs this week, each a symptom of talked about how I was working with
how this city is coming apart at the the Loyalists against the FAB and then
goddess-damned seams. taking money from the FAB to do
something else. It’s very obvious to
One of the lice-infested priests from your character that they are playing a
the Loyalists approached me - no dangerous game. How they justify it
mention of them raising the bounty to themselves is up to you.
on my head last month. With the
king’s soul, their memories seem to After this, the next step is assembling
have gone too. my dice pool, rolling the dice and
then discovering the results.

21
So I have 3 jobs this week. I’ve filled feels. It could be as short as I want.
up their details in the Job Sheet.Then, Maybe I just write:
I go through the checklist for building
my dice pool for each job.
Goddess-damned people can’t do
I get 1d for all the jobs. I assign my anything right thought. Poor Belli had
starting Lieutenant to Job 2 for an his skull split open while trying to run
extra 1d there. Job 3 turns out to be a switcheroo on some courier. Turns
Violence which is my Specialty so I out they were expecting something.
get extra 1d there. I don’t have any They left his body there. Poor boy’s
penalties for enemies or for strife only family is a brother whose an
because this is Week I. So currently, apprentice clockworker so we sent
my pools look like this: him a note and Belli’s split.
• Job 1 - 1d
• Job 2 - 1d + 1d (Lieutenant) Once I’ve done that, I repeat the
• Job 3 - 1d + 1d (Specialty) whole process for Week 2.
Then, I decide to Push for an extra Wish me luck!

LICENSE
1d on Job 1 so I’m rolling 2d for all ***
three of my jobs. I tick one of my
Stress boxes. So my final dice pool
looks like this:
• Job 1 - 1d + 1d (Push) The text of this game is licensed
under Creative Commons CC BY SA
• Job 2 - 1d + 1d (Lieutenant) 4.0 International license. This means
• Job 3 - 1d + 1d (Specialty) that you can use the text of this game
in any way as long as you attribute its
Then, one by one, I roll my dice pools authorship to me and license the
and see what the results are. Let’s say subsequent product under the same
these are my results. license.
• Job 1 - 1, 4 (Partial Success) To attribute the text to me use the
• Job 2 - 3, 3 (Failure) following credit
• Job 3 - 5, 6 (Success) “This work is based on The Spider
and The City (found at
If I had Intel, I could try and move notrueindian.itch.io) by Thomas
some dice around to improve my Manuel and licensed for use under a
results. I would ideally switch that 5 Creative Commons CC BY SA 4.0
and 3 giving me a Partial Success in International license.”
Job 2 but alas I have no Intel and
must simply eat the failure. This text must be placed in the same
place you put your own copyright
I record the final results on my job notice, and must be the same size as
sheet and give effect to the rewards the rest of your copyright notice.
and penalties as appropriate.Then, I
write in my journal how my character

22
inquilad
People’s Feminist
Union
Free Anarchist
Brigade
United Democratic
Alliance

23
Workers’ Socialist
Sisterhood
Loyalist-Controlled
Territory.
Hello, you! Yes, you!
Thanks for reading this game! Let me introduce myself. I’m Thomas
Manuel. I’m an Indian journalist, playwright and game designer.
If you have any questions about the game or generally want to send me
some feedback, message me on twitter @chaibypost or email me at
notrueindian@outlook.com
I’d also LOVE to receive your Actual Play reports. If you link me to yours, I’ll
link to it from the game’s itch.io page!
If you liked this game, consider rating and reviewing it on itch.io. It helps
the game reach a wider audience and it’s a free way to support the game! If
you review it elsewhere, let me know. I’d love to grab a blurb and feature it!
You can find my other games at: notrueindian.itch.io

Also, if you liked this game, check out my weekly Indie RPG Newsletter,
which combines curation and opinion to give you a fun read every weekend.

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