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Sige

THIS PAGE IS IN DRAFT STATUS AND IS NOT YET COMPLETE


-Attribution

Also Known As:
Pre-requisites: Intuition 3, Intellect 3, Will 3, Tech 3, Craft 3, Concentration 3, Lore 3

Summary

Sige is essentially an umbrella term and true Sige can access features of Artifex, Sibyla, and Urangi alike. The number of true Sige remaining could be counted on one hand.

Advantages

Limitations

Description

The first age was replete with miraculous technology; from thinking machines and flying ships to artificially evolved creatures engineered at the genetic level to handheld weapons and armour of devastating power. In many ways these technologies rivaled the arcane powers of the Lingua, granting humans agency and power over the world itself. It was the Sige, the gifted master craftsmen and elite engineers of the First Empire that were the source of such marvels. These individuals formed a faction, also known as the Silent, that represented one of the four cultures of the Imperium, alongside the Shifters, Shapers, and Singers. Even in the First Age the Sige represented a less vocal but no less powerful faction, more concerned with the infrastructure of the Imperium and indirect control via the demand for their creations. Even the mightiest Shaper Praxitor would seek out the Sige and offer tribute in return for custom geists, daemons, aerials, or devices to contain their own arcane experiments.

As with so many of the great powers of the Urul, most of the Sige were brought low by the cataclysm, and in the long ages since few have survived. They have not vanished entirely though; those few who persist are eternal Heliar, humans raised up by hidden artilects and Intravellum, or apprentices to such figures.

The Sige/Silent were the master craftsmen and elite engineers of the First Empire, largely responsible for the creation of advanced technologies, from Artilect and Clatterjack to Fostrian and Lightcaster. The advanced calling revolves around access to, and creation of, otherwise locked artefacts and direct control of technology. Sige in the modern age are mostly extinct but those who do exist are either themselves ancient typically acquired their calling by interfacing with ancient Artilects, Intravellum, or other First Age relics.

The Sige are more than just master engineers and craftspeople and their advantage comes from something more than mere talent or inspiration. The gift of the Sige is their integration with technology; all true Sige possess a combination of markings and implants that allow them to synchronize with, control, and accommodate technology within their bodies. To outsiders these ‘Sige markings’ look like a series of circuit-like tattoos, metallic body piercings, and materials woven into the skin and bone of the Sige. These markings and implants are typically installed by certain rare first age relics, surgeon artilects, or master Sige.


Features

Feature: Passive Feature / Social Feature Positive
Feature: Passive Feature / Social Feature Positive

Feature: Passive Feature / Social Feature Negative
Feature: Passive Feature / Social Feature Negative


Core Trait

*Name**: Description of the core traitAbility levels cannot exceed the characters level in Core Trait


Abilities