Spire: the City Must Fall is a
critically-acclaimed RPG of subterfuge, espionage and revolution – and
the Magister’s Guide provides additional rules for every class, new
systems and advice on preparing for your games. Inside you’ll find: New
abilities, adversaries and fallout for each class (including the new
ones introduced in the Strata and Sin sourcebooks) New equipment, such
as: a pistol that sends the target backwards in time, a “magic” sword
that only works if your opponent knows it’s magic, a holy-looking staff
(for impersonating priests) and Chekhov’s Gun. A system for Control,
which lets you manage the city’s attempts to crack down on the
rebellious Ministry. Rules for Acquisitions, which make multiclassing
easy and perhaps even fun. Safehouse rules, giving the players a
secure(ish) location to retreat to after a mission and the GM somewhere
valuable to destroy.