26Apr/17Off

We're going to be launching our Kickstarter for Unspeakable: Sigil & Sign this week!

From Great Cthulhu to the King in Yellow, from the Crawling Chaos to the Black Goat, they are the Old Ones... and they are no myth. They were here on Earth long before the rise of civilized Man, and some — maybe even all, depending who you ask — never left at all. Something keeps the Old Ones’ interest tethered to our planet, and for those people who simply want left to live their ordinary lives in peace, the baleful aims of such entities can only portend doom.

But you are not one of those people.

Unspeakable: Sigil & Sign is a roleplaying game that challenges some of the more traditional conventions of the hobby. In this RPG you assume the role of the cultist, servant, cast-off, or misbegotten child of the Old Ones. In this game you are of the Mythos.

In Sigil & Sign, you are not the all-too-ordinary human. You are the Outsider.

As an Outsider, you are caught between two worlds: the mundane world of humankind and the dark and alien world of the Mythos. You might have been truly human once, but no longer. Or perhaps you’ve never known what it means to be human: many Outsiders are now some generations removed from their origins as homo sapiens.

Unspeakable Sigil & Sign challenges Narrator and player alike to inhabit the protagonists of that secret world; people whose personas, conflicts, themes, views, and philosophies might well stand in stark contrast to those held by the players depicting them. You’ll face stark choices and challenges as you attempt to navigate your way through the twin minefields of mundane human existence and cult life.

As a character brought up in an Old One cult in the 1930s, you might be a true loyalist, a member of what your people call the Oathbound. You might serve in an active capacity, and be called upon to perform strange tasks or investigate even stranger places, all in the pursuit of the greater glory of your otherworldly patron.

Your character might instead be one of the Outcaste, a group of Outsiders who forsake the suffocating welcome of their central cult in order to make their way.

Whatever your personal, spiritual, or philosophical bent, you are an Outsider, and with that inescapable reality comes the dark Primogeniture of the Mythos. With it comes being marked of the Great Sigils: Change, Chaos, Darkness, Death, Madness, Ruin, or Silence.

To be Outsider is to be burdened with difference and increasingly horrid Aberration. But it also signifies that you are truly gifted of the Old Ones and of their eldritch power, capable of wielding some portion of that power, able to call upon unearthly Bequests and perform rituals so dark that none dares conduct them in the light.

Rivalries run deep, and the cults work at cross purposes with one another, so mystery, intrigue, and explosive violence wait around every corner.

The Core Set

Sigil & Sign doesn’t come as a single volume. Its presentation is unique and innovative: the core of this game is a set that includes the following elements:

Setting Corebook: Sigil & Sign divides the “in-world” material — character and setting information — from the game rule information. The setting becomes a lavishly written, designed, and art-directed setting corebook that is full of vital information and essentially system-free, making it appealing to gamers and non-gamers alike.

The Sigil & Sign setting tome will be at least 264 pages of glorious, full-colour cosmic horror goodness, with the potential to be fattened in size via stretch goal content.

Led by creator-developer C.A. Suleiman, the writing team on this book boasts some of the best talent in Mythos, horror, and weird fantasy gaming, including Dennis Detwiller (Delta Green), Greg Stolze (Unknown Armies), Lucya Szachnowski (Strange Aeons), Jesse Heinig (Fallout), Malcolm Sheppard (Mummy: The Curse), and Tim Dedopulos (Cthulhu Lives!).

Play Kit: Separate from our system-free, setting corebook are all the components that make up the crunchier “game” part of Unspeakable: Sigil & Sign, and these we will gather together in a product called the Sigil & Sign Play Kit.

This kit comprises a rules booklet (in this case, Axiom Cthulhu) and two decks of Axiom System cards (108 cards total). Also central to the system are dice and tokens, and if funding goes well (see “The Structure,” below), custom-made dice and tokens will also be slotted into each copy of the Play Kit, along with one or two other additions that might arise thanks to stretch goals.

Supplements

In addition to the corebook and playkit, we’re also offering four supplements from the get-go:

The Madness of Providence is a Sigil & Sign Scenario that introduces the game and its themes which can be used as a stand-alone adventure or as the start of a campaign.

The Oathbound Hall is a “who’s who” of the Outsider world, showcasing Mark Kelly’s beautiful portraiture as the writing reveals the secret histories and lies of some of the setting’s most important figures.

Houses of the Unholy goes into detail about the workings of the Old One cults, with an especial focus on the day-to-day workings of a particular localized cell (often called “chapterhouses”) of a given cult.

Sigil & Sign Player’s Guide offers some practical advice on how to play, mixed in with our usual pieces of creepy, in-world flavour and design. This sourcebook will also offer new rules, including new Bequests and new Axioms.

The System

The games of the Unspeakable setting will be designed and published first under the latest evolution of the Axiom System, the engine Make Believe Games uses for all its original RPGs. Axiom does away with the traditional character sheet in favour of hands of cards. (No pencils or paper required!)
When arrayed in front of players, these cards tell them everything they need to have on hand, from Skills to special abilities to setting concerns such as political faction or rare access to important resources.

These cards serve double and triple duty as dice roll influencers and as the measure of a character’s health. The more powerful the character, the more cards one can have in play.

You can make an Axiom System character in minutes. Each persona is as compelling and as different from another as you want it to be, with the same cards having the potential to represent different things narratively from character to character.

Axiom games are not only the ultimate pick-up games for roleplaying, but also robust venues for experimentation and improvisation with the hobby itself. The Axiom System allows a group to pick and choose which Axioms (core rules) everyone wants to play with.

The Campaign
We're going to run a compact campaign, so be sure to get on board quickly! We have a variety of pledge levels, which allow you to chose how deeply you wish to explore this new setting. We also have a selection of very exciting stretch goals if we're lucky enough to win your support.

Unspeakable Sigil and Sign will launch this week!

24Apr/17Off

This week we're launching our Kickstarter for Unspeakable: Sigil & Sign. We spoke to lead writer, and the creator of the game, CA Suleiman to get the inside story:


Give us the elevator pitch for the game? What’s it all about?
Unspeakable is a cosmic horror setting that features perhaps the ultimate role reversal, allowing players to take on personas not of ordinary people investigating or otherwise drawn into the Mythos, but the personas of those who actually inhabit the Mythos.

There are a lot of other Mythos games on the market right now. What makes Unspeakable: Sigil & Sign different?
As both game and product, a number of things make Unspeakable: Sigil & Sign different from other Mythos-oriented offerings, but the two chief features are the central concept and the default system it uses. No other Mythos game pulls back the veil of mystery on the Mythos itself in this way, and of course only MBG projects feature our in-house RPG engine, the Axiom System.
So who are your characters in Unspeakable Sigil & Sign? What kinds of things do you do in the game?
The chief protagonists of Sigil & Sign are called Outsiders. They are the cultists, servants, cast-offs, and misbegotten children of the Old Ones, living lives caught between two very different worlds.
Make Believe Games have published some games that use a very different format than the average RPG. Will Sigil & Sign follow suit? Tell us more about that!
One thing we at MBG are proud of is our approach to designing and releasing major RPG products. Unlike most companies, who print one corebook (or a couple) that's all-inclusive of both game rule information and setting presentation, we offer a system-free corebook that serves purely as a world and character guide, while attaching our core rules and cards (for our card-based system) as separate-but-equally-core products. Additionally, all core rules are made available for free as downloads on our website.
Unspeakable: Sigil & Sign uses the Axiom system that powers I Am Zombie. What can you tell us about it? How does it work? What sort of system is it?
The Axiom System is a story-driven game engine that runs almost entirely on cards and dice. Gone is the traditional character sheet, replaced by hands of cards that show in simple terms what a character can do, and moving cards around during play is a tactically compelling way to keep players engaged in the story. With the addition of tokens, old school pencil-and-paper bookkeeping at the table becomes a thing of the past.
The art we’ve seen looks really atmospheric - who are the art team?
The finished product will be the result of the efforts of a whole team of creatives, but the mad scientist behind the art direction and most of the portrait art you'll see during the campaign and on the game cards is Mark Kelly, our Art Director here at MBG. Other fine artists are coming aboard, but they're all following Mark's gifted lead.
Teaming up with Cubicle 7 was a surprising move - can you tell us more about that decision? How did the partnership come about?
For MBG to team up with Cubicle 7 might not be an obvious notion to some, but I think it's one of the strongest ideas I've had in relation to a project that I like to think is chock full of strong ideas. Beyond C7's strong track record of producing quality RPGs, the partnership also allows us, at MBG, to focus more on the creative side of getting all the project components together (a tall order with an approach like ours). There's also the practical market side, as we know that Mythos stuff is very popular in Europe, and as a European company, C7 is well situated to help us get this exciting new idea onto a range of tables we might otherwise have missed.
Anything that you’re especially excited about in the Kickstarter? Anything exclusive or especially unique?

The Sigil & Sign Kickstarter is going to be amazing. Once the core project is funded, we'll be offering a host of cool stretch goals that create support content and material, from product enhancements and upgrades to the Axiom System Play Mat to original tie-in fiction by well known Mythos authors.

Thanks CA for taking the time away from hectic KS prep to fill us in! All being well, Unspeakable Sigil and Sign launches this week!

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21Apr/17Off

We're all fantastically excited to see Doctor Who back on screens! We can't wait for tomorrow when we'll get to see what happens next to Bill and the Doctor. In the meantime tonight we'll be getting in a few games of Time Clash and Dalek Dice, and working on some fiendish plots for our next collection of Doctor Who Roleplaying Game adventures!

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3Mar/17Off

It's GM's Day and time to grab yourself a bargain! Loads of Cubicle 7 PDFs, including the smash hit Adventures in Middle-earth Players Guide are 30% off!
GMsDay2017-Banner-DTRPG1Click the image or just head here: Gimme that GM's Day Sale Happy Time Feeling!

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14Feb/17Off

IMG_0078Coming 2017...

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9Feb/17Off

Doctor Who Red SpineSince we published the latest version of the Doctor Who Roleplaying Game we've released a series of gorgeous, info-packed, full colour, hard cover supplements for it. Here's a rundown of the awesome:

All The Strange, Strange Creatures

All the Strange Strange Creatures cover 800All the Strange, Strange Creatures Volume I is a gorgeous 160 page, full colour hardback, packed full of images from the show, monster stats and info, as well as countless hints and tips on how to make the most of the Doctor's adversaries in your games.

For much of our history humans have gazed up at the stars and asked the question: are we alone in the universe? The answer, of course, is no! The galaxy is teeming with life. Aliens populate every corner of the universe, and many have visited our humble little planet.

All the Strange, Strange Creatures is all about aliens. Aliens the Doctor has encountered on his adventures. Aliens he has befriended. Aliens he hopes to never meet again. This supplement provides the Gamemaster with the details of just some of the alien races that the Doctor has encountered, from Daleks and Cybermen to the Vashta Nerada and the Skovox Blitzer.
It's available at our store now, with free PDF. Alternatively, grab just the PDF here.

The Gamesmaster's Companion

gamesmasters-companion-cover-900So you're the Gamemaster now?

Sitting in the Gamemaster's chair can be the most daunting job in roleplaying games. It is also the most rewarding. This book is here to help you get the most out of the experience.

The Gamemaster's Companion is a resource for you to use to run the Doctor Who Roleplaying Game, offering expert advice on creating scenarios in the style of the Doctor’s adventures. It’s a veritable toolbox of tips, tricks and techniques that you can use in your own games.

You’ll be using flashbacks, starting games in media res and ending your next session with a killer cliffhanger before you know it!

Featuring:
• Starting out – how to set up a new game, and advice on guiding your players through effective character creation.
• Adventures – an advice-filled exploration of the role of the Gamemaster, detailing plotting adventures, detailed, expert guidance on writing story arcs, and a gigantic random adventure generator.
• Villains and Monsters – a TARDIS-full of hints and tips on creating memorable villains and effective adversaries for your games.
• Settings – how to create them and how to get your players onboard.
• Running Games - guidance for keeping everyone happy, busy and engaged, with notes on pacing, foreshadowing, exterminating characters, people, places, planets and impossible places.
• Three new Doctor Who adventures – Death in Toytown, The Grip of the Kraken and The Bellagio Imbroglio.

“Hello. anyway, why don’t we stop and have a nice little chat where I tell you all my plans and you can work out a way to stop me, I don’t think.” - The Master, Utopia

Written by Morgan Davie, Mark Lawford, Andrew Peregrine, Gareth Ryder-Hanrahan and Nathaniel Torson, the Gamemaster's Companion is a 160 page, full colour, hardcover.

Available for pre-order and in PDF now!

All of Time and Space

All of Time and Space cover 800All of Time and Space Volume 1 is our first collection of scenarios for Doctor Who Roleplaying Game. This 96 page, full colour hardback provides a convenient collection of four high quality Doctor Who scenarios so that you and your players can dive right into the adventure!  It is available now, and all orders come with a free copy of the PDF version.  Or you can grab the PDF on its own.

Paternoster Investigations

Paternoster cover 550Welcome to the Victorian Age!

Paternoster Investigations
 for Doctor Who Roleplaying Game is available for pre-order at our webstore now! You can also grab it in PDF.

Paternoster Investigations takes your Doctor Who Roleplaying Game to the Victorian era: favourite haunt of the Doctor and home to the Paternoster Gang. Victorian London and the particulars of the age are laid out in all their varied splendours.

Featuring:
• A catalogue of all the Doctor’s on-screen visits to Victorian era.
• A tour of the Victorian era as a setting with notes on how to get the best from it in your games.
• Expert advice on constructing your own Victorian-era adventures and Paternoster Gang campaigns.
• A guide to Victorian London with both historical and alien locations.
• New traits, gadgets and devices for the Victorian age.
• A complete Victorian-era adventure: A Study in Flax.
• Character sheets for Victorian-era characters: Madame Vastra, Jenny, Jago and Litefoot, Jackson Lake, and more.

Written by Andrew Peregrine and Walt Ciechanowski, 128 pages, full colour, hard back.

That Babylon of the moderns with its crystal light and its glitter. All aswarm with the wretched ruins of humanity. Men and women crushed by the Devil’s juggernaut. Moral turpitude can destroy the most delicate of lives. Believe me, I know. I know! – Mrs Gillyflower, The Crimson Horror

The Silurian Age

Silurian Age Cover 600

The Doctor and his companions often venture forwards in time, into the far future of humanity, where spaceships ply the stars and adventure can be found on even the smallest moon. But what about… backwards? To a time before there was any humanity, to a time when the Earth was roamed by dinosaurs and another species laid claim to it: the Silurians. 

This supplement for the Doctor Who Roleplaying Game contains rules and background for visiting prehistoric Earth, including stats for all manner of different dinosaurs. For the convenience of the Doctor Who Roleplaying Game gamesmaster, the dinosaur bestiary gathers together creatures that have appeared in other Vortex System titles, which now appear together in one volume for the first time. It also contains an in-depth look at the Silurian race, including a ready-made Silurian city to visit.

The Silurian Age for Doctor Who RPG!  Also available in PDF!

The Black Archive

The Black Archive Cover 550The Tower of London: home to ravens, Beefeaters and one of the most extensive collections of esoteric alien artefacts on Earth.

Under the stewardship of UNIT, The Black Archive is charged with finding, storing and understanding the weirdest and most powerful alien Gadgets that come to our planet. Just as this unbelievably valuable and dangerous collection has expanded, so has UNIT itself evolved. No longer solely a military organisation, in the 21st Century UNIT agents are as likely to be diplomats and investigators as they are soldiers.

The Black Archive details the 21st Century organisation that collects, catalogues and protects some of the most incredible artefacts the Earth has ever known, and the collection itself.

• Play UNIT agents beyond the military, including alien UNIT characters with new UNIT Archetypes and new Traits
• A collection of recent notable characters connected to The Black Archive and UNIT
• Details on The Black Archive itself - its history, its security measures and how it fits into your Doctor Who Roleplaying Game adventures
• Information on the vast Black Archive armoury, hospital and motor pool
• New Gadget traits
• The mysteries of the Omega Locker are revealed and the mysteries of the Enigma Vault are not!

‘The Black Archive. Highest security rating on the planet. The entire staff have their memories wiped at the end of every shift.’

The Black Archive is a gorgeous 144 page, full colour hard back, written by Walt Ciechanowski and Andrew Peregrine.

Available for pre-order now, with free PDF: The Black Archive for Doctor Who Roleplaying Game!

Lastly we'll spare you any talk of the absolutely beautiful Q-Workshop Dice. That would be the piece of awesome too far. But they are AMAZING.
Who Dice Front

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7Feb/17Off

Available for pre-order now, with free PDF: The Black Archive for Doctor Who Roleplaying Game!
The Black Archive Cover 550

The Tower of London: home to ravens, Beefeaters and one of the most extensive collections of esoteric alien artefacts on Earth.

Under the stewardship of UNIT, The Black Archive is charged with finding, storing and understanding the weirdest and most powerful alien Gadgets that come to our planet. Just as this unbelievably valuable and dangerous collection has expanded, so has UNIT itself evolved. No longer solely a military organisation, in the 21st Century UNIT agents are as likely to be diplomats and investigators as they are soldiers.

The Black Archive details the 21st Century organisation that collects, catalogues and protects some of the most incredible artefacts the Earth has ever known, and the collection itself.

• Play UNIT agents beyond the military, including alien UNIT characters with new UNIT Archetypes and new Traits
• A collection of recent notable characters connected to The Black Archive and UNIT
• Details on The Black Archive itself - its history, its security measures and how it fits into your Doctor Who Roleplaying Game adventures
• Information on the vast Black Archive armoury, hospital and motor pool
• New Gadget traits
• The mysteries of the Omega Locker are revealed and the mysteries of the Enigma Vault are not!

‘The Black Archive. Highest security rating on the planet. The entire staff have their memories wiped at the end of every shift.’

The Black Archive is a gorgeous 144 page, full colour hard back, written by Walt Ciechanowski and Andrew Peregrine.

The Black Archive PDF version_Page_003
Preorder with free PDF: www.shop.cubicle7store.com/Doctor-Who-RP-The-Black-Archive-PDF
PDF version: http://www.drivethrurpg.com/product/204642/Doctor-Who-Roleplaying-Game-The-Black-Archive?affiliate_id=169435
Or pre-order at a participating Bits and Mortar store and get a free PDF!

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6Feb/17Off

AME LMG Double Pack

Adventures in Middle-earth™ brings the incredibly well-loved setting of Middle-earth to the OGL ruleset that powers the planet’s most popular gaming system. At Cubicle 7 we’re known for getting under the hood of your favourite gaming worlds and delivering an experience at the table that “feels” like the setting.  So how does Adventures in Middle-earth do that? What have we done to the OGL rules to deliver that essential Middle-earth feel?

A lot of our decisions were led by the exploration of Middle-earth that we’ve undertaken with The One Ring Roleplaying Game™. Designed by Francesco Nepitello and Marco Maggi, this award-winning game answers a lot of the questions thrown up by trying to set a roleplaying game in Middle-earth. Building on that experience, we’ve carefully steered the 5e experience to reflect the source material of The Hobbit and The Lord of the Rings.
AME Overview

A specific focus of time and place: Wilderland, 5 years after the death of Smaug gives the game a time frame that allows for travel, a sense of growing hope, familiar locations that are great to adventure in, as well as plenty of room for the Loremaster to build their own stories. We know the War of the Ring is coming, but it is as yet an event on the distant horizon. This allows for some fantastic foreshadowing, while allowing your characters to be meaningful heroes. There’s a lot to do in Wilderland. The rebuilding of Lake-town and Dale, and the rise of King Bard and King Dáin Ironfoot present lots of opportunities for bands of brave adventurers!

New cultures and classes: These are brand new, and are designed to reflect the setting. Beornings, Bardings, Woodmen, Dwarves of the Lonely Mountain, Hobbits and Elves of Mirkwood, Men of the Lake-town and more, all have their strengths and weaknesses, and importantly all have a good reason to be in Wilderland seeking adventure. Whether you chose a Warden, who lives to protect their people, a Treasure Hunter seeking the lost treasures of an age long past, or an itinerant Wanderer whose itchy feet keep them on the road, your choices in character creation will create a character who is bound to the setting. With new backgrounds and virtues, Adventures in Middle-earth empowers you to create flavourful, Middle-earth characters in no time.
01-02-01-creating-a-character800

Travel is really important. The vast distances travelled by the characters in The Lord of the Rings and The Hobbit are a significant part of the world. Adventures in Middle-earth adds a new Journey system to the rules, generating thematic and meaningful events along the road, without bogging down the adventure, or requiring the Loremaster to create reams of premade material. And like so much of what we’ve implemented it is completely optional. If your group just want to skip to a given adventure location, you can! If you want to mix in events created by the Journey rules with prewritten encounters you can do that too.

Characters and places matter: Audiences, Patrons and Sanctuaries are all new additional rules which deepen the feeling of your characters being a part of Middle-earth. Meeting powerful and influential characters is structured with the Audience rules, designed to help the Loremaster create consistent and satisfying encounters with the great and the good. Patrons offer your company of adventurers the chance to impress and then build a relationship with important figures of the setting. Sanctuaries allow your company to rest and recuperate between adventures, learn new abilities, aquire new patrons, and open up future opportunities for adventure. Critically opening up a chain of sanctuaries across Middle-earth means your company don’t have to trek across the whole map every time they venture forth!
03-03-01-patrons800

Magic is... complicated in Middle-earth – we don’t see a lot of direct spell casting in the novels outside of the Istari, and even they don’t do an awful lot of it. And yet magic is everywhere. In Adventures in Middle-earth some of the playable cultures have access to magical abilities. But not lists of spells. And there are no spell-casting classes. In the Loremaster’s Guide we offer some guidance on how to introduce more direct spell casting, if that’s your thing. And "magic items" get really interesting...

Combat is a really important part of 5th edition, so we didn’t touch the combat rules. The point of Adventures in Middle-earth is to allow you to explore the setting without needing to learn a whole new rules set. While the new material we’ve created adds a huge amount of value, we won’t make you relearn the combat system. We do offer suggested lists of weapons and armour suited to Middle-earth. But we didn’t mess with the combat rules themselves.

Atmospheric presentation – Middle-earth has its roots in Anglo Saxon literature, and we’ve gone back to those sources in our atmospheric and acclaimed artwork. With all Cubicle 7 titles you can be assured of gorgeous presentation, and Adventures in Middle-earth is no different.
AME Equipment

You can begin your Adventures in Middle-earth today, with the Player’s Guide available in all good game stores now, and the PDF available on line.

The accompanying volume, the Loremaster’s Guide for Adventures in Middle-earth is available now in PDF. If you pre-order the physical supplements at our webstore you can get the PDFs for free! Or pre-order at your local game store, and if they participate in the Bits and Mortar scheme you can get the PDF free too!

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27Jan/17Off

We've been exceptionally busy behind the scenes recently at C7, working hard on a number of very exciting things. Soon we'll be able to tell you some more about those! In the meantime here's something equally exciting for the Doctor Who Roleplaying Game: A sneaky peek at the cover to the forthcoming The Black Archive!

The Black Archive Cover 550

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13Jan/17Off

Our friends at Geek and Sundry have launched a new show on Twitch featuring the Doctor Who Roleplaying Game as run by gamemaster Eric for his gang of amazing players! If you're interested in seeing how the game plays check it out!
DoctorWhoRPG1
To watch live at noon (PST) every Friday you can jump behind the Geek & Sundry paywall for a snip. It also looks like if you can hold your enWhosiasm in check for a short while you might also be able to catch up on YouTube. Watch the first episode right here:

New shows air every Friday and Doctor Who RPG designer Dave Chapman is rumoured to be making an appearance in the chat some time in today's show!

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