26Apr/17Off

Sigil and Sign – coming to Kickstarter this week!

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!

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