[19:33] <+CASuleiman> I am C.A. Suleiman and I’m heading up the Unspeakable: Sigil & Sign project for MBG (on KS now).
[19:33] <+NathanTucker> Ok, so I’m Nathan Tucker. I’m an Australian writer and developer and part of the Make Believe Games Team. And also the plucky comedy relief on Sigil and Sign.
[19:35] <+CASuleiman> Confirmed: He’s totally plucky.
[19:37] <~Dan> (I’m assuming you guys are still typing. 🙂 )
[19:37] <+Z-GrimV> Mark Kelly here and I’m the Art Director and Lead Artist for Make Believe Games and Unspeakable: Sigil & Sign project. I’m just here chilling but thought I’d say hello 🙂
[19:37] <+CASuleiman> Sup, Mark!
[19:38] <+CASuleiman> 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.
[19:39] <+NathanTucker> One of the core aspects we are incredibly proud of about Sigil and Sign is it stands as one of the most innovative entries into the mythos. You are the cultist, the aberration, the monster.
[19:40] <~Dan> (wb, Guest34! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
[19:41] <~Dan> (Thanks, LindaAddison. 🙂 )
[19:41] <+LindaAddison> thank you!
[19:42] <+CASuleiman> The game is the latest evolution of the Axiom System, which uses cards and counters instead of paper and pencils.
[19:44] <+CASuleiman> The thing I find maybe the most exciting about the project is the ability to offer a peek behind the curtain, a look at what a possible iteration of the insane inner world of the Mythos might look and feel and work like.
[19:44] <~Dan> (Welcome to #rpgnet, ToddWillTearUsApart!)
[19:45] <~Dan> (Welcome to #rpgnet, CargoCulture!)
[19:45] <~Dan> (For those just arriving, please hold questions until we get a (done) from our guests. 🙂 )
[19:46] <~Dan> (Welcome to #rpgnet, Kaichkull!)
[19:46] <+CASuleiman> Beyond that, I’d say it’s the creative team that’s got me so jazzed. It’s like a “who’s who” of Mythos stuff across both prose and hobby gaming: Dennis Detwiller, Greg Stolze, S.T. Joshi, Nick Mamatas. With art by my man MK. It’s just a dream. A very disturbing but beautifully wrought dream.
[19:46] <+CASuleiman> (done)
[19:47] <+Kaichkull> Thanks! Just came to greet Can!
[19:47] <~Dan> Thanks, CASuleiman! The floor is open to questions!
[19:47] <+Kaichkull> *Ca
[19:47] <+CASuleiman> Greetings!
[19:48] <+CargoCulture> CA, can you tell us 1) a bit about what inspired this take on a Mythos game, and 2) the system that you’re using?
[19:48] <~Dan> Is it a given that the PCs are the “bad guys” in this game, insofar as they intend bad things for humanity? Or is it possible to play heroic outsiders?
[19:48] <~Dan> (Howdy, Will! Q&A just getting started!)
[19:49] <+Will> (woo! Popcorn)
[19:49] <~Dan> (Topic: (Link: https://www.kickstarter.com/projects/461807648/sigil-and-sign-cthulhu-mythos-rpg-where-you-play-t)https://www.kickstarter.com/projects/461807648/sigil-and-sign-cthulhu-mythos-rpg-where-you-play-t )
[19:49] <+Will> <- massive Cthulhu fanboy
[19:49] <~Dan> (Howdy, Lin_Chong!)
[19:50] <+Lin_Chong> (darling)
[19:50] <+CASuleiman> To the first question: Part of my inspiration for the Unspeakable setting was simply being in business with Mark Rein-Hagen. His track record includes of course all these games where you play the “villain” or other force of weirdness or horror from the mundane point of view.
[19:50] <+Vader> How far will we expect the curtain to be pulled back, or will we expect to even more mystery a
[19:51] <+CASuleiman> I’d already had the idea to explore the Mythos in a more behind-the-scenes way, and this just seemed a natural fit for what we do and who we are at MBG.
[19:51] <+Vader> And cosmic horror once we step past that first heavy curtain?
[19:51] <+CASuleiman> Far as the eye can see, Darth. Far as the eye can see.
[19:52] <~Dan> (Welcome to #rpgnet, Guest00! You can set your name with the /nick command. 🙂 )
[19:52] <~Dan> That knowledge was too much for him, CASuleiman.
[19:52] <+CASuleiman> To the second question, I spoke a little bit upthread about it, but it’s coming out under our house system at MBG, which is the Axiom System. It forgoes the traditional paper-and-pencils approach to RPGs in favor of hands of cards and sets of counters.
[19:53] <+NathanTucker> Axiom gives players and narrators so many great tools to tell amazing stories. It is easy to play, with character generation as simple as picking 5 cards. The beauty of the Axiom system is it works seamlessly with your play style- from streamlined narrative based to crunchy mechanics.
[19:53] <+CASuleiman> All the desired workings are there, from skills to powers to special maneuvers; it’s all just handled through card play.
[19:53] <+CASuleiman> It does use dice, though, of course, and those dice are custom-made for each Axiom game.
[19:54] <+CASuleiman> To Dan’s question:
[19:55] <+CASuleiman> The Mythos is vast and chaotic, and so it wouldn’t be in keeping to hamstring or confine possible story possibilities, not even in the name of cleaving to theme. So yes, it will be possible to play “heroic” Outsiders. They don’t have a very high life expectancy, as a rule, but they’re doable.
[19:55] * ~Dan nods
[19:56] <~Dan> On a semi-related note, how do you handle the notion of sanity?
[19:57] <+CASuleiman> For this reason, we’ve broken down the various starting campaign set-ups into what we call Modes. This is something that can change over time (because fun and because Mythos), but think of them as default structures, depending on what the table wants to play.
[19:58] <+CASuleiman> From the various cults’ point of view, the default Mode is where everyone is one of the Oathbound, which are essentially Outsiders who are active members of and nominally loyal to a particular cult and its Old One.
[19:59] <+CASuleiman> Being one of the Oathbound can be physically, emotionally, and/or morally… challenging.
[20:00] <~Dan> (Welcome to #rpgnet, Birb!)
[20:00] <+CASuleiman> Sanity is a thing, but in the broader Unspeakable setting, the Outsiders aren’t as concerned with it as some.
[20:00] <~Dan> “We’re ALL mad here.”
[20:00] <+CASuleiman> Pretty much.
[20:01] <~Dan> (Welcome to #rpgnet, Guest95! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
[20:01] <~Dan> (wb, Vader!)
[20:01] <~Dan> (wb, Kaichkull!)
[20:01] <+Vader> Thanks Dan!
[20:02] <+CASuleiman> NB: Outsiders can still go insane. It’s just not your usual reckoning of Sanity sanity.
[20:02] <~Dan> (Welcome to #rpgnet, MixKittyKat!)
[20:03] <~Dan> What sorts of characters are there among the Oathbound?
[20:03] <~Dan> (As in cultists, monsters, etc.)
[20:04] <~Dan> (You there, MixKittyKat? 🙂 )
[20:06] <~Dan> (Howdy, Ettin!)
[20:06] <+Ettin> Hey
[20:07] <+CASuleiman> Sigil & Sign specifically is all about the Outsiders. Players can play ordinary people in the game (simply by restricting the cards they select during character creation to the Human deck), but the focus is on Outsiders, which are their own thing.
[20:07] <~Dan> (Welcome to #rpgnet, Guest97! Please set your name with the /nick command; e.g., /nick Dan 🙂 )
[20:08] <+NathanTucker> Your ID cards form your character, help develop their personality, represent their hit points, equipment and so on.
[20:08] <~Dan> Are these standard playing cards?
[20:09] <+CASuleiman> Yep, basically poker-sized. You lay them out in front of you in different stacks, and 99% of it comes down to what you can see at any given time. So, the top card on a given stack (Face card) is more significant than the ones under it.
[20:12] <~Dan> Are the Outsiders divided into groups akin to vampire clans or the like?
[20:12] <+Vader> Question for the Sigil and Sign Team, it looks really cool, besides Mark Kelly are there any other artists involved in this project that are signed on?
[20:13] <~Dan> Ah, so they’re special cards, not playing cards.
[20:13] <~Dan> (wb, Drew-2)
[20:14] <+CASuleiman> Do I have to do anything special to drop a link here/
[20:15] <~Dan> Nope! I got it.
[20:15] <~Dan> Unless you were trying to include another link after the first with the cards.
[20:15] <+CASuleiman> Just did. It’s a shot of actual play, where you can see the cards in action.
[20:16] <~Dan> They look so friendly for a bunch of reality-warping psychopaths.
[20:16] <~Dan> Whoops! Lost Nathan.
[20:16] <~Dan> wb, NathanTucker!
[20:17] <+NathanTucker> The server seems to dislike me
[20:17] <+NathanTucker> Just a little more about information about our ID cards. As you take damage (and flip cards) you will find some of the traits changing to reflect the impact of being hurt and under pressure. Your cards can also represent contacts and people in your life.
[20:18] <&Le_Squide> Is there a hard limit on the number of players given the number of cards in the core set?
[20:18] <~Dan> (Welcome to #rpgnet, Trrrbrrb!)
[20:19] <~Dan> (wb, Turrrbrrb!)
[20:20] <+CASuleiman> Not an intentional one, but with 108 total cards, that gives us a mathematical limit. And since characters add cards as they gain experience, you probably wouldn’t want to run a single game on one set of components for more than 6 people.
[20:21] <+CASuleiman> 7 if you pushed it.
[20:21] <+Vader> How well would this work for LARP, there have been some very cool CoC, Delta Green, and Vampire larps in the past, any plans for those who like to RP away from the gaming table?
[20:22] <+CASuleiman> No vigorous plans in the works to generate such events on our end, but of course it would be great to see, and I do agree that the Unspeakable setting is well-suited to the live-action mode.
[20:22] <+Vader> What about having multiple sets of cards, say two people who have the same card? (sorry for the question barrage)
[20:23] <+Vader> *Have the same card for their characters?
[20:23] <+CASuleiman> The cards represent setting archetypes, and within that are broadly interpretative narratively, which means two players can have the same card as part of their characters, yes, absolutely. Not so easy if everyone is sharing the same play kit, of course.
[20:24] <~Dan> (Welcome to #rpgnet, Witchwater!)
[20:24] <~Dan> CASuleiman: Did you see my “clan” question earlier? (No worries if you’re just getting caught up.)
[20:24] <~Dan> (wb, turrrbrrrrrb)
[20:25] <+turrrbrrrrrb> Hey Dan, hello
[20:25] <~Dan> ( turrrbrrrrrb: Here for the Q&A? 🙂 )
[20:25] <+turrrbrrrrrb> Hello, CA
[20:25] <+CASuleiman> Hi, turrrbrrrrb.
[20:25] <+turrrbrrrrrb> I am!
[20:25] <+turrrbrrrrrb> Hiya!
[20:25] <~Dan> (Great! The floor is open to any questions you may have! 🙂 )
[20:26] <+CASuleiman> Dan: The concept that most closely fills that role is the Sigil. Each Outsider bears a Great Sigil (or “Mark of Ill-Omen”) and there are seven of them: Change, Chaos, Darkness, Death, Madness, Ruin, and Silence.
[20:26] <+CASuleiman> And then, of course, there’s the question of cult affiliation, which is huge.
[20:27] <~Dan> (Welcome to #rpgnet, Guest07! Please set your name with the /nick command; e.g., /nick Dan 🙂 )
[20:27] <+LindaAddison> Comment=this set looks intensely beautiful!
[20:28] <~Dan> (Thanks, MobileNIK! 🙂 )
[20:28] <+CASuleiman> Thanks, LindaAddison.
[20:28] <+Vader> Team Sigil and Sign, will you be at Gen Con this year, can we expect to get a sneak peek then, or better yet when will we see more?
[20:29] <+CASuleiman> We’ll definitely be at GenCon. It’s the 50th anniversary show and I personally wouldn’t miss it, even if I wasn’t an Industry Insider this year (woot).
[20:29] <+Vader> nice!
[20:29] <~Dan> Cool! I’ll be there covering the con for my blog. Hopefully I’ll see you there!
[20:30] <~Dan> (My wife will be there, too, who is a huge Cthulhu fan. 😀 )
[20:30] <+CASuleiman> We’re booth-sharing with Cubicle 7, so look for us there. 😀
[20:30] <~Dan> Oh, yeah, I’m always bugging the C7 gang. 😉
[20:30] <+NathanTucker> We are looking forward to GenCon and we will have a variety of demos and scheduled events for various Axiom games. So plenty of opportunity to come and check out the system and chat with us!
[20:31] <+CASuleiman> Linda mentioned the components, so here’s they:
[20:31] <~Dan> Can you give us an idea of the capabilities of the PCs in terms of special abilities?
[20:31] <~Dan> I love the ominous color scheme, btw.
[20:31] <+Vader> You’ve got Mark Kelly directing the art, are there any other artists who’ve signed on we can know about?
[20:32] <+CASuleiman> Dan: Thanks! This game can get pretty dark, if the table wants to go there, and that’s reflected in the art direction.
[20:32] * ~Dan nods
[20:33] <+Z-GrimV> Hi Vader, Currently I’ve done all art and visuals but we’ll be looking to get other artists on board. Much of this will take pace post KS but we can certainly expect a visual treat with this book.
[20:34] <+turrrbrrrrrb> It’s extraordinarily beautiful art
[20:34] <+Vader> Thanks Mark, love your work!
[20:34] <~Dan> Z-GrimV: You might want to take a look at the work of Will over there, then. He’s a darned fine artist. 🙂
[20:34] <+turrrbrrrrrb> Love to, thanks
[20:34] <+CASuleiman> Dan: Yes. Outsiders are, potentially, the best of both worlds, human and Mythos. They can (usually) pass as human in mundane society, but they also get Bequests, which are basically Outsider powers, as well as the ability to participate in various occult rituals, which do have game and setting-altering effects.
[20:35] <+Will> Heh, thanks, Dan. This one seemed… thematic:
[20:35] <~Dan> Z-GrimV: Also, a belated welcome to #rpgnet! 🙂
[20:35] <+Will> (I’ll avoid cluttering with any more self promotion, cough)
[20:35] <+CASuleiman> Yes, Mark’s ability to nail this aesthetic is one of the most exciting things about this project.
[20:35] <+turrrbrrrrrb> OH, I’m digging this tentacle head here
[20:36] <+Vader> That’s very nice Will!
[20:36] <+Z-GrimV> Thank you. The source material is very inspirational so creating evocative art comes much easier 🙂
[20:36] <+CASuleiman> Yeah, that’s not disturbing at all Will.
[20:36] <~Dan> How powerful can the Bequests get? Can you give us some examples?
[20:36] <+Will> If you look a the browser gallery, some of the stuff is cute and not monsters. Some!
[20:37] <+turrrbrrrrrb> the transition in texture is boss
[20:38] <+turrrbrrrrrb> and I like the *feel* to the eye, the changes. Niiiiice.
[20:38] <+CASuleiman> Like many RPG systems, they’re scaled (no pun?). At the highest levels, in the hands of a very powerful Outsider, they’re capable of some pretty serious things. Many Bequests have subtle or invisible effects, outwardly, but the ones that pop, really pop.
[20:38] <+Vader> Sanity has traditionally been the “other health bar” if you take a video game reference here. You’ve mentioned that sanity is going to be different. Does that mean there may be different measures of madness/morality/rebellion/indebtedness depending on how the GM and the players want the game ro run?
[20:39] <+Will> There was a hint at duration and scope, but I was curious if there was a generally intended/expected length of the arc of a game? Like, singe session, a few sessions, ongoing until things unravel in a year, …?
[20:40] <+CASuleiman> Good question, Will. My pithy first response is to ask after the intended/expected length of the average CoC game, where the players aren’t even a *part* of the Mythos. These are games set *inside* it.
[20:41] <+Will> ‘all over the map’ has been my experience. 😉
[20:41] <~Dan> (Welcome to #rpgnet, Guest29! Please set your name with the /nick command; e.g., /nick Dan 🙂 )
[20:41] <+Will> I remember one guy who managed to go through a character a session for a few sessions running, while others had same character for dozens of sessions.
[20:41] <+CASuleiman> That said, I’m happy to relate that the same is true here: All over the map. Some S&S games will be brutally short. Others can run into full-on campaigns, stretching multiple internal arcs before coming to a concrete end.
[20:42] <~Dan> Can you give us an idea of the opposition the PCs place? And on a related note, is there a bestiary?
[20:44] <+Vader> What kind of universe is there, is there going to be NPC “investigators” from Miskatonic running around trying to fill you full of lead with bullets marked with the elder sign, or are we talking more pure Lovecraft here where it’s a bit of a role reversal with some new and exciting flavoring injected into the mix to what I think is going to be something……
[20:44] <+Vader> pretty freaking awesome
[20:45] <+CASuleiman> Heh. There’s no wanting for opposition if you’re an Outsider. You’ve got the mundane world, which would happily mob justice you if they knew what you were. You’ve got rival cults. You’ve got other Mythos entities, which are nightmares that make you look cute and fuzzy by comparison. And of course, you’ve got your own cult.
[20:45] <+Will> (as an aside, I just watched The Void two nights ago so this whole thing is spinning my head fierce)
[20:46] <~Dan> And is there a bestiary?
[20:47] <+CASuleiman> That’s not a “yes” or “no” question in this case. You’ll have to wait and see. 🙂
[20:47] <~Dan> I see. Or don’t, rather. 🙂
[20:48] <+CASuleiman> I’ve heard The Void is good and have been getting crossover questions, haha
[20:48] <~Dan> Are the PCs servants of both the Great Old Ones and the Outer Gods? Or does S&S distinguish between the two?
[20:49] <+CASuleiman> The Unspeakable setting honors most of the elements of the classic canon, but like other Mythos games, it leaves out the War in Heaven business that both vitiates the stark horror of the setting and never appeared in Lovecraft’s own work.
[20:50] * ~Dan nods
[20:50] <~Dan> How much contact do the PCs have with their patron entities?
[20:50] * +Will cheers quietly
[20:51] * +Vader approves!
[20:52] <+CASuleiman> Great question, Dan. The usual answer is “zero direct contact.” At the Outsider level, much of what they do revolves around interpreting the will of their patron god. Sometimes clearer messages come through than in others, but there’s almost never a set-up where you’re just casually strolling into an Old One’s living room to have a chat.
[20:53] <+Will> Given there are fixed cards and whatnot, is there any freedom in defining/altering/inventing patrons?
[20:53] <~Dan> By default, where to the PCs sit on the cult’s totem pole?
[20:53] <+CASuleiman> Not without substituting for what’s there, no. The setting commits to a certain cosmological view with respect to Earth, and provides that view in fully designed detail.
[20:54] <+CASuleiman> Outsider characters are basicallly right in the middle: Above mundane members and hangers-on and human assets, but below the servitor races and of course the Old Ones themselves.
[20:55] <~Dan> Does that mean that they can’t summon and order about Byakees and the like?
[20:55] <~Dan> (Welcome to #rpgnet, Supermex177!)
[20:56] <+CASuleiman> Summon, yes, potentially. Order about? Well… would *you* order a Byakhee about?
[20:56] <+Will> Once.
[20:56] <+CASuleiman> lol
[20:56] <+NathanTucker> lol
[20:56] * ~Dan chuckles
[20:57] <~Dan> So there’s no Summon/Bind spells to be had, I take it.
[20:57] * +Vader is holding big bag of oh hell no
[20:57] <~Dan> Just Summon?
[20:57] <+CASuleiman> Well… it *is* a horror game. >:-)
[20:58] <+CASuleiman> Lots of trade-offs in this game. You can do a thing, but at what price.
[20:58] <~Dan> Fair point. 🙂 I’m just used to the idea of cultists siccing Mythos monsters on their foes.
[20:58] <+turrrbrrrrrb> Mark Kelly, I love your cultists, especially the females. The compositions are all deadly, everything I’ve seen, even the woods picture.
[20:58] <+CASuleiman> Oh, that’ll happen, Dan. No worries.
[20:58] <~Dan> Ah, cool.
[20:58] <+Vader> Are we going to see all kinds of thigns besides magic and gifts, what about alchemy, strange science (Etheric Radiation Machines), etc?
[20:59] <+Will> ‘Colleagues, I have uncovered the secret to calling forth the Devourer of Wizards.’ “Ah… sir, aren’t we wizards?” ‘Yes?’ “And the range on that spell?” ‘A few feet, why?’
[20:59] <+Z-GrimV> Thank you very much turrrbrrrrrb
[20:59] * +Vader chuckles
[21:00] <+Will> (mind you, calling down horrible things that promptly eat most of the cultists is pretty genre)
[21:00] <+CASuleiman> Yes, sometimes I’ll look at something Mark sends me and I’ll have to just have a nice sit down for a minute.
[21:00] <+Will> heh
[21:01] <~Dan> How many patron gods do you cover in the game?
[21:01] <+NathanTucker> or two even]
[21:01] <+CASuleiman> 13
[21:01] <~Dan> Lucky!
[21:01] <+Z-GrimV> The aesthetic is something I’ve been thinking about for a while and glad the project is now in full swing and that aesthetic can see the light of day 🙂
[21:01] <+CASuleiman> That’s now been spoiled for the first time! Take my message, brothers and sisters, and spread it far and wide! etc
[21:02] <+CASuleiman> To pre-answer a question I’ve been asked elsewhere: Yes, you can play cultists of the Big C himself. If you want.
[21:02] <~Dan> Can you give us some examples of what the PCs might do on an adventure?
[21:03] <+Vader> What about a GM screen, is that going to be something you offer as an addon, I may alter dice rolls… pray I do not alter them further 😛
[21:03] <+turrrbrrrrrb> Very welcome! They’re all cool little compositions, not just the fishchick and the school marm lady with the lizardy eyes. I have to say, I like the way the pictures are made to look so washed out and strange–the lady with the red dress and the scuttled jaw line
[21:03] <+CASuleiman> The setting incorporates a mild metaplot concept called the Convergence. Interpretations vary, but basically, the stars are coming to alignment and shit is getting serious. This has shifted the cults into a phase of activity unseen since the dawn of Man.
[21:04] <~Dan> What’s the time period of the game, by the way?
[21:04] <+CASuleiman> Darth, I would love to do a Sigil & Sign screen. Right now, we’ve got the play mat, which one might call an unconscious screen. 🙂
[21:04] <+turrrbrrrrrb> is espsecially nasty and foul looking; the refelected light on her collar is deadly, I love that little touch as much as I love the frown of her mask
[21:05] <+CASuleiman> That’s Lady Masque, turrrbrrrrrb. She’s bad news.
[21:05] <+turrrbrrrrrb> I love how the red is bounced around and it take syou right back to her flat, dead eyes.
[21:05] <+Vader> if you do a screen you’ve got one customer for sure.
[21:05] <+turrrbrrrrrb> sorry for the bad typos, I shall glance back and re-read before I send.
[21:06] <+CASuleiman> Dan, the default setting is 1930. Classic Lovecraftian goodness.
[21:06] <+Vader> What about Dreamers, one of my favorite Lovecraft short stories is about the realm of dreamers.
[21:06] <~Dan> CASuleiman: Awesome. I’m old school, yo.
[21:06] <+turrrbrrrrrb> I like Lady Masque! I want to mud wrestle her for top cultist position, though. She looks older, thus I think I can physically dominate her.
[21:07] <+CASuleiman> lol
[21:07] <+turrrbrrrrrb> I will kick that bitch’s ass.
[21:07] <+CASuleiman> Dan, yep, we wanted all the good mundane stuff of the day to be viable, too, so… Prohibition, organized crime, speakeasies… all that jazz.
[21:07] <+Z-GrimV> hehehe turrrbrrrrrb
[21:07] * +Vader finds your lack of self preservation disturbing…
[21:08] <~Dan> CASuleiman: Heh. All that jazz. 😀
[21:08] <~Dan> (Howdy, Logomachist!)
[21:08] <+turrrbrrrrrb> but seriously, it’s great that you can’t quite see the nature of her flesh beneath the ceramic. The tears and jagged bit on her chin is so lovely and well-placed.
[21:08] <+Vader> not that Rhode Island did a lot of bootlegging at all… nope, none at all
[21:08] <+CASuleiman> I will happily promote Martin Scorcese’s HBO show Boardwalk Empire as good tonal reference for S&S
[21:09] <~Dan> Oh, yes. That’s a fantastic show.
[21:09] <+turrrbrrrrrb> YEAH
[21:09] <~Dan> And Steve Buschemi looks like a Deep One hybrid.
[21:09] <+NathanTucker> oh lol!
[21:09] <+CASuleiman> lol
[21:09] <+Vader> LOL
[21:09] <+turrrbrrrrrb> Heh
[21:10] <+CASuleiman> If we ever do a TV show, I’m totally going after Steve to play the grizzled cult leader in the Esoteric Order of Dagon
[21:10] <~Dan> 😀
[21:11] <+CASuleiman> Crispin Glover would have to make an appearance, too, but I digress.
[21:11] * +Vader switches genres…. “So we can expect great things from you and the Sigil and Sign team, Terrible things, but Great…”
[21:11] <~Dan> How does task resolution work?
[21:11] <~Dan> (I can’t believe that hasn’t come up yet. I blame myself.)
[21:12] <+CASuleiman> I blame NathanTucker
[21:12] <+NathanTucker> What did I do this time?
[21:13] <+CASuleiman> So, under Axiom, most things revolve around building dice pools. You add the relevant card type you have to whatever other modifier is relevant and that’s your pool. And then, because Axiom system are D6s with two unique faces, you go from there.
[21:14] <~Dan> How does combat work?
[21:14] <+CASuleiman> Once any mitigating factors or effects are addressed, you add up the results. If you meet the Rigor (difficulty), you succeed. If you meet it by two or three times (in the case of good rolls), you get to boost your result.
[21:15] <+CASuleiman> It depends on the nature of the attack or defense. Most basic combat has a dedicated trait under Axiom: Mayhem.
[21:16] <~Dan> On a scale of 1-10, how deadly is combat?
[21:16] <+CASuleiman> When you take a wound, you flip a card over to its Hurt side. This may trigger new skills or special abilities entering the picture.
[21:17] <~Dan> 1 being “Toon”. 😀
[21:18] <+CASuleiman> This may sound like a designer cop-out, but it’s true: It really depends on who’s doing the combating and with what. The basic system is such that an ordinary person getting shot point-blank in the face is likely to die from it. But Outsiders aren’t ordinary people, and very powerful Outsiders are even less so.
[21:19] * ~Dan nods
[21:20] <~Dan> If you were to put a PC-level Outsider on a power scale alongside well-known superheroes, where would they be?
[21:21] <+CASuleiman> It depends on what level the character was. Just like in D&D and a hundred other RPGs. Starting characters, much like first-level wizards, are probably best served not running around puffing their chests too much.
[21:21] <~Dan> Gotcha.
[21:21] <~Dan> But on the same scale, how powerful can PCs get?
[21:21] <+CASuleiman> But a 10th-level Outsider with a solid hand of cards? Not something to run into in a dark alley alone.
[21:23] <+CASuleiman> They’re pretty hard to kill for good, which alone makes them pretty powerful relative to the average fragile meatsuit. They can go down for the count, but thanks to the Mythos and the power they draw from it, they can get back up before the ten-count. They’ll get up *changed*, but they get to get up.
[21:23] <~Dan> Cool. 🙂
[21:23] <+CASuleiman> 😀
[21:24] <+CASuleiman> I’ve got to run in a minute or two here. Give us another solid question or two?
[21:24] <~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up? (And you’re more than welcome to hang out with us as long as you like, mind you.)
[21:24] <~Dan> (Howdy, Ampersand!)
[21:24] <+Vader> I’m going to shamelessly plug to get people to back the kickstarter because I want the extra pages and the map stretch goals if you don’t mind…
[21:24] <+CASuleiman> (Link: https://www.kickstarter.com/projects/461807648/sigil-and-sign-cthulhu-mythos-rpg-where-you-play-t)https://www.kickstarter.com/projects/461807648/sigil-and-sign-cthulhu-mythos-rpg-where-you-play-t
[21:25] <+CASuleiman> Yes, that map is going to be gorgeous.
[21:25] <+NathanTucker> glorious
[21:26] <~Dan> Any last questions, folks?
[21:26] <~Dan> And just a quick reminder that my tip jar is here, for those so inclined: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 😀
[21:26] <+Vader> I know the KS states the hardcover core book, which just looks awesome is going to be a setting book, but I also saw a mention of “in-game” is that goign to be like some cultists and outsiders 101 book?
[21:27] <+Will> I just realized I forgot to say, but I also love love the art
[21:27] <+turrrbrrrrrb> Isn’t it freaking fab?
[21:28] <+Vader> yes yes it is
[21:28] <+CASuleiman> Yes. Our preferred approach at MBG is to separate the setting, story, and character design from the crunch game part of the design. The former goes into an evocative, system-free corebook that basically never breaks the “fourth wall” until the Credits page. It steeps the reader in the world.
[21:28] <~Dan> Oh, also, for those of you who showed up for the Q&A: Stick around! We’re always open for general chat, and we’re a friendly bunch. 🙂
[21:28] <+CASuleiman> *crunchy
[21:28] <+Will> Big fan of somewhat distorted stuff, plus lots of nice small touches. The symbols are also appropriately arcane.
[21:29] <+Will> It’s surprisingly easy to make arcane symbols that just look stupid.
[21:29] <+turrrbrrrrrb> Same here, WIll
[21:29] * +Will mutters
[21:29] * +Vader Approves
[21:29] <+NathanTucker> Thank you for having us Dan and RPG.net and to everyone for their questions and thoughts. Feel free to reach out if you have any other burning questions and please spread the word.
[21:29] <~Dan> Thanks very much for joining us, guys!
[21:29] <+Vader> Dan, what’s the IRC server I really hate this web interface and I have mirc and would rather use that…
[21:30] <+CASuleiman> Yes, thanks for popping in, everyone, and feel free to follow our shenanigans on FB at makebelievegames
[21:30] <~Dan> If you’ll give me just a moment, I’ll get the log posted and link you. 🙂