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The Sigil System
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The Sigil System

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System Overview

The Sigil System is the heart of Stormforge Productions and is the base of all our products, from The Runed Age to Z-LAND to all our future products. 

It's a gritty and lethal system meant to put all your skills to the test in order to succeed. 

The core of the Sigil System is a simple d100-roll-under system that utilises only 20 Skills. No need to worry about talents, traits, attributes, and all that carry on. Anything you can think of doing can be done with these 20 Skills (and a further 4 potential specialisations within each Skill). This makes both playing and GMing very easy as there general mechanic that you need to worry about, whether it comes down to combat, social encounters or even exploration. And with our modular Modifiers Tables, you make your games as narrative or granular just as you want them to be.

Next up is our realistic Wound System. With Hit Locations for the entire body and different severities of Wounds possible, every round combat and every fight will be putting you on the edge of your seat as one wrong move can put out of the encounter, the session, or even the entire game! Combat in the Sigil System is gritty and real where death awaits around every corner. You will have to use all your wits in order to survive, but that is what makes success sweeter.

Through our Character Creation system you will discover everything there is to know about your character. Not only will you create your character's skills but also their backstory, the personality and their most important contacts. The Party Creation will also help your party discover what holds them together, what threatens to break them apart and how they met in the first place.

QUICK START GUIDE

We've also included a Quick Start Guide that condenses the most important rules of the Sigil System down to less than 4 pages. So if you (or someone in your group) have never played the Sigil System before, or any tabletop RPG for that matter, then this is the perfect way to get up to speed on how to play the game, and leave the finer details to your GM and the main corebook.

Sigil Story Journal

Keep track of everything that has happened in your campaign with the Story Journal. Each session gets one sheet to fill out, and you build up your journal as your campaign goes on. Revisit and remember all the sessions in the campaign by leafing through your journal, and bring new players up to speed by letting them have a quick read through it. Never forget anything again with the Story Journal by your side.

GLYPH

If d100 isn't your cup of tea, fear not for we have translated the Sigil System down into a quick d20 format. Head on over to the GLYPH system to see the Sigil System' smaller, leaner brother.

 
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Reviews (0)
Discussions (5)
Customer avatar
Niclas M July 01, 2019 8:55 am UTC
PURCHASER
I got a mail saying Sigil should have been updated to v1.4 but My Library isn't updated. I can only see v1.3. Have you updated the file or not?
Customer avatar
Izak T July 01, 2019 8:59 am UTC
PUBLISHER
Hi Niclas. The email said that the updates in this new version (1.3.1) is in preparation for the next big update with will be 1.4.
Customer avatar
Hayk-Davit P May 20, 2019 6:24 pm UTC
PURCHASER
How do you use specialisations? And at what level do they start if you purchase them? Like say I have fight 50 and take "one handed sword fighting" as a specialisation, does that mean I also have 50 in "one handed sword fighting" and add 50+50 as a modifer? I don't really get it tbh.
Customer avatar
Izak T May 20, 2019 7:28 pm UTC
PUBLISHER
Specialisations work like regular skills, except that they level up twice as fast. When you pick a specialisation, it starts off at the level you get it. So if you take "One handed sword fighting" at level 50, then that specialisation will be level 50. It doesn't get added to the base skill's level.
Customer avatar
Hayk-Davit P May 24, 2019 3:39 pm UTC
PURCHASER
So their not getting added to their "parent" skill like for example "Spec: One Handed Swords 50 + Fight 50 = 100". Basically "One Handed Swords" is it's own fight skill, the only benefits it has are that it's a unique skill and that it's able to level up twice as fast, right? Also what about inflicting damage, is weapon damage just bonus damage? For example:

Karen’s character Cassandra and William’s
character Gerrit were in a shootout.
• Cassandra shot Gerrit and successfully hit
him.
• Karen rolled a 23 which is under her
Modified Skill Level.
• William rolled 35 above his Modified Skill
Level .
• Since William rolled over his Skill Level,
Karen adds together the results.
• 23+35=58.

Do I add to the end result of 58 now my weapon damage? Let's say 30 so it would be 88 damage in the end? (Which would destroy the hit location)
Customer avatar
Izak T May 24, 2019 7:44 pm UTC
PUBLISHER
Yes to both. You add the weapon damage onto the result of your combat skill check, just like you showed.
Customer avatar
Newbie F February 09, 2019 6:51 am UTC
PURCHASER
A fantastic system! Somewhat similar to BRP, but that's probably because it's a D100 system as well.

I spotted a contradiction in version 1.3 (1.2?) though, on the cover it says 1.2, but on the first (Or second) page it says 1.3. Nothing game-breaking, just confused me for a second.
Customer avatar
Matthew R February 21, 2018 5:52 am UTC
PURCHASER
What has been updated?
Customer avatar
Izak T February 21, 2018 6:51 pm UTC
PUBLISHER
Quite a lot, really. We've added in a few new skills and taken others out. We've created a new Contacts system to make it a bit more narrative and roleplay-based rather than just a skill roll. We've changed how the base roll resolution works (now you need to roll as high as possible while still under your skill level). We've added in some weapon stats and ranges. And there's plenty more in Sigil 1.2.
Customer avatar
Matthew R February 22, 2018 3:58 pm UTC
PURCHASER
After I posted my previous question, I downloaded the updated version and found that the section on Realms (i.e. sample settings) been taken out; the new file is only 76 pages even though the product description still says 143 pages. Why did you do that?
Customer avatar
Izak T February 22, 2018 6:25 pm UTC
PUBLISHER
Good catch on the page numbers! We forgot to update that on the product description. We decided to move away from the Realms and instead opted to go with adding in content as Mods for the system. This allows us to keep the corebook trimmed down to just the essentials needed to play, and the GM can add in each mod as he feels its appropriate. The Realms were always meant as a preview for the settings we would make in the future, so we would have removed each individual realm as we made the proper setting. With Z-LAND on the horizon, we would have removed it anyway, so we thought we might as well take the opportunity to move all the rules in the Realms over to the Mods. That way, we can provide updated and expanded rules while not keeping it to any one setting.
Customer avatar
Brian J March 20, 2017 11:57 am UTC
PURCHASER
Can we get version numbers on the updated files? Both files have the same name. Which is the updated one?
Customer avatar
Izak T March 20, 2017 11:43 pm UTC
PUBLISHER
Sorry about that. We got it fixed now!

Thanks for letting us know.

Izak.
Customer avatar
Brian J March 23, 2017 11:42 am UTC
PURCHASER
Both still show as The_Sigil_System.pdf
Customer avatar
Izak T March 28, 2017 11:52 pm UTC
PUBLISHER
We'll look into it. On our end it's 1.1 so I'm not sure what happened.

Izak.
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File Last Updated:
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This title was added to our catalog on September 14, 2016.