Everything you need to run your first Signal Seven session. Free. No strings. Just the signal.
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// Contents //
The essential mechanics — Dissonance, skills, conflict resolution, and the Signal Seven action system. Everything you need to play.
Five ready-to-play operatives with full backstories, skills, and equipment. Pick up and play in minutes.
A complete introductory operation: "The Millhaven Incident." Designed for 2–4 players, 3–4 hours. No prep required.
A condensed overview of Chorus, Static, and Oblivion — what they want, how they operate, and how to portray them.
Printable reference sheets for the Game Director and players. Keep the game moving without flipping through pages.
The founding of Signal Seven, the nature of the Dissonance, and the world operatives are trying to protect.
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// From the Signal Seven Quickstart //
"The Dissonance is not a flaw in the signal. It is the only thing keeping the signal from consuming everything."
— Signal Seven Founding Charter, Article I