Could you please share what sort of rules system powers this game?
Mograg
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Hi Alexandre,
I am sorry to keep asking, but I am still a bit unclear and I want to ensure I fully grasp how permanent Sanity loss affects both current totals and maximum caps. Could you confirm if the following example is correct?
Scenario: William (Starting Sanity: 10 | Max Cap: 20)
- The Loss: William learns a spell (-1 Permanent SAN) and sees a ghost (-3 temporary SAN).
- Current SAN is now 6.
- Recovery: He rests and rolls a 6 for recovery.
- Result: His SAN returns to 9 (not 10), because his "base" was reduced by the permanent loss. His Max Cap is now 19.
- Advancement: He spends XP to "Gain 2 SP."
- Result: His new current SAN total becomes 11. His Max Cap remains 19.
My Interpretation: Permanent Sanity loss acts as a reduction to the starting "floor" and "ceiling" of the character's Sanity, effectively shifting all future calculations down by that amount.
Does this match the intended game mechanics, or am I missing a nuance?
Thanks Alexandre!
Hi Alexandre - just so I fully understand: if my character permanently loses 2 Sanity Points - thus reducing his maximum Sanity score from 20 to 18 - I could still choose the "Gain 2 Sanity Points" option during the Character Advancement phase and restore my maximum Sanity from 18 back up to 20, correct?
Hi Alexandre - when a character permanently loses Sanity points (for example, when learning spells), how is that permanent Sanity point loss applied? Does that mean that their maximum potential Sanity points are 20 minus permanent Sanity point loss? Or does it mean that their current maximum Sanity points are lowered, while leaving the door open to them gradually attaining up to 20 maximum Sanity points?
How does leveling up work in the game? The game rules detail some new character abilities at “level up,” but doesn’t say when leveling up actually happens.
I like how hit points stay low - they are not one of the listed abilities that increases with leveling up. This keeps characters human-level vulnerable, as befitting the genre. Even an experienced adventurer in Cthulhu tales should be susceptible to a knife blade or a bullet. But yeah, a bit more detail about leveling up - like when it is supposed to happen - would be welcome.
You’ve really got a terrific game in the works, here! One thought: do you need both Intellect and Presence attributes? Why not condense to just Presence? I think Presence could handle all the things both attributes are supposed to do in the game, streamlines things, and (pleasingly) matches the same four attributes featured in the original Mork Borg: Strength, Toughness, Agility, and Presence.
Question: How does the "Trusty Pistol" work (an option for the Pugilist class). It says:
"Retired military: You get a Trusty Pistol (You can add +2 to
Defense Tests to roll 2d10 on Shooting checks instead of 1d20).
Why are you rolling Defense with the Trusty Pistol? And I'm not sure how 2d10 would be any different or better than rolling 1d20. So this feature is very confusing. As written, I can't figure out what benefit it is supposed to confer.
Hi Alexandre - may I ask a rules question? When attacking, let's say I am using a knife and my melee skill is 60%. Since it is a small knife, that means I am using the lowest die to count as damage. I roll a thirty-nine, a successful hit. For damage, would that be nine points of damage (since one die is a "thirty" and the other die is a "nine"), or would that be three points of damage (in this instance counting the "thirty" die as a "3" and the other die as a "9"). Which is correct?
A YouTube flip-through of the game would be great. It would show off the actual features of the game, a sense of the mechanics. It doesn't have to be anything fancy...literally just flip through the book and narrate what you think is special about Whitechapel Occult Society. It would get people excited about what is between the covers! Thank you for considering! - Brian C. mograg@hotmail.com
As a longtime Call of Cthulhu enthusiast, I am intrigued by Whitechapel Occult Society but would like to learn more about the game before I decide whether or not to purchase a print or digital copy (the Community Copies are all sold out). From the few pages I have seen online, it looks a bit like Call of Cthulhu crossed with Mork Borg (which is a cool idea and aesthetic), but I can't get a sense of the game mechanics, how "fragile" player-characters may be in the world, is there a Sanity mechanic, things like that. Is there anywhere one can get a more full preview of the book, enough to get a sense of the game mechanics, player-character options, etc.? Thanks for reading and I hope for a response. With appreciation, - Brian C., mograg@hotmail.com
Hi Jason! Another huge fan of your games, here. Just voicing encouragement and anticipation, hoping that your revised version of Agents of the O.D.D. will drop at some near future point. No pressure, of course! Whenever you deem the stars are right for its appearance. Thanks for all you do and the wonders you create!
Hey this is a great game! I am so pleased to see an English language edition. I have a question: the skills section does not list detection skills such as spot hidden, perception, listen, etc. Is this an intentional omission? If so, how to player-characters detect hidden or obscure clues? Does the Hierophant just give them those clues by fiat? Also wondering: do Hit Points and Sanity Points recover?
This looks really fun. Thank you for sharing it! Regarding Corruption: would it be better to simply have player-characters lose points off of their Hit Points, and then their WIL score when failing WIL saves to the monsters & horrific spells, with characters dropping into permanent insanity if their WIL hits zero? That way, it works just like STR loss does. In other words, why add an additional Corruption track when WIL loss elegantly mirrors sanity loss? Thanks for considering this adjustment. Your Cairn modification is great stuff!
Hi Alexandre! In "Die a Hundred Times," there are the defensive combat skills Dodge and Parry. If melee attacks can be both Dodged and Parried (player's choice), and ranged attacks can also be Dodged, why put any skill points in Parry? Is it intended that melee attacks must be Parried (no Dodging) and ranged attacks must be Dodged, thus you need points in both Parry and Dodge? Otherwise, why "waste" points in Parry if the player can declare he or she is Dodging melee attacks as well as ranged attacks? Can you please explain and set me straight? Thank you Alexandre!
Absolutely love The Roaring Age! Jack Edward has created a wonderful work that brings you all you need to run classic Cthulhu adventures with Liminal Horror, done with concision, clarity, and panache. Top shelf stuff!