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mends

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A member registered Jul 25, 2021

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Sanity is an important mechanic in Cthulhu's Tabletop, as players must grapple with the horror and otherworldly occurrences of the Lovecraftian universe.

Determine maximum sanity

 Each character has a maximum sanity score, which represents their mental stability and resilience to the horrors of the Lovecraftian universe. This score is determined by the character's Constitution and Education attributes, as well as any sanity bonuses or penalties they may have.

Lose sanity

As characters encounter and witness unsettling or otherworldly events, they may lose sanity points. The GM should decide how much sanity a character loses based on the severity of the event and the character's reactions to it.

Check for sanity loss

 Whenever a character witnesses or experiences something that might cause them to lose sanity, the GM should have them make a Sanity roll. This is usually a percentile roll, with the character's Sanity score being the target number. If the roll fails, the character loses sanity points.

Insanity effects

 If a character's sanity drops to zero or below, they suffer from insanity. The GM should decide on the specific effects of insanity, which could include hallucinations, delusions, phobias, or other mental disturbances.

Recover sanity

 Characters can recover lost sanity through rest, therapy, or other methods. The GM can decide on the specifics of how much sanity a character can recover and under what circumstances.

Investigation and exploration are key elements in Cthulhu's Tabletop, as players take on the roles of investigators trying to uncover the truth behind mysterious and unsettling occurrences. Here are some rules for conducting investigation and exploration in a Call of Cthulhu game...

Gather clues

 As investigators, the players will need to gather clues and information about the case they are working on. This can be done through talking to NPCs, searching for physical evidence, or examining documents. The GM should provide the players with a variety of clues to help them piece together the mystery.

Use skills

 The players can use their characters' skills and abilities to gather and analyze clues, as well as interact with NPCs and navigate their environment. For example, a character with a high Investigation skill might be able to uncover hidden clues more easily, while a character with a high Persuasion skill might be able to extract more information from NPCs.

Make deductions

 As the players gather clues, they can use their characters' reasoning and problem-solving skills to make deductions about the case. The GM can provide the players with a deduction board or other tool to help them organize and track their clues and deductions.

Take risks

 As the players investigate and explore, they may encounter dangers and obstacles that require them to take risks. The GM can use dice rolls or other mechanics to determine the outcome of these risks.

Solve the mystery

 The game will come to an end when the players have gathered all the clues and solved the mystery, or when their characters are no longer able to continue. The GM should provide a satisfying resolution to the case and reward the players for their efforts.

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BASIC RULES

Here are some rules for conducting combat in a Cthulhu's Tabletop role-playing game.

Determine initiative

At the start of combat, the GM will determine the order in which characters and creatures will act. This is usually done by rolling dice to see who goes first.

Take actions

On a character's turn, they can take a variety of actions, such as attacking, moving, or using an item. The character's skills and attributes will determine their success or failure at these actions.

Roll dice

 Whenever a character attempts an action that has an uncertain outcome, they will need to roll the dice to see if they succeed or fail. Roll a d20 and add the attack bonus provided by cover. The result must be greater than the target's defense bonus.

Determine damage

 If a character's attack hits its target, the GM will determine the amount of damage dealt. This is usually based on the weapon being used, the character's strength, and any special abilities or effects.

Check for death

 If a character or creature takes damage equal to or greater than their maximum hit points, they are considered killed or incapacitated.

End combat

 Combat ends when all the enemies are defeated or the players decide to retreat. The GM may also decide to end combat if it is no longer feasible or interesting.

COVER SYSTEM

A cover system is a way of representing the protection that characters or creatures have during a combat encounter. It can be used to add an extra layer of strategy and realism to combat, as characters can use cover to take shelter from enemy attacks and gain an advantage.

Determine cover

 The game master (GM) should decide which objects or areas in the environment provide cover. This could include walls, doors, barrels, trees, etc. The GM should also assign a cover value to each object, ranging from light cover (provides a small bonus to defense) to heavy cover (provides a significant bonus to defense).

Use cover

 When a character is behind an object that provides cover, they can use it to gain a bonus to their defense roll. The character's cover value is added to their defense roll, making it more difficult for enemies to hit them.

Break cover

 Characters can leave cover to attack or move, but they will lose the cover bonus until they can take cover again. Characters can also choose to remain in cover and attack, but they may have a penalty to their attack roll depending on the cover value.

Cover and ranged attacks

 Characters in cover are less vulnerable to ranged attacks, but they may still be able to be hit if the attacker has a clear line of sight to them. The GM can decide if the cover provides any benefit to the character's defense roll against ranged attacks.

Cover and melee attacks

 Characters in cover may be more vulnerable to melee attacks, as the enemy can move around the cover to attack them. The GM can decide if the cover provides any benefit to the character's defense roll against melee attacks.

Eu entendi a premissa mas foi uma ideia muito grande para um prazo curto. O parkour e o stealth que parecia o ponto chave do jogo acabou atrapalhando a experiência, mas a ideia é boa.

o jogo tem som? se tiver não tocou pra mim 😢

eu gostei dos gráficos mas a jogabilidade não ficou muito intuitiva

acho que poderia diminuir um pouco o delay da movimentação e aumentar um pouco os triggers das flores

muito bonito e gostoso de jogar. A ideia de ciclos eu não entendi muito bem mas acredito que tenha relação artística com a ambientação de escritório. Parabéns para os dois envolvidos no projeto, ficou muito bom!

eu comecei o jogo pelos gráficos mas a jogabilidade tá quase pronta

por enquanto só da pra andar num terreno plano mas já comecei a programar o sistema de ciclo

a ideia é que a maldição do personagem faça com que toda noite ele se transforme em uma besta e tenha que usar o dia para descobrir como desfazer a maldição não podendo alcançar o sétimo ciclo ou a besta tomará controle total de seu corpo

ta meio ambicioso mas acho que ainda da tempo

é basicamente a mesma coisa