[13:32] <+Jay> Hi I’m James Gantry (Jay) and the game is the League of Seekers, a Lovecraftian Grimdark RPG set in an alternate 18th century Europe
[13:33] <+Jay> done
[13:33] <~Dan> Thanks, Jay! The floor is open to questions!
[13:33] <~Dan> Who are the PCs, and what do they do?
[13:34] <&Beelzedude> What kind of system will the game use?
[13:34] <+Jay> The PCs are members of the League of Seekers they hunt down and erradicate monsters and the cults and secret societies that summon and worship them
[13:35] <+Jay> The game uses a percentile system, but we are also doing a Savage Worlds and Fate Core version
[13:35] <+Jay> ๐
[13:35] <&Beelzedude> Care to go a bit more into detail on that?
[13:36] <+Jay> on which bit?
[13:36] <&Beelzedude> The system.
[13:37] <&Beelzedude> Like what attributes the characters have, or how skills (if present) work.
[13:37] <~Dan> And do you have a character sheet that we can see?
[13:37] <+Jay> Ok the original system uses percentile, roll under with a D100,. There are a number of skills and stats like Sanity, Dark Knowledge and Humanity
[13:38] <+Jay> There are no attributes just skills and they will be a percentage number which must be rolled under to succeed
[13:39] <+Jay> We have a playtest sheet but that is changing so isn’t a good representative of the game
[13:39] <+Jay> but backers receive the playtest book once funding etc has all ended
[13:40] <~Dan> How broad are the skills?
[13:41] <+Jay> There are 21 skills in the game, ranging from combat skills, skills for investigating and subterfuge etc
[13:42] <~Dan> (Howdy, Woo!)
[13:43] <~Dan> How do you handle abilities like strength that would be attributes in other games?
[13:43] <+Jay> The headings for each skill set are Combat, Coverse, Fitness, Investigate, Learned, Mind and Subterfuge
[13:43] <+Jay> Comes under Fitness
[13:45] <~Dan> What is Coverse in this context?
[13:45] <+Jay> Diplomacy, Commerce and Interrogation
[13:46] <+SuperAge_Jeff> so i have a first level character… what would possibly my skills/ attribute array look like
[13:48] <+SuperAge_Jeff> or do you have an example character seet ready to look at?
[13:49] <+Jay> ok so based on what background you choose you get a certain package, so lets say combat will be 40, 50, and 60% and you will be able to distribute those 3 numbers among the 3 skills under Combat, other skills will be 30,40, and 50%. Each background starts with 2 packages
[13:50] <+Jay> for example a criminal background allows you to distribute amongst Subterfuge and Combat
[13:51] <&Beelzedude> With the setting being 18th century Europe, is there a specific focus on a country, region or city? And what kind of setting info will be in the book?
[13:52] <+Jay> The setting is Europe with most things happening in England and France, but we do go into the Colonies and Eastern Europe as well
[13:52] <+Jay> The book will have info on the background to the Seekers, Europe, the Colonies and the Dreamlands
[13:52] <&Beelzedude> No love for Central Europe?
[13:53] <+Prince_Herb> Aloha!
[13:53] <+Jay> Well Germany, Italy, spain and Austria will have sections but France and England more so, unless we hit a stretch goal that changes that
[13:54] <~Dan> (Howdy, Prince_Herb!)
[13:54] <+Jay> Lots of Eastern Europe are under Ottoman control so that will also be given a section
[13:56] <+Jay> ๐
[13:57] <~Dan> (Howdy, GKG_Alan!)
[13:57] <~Dan> How similar are your Dreamlands to Lovecraft’s?
[13:57] <&Beelzedude> Another setting question. Being a fan of the grimdark things, how is that implemented in the setting and/or the rules?
[13:58] <+GKG_Alan> (Q&A?)
[13:58] <+Jay> They will be as similar as possible, but how the PC experiences the Dreamlands is linked to their sanity
[13:59] <~Dan> (GKG-Alan: Yup!)
[13:59] <+Jay> Europe is cursed by a Bloodrage which comes about during certain moon phases, which turns people into beasts, the gap between rich and poor is very poor and life is cheap in the area’s outside of the cities
[14:01] <+Jay> Its very Dystopian and violent place
[14:01] <&Beelzedude> Is there a cause for that curse? Maybe a way to lift it?
[14:03] <+Jay> That is one thing the Seekers seek, the Curse was caused by past mistakes that effects the moon, a form of Lunacy/Lycanthropy
[14:04] <~Dan> You said that it turns people into beasts. Do you mean literally?
[14:04] <+Jay> The Humanity stat helps PCs avoid the Bloodrage
[14:04] <+Jay> Everyone will be effected differently but some do yes
[14:04] <&Beelzedude> I am liking what I hear so far.
[14:06] <+Jay> The GM will use a D4 to determine time of day after travel, investigating etc and if 4 is rolled 4 times then its a cursed moon, what this does is you could run the same game with two different groups and they will experience it differently depending on the time factor
[14:07] <+Jay> a cursed moon also means magic is easier and monsters find it easier to break through the veil of reality
[14:07] <~Dan> Do I recall correctly that the supernatural in this game is a mix of Lovecraftian and folkloric?
[14:07] <+SuperAge_Jeff> a d100 has a lot of granularity, are there creative things you do with the dice to take advantage of this granularity?
[14:07] <&Beelzedude> Do characters have access to magic or is it just for baddies?
[14:08] <+Jay> Yeah it is, we areย using creatures from Slavic, African, America folklore and myth and blending it in
[14:09] <+Jay> along with other countries, for example you can play the Brotherhood of the Wolf, which was based on a real incident. The two main characters would just be Seekers
[14:11] <~Dan> Does the supernatural spring from a unified source in this setting? For example, are all of the folkloric creatures fundamentally Lovecraftian in nature?
[14:11] <+Jay> Whats cool is that England is ruled by King George who was mad so it fits really well lol
[14:12] <+Jay> No the Folklore monsters will be there own thing, most are already grim
[14:12] <+Jay> thier own thing
[14:12] <+Jay> their, can’t spell
[14:13] <+Jay> Characters will have access to some magic
[14:14] <&Beelzedude> Can you give us an example or two?
[14:14] <+Jay> @SuperAge_Jeff yeah the difficulty is similar to CoC in that your skill percentage is halved or quartered based on difficulty
[14:15] <+Jay> Summoning and or controlling monsters is a good example of how Characters will interact with magic
[14:17] <~Dan> Is magic inherently dangerous for PCs to mess with?
[14:17] <+Jay> Some weapons are also magical in that they are etched ith elder signs, or designed to kill certain creatures
[14:18] <+Jay> Yes Magic will effect sanity and the study of magic increases the characters dark Knowledge which in turn lowers their humanity
[14:18] <&Beelzedude> Nice.
[14:18] <~Dan> So PC “wizards” are unlikely?
[14:19] <+Jay> Yeah, but because of the nature of the sanity system there will be need for some
[14:19] <+Jay> with this knowledge
[14:20] <+Jay> ๐
[14:20] <~Dan> Heh. ๐
[14:21] <~Dan> What sorts of things can magic accomplish in this setting? I’m assuming it’s not fireballs and lightning bolts.
[14:22] <+Jay> No, the summoning and banishing of monsters, unveiling the truth, absorbing life energy, curses etc
[14:22] <+Jay> Its not a D&D magic system, think more dark magic, controlling magic
[14:22] * ~Dan nods
[14:23] <~Dan> How much of a bestiary do you feature?
[14:23] <&Beelzedude> That is starting to sound better and better.
[14:23] <+Jay> At present it will be a comprehensive bestiary, but if we hit the stretch goal we will extend it
[14:25] <+Jay> I’m a big fan of Cthulhu Dark and we have adopted their rule that if you face a god your dead, so no gods will be in the bestiary
[14:25] <&Beelzedude> Am I seeing this right that you are aming for a september release?
[14:25] <~Dan> What’s the percentage mix of folklore to Lovecraft?
[14:25] <+Jay> There will be a few Lovecraftian beasties though
[14:26] <+Jay> I would say 65/35
[14:26] * ~Dan nods
[14:27] <~Dan> Do you feature cackling hag witches?
[14:27] <+Jay> Of course, we have to populate those dark European Forests with something
[14:27] <~Dan> Good man!
[14:27] <+Jay> Some even have houses with legs
[14:29] <~Dan> Awesome. ๐
[14:29] <+Jay> I think I should explain Sanity, Some monsters can only be seen if you are insane, so some can only be fought by insane characters. Also the more insane you are the more is revealed.
[14:30] <~Dan> So you literally have to be nuts to go up against some creatures.
[14:30] <+Jay> Asylums are filled with people who know the truth
[14:30] <+Jay> yeah, basically
[14:30] <&Beelzedude> That reminds me of Bloodborne. Which is nice.
[14:30] <+Jay> Bloodborne is an influence
[14:30] <~Dan> Can monsters affect people who aren’t crazy?
[14:31] <+Jay> Yes and they do, for example the Mi-Go feed of the sane
[14:31] <+Jay> Which u can’t see until your a little bit crazy
[14:33] <~Dan> Does the system encourage swashbuckling?
[14:33] <+Jay> Yes, infact there is a ship combat system, which we are actually considering expanding to a skirmish game
[14:34] <~Dan> What sorts of nods does the game give to such cinematic combat?
[14:34] <+Jay> and if you want to be that dashing hero that swings from the ceiling you can
[14:35] <~Dan> While we’re on the subject, how does combat work?
[14:36] <+Jay> At the moment it gives none, but the battles in BotW or Pirates of the Carribean all are set in this period
[14:36] <+Jay> Combat works similar to WFRPG with parries giving a D6 against damage
[14:37] <+Jay> plus you can dodge, but the game is really not about fighting but about stopping the monster from turning up in the first place
[14:37] <+Jay> also flintlocks are available
[14:38] <~Dan> Any weird science?
[14:40] <+Jay> There might be ๐
[14:41] <~Dan> Awesome. ๐
[14:41] <~Dan> Hmm… I’m being sent on an errand. Can you keep things rolling, Beelzedude?
[14:42] <~Dan> Or would you like to schedule a follow-up, Jay?
[14:42] <+Jay> I would prefer to keep going, there’s not much to be said I don’t think
[14:43] <&Beelzedude> For a short while, yes. I am about to head to bed.
[14:43] <+Jay> most thing have ben covered
[14:43] <~Dan> Want to wrap up, then, Jay?
[14:43] <+Jay> been*
[14:43] <+Jay> yeah can do
[14:43] <+Jay> if no one else has any questions
[14:43] <~Dan> Okay! I’ll get the log posted in a bit here and will link you.
[14:43] <~Dan> And I’d be happy to review the game once it comes out, if you’re interested. ๐
[14:44] <+Jay> Ok thanks
[14:44] <~Dan> Take care, folks!