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Butters

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Everything posted by Butters

  1. I've not read them fully but its set within the Holy Roman Empire as well but a bit later (1610) but it does have section set in Koln so it might have some further useful location information about the various place(s). I would recommend them but there is unfortunately little chance that the campaign will be finished which is unfortunate. So recommend YES but no rush especially as you have Renaissance 1520.
  2. Lol, Players what are you going to do with them? I'm guessing you are running the A Clockwork of Orange campaign?
  3. They are pretty fun to run, I look forward to giving you terrible advice. 😁
  4. Hello, I'm currently running K&C 1 and whilst it has despite my iffy GM abilities seems to be going fairly well but it would be handy to hear from others who have been through the K&C experience. It would be handy to see if there are any pitfalls or traps in the campaign?
  5. It's a slightly weird description for the repeating Arquebus, it honestly seems a bit quick to reload. For damage I would use the 2D6 of a normal Arquebus. So I guess if it hits there is no real need to roll damage (2D6x108) I would maybe give it an area/cone of effect rule. Honestly it seems way to strong unless the Party is in a Leviathan. As for the repeating Musket maybe it's based on this, https://en.wikipedia.org/wiki/Kalthoff_repeater#:~:text=The Kalthoff repeater was a,weapons following the Kalthoff design. I would go for the smaller ammunition load and it being very rare and expensive. Though from whats in the book it seems almost like a Puckle gun in that it needs to be set up so? Again I would keep the damage the same as the single shot weapon, you just get to fire it longer without reloading, I also might think about making it an Advanced skill like Polearms to reflect using such cutting edge weaponry.
  6. Yep, one is more the rules for running a game in the black powder era whilst Clockwork adds the English Civil War as its main setting as well as the rules needed to play. You can also get the SRD for free to try out the rules before you buy which is handy. As for DriveThru I've had a few P.O.D's from them and they have been fine so far quality-wise as for soft or hardback I'm not sure honestly, softback might be a bit sturdier for table play I guess. I have a softback edition that I throw into my work bag and is pretty beat up by now but it's still intact and it's still useable it just looks a little worn and dog-eared cover-wise.
  7. That would be pretty cool honestly as it would be interesting to see how these mesh.
  8. Good luck, it sounds like it should be a blast. Looking forward to hearing how it pans out and how the Players cope with all the ensuing madness.
  9. With all those fluffy slit outfits?...yeah you sold me on it, lol.
  10. Damn. I had forgotten that book and it would be super helpful in my campaign right now as well. 😥
  11. Warhammer has it that Morrslieb was created this way, So maybe Hecate was formed from the debris caused when the meteorites/fallen Angels crashed into the Earth when God cast them down?
  12. Sounds good, I must admit I don't really know how the Princes of Hell work in regard to Lucifer, do they follow him 100%, or did they rebel as they also wanted more freedom and control? I ask this as the Chaos gods are always messing up each other's plans which works in the Players' favor sometimes.
  13. I like the idea but how would you scale it? It's a knee-jerk reaction but it feels weird to have large amounts of these hybrids around without changing the historical feel so much as to make it lose that aspect. The H.R.E being fairly close to hordes of Greenskins etc. It's a tough one it feels like these hybrids should be fairly small in number the good ones (Elves, Dwarfs etc) almost hiding in amongst the humans. Whilst the Evil ones are the things in the dark forests almost fairy tales, though that might be the Hellboy fan in me coming through.
  14. That sounds awesome and oddly brought to mind the Terry Gilliam film Time Bandits. 😁
  15. I think there was a section fairly early on where the moon is mutating people in a town the players are in and the main NPCs they interact with become mutated. It's mainly background events but it's quite a big background if that makes sense. As it's the moon causing people to act the way they are (It's been a while) I think there is a fire/riot going on so maybe dropping the moon effects and replacing it with a religious issue is doable.
  16. I think it would be a relatively painless fit just some work on how the cults are portrayed and even then that shouldn't be too hard as all evil cults corrupt for similar reasons the pursuit of power. It's been a while since I looked at WFRP but I think early on apart from the odd mutated chaos warrior and Beastman it was all pretty low key at least early on. I guess changing the demons around to fit might be a little tricky as they have so much personality but every devil and Imp could as well. Though I'm not sure if you run a tweaked published adventure what you would use instead of Warpstone and Morrslieb.
  17. Currently playing a modified published adventure and have reached a good spot to bring in another Player to join the group. We are playing the setting with all the magic and clockwork madness so not a fully historical setting. If you are interested drop us an E-mail and we will go from there. Twice-a-month Sunday sessions that last two hours, using Roll20 and Discord. The group is Royalist and consists of a couple of Soldiers, a spy, and a very worried Alchemist. mkgdingbat@googlemail.com
  18. Using the setting with all it's Alchemy and Clockwork madness what are the craziest weapons/equipment have you or your players come up with and is there a point where you turned down some ideas due to them being too powerful? Clockwork powered alchemical flamethrowers, Alchemist versions of Dragons breath shells for those Donderbus guns or maybe Clockwork powered chain blades betwixt wheellock pistols?
  19. I would recommend (If you can find them) the Investigator weapons series of books from Sixty-stone Press as they have stats for an awesome collection of weird and not so weird weapons of the 1920's and 90's. Honestly I find that even a .38 is going to do work as most things you meet early on will go down pretty easily to two to three Investigators getting of six to nine shots in a turn. And if a Player has a sawn off for whatever reason Deep Ones and similar seem to be in a world of hurt.
  20. I think the Harrods catalogue from 1912 has been scanned and is a crazy good resource for items that are around from guns to fire extinguisher grenades. https://www.gutenberg.org/files/61985/61985-h/61985-h.htm The Gutenberg was slow to load for me but it seems to be available on other sites.
  21. Disrupt Spell, Looks like its the evil option magic wise being a Dragon one and rips the target apart if they fail a Resilience roll, doing 1D6 damage and it could cause a Major wound if it does enough damage. So a pretty nasty spell over all especially as armour doesn't do anything. Though from A G.M's perspective it is a pretty cool spell to describe and gives you some nice options story wise, they roll a one for damage the target losses a finger or an eye but their screams attract attention. I've not run P&D so hopefully I've not messed this up too much.
  22. I like the main magic system but as a G.M it needs a lot of lead in as a lot of the spells need personal ingredients gathered first from the person you want to cast the spell on.
  23. I don't think you use Mag points as a spendable resource, it's just the amount of power a spellcaster has so it's more of a level thing (Page 122 Renaissance deluxe). Fatigue seems to be the cost of spellcasting the more they cast the harder it gets. So basically they don't need to recover Mag as it's a level not a resource. Hope that makes sense.
  24. Actually as a G.M I really should have my bad guys use the environment more, a thrown wall torch or two might be fun or a table smashed across the players noggins rather than just shooting another pistol at them.
  25. I think a lot of the problem is we fall back on the mechanics of a game as a safety blanket as its easier to just go "I stab him" instead of really getting into the roleplay part of the game and doing all the crazy stuff like saying "I leap over the table and kick a tankard into his face before puling out my dagger" and the G.M just letting that roll or asking for an easy Athletics roll (Cool stuff should be encouraged). People are maybe a little embarrassed to jump into that style especially if no one else is doing it or may think it's going to slow things down even more. It's odd that games like Vampire the Masquerade seems to get their players into this mindset easier than sword/sorcery games. Also I think everyone going over the combat rules a couple of times so they know what they can do and what options they have is time well spent. It makes things go faster and does add some variety to the combat (I admit I really need to do this as my memory sucks) A thing I've been doing (A little too much honestly) is having more Mook style combat of two or three henchmen and one boss so we can get through some combats quickly and get to experience the cool grave wounds table more often.
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