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Firebird01 last won the day on October 14 2014

Firebird01 had the most liked content!

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About Firebird01

  • Rank
    Junior Member


  • RPG Biography
    D&D, Renaissance, Clockwork And Chivalry, BRP and others
  • Current games
    Star Wars Edge Of Empire, BattleTech, Clockwork and Chivalry, Pirates and Dragons
  • Location
    The Windswept North
  • Blurb
    Old enough to know better, but old enough not to care.

Recent Profile Visitors

344 profile views
  1. Good news! One of my players has decided to take an Imperial Musketeer as a PC (the player has given me the picture below as a visualisation of his character), joining a Shaman, an Islander Hunter, a drunken Albionic Sawbones and an Albionic noble member of the Royal Society doing science stuff. Tomorrow is character generation and handout of props an plot hooks (of course there are fragments of a treasure map included, how could there not be!) and then they get on with trying to find out just what exactly their grandparents had got up to forty five years ago and why they all suddenly disappeared at the same time. Also, what is the truth behind the myths of a great and terrifying dragon of the Spirit realm and is it really looking for them? Will keep you updated on how the Suebian character plays out. I have chosen not to plan and standard Pirates v. Dragons campaign but rather something using the setting as a background to the players quest (of course if they do too well then a Pirate raid and a marooning could well be on the cards). Yours in Comradeship, Adventure, Gold and Blood
  2. Hours of endless fun for a bored GM.
  3. I Might be going the route of hybrid rules as I like the simplicity of P&D Combat but wanted something more in depth regarding ship type, manoeuvres and wind direction etc. We have a sailor in the family so have learnt a bit about effect of wind on various dinghies and how close to the wind they can effectively sail and I would like to get a flavour of these considerations into my game so that characters have to put a bit of thought into what the vessel can and can't do.
  4. I will be starting a Pirates and Dragons campaign soon(ish) and have looked at the ships combat rules, they are fairly basic and designed for quick and cinematic resolution of ship to ship or ship to monster combat. I have also been looking at the BRP supplement Blood Tide which seems to have a more comprehensive rules set for sea battles. So whilst I cannot recommend one over the other yet, I will be trialling both to see which may players think is more in keeping with the spirit of the campaign as it evolves.
  5. At the very least I will use it for a major NPC who has dubious plans for the characters.
  6. No problem, if you upload your revised musketeer stats I will use that if anybody chooses the class. Happy Pirating
  7. Looks good, only one minor point, you have Swashbuckling as a choice in advanced skills when it is in fact a common skill. As I will be starting a Pirates and Dragons campaign soon I will include the Suebians as one of the culture options and give it a play test if anyone chooses it.
  8. I agree, Renaissance is nice and flexible and also allows for a more narrative based adventure with the rules being there for when you really need them such as fighting giant insects on floating islands in space halfway between the moon and earth. Lots of BRP stuff can just be lifted straight in with only a minor tweak or two, great for finding new spells for the main antagonist of the party and strange weapons etc.
  9. I use the zeal and righteousness only when one of my players tries to have his character react too far outside his beliefs as I see them (note the 'I', my decision on this as players can always find spurious ways to justify the characters actions), this the gives them plenty of opportunity to role-play some interesting intra-party conflicts!
  10. That's easy - show them the treasure and they'll find their beliefs are more sort of guidelines actually.
  11. I can see my players are not going to enjoy themselves much this season - cackle!
  12. I Don't see why this approach could not be used, after all a lot of witchcraft spells have specific triggers associated with them so it's just a variation on that really. I have used something similar, a clockwork bomb mechanism designed to work on alchemical principles - basically loaded with philosophers stones and planted in the army laboratories and designed to start a 'critical mass' of philosophers stones instigating a chain reaction for every stone nearby - if it wasn't for those pesky characters it would have worked too!.
  13. Just in case it comes in useful, here is a spell that was researched by our Scottish alchemist during the campaign. For to Listen To The Whispering Breezes Duration 10, Magnitude 1, Ranged (10 x POW m), Resisted special (Persistence) Element: Air This spell enables the caster to hear anything that is being said within the given range as if it were being spoken directly to them. The conversation must in most cases be taking place within line of sight of the alchemist. It may, however, even be possible to listen to the conversation of people out of sight e.g. in a room with an open window that can be observed (GM discretion as to the effectiveness of this) but not in an adjoining room to that with the open window. The spell relies on an observed target. The spell cuts out all extraneous noise and relays even the quietest of whispered words clearly. A persistence roll will only apply if the target is making a concerted effort to conceal what they are saying, for example, ladies talking behind their fans.
  14. Hope you enjoy it, and also hope your players respond just as mine have - by going totally off script and running around on needless but entertaining side quests (requiring a lot of ad-lib storytelling). Make sure the exploding badgers cause mayhem.
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