Jump to content

Butters

Members
  • Content Count

    199
  • Joined

  • Last visited

  • Days Won

    3

Butters last won the day on August 6 2018

Butters had the most liked content!

Community Reputation

143 Excellent

About Butters

  • Rank
    Senior Member

Profile Information

  • Location
    Down South
  • Interests
    Call of Cthulhu and other horror style R.P.Gs

Converted

  • RPG Biography
    Call of Cthulhu fan boy
  • Current games
    Call of Cthulhu sixth edition
  • Location
    United Kingdom
  • Blurb
    Is that laughter I hear?

Recent Profile Visitors

1,728 profile views
  1. Hope this helps but its still a mystery to me to be honest,
  2. Thanks for the reply my Players figured things out fairly quickly after one or two false starts including the twist which was a little awkward but they got all the clues and even made some extra cash out of the whole incident. I made a few mistakes I forgot about a certain piece of clothing and played the J.P a little too well as the Party were unsure if they really wanted to let him take you know who as his ward.
  3. 20:30 UK time on a Sunday works for us so a late afternoon for the Americans and it's a super early start for the hero in Oz at around 05:30 I think.🥱 it works out pretty okay I think as we only play twice a month but the Ozzie has missed a couple of starts due to oversleeping (Is that even a thing at five thirty in the morning?)
  4. I'm currently running a slightly hacked version of Kingdom and Commonwealth using Roll20 and Hangouts and it seems to work out okay. Two Americans, a Brit and an Australian so a rather well spaced group. And look for the Renaissance character sheet by Michael S. Bagley on the character sheet drop down menu.
  5. Clockwork Triplanes! see the truth behind these so called Godly they start using the cursed clockwork and little by little they end up looking like this! Dressed openly in the red of the great evil and changing the Lords holy design of humanity, replacing holy flesh with ungodly metal, and I won't even mention where the winding key goes!!!
  6. I wonder if a company like Modiphius could help out they seem to be always on the lookout for cool new settings and Rita and Chris Birch seem pretty enthusiastic about the hobby. Very glad to hear that Mr. Walton is on the mend and long may that continue and even if nothing comes from the desks of Cakebread and Walton again I would like to thank them for the awesome inspiration and gaming goodness that their products have brought me, now I have to leave as I believe that the arch fiend Cromwell is doing something unholy with clockwork and something called a balloon or was it a Walloon? never mind he will be stopped again, Long live the King!
  7. Thought these shows might provide some cool ideas for world building and an easy way to introduce Players to the feel of Renaissance especially the Clockwork setting. https://www.bbc.co.uk/programmes/p01hcx7p
  8. Butters

    Witches

    Thats works, very cool.
  9. Butters

    Witches

    The Proclamation seems blank at least for me?
  10. Butters

    Witches

    Lol one of my Players is an Alchemist and he's playing it straight as outside the Royalist areas he's very reluctant to use his powers (Which is cool as I have to adjust some encounters so that he can actually use his character without fear of spooking the locals and finding himself strung up) I'm looking forward to them going into the Tainted lands I just hope I can pull off the dark weirdness well enough.
  11. Butters

    Witches

    Lol thats going in and cool tip the B.R.P mutation section I had completely forgotten about that.
  12. Butters

    Witches

    Interesting idea there I might "borrow" it I must admit the campaign has deviated a little from the book so they are coming across more Witches and oddness the closer they get to the Tainted lands and the thing I'm finding is a heavily armoured Party who is spending their Improvement points wisely are really tough, though I'm slowly getting through their Hero points and Stones.
  13. Butters

    Witches

    That's a good point I might have to drop a few hints of a linked group letters etc maybe. I was thrown a little by the same "Wheezy Old Lady" syndrome I see it as a balancing/narrative issue but it does make them a lot less scary than Alchemists especially with the amount of spells that need bits of the target to use. My witch did bring some drowned zombies with her which did give her some room to cast spells but unfortunately she never got a spell off (Bad rolling on my part and good persistence rolls from the players) so she was a little bit of a damp squib but I think that was a little bit to do with how I played her (spell choice) and my concern if combat takes too long.
  14. Butters

    Witches

    I didn't do my homework and so was a little surprised to see how much extra thought had to go into using witches in Renaissance, they are potentially powerful especially story wise (providing story hooks) and the magic fits with the beliefs of the time but that's also what makes them tricky to use as they need a lot of ingredients to cast a spell, ingredients that include part of the target be it hair, toenails etc and that means you as a G.M have to do the groundwork well before the big encounter since your witch needs to get those items ahead of time and (damn it) in a way that makes sense. I think they make better background characters working behind the scenes and using proxies to gather what they need whilst Alchemists are the easier session villain as their powers are more immediate. (Have glow stone lets go) So the question is how do you use Witches in your games and do you have any good hints on how to use them to their full scary potential?
  15. There seems to be five main ways to heal mental trauma, Natural healing but this is a little slow as you will need to rest completely and will not remove any permanent Insanities but will help with the temporary ones, the First aid skill can be used but this will only gives you sanity points back it can't remove the effects of any trauma, now the Healing skill will give you sanity points back and will remove the effects of any temporary Insanities gained but nothing permanent. Then there are some magical spells etc.that can help cure insanity and its effects and last but not least there is the method of getting very, very drunk so those scary nightmares all become lovely pink elephants and so you get a boost to making your Persistence rolls so you can for example get to sleep but if something happens your character might find it difficult to do much. "He drinks a Whiskey drink, he drinks a Vodka drink,He drinks a Lager drink, he drinks a Cider drink,He drinks them all to forget all the scary times, he screams a little the name of the Lord to get him back to the fluffier times"
×
×
  • Create New...