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Found 10 results

  1. Five Points is a game of urban horror in America’s first melting pot, the Five Points neighborhood of New York City. Set in the 1840's and 50's against a backdrop of the Cthulhu Mythos, Five Points is powered by Dark Streets from Cakebread & Walton. Players take on the roles of runners or advisors for the Bowery Street Runners, an homage to the Bow Street Runners from London’s past, fighting against the terrors of the night. Can you stop them before the stars are right? Five Points includes: A detailed historical look at New York City’s Five Points neighborhood during the 19th century. Organizations straight from history. Character creation for Bowery Runners. Setting information for running Five Points games. A collection of adventure frames. … and more! Five Points is not a standalone book. It requires use of the Dark Streets core rulebook available from Cakebread & Walton. http://www.drivethrurpg.com/product/195092/Five-Points-Dark-Streets
  2. Hello there, my name is Skull, and below are links to a brand new campaign I'm running using the Basic Roleplaying system that is being recorded and posted on youtube. It is the first time I'm playing BRP but I have played CoC in the past, and after reading through the book, it got me hooked to run my renaissance fantasy campaign, where 4 players take the role of Watchers, people who investigate crimes and catch criminals in a fictional city called Medine. If any of this interests you, then go and watch the videos, you might find it interesting xD. System wise, here's what's going on for BRP: We are using the optional rule of Education, since this is set in a renaissance fantasy setting, education would be a thing, but only to those who can get an education or read a huge amount of books and gossiped with the locals. And since we're using education, profession skills come from Education, equal to EDU x 20. Another optional rule we are using the Skill Category Bonus rule so that attribute have an affect on the skills. Sure, it may seem much but is also makes sense to give characters a bonus based on what there attributes are like. Mages exist in the world, so for those who are non-mages they gain extra skill points from personalized skills, going from INT x 10 to INT x 15. Mages get access to the magic system rules and get access to spells no matter what they're profession is. I prefer combat to go a little quicker, so we are using the optional rule of fast initiative. For the setting, the campaign takes place in the City-State of Medine. The city is a gem on the continent of Esteria, being a major trading city to its region, Fiordel, home to many artists and scientists who practice their craft, and is run by a representative council voted by the people of Medine in specific classes as they try to keep Medine a powerful city while also solving some minor issues here and there. However, Medine had suffered from a siege of a Morgalian Warlord who swept across Esteria to try and conquer it for his people. He didn't succeed, but Medine lost many good citizens, buildings and there northern wall, to survive the siege. And due to that, crime has been on the rise in the city, and the local Watch has struggled to keep the peace in the Medine. 2 years later, Medine has not reached its former glory, and though the city is stable, new crimes have come up, that no simple watchman can handle. So, special individuals are brought in to take the matter into their own hands, to solve these crimes and catch the criminals. Announcement video of the campaign.
  3. Since I had already shared my Dark Souls files in Mythras, I figured I'd also included my Lamentations of the Flame Princess/Call of Cthulhu Renaissance file as well. It's something of an abandoned project since I can't get anyone to play Renaissance from among my friends – getting (some of) them to try the original BRP Classic Fantasy monograph was like pulling teeth, and now one of them refuses to upgrade to the Mythras version despite my insistence that the original BRP version was not, nor will be, completed. For the most part, the LotFP crossover can be run as is, with the social classes and professions having been rebalanced to have equivalent point totals (for the most part – Peasants still have 20 additional points, I think). It also includes a nearly-complete writeup of the factions from Clockwork & Chivalry (to aid in keeping with the setting). The Battle Alchemy and Witchcraft magic fit well with LotFP, but I also included Elven magic and Arcane Magic (the former being a sort of variant on Folk Magic from Mythras, and the latter being a catchall for both Call of Cthulhu-style magic AND Magic User magic from the source material). I'm also including my house rules, which includes a little overhaul to the Major Wound mechanic of the system that makes it so that higher skill levels are required to actually get in the deadlier hits. Might be interesting to some of you, and it fits well with the LotFP crossover stuff. I also have a Ravenloft thingy I started last year after the LotFP thing started, but... well... yeah. Anyway, hope this is of use to someone. Game on, everyone! Renaissance House Rules.doc Renaissance - LOFTP SIMPLE.doc Crimson Twilight Notes v0.1.doc
  4. Version 2.2


    A sheet giving boxes to track reload progress, Dexterity Rank, and the passage of overall combat time. This is sprinkled in with the usual fillable stat blocks combat skills.
  5. So I got the first installment of the Clockwork of Orange campaign last week and I've been reading it through. It does have a good chunk of historical and quasi-historical detail, but I'm finding that 17th century Germany isn't a setting/era that I quite 'get'... yet. I'm not at all sure what the 'tropes' are. Like, I can riff on the 'Wild West' and vaguely medieval England all day long... but the Holy Roman Empire isn't something I've got a visual or fictional mental reference library for. Names and places are things I have to look up to get anything close to authentic in atmosphere. Any suggestions for literature, movies, comics... or entertaining historical overviews of the setting?
  6. Version 1.0.0


    A two-page PDF suitable for laminating. Useful at the table for Renaissance referees during combat.
  7. Check out A Clockwork of Orange: The Heydelberg Horror, now available from Drivethru in print and PDF formats. 1610. All of Europe teeters on the brink of war. Religious and political factions manoeuvre for advantage. In the scramble for power, lost knowledge is brought to light, and discoveries from the New World change our conceptions of reality. But there are some things man was not meant to know… The Heydelberg Horror is the first part of a new campaign for Clockwork & Cthulhu. A Clockwork of Orange will take the agents of the Karolinium in Prague across Europe to the dark secret at the heart of the Holy Roman Empire. Requires the Clockwork & Chivalry Core Rulebook, 2nd Edition. http://www.drivethrurpg.com/product/208684/The-Heydelberg-Horror?src=hottest_filtered
  8. Not that this would come up often, but how do most handle "critical" success odds for Renaissance and compatible rule systems? The rules (paraphrased) spell out that the critical chance is 10% of the character's skill. However, modifiers can alter a character's skill, taking the rules ultra-literally, a modifier would not affect the percentage for a critical. But as a matter of preference, do those who play/GM these rules calculate the chance of a critical based on the modified skills (regardless of whether the modifier is a penalty or bonus), or do you generally keep the critical odds as 10% of the character's base skill level, and only apply the modifer to the overall success or failure? I'd love to hear people's thoughts on this. I am also working on updating the Roll20 character sheet for Renaissance (and related games), and was going to add automatic skill rolls into the sheets, which would require had math being encoded into the rolls.... So whatever the majority is leaning towards, is likely how I would code the math on the character sheet there.
  9. If you haven't seen it then here is the Autumn update from Pete & Ken. Hi folks, Had a lovely review of OneDice Supers from the Pits Perilous RPG blog this week, which warmed the cockles of our hearts. To celebrate, we've released an alternative Supers character sheet, including an interactive version for free here! There's also going to be more material for Supers in the next issue of the fanzine Rolling Thunder, which will be out when the Stars are Right. The current issue of Rolling Thunder should be available in print in the next week or so, for the princely sum of $5 plus postage, keep a watch on our DriveThruRPG page. In other news, some of you have been asking what happened to Michael Scott Rohan's Winter of the World RPG. Due to a plethora of problems beyond our control, it's all got rather delayed, but will be out this winter. Also in the pipeline are Gin & Hellfire (a book of adventures for Dark Streets 2nd Edition), Tales of Tortuga (an adventure/sourcebook for Pirates & Dragons), Adventures in Kerys (A sourcebook forWinter of the World), Clockwork of Orange (a campaign for Clockwork & Chivalry),OneDice Spies: Martinis and Masterminds, and OneDice Robin Hood, with several more OneDice books in the offing. And as if that's not enough, Mystical Throne Entertainment will be bringing outDark Streets: Five Points (Cthulhu role-playing in 19th century New York for Dark Streets 2nd Edition). In other other news, our back catalog is slowly being released back in to friendly local game stores in the USA via Studio 2 Publishing, and will soon be appearing in UK games stores too, courtesy of Esdevium. The nights are fair drawing in, what better time to huddle indoors with your friends, away from the cold winds of autumn and play a new RPG? May all your rolls be high! (Or low, depending on system...) Ken Walton Cakebread & Walton
  10. So I'm fairly familiar with Legend/RQ5, RQ6, and MW; but I'm not at all familiar with OQ2 or Renaissance. If I've got MW and Legend and Renaissance, is there any reason for me to pick up OQ2 or Renaissance? What do OQ2 and Renaissance bring to the table? What are the major differences? What are the new mechanics and options? Would I get anything out of them? I guess to sum up: Keeping in mind that I've already got a couple d100 systems; Sell me on OQ2 and Renaissance.
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