Free Download Program Legends And Lairs Sorcery And Steam Pdf

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Posted: 12-30-2004, 02:45 PM

Honorary Staff
Joined: 10-16-2003, 09:47 PM
Posts: 9651

Of late my interests gaming wise have been absorbed by games involving fantastic steam technology. The Iron Kingdoms and OGL Steampunk in particular.
I have discovered that while I love diving into the creation rules for steam widgets, both large and small, my players are content to use what is available rather than mess around creating their own steam monstrosities. (OGL Steampunk and Deadlands both have rules for doings so, and by using Steam & Steel I was able to add this to the Iron Kingdoms as well.)
What are other people's take on Steam Era or Steampunk games? I know that there are a few Space: 1889 and Gaslight players around. For that matter, maybe Savage Worlds will eventually have some as well.
The Auld Grump, who has a friend who plays Napoleonics wargames with Frank Chadwick..

Nullum magnum ingenium sine mixtura dementiae fuit.
Last edited by TheAuldGrump on 12-30-2004, 06:36 PM, edited 1 time in total.
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Posted: 12-30-2004, 03:00 PM

COG
Joined: 09-17-2004, 01:40 AM
Posts: 102
Location: Seattle, WA

Right now, about the only steampunk stuff I play is an Iron Kingdoms campaign that I'm running, using Savage Worlds rules. This ruleset absolutely kicks butt for steampunk, in my opinion.
Savage Worlds is very easy to make into steampunk, since the mechanics for it are already there in the 'Weird Science' Arcane Background. If you're not familiar with SW, just let me know, and I will happily give you some more examples of my particular IK campaign.

--
D. Anthony Robinson
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Posted: 12-30-2004, 06:41 PM

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I really need to take a look at the Savage Worlds, however my local game store will only special order it - so no shelf stock to look at.
The Auld Grump

Nullum magnum ingenium sine mixtura dementiae fuit.
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Posted: 12-30-2004, 08:00 PM

COG
Joined: 09-17-2004, 01:40 AM
Posts: 102
Location: Seattle, WA

Grab the test drive rules off off Pinnacle's site (http://www.peginc.com) for a pretty good idea of how the system works. Granted, it doesn't have full stuff on magic and weird science, but you should be able to get an idea of what it's about.
Also, Savage Worlds is currently available in a revised edition, which is only in PDF format at the moment (it's supposed to be printed January, I think). The first edition hardback is out of print, so you may have some real difficulty finding it. Since I have both, I can tell you that it's really worth getting the Revised edition. No major changes, but some clarifications and new Powers and Edges (read Test Drive, and you'll know what I mean).
Anyways, you can grab the PDF off of PEG's site, or over at RPGNow if you prefer. As for printing costs, it's 146 pages, and does have a 'printer friendly' version in which most of the background graphics are not included, so it's actually not that hard on your printer. Of course, the full color stuff looks really cool, so it's a good thing I got ink refills!

--
D. Anthony Robinson
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Posted: 12-30-2004, 08:12 PM

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Yeah, I have the test drive rules (v.4), but what I really want to do is hold the book, and flip through its pages. Admire the pictures, get a feel for magic and wierd science, and enjoy the heady aroma of a new game.
Though I will at least take a look at the PDF, I might end up getting that even if I have the rule book -For reference I like having PDFs.
Savage Worlds looks like it will be a lot easier to explain to a class of 12-14 year olds wired on breakfast cereal and Coca Cola than D20 proved to be. (So far the Storyteller system is the best for quickly sheperding the class through character creation and the basic system.)
The Auld Grump

Nullum magnum ingenium sine mixtura dementiae fuit.
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Posted: 12-30-2004, 08:45 PM

COG
Joined: 09-17-2004, 01:40 AM
Posts: 102
Location: Seattle, WA

I know what you mean.. the smell of a new game book is rather intoxicating to us damnable geeks.
SW would definitely be easy to explain to 12-14 year olds. Character creation is also pretty quick, and because there's not a huge shopping list of skills, it doesn't overwhelm newbies. Storyteller pretty much was my system of choice, but it has been replaced by Savage Worlds. For me, the best thing about it is that it actually has an internal logic to how things work, and once you grasp it (not difficult, but definitely 'between the lines'), you can do just about anything with it without resorting to a host of 'house rules.'
For a teaser on magic, keep reading..
SW Characters have access to things called Edges (basically similar to Feats in d20, but with some extras). There's a group of Edges called 'Arcane Backgrounds.' These include Magic, Miracles, Weird Science, Super Powers, and Psionics. Each has its own flavor, but generally give you a certain number of Power Points to use in purchasing Powers. Powers are spells, devices, whatever that generate an effect as listed in the book.
The Powers are typically kinda generic, and you add whatever trappings are appropriate for your game/character. For example, there's not several different spells which all basically do variants of the classic Magic Missile--you have 'Bolt', which costs between 1 and 6 Power Points to cast, allowing you to fire anywhere between 1 and 3 bolts of varying power.
Magicians typically get three powers to choose from, and you can buy new ones whenever you level up. Some have requirements of certain Ranks (similar to Levels in d20) or other Powers or Skills. You can also buy extra Power Points when levelling up, too.
Weird Science dudes get a set number of Power Points as well, but they work a little differently. They're actually stored in a device that creates a particular effect. This lets them hand their gizmo over to someone else, who can then use it. Each time a Weird Scientist buys a new Power, he creates a new device with its own Power Points (meaning you could make two 'death-ray pistols' if you wanted).
For real fun, you can add a Professional Edge or two to make your character really unique. A great thing to do is add the Gadgeteer edge to a Weird Scientist. This lets them make a one-shot device, once per game, that can duplicate any Power listed in the book. After it uses up its Power Points, it fizzles and doesn't work anymore.
Ok, I'll stop rambling now.. lol

--
D. Anthony Robinson
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Posted: 12-31-2004, 12:32 PM

Gear Head
Joined: 05-26-2004, 09:18 AM
Posts: 905
Location: Dayton, OH

I have only played Gaslight so far, but I love the flexibility of the rules. I prefer playing a scifi American Civil War while others love to put steam stuff in the Zulu wars and such. I am modeling an armored cav element on the Vietnam era armored cav platoon, and have 3 steam tanks and 4 'impervious suited' Iron Brigade troops to form an armored recon element that should stand up well against several rebel squads. Just need to get into some games I'm not running so I can actually play instead of run one.

Tom Oxley
OD Green Old Fart
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Posted: 01-03-2005, 05:19 AM

Honorary Staff
Joined: 10-16-2003, 09:47 PM
Posts: 9651

What Steampunk or Steam-Era games are out there?
I can think of a fair number..
Ravenloft - Masque of the Red Death
Iron Kingdoms
OGL Steampunk
GURPS Steampunk
Space: 1889
Gaslight
Castle Falkenstein
Call of Cthulhu has rules for the 1890s
Deadlands
Dragonmech
Mechanical Dream
Victoriana (Almost forgot this one)
A bunch of generic D20 material also exists:
Steam & Steel
Sorcery & Steam
I know that there are others, but my brain has turned to porrige.
The Auld Grump

Nullum magnum ingenium sine mixtura dementiae fuit.
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Posted: 03-02-2005, 05:38 PM

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Hmmm, I gather that Steam Trains & Sorcery is still in the works! So there is another to look forward to!
The Auld Grump.. Gaslight fixation? Me?..

Nullum magnum ingenium sine mixtura dementiae fuit.
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Posted: 03-02-2005, 10:12 PM

WorldWorks Developer
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Location: Northern California

I know what you mean.. the smell of a new game book is rather intoxicating to us damnable geeks.

Amen, brother!
As for Iron Kingdoms, I haven't had a chance to play in the RP setting yet, much less even look through the book.
But I have played Warmachine (the miniatures wargame based in the same world), which is fantastic! I was actually thinking just the other day about what WW sets would work best for terrain.. Can't use the boards, though, since 7' squares would make it too easy to eyeball distances.


Aubrey Erickson designed the models for:
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Posted: 03-02-2005, 11:47 PM

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Joined: 01-15-2005, 06:36 AM
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Iron Kingdoms rocks as a RPG setting. Our group is approaching our third anniversary of our Corvis Campaign.
Like to add in two computer games using the steam punkish or gothic steamish or medevial mecha like setting: Thief 1, 2, and 3. Great game! The first game of its type to introduce first person sleath where the objective was not to be seen and avoid killing.
Arcanum: Of Steamworks & Magick Obscura still holds up as an unique CRPG that should appeal to Baldur's Gate fans and Fallout fans alike. Victorian backdrop with Zepplins and shotguns amid the typical fantasy races of dwarves, elves, orcs, humans, etc.

KRYTEN: I've never been to Earth before. I've only seen it on photographs. It's exactly like I always imagined, only much shorter.
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Posted: 03-03-2005, 02:27 AM

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Joined: 01-27-2003, 12:55 AM
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Can't use the boards, though, since 7' squares would make it too easy to eyeball distances.

I wonder why this is always such an issue. I don't play very much Table Top, but in a world of mechs isn't it reasonable that the drivers would have relatively accurate tactical knowledge, like distances to enemies, readily available?

-Tim Thompson
Former WWG Avatar Guru
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Posted: 03-03-2005, 06:13 AM

Boiler
Joined: 06-20-2004, 05:26 AM
Posts: 329
Location: Shining City on a Hill.

Can't use the boards, though, since 7' squares would make it too easy to eyeball distances.

I wonder why this is always such an issue. I don't play very much Table Top, but in a world of mechs isn't it reasonable that the drivers would have relatively accurate tactical knowledge, like distances to enemies, readily available?

Because the pilots are only as experienced as the player that controls them. As the player becomes more experienced the pilot does too. After you've played wargames for a while you can 'eyeball rangefind' rather easily. That doesn't mean that you shouldn't learn how to do that by yourself.
In addition, certain maneuvers in wargames, for example charging, have disadvantages if you miscalculate the distance to your enemy. The maneuver has good advantages if done but sucks if you miss your charge distance.
That is one of the reason that having a grid is not a good idea for wargames.
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Posted: 03-03-2005, 06:36 PM

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Well put, Dkarr.
Plus (in Warmachine, anyway), the Warjacks (mechs) are steampowered magical machines, with no human pilot, per se. There's a Warcaster who guides and controls them, but they're just humans with magical abilities.
There aren't any vehicles, just units of people or versions of Warjacks. It makes for a great, in-your-face brutal wargame. Lots of fun, and one that I'd love to play in a city-like environment.
Maybe combine Urban Mayhem: Streets of Mayhem with Village Works buildings to get that high-tech/medieval feel?
I can't wait for Streets of Himmelveil. I'm willing to bet that'll be perfect for what I need, rather than Village Works.


Aubrey Erickson designed the models for:
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Posted: 03-21-2005, 02:08 PM

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Joined: 10-16-2003, 09:47 PM
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Right now, about the only steampunk stuff I play is an Iron Kingdoms campaign that I'm running, using Savage Worlds rules. This ruleset absolutely kicks butt for steampunk, in my opinion.
Savage Worlds is very easy to make into steampunk, since the mechanics for it are already there in the 'Weird Science' Arcane Background. If you're not familiar with SW, just let me know, and I will happily give you some more examples of my particular IK campaign.

Hmmm, the Iron Kingdoms World Guide is winging its way to me on the tattered brown wings of UPS. The World Guide is nothing but flavor, very little if any game mechanics, which would make it perfect for conversion.
I have about 90% decided that one of the games I run at the summer program this year is going to be Iron Kingdoms using Savage Worlds.
So I am converting my favorite IK adventure The Railyard, or 'Jack 13 to Savage Worlds. A scenario involving railroads, steamjacks, black clads, the formation of unions, and murder. The PCs are an agency, not a party.
So, yeah, now that I am on track (so to speak), I am interested.
And I am going to have to do some kitbashing for terrain.. some of which will have to be non WW stuff I am afraid. Whitewash City I think. Unfortunately the only steamtrain I can find in cardstock.. does not look all that good.
Things to 'bash:
Railyard
Roundhouse
'Jack Roundhouse
The Auld Grump
*EDIT* Just in case anyone ever wonders if this is the only forum I go blathering on, This Thread discusses the adventure as I was writing it.

Nullum magnum ingenium sine mixtura dementiae fuit.
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Posted: 03-22-2005, 03:05 PM

COG
Joined: 09-17-2004, 01:40 AM
Posts: 102
Location: Seattle, WA

My IK game has been on hold while I finished up school (yay, now I have a BS in Computer Science..now to find a job..), so I haven't done much with it lately.
It's a pretty darn big document that I came up with, though, and I..kinda..err..'lifted' some of the text off of Privateer Press's website for the fluff and stuff, just so I had everything in one place. Consequently, I'm not really comfortable in distributing the actual doc I currently have. I'll work on a 'fluffless' version, so that the only things in there are what I came up with, and post it up for you as soon as I can.
Generally, though, there's not much that you need to do. The Savage Worlds revised rulebook has a couple of pages on d20 conversion, and this should handle 80% of what you'll need. The biggest amount of work is really going through the equipment lists and updating the weapon damages and such.

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D. Anthony Robinson
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Posted: 03-22-2005, 03:32 PM

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My IK game has been on hold while I finished up school (yay, now I have a BS in Computer Science..now to find a job..), so I haven't done much with it lately.
It's a pretty darn big document that I came up with, though, and I..kinda..err..'lifted' some of the text off of Privateer Press's website for the fluff and stuff, just so I had everything in one place. Consequently, I'm not really comfortable in distributing the actual doc I currently have. I'll work on a 'fluffless' version, so that the only things in there are what I came up with, and post it up for you as soon as I can.
Generally, though, there's not much that you need to do. The Savage Worlds revised rulebook has a couple of pages on d20 conversion, and this should handle 80% of what you'll need. The biggest amount of work is really going through the equipment lists and updating the weapon damages and such.

Heh, I can understand that, though I own every single Iron Kingdoms supplement out there! (Well, World Guide has not yet reached me, but it has been purchased.) Right now it is very easy to get into a WARMACHINE game, and it is a lot of fun. Things go *BOOM* a lot. When the Railyard is finished it will continue to see play in WARMACHINE.
You may also want to ask Privateer Press about posting the 'fluffy' conversion of the stuff from their website, perhaps to post in Shark Bytes for Savage Worlds, I know that they were one of the friendlier companies for PCGen to deal with.. (They provided the data file, you don't get much friendlier than that! ).
The Auld Grump, who left half an hour ago, honest..

Nullum magnum ingenium sine mixtura dementiae fuit.
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Posted: 03-22-2005, 04:23 PM

COG
Joined: 09-17-2004, 01:40 AM
Posts: 102
Location: Seattle, WA

Indeed they are. I may just do that, especially since they're in the same city (Seattle) as I am.
I'll still work on the fluffless version, though, since that should be a lot easier to get posted without causing a fuss.

--
D. Anthony Robinson
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Posted: 03-23-2005, 11:01 AM

Dirigible
Joined: 11-09-2003, 03:08 PM
Posts: 1494

I posted a 'fluffy' IK conversion to Savage Heroes and Privateer had them take it down. That was before the IKCG came out. Now there's so much stuff in the game I'm going to keep it d20 instead of wasting time converting it all. Its my favorite pre-packaged campaign setting.
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Posted: 03-23-2005, 02:34 PM

COG
Joined: 09-17-2004, 01:40 AM
Posts: 102
Location: Seattle, WA

Hey Count.. I based some of my conversion work off of that particular doc; had no idea you were its author. Neat.
I think the main thing that you got caught on was some of the artwork. My reference doc would be considered even more blatant, as I pasted some text from their website and a couple of pdfs. Like I said, I did this just so I'd have a single doc for reference, but it definitely makes it so that I can't share it.
I don't have the IKCG, either, so I'm sure that there's a lot of stuff that I'm missing. Either way, though, I will stick with Savage Worlds, since I can't stand d20.

--
D. Anthony Robinson
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Posted: 03-23-2005, 03:47 PM

Dirigible
Joined: 11-09-2003, 03:08 PM
Posts: 1494

I don't have the IKCG, either, so I'm sure that there's a lot of stuff that I'm missing. Either way, though, I will stick with Savage Worlds, since I can't stand d20.

Its funny, I got me group hooked on Savage Worlds and now most of them won't have anything to do with d20 anymore. I'm still willing to run and play d20 but I keep it loose.
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Posted: 03-23-2005, 07:29 PM

Sprocket
Joined: 03-23-2005, 12:07 PM
Posts: 42
Location: Richmond, VA

Hello! I'm kinda new to the forums here and mostly just troll around, but the Steampunkin' title drew me into the conversation.
I've been a big fan of Steampunk settings, and I picked up the Iron Kingdoms Character Guide and the Legends & Lairs: Sorcery & Steam book. I'm interested in the OGL Steampunk book, but I'd like some opinions on it before I purchase. Is the OGL Steampunk book worth picking up after buying the IKCG and S&S?
I'm especially looking for any d20 material that can help me with things like clockwork creations. I've been borrowing from several settings to create my own world, and one of the empires relys heavily on mechanical soldiers. Any direction on this would be great.
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Posted: 03-23-2005, 08:49 PM

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Joined: 10-16-2003, 09:47 PM
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Hello! I'm kinda new to the forums here and mostly just troll around, but the Steampunkin' title drew me into the conversation.
I've been a big fan of Steampunk settings, and I picked up the Iron Kingdoms Character Guide and the Legends & Lairs: Sorcery & Steam book. I'm interested in the OGL Steampunk book, but I'd like some opinions on it before I purchase. Is the OGL Steampunk book worth picking up after buying the IKCG and S&S?
I'm especially looking for any d20 material that can help me with things like clockwork creations. I've been borrowing from several settings to create my own world, and one of the empires relys heavily on mechanical soldiers. Any direction on this would be great.

Well, I've been running and OGL Steampunk game for a good few months now, and opinions I do have. While I am likely going to list more problems than virtues I actually like the game a great deal, and very much enjoy running it, but I have had to tweak some stuff.
The Good: Character classes are excellent, and fit their roles nicely.
Character races are nifty! You may not use all of them, but they are kind of fun. They include Human, Dwarf, Elf, Gnome (but not the D&D Gnome), Hybrid (think Dr. Moreau), CoGS (intelligent constructs), Vampire, and Ghost (Not as powerful as the D&D equivelants). You spend background points when selecting your race and racial abilities, with Humans being free. An interesting way to balance things.
The Amazing Machine construction rules are involved, but a lot of fun - I tend to consider the items created to be prototypes, and lower the prices for production items.
Vehicle Weapons are deadly! Like the ship weapons in Star Wars they deal x10 damage against characters.. and with a Massive Damage Threshold equal to Con people can get very dead, very quickly. I liked this, but ended up patching it anyway - I will get into that below.
The Bad: The weapons list is one of the two worst points of the product. The weapons list is essentially that from D&D, which means Sir Bothwick Nise may be strolling through Picadilly with a great axe over his shoulder.. Bah! I ended up using the table out of Fantasy Flight's Sorcery & Steam and converting to a purchase DC.
Some Amazing Machine features needed to be added, in particular the game has no rules for automatic fire. I ended up using the rules from Deadlands D20, which I preffer to the rules in D20 Modern. No burst (explosive) weapons were available either, so I added some. I suspect that they are also in Weird War II, the WW2 fantasy/horror game by the same company.
Prices.. Oh my gods, the prices! It is cheaper to buy a ship, add a steam engine, and crew it than it is to buy a ticket to sail from New York to London.. Telegrams costing per mile rather than per word.. The prices and the weapons list are my two biggest complaints.
Editing.. Not one of Mongoose Publishing's strongpoints, this is worse than most, including outright contradictions in the course of two paragraphs, references to nonexistant feats, and others. I believe that many of the problems I have mentioned could have been found if they had spent another month editing the book.
The Ugly: Amazing Machine creation is complicated enough that my players would have nothing to do with it until they reached 5th level. That said, I started playing with it as soon as I saw it, and loved it.. very much dependant on the player.
Lethality.. Whoo Boy! Is it lethal, especially since I added burst weapons. I 'fixed' this by adding a new rule that has become a favorite in my game - when a character fails the Fort. save against Massive Damage he may spend an Action Point to instead roll on a table for what limb is lost rather than die. I used the Called Shots rule out of Swashbuckling Adventures for this. Part of the reason for this rule is of course the lethality, but equally important - What is Steampunk without prosthetics? I use the Prosthetic rules out of Steam & Steel by E.N. Publishing, well worth the money as a PDF, and a print version just came out this week. So far only one character has lost a limb, and he was much happier wih that than he would have been with losing his character. If I had had it as the result of a critical people would have complained, as an alternative to death they love it!
As you can see I tend to scavenge rules from a number of D20 sources, which is in my estimation the best thing about the D20 system, it is so easy to swipe stuff from multiple sources!
While I spent a fair amount of words here complaining I do like the game, and think that it is worth the price, as long as you are willing to tinker with it.
The Auld Grump, who does enjoy tinkering..
*EDIT* One very nice thing about the Amazing Machine rules - they are compatible with the rules for mass combat from Mongoose Publishing's Strongholds & Dynasties and the naval rules from their Book of the Sea.

Nullum magnum ingenium sine mixtura dementiae fuit.
Last edited by TheAuldGrump on 03-27-2005, 02:43 AM, edited 2 times in total.
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Posted: 03-23-2005, 09:22 PM

WorldWorks Developer
Joined: 01-14-2003, 06:39 PM
Posts: 5441
Location: Northern California

when a character fails the Fort. save against Massive Damage he may spend an Action Point to instead roll on a table for what limb is lost rather than die. I used the Called Shots rule out of Swashbuckling Adventures for this. Part of the reason for this rule is of course the lethality, but equally important - What is Steampunk without prosthetics? I use the Prosthetic rules out of Steam & Steel by E.N. Publishing, well worth the money as a PDF, and a print version just came out this week. So far only one character has lost a limb, and he was much happier wih that than he would have been with losing his character. If I had had it as the result of a critical people would have complained, as an alternative to death they love it!

Ah, Grump! That's brilliant! I'm gonna go bug.. I mean, politely suggest this to my DM right now..


Aubrey Erickson designed the models for:
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Posted: 03-23-2005, 10:45 PM

Honorary Staff
Joined: 10-16-2003, 09:47 PM
Posts: 9651

when a character fails the Fort. save against Massive Damage he may spend an Action Point to instead roll on a table for what limb is lost rather than die. I used the Called Shots rule out of Swashbuckling Adventures for this. Part of the reason for this rule is of course the lethality, but equally important - What is Steampunk without prosthetics? I use the Prosthetic rules out of Steam & Steel by E.N. Publishing, well worth the money as a PDF, and a print version just came out this week. So far only one character has lost a limb, and he was much happier wih that than he would have been with losing his character. If I had had it as the result of a critical people would have complained, as an alternative to death they love it!

Ah, Grump! That's brilliant! I'm gonna go bug.. I mean, politely suggest this to my DM right now..

It works best if there are prosthetics or some other form of limb replacement available.
One of my players has swiped it for his Star Wars game.. Where limb loss has a fine tradition!
The Auld Grump

Nullum magnum ingenium sine mixtura dementiae fuit.
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Posted: 03-23-2005, 11:04 PM

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It works best if there are prosthetics or some other form of limb replacement available.
One of my players has swiped it for his Star Wars game.. Where limb loss has a fine tradition!

Ahaha! Too true about Star Wars!
Our main game is set in Eberron, which is a high-magic, many-wonderous-things type world. What with rampant magic use and all, I'm sure he'd be amenable to a group vote. Plus, that means a quest to find a suitable prosthetic, perhaps created by a mad Warforged in the depths of the Cogs in Sharn, or in the desolate, far reaches of the Mournland!
Anything he can do to mess with us, really.


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Posted: 03-24-2005, 06:28 AM

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It works best if there are prosthetics or some other form of limb replacement available.
One of my players has swiped it for his Star Wars game.. Where limb loss has a fine tradition!

Ahaha! Too true about Star Wars!
Our main game is set in Eberron, which is a high-magic, many-wonderous-things type world. What with rampant magic use and all, I'm sure he'd be amenable to a group vote. Plus, that means a quest to find a suitable prosthetic, perhaps created by a mad Warforged in the depths of the Cogs in Sharn, or in the desolate, far reaches of the Mournland!
Anything he can do to mess with us, really.

Hmmm, and if loss of limb is a fairly common occurrence it would seem like magical prosthesis would be a relatively common magic item. Interesting thought, and it would seem to fit well with Eberron. (I would also use it in Oriental Adventures, but without common prosthetics. Tales of the great samurai are tragedies more often than not.)
The Auld Grump

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Posted: 03-24-2005, 09:29 AM

Sprocket
Joined: 03-23-2005, 12:07 PM
Posts: 42
Location: Richmond, VA

Thanks a lot for the review and suggestions, TheAuldGrump! You've given me lots of idea for my game, especially the 'loss of limbs' suggestion. That one is great! I've been a bit curious why there aren't any clockwork/steampowered limb replacement rules in any of the steampunk rulebooks so far..
Looks like I'm gonna have to save me some cash to get the OGL Steampunk book for the whatever tasty rules I can get out of it. I definitely like the 'Salad Bar' approach with the d20 system.
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Free Download Program Legends And Lairs Sorcery And Steam Pdf Pdf

Posted: 03-24-2005, 09:47 AM

Honorary Staff
Joined: 10-16-2003, 09:47 PM
Posts: 9651

Thanks a lot for the review and suggestions, TheAuldGrump! You've given me lots of idea for my game, especially the 'loss of limbs' suggestion. That one is great! I've been a bit curious why there aren't any clockwork/steampowered limb replacement rules in any of the steampunk rulebooks so far..
Looks like I'm gonna have to save me some cash to get the OGL Steampunk book for the whatever tasty rules I can get out of it. I definitely like the 'Salad Bar' approach with the d20 system.

Steam & Steel is very good in that regard. And because it is a PDF you can copy and paste the parts you want*.
Other good things are the templates, and creatures. And the rules for vehicle creation are nice and simple, when it comes to 'nonAmazing Machines' I prefer Steam & Steel to OGL Steampunk. I have a bunch of vehicle mods up on the E.N.Publishing website. Mostly for steam trains.
I think that I may have been the first to download the book from RPGNow..
The Auld Grump
* In my case that would be almost everything..

Nullum magnum ingenium sine mixtura dementiae fuit.
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Posted: 03-25-2005, 09:26 PM

Honorary Staff
Joined: 10-16-2003, 09:47 PM
Posts: 9651

I finally got my Iron Kingdoms World Guide today from UPS.. Woof! 400 pages of nothing but background material! I will need to fiddle with a few prices, but the book is wonderful!
And it came with the quick start rules for Rezolution in the box from Do or Dice. I have had a 20% off coupon for Do or Dice sitting in my e-mail mailbox since *cough* 2001. I had been saving the coupon for exactly this purchase. (Yes, Privateer Press first advertised the IKWG for January 2001.. it was a bit late. ) I won the coupon in an adventure writing competition for D&D on E. N. World if I recall correctly.
Though the coupon had no expiration date it had been suspended, but Do or Dice sent me a new coupon code when I asked about it. After four years I really can't complain that they thought I wasn't going to use it. I just had in my head that I was going to use this coupon for that book, and nothing was going to change that fact. I can be a wee bit stubborn.
I will likely review it later, but because this book has no rules aside from a few prices there is no reason that it could not be used with Savage Worlds. It is very, very, very good. I can't say if it was worth waiting four years for, but it is definitely worth buying after four years. It is going to take me a while to chew through the book.
The Auld Grump

Nullum magnum ingenium sine mixtura dementiae fuit.
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Free Download Program Legends And Lairs Sorcery And Steam Pdf Online

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