This game was a great way to start table top RPGs with my kids. We got pizza, picked our characters, talked about back stories, and got straight into Basement Full o' Rats. My daughter is 7 and my son is 5, and when we got done with the adventure, they wanted to jump straight into another arc! The rules are simple and make it easy for little ones to get right into the game.
Amazing book that provides seamless integration of heavily themed magic into the main game, delving deeper into each topic, and providing even more altenatives magic systems than the original secret of cats. Beautiful art seals the deal.
23 Pages. B&W cover and interior.
A beginning adventure for characters that have been through at least one or two other adventures but are still low rank. This is an expanded and updated version of a 1st Ed adventure. This adventure in 3 acts feels a lot like a mix of gothic horror and Sherlock Holmes. Great for the price.
144 Pages. Color cover, B&W interior
Streets of Shadow is an adventure path (to borrow a term) for Victoriana that has a lot of history. Three of the adventures, Dragon in the Smoke (Chapter 1), The Hound of Hate (Chapter 3) and Rise of the Red God (Chapter 5) have been published previously for 1st edition Victoriana. Here they have been updated and tied together in a longer story. A "shilling shocker" according to the book.
This adventure also ties in to other Victoriana adventures, The Devil in the Dark (3rd ed) and The Marylebone Mummy (2nd ed).
This is a great example of both an adventure campaign and of a game honoring (and using) it's past.
Sure these are useful for other games too, but really there is something very "Victoriana" about these. If you are planning on running any Victoriana games at all I say get these....
160 pages. Color cover, B&W interior
Part gazetteer of Europe of 1865, part adventure campaign. What is great about this book is that covers a number of lands that are often ignored in most Victorian-era games. There are not a lot of details, it's not Wikipedia after all, but plenty for your game. The adventure (or Penny-Dreadful in Victoriana-speak) is a continent hoping adventure in the pure adventure vein as "Around the World in 80 Days" or the last part of "Dracula". It is done in a way that only can be done in the Victorian-era. The world is still big enough that other lands can be mysterious, but small enough that travel (thanks steam!) is quicker, easier and an adventure all it's own. Again, this makes this book not just essential for Victoriana but also a good buy for anyone running any Victorian-era game.
There are also four new races near the end....
144 Pages. Color cover, B&W interior
Liber Magica is the supplement I ALWAYS want for my games. A book on more magic? Yes please!
This book features a lot of familiar names from both 2nd and 3rd edition. This is good given the changes to magic between the editions. There is a section (half-a-page) about bringing over 2nd ed style magics to 3rd ed. It is really easy stuff and most GMs will do it on the fly really.
This book contains a lot more magical options than the core book had. The first five cover the types of magic detailed in the core book (Thaumaturgy, Sigil Magic, Conjuration, Psychodumany/Magentism, and Maleficium). The last two chapters cover magical items and curiosities and magical societies. There are a lot of new spells.
I have the PDF of this book, but I really want a print copy next time I hit Gen Con. It is one of the single most useful Victoriana PDFs I own. I adapt ideas from this for a variety of game including converting all these to Magical Philoso...
The assumption is made that you have a reasonable grasp of what runes and rune magic are, and already know that they are associated with people from cold northern realms (think Vikings in the real world), it dives straight in by explaining that you need a Rune Knowledge feat to use them at all, and a Rune Mastery feat to develop your skills. Thereafter, though, the contents are excellent with a lot of material to get your teeth into.
First up, the Rune Knowledge and Rune Mastery feats are given in full detail, then there's a fascinating run-through of the runes themselves. This makes it clear that learning rune magic is a slow and painstaking process: when you learn Rune Knowledge you get to choose just TWO runes which you can use (and Rune Mastery enables to use a single rune you know at a higher level)... fortunately you can take both feats multiple times. For each rune, you get a specific bonus just because you know it, and then you learn the effects of tracing that rune (standar...
These are fantastic! I bought the actual cards and they add a very fun element the game when a mage fumbles a spell. They are generic enough for a GM to apply to any game system they are playing (5e, Pathinder, Arrowflight, etc)
I highly recommend a set of these!
There's a wealth of eldritch, bizarre adventure in this relatively small package, and the tables provided are fun and useful in themselves. Both CDS 1.11 and 'classic' CDS are great games-- and there are things I prefer about the rules of classic CDS-- but in terms of setting, I'm enjoying the move towards less comedy and more Lovecraftian science-fantasy that this adventure represents.
Finally !!! Perfect !!!
About 20 completely different figures. And as many variants of them ( different weapons, changed positions ... ). For a total of more than 40 figures ( plus accessories and horses ). A perfect set to represent TYW dismounted dragons. But not for ECW. These figures represent properly historical dragons in Eastern Europe. In my opinion they are Polish dragoons of the seventeenth century ( They have participated in important ways in TYW ).
Perfect figures. Five stars only because this is the limit.
What else? ( My personal wish list ): Mounted dragoons. "Western" dragons ( just need a plate armor and different helmets/hats ). Color variations as was done for for musketeers and pikemen.
Thank you very much Mr. Permes....
I like this variation, it helps to make magick seem less mundane in the game.
As magick no longer uses an ordinary pack of cards, it is separated from making common actions in the game and so adds to the mystique of those who have ‘the Talent’. The way the 22 Major Arcana are dealt with to provide extra benefits or problems to the spell cast (or spell caster) fits well into the way I think of how Falkensteinian magick works, as a sort of struggle of willpower trying to exert control and form over a random natural flow of Thaumatic Energy. Plus, it adds about 10% more Thaumatic Energy to draw on in a region - What could possibly go wrong?...
This book is beautifully illustrated and the text, pictures and mix of fiction, ‘fact’ and rules in its content are nicely done in a style that is consistent with the original series of books.
The first part clarifies several issues with animals in the original rules and describes how abilities work for slightly differently for creatures. It adds new abilities for creatures and Dramatic Characters, along with rules for creating your own creatures.
The next part covers Intelligent animals (some suitable for playing as Dramatic Characters) and magickal familiars. We are introduced to Sphinxes and True Unicorns as allies & adversaries.
The story continues by detailing the kingdom of Kongo, Moreau’s beastmen and Dinosaurs, though you will have to design your own T-Rex. Following this is a bestiary of magickal creatures, each with an an adventure seed, and a section on common animals.
The book is finished with a list of Host Characters drawn from our history and fiction wh...