Vendor: The Castle Games
Product Type : RPG
A Fantastical Victorian World of Sorcery & Steam For 5E!
Set in an 1887 that never was, the British Empire is the strongest force on the planet as it prepares for the Queen's Golden Jubilee. But while the Pax Britannica gives the illusion of peace, dangers lurk in every corner and beyond. Ambitious scholars and inventors push the boundaries of magic science without care for consequence. Revolutionaries wish to reform or topple the government. Foreign powers look to diminish the Empire while monsters from beyond prey on humanity's weaknesses.
Only the Irregulars stand in their way! Drawn from all social classes, Irregulars band together in Associations to combat the evils of their world. Some rely on the wonders of magic and science, while others apply their sharp minds, charismatic wits and martial prowess. Together, they work to make their world a better place, or at least hold back the excesses of Entropy for another day.
The Victoriana Corebook offers rules and guidelines for adapting 5e to a Victorian setting where magic is giving way to science.
The book includes:
• Irregular Associations: All Irregulars belong to an Association that focuses their energies and provides them with a headquarters and support.
• New Character Options: 6 new lineages and 8 classes fit for a Victorian world of sorcery and steam, as well as new weapons and equipment, mechanical enhancements, and magical relics. Complications also add roleplaying opportunities for playing to one's weaknesses.
• Downtime: Irregulars have lives between their adventures and may improve or adjust their stories during these breaks in the action.
• Sorcery and Steam: 3 new magical traditions are detailed. Animism draws magic from the natural world, Gadgeteering uses magic to push the boundaries of science and Thaumaturgy draws on the power from within to produce magical effects.
• Expanded Investigations: Expanded rules for uncovering and deciphering clues, social interactions, time segments and vehicle combat.
• Exploring the Smoke: Advice for Gamemasters on running the game, adapting 5e monsters to the setting and a guide for a fantastical London.
Game System: 5e
320 pages
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'Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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'Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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'Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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'Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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'Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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