Showing posts with label victorian. Show all posts
Showing posts with label victorian. Show all posts

Thursday, July 9, 2015

Countess Erzsébet Báthory for Ubiquity

A while back I did a series of posts on Erzsébet Báthory for various systems.  I am giving her a go for Ubiquity and in particular Leagues of Adventure.

You can read her background here.

You can see my other builds of her here:
I am sticking close to these, but this is not an in and out conversion.

Yes. This is the blood-bathing vampire version.  Not the historical one.

Countess Erzsébet Báthory
Patron 5
Archetype: Vampire; Motivation: Stay Young and Beautiful; Style: 5

Primary Attributes
Body 5, Dexterity 6, Strength 5, Charisma 6, Intelligence 4, Willpower 6

Secondary Attributes
Size 0, Move 11, Perception 10, Initiative 10, Defense 11, Stun 5*, Health 11*

Skills
Academics: History 7, Religion 5, Athletics 8, Brawl 6, Con 8, Diplomacy 9, Empathy 7, Intimidation 8, Linguistics 8, Performance 9, Stealth 7

Talents
Mesmerize** (Make a single Willpower roll against all opponents within 10 feet), Iron Jaw (+1 Stun)*, Unarmed Parry (can block melee weapons), Well Educated

Resources
Refuge: Size 1 (smaller apartments across Eastern Europe), Status 1 (Foreign noblewoman; +2 Social bonus)

Flaw
Thirst for Blood (+1 Style point when her unholy appetite reveals its true nature, she prefers young women)

Weapons
Bite 9L***, Punch 9N

* Báthory is immune to lethal and nonlethal damage except from drowning, fire, or holy objects.
** This represents the Báthory’s indomitable will being projected onto others. As such, she uses Willpower rather than Performance.
*** If Báthory scores 3+ successes on her bite attack, she has latched onto her victim’s neck. Until she ceases feeding voluntarily or is forcibly removed (as per ending a grapple), the victim takes automatic damage equal to her Strength rating each round.

Decapitation/Piercing the Heart: This requires a Called Shot against a vital area. If the damage exceeds Báthory’s Body rating, she is instantly killed, otherwise the attack has no effect.

Wild Rose Aversion: Báthory suffers a –2 penalty to all rolls to affect a person wearing a garland of wild roses. Wild roses can also be used to ward entrances

Mesmerize: As per the Captivate Talent.

Power of the Lord: A Patriarchal cross (Greek Orthodox), crucifix, or holy wafer (and paraphernalia of other religions at the Gamemaster’s discretion) can be used to make a Touch Attack against Báthory. Such objects cause 0L damage.

These holy objects can also be used to keep Báthory at bay, but only if the wielder is a true believer in the faith. Presenting such an object requires an attack action. In order to close within five feet of the wielder, Báthory must make a Willpower roll as a reflexive action. If she rolls more successes than the wielder’s Willpower,she is unfazed and may act as normal. Otherwise, she can advance no closer, no use any of her other abilities against the wielder.

Regeneration: When Báthory rests in his earth-filled coffin, she makes a Body roll each dawn. Every two successes removes one level of lethal damage caused by drowning, fire, or holy objects.

Shape Change, Lesser: Báthory can transform into a wolf. This requires two complete rounds and a Willpower roll. While in animal form, she retains her own statistics but cannot speak, use tools, or use any of her other abilities. Reversion to her true form is a reflexive action.

Sire: Anyone slain by Báthory’s bite returns as a vampiric minion within three days of burial. Such fiends are incapable of personal growth, no matter how long they live. They retain their mortal attributes, Skills, and Talents, save for Intelligence, which is lowered to 1—these fiends are naught but nocturnal, feral hunters. A true vampire is created only if Báthory allows her victim to drink of her own blood before death.

Wednesday, July 8, 2015

Review: Leagues of Adventure

Leagues of Adventure is a Victorian Steampunk/Weird Science game from Triple Ace Games.  Though calling is "Steampunk/Weird Science" is selling it really short.  I actually have a lot to say about this game because I really, really like it.

Note: I am reviewing the hardcover and PDF versions of this game.  The hardcover is nice with a nice sturdy binding, full color cover with b&w pages and color inserts.  The PDF is the same and weighs in at 262 pages.

Leagues of Adventure (LoA hereafter) is the first Ubiquity game I ever purchased. I think what drew me to it was that it was very much a "Steampunk/Weird Science" game which was something new for me.  All my Victorian games tend to be Victorian/Magic/Gothic Horror games.  Ghosts of Albion, Cthulhu by Gaslight and even Victoriana are ones that spring to mind the quickest.  So this is a period I am intimately familiar with; one I really love and enjoy.

Maybe it is my read on it, or by design, but this game is more pulpy, two-fisted action than other Victorian games.  Sure it is not pulp to the level that Hollow Earth Expedition is, but the shared DNA is obvious.  Even a couple of the archetypes felt similar.  So if your idea of Victorian era fun is dark, smog soaked streets at night hunting a lone killer...well this game can do that, but it is also better suited to hunting down a rampaging elephant in the heart of the city let loose by a society with aim opposed to yours.   Or hunting down a secret cult planning on releasing a virus in the city.

Certainly one of the many inspirations for LoA is another League, the League of Extraordinary Gentlemen.   Indeed, the cover even invokes the movie a bit.  Hey. I know the movie sucked compared to the comic, but it was still big stupid fun and I enjoyed it.



If you are familiar with the Hollow Earth books then this is one is set up along a similar idea.  Though the chapter titles wonderfully worded and sound "Victorian".  A huge plus in my book.

The Introduction is the typical what is this game, what is roleplaying, what is that house, where does that highway lead to?  Sorry. That was the Talking Heads.  Not really needed by anyone reading my words here, but still nice to have.

Chapter the First: What Has Been & What is to Come, covers a history of events from 1890 to 1899.  Dates are listed, wars are discussed and various rulers of nations are listed.  Good background information for any Victorian game.  The best bit might be the "Who's Who" it includes a mix of real and fictional people of the Victorian age.  If you play any Victorian game or have a passing interest in this period then this list has a lot of familiar names.   Still, great to have.  My ONLY complaint about this chapter is that it would have been better served as an appendix.  It is just a collection of lists with no narrative or context.

Chapter the Second: Concerning the Nature of Character & Inherent Qualities.   I want to pause to really soak that title in.  I am a Victoriana geek. I love that, sounds like a scientific paper that would dabble into meta-physics.  But all that aside this is the chapter on character creation.  Moreso than HEX this game is focused on Nationality because, well surprise, the Victorians were.
Since LoA is a complete and contained game, the full character creation rules are present here. This is good since the archetypes and motivations are slightly different.  Primary and Secondary Attributes are the same with the same point spread. Skills are given the same point spread as HEX but the skills themselves are slightly altered. Talents are also present with more of a Victorian flair.  The focus here is very much the "everyman" adventurer.  Sure having money or connections help, but these are slef-made men and women. So no supernatural talents just yet.  Under Resources we get to real meat of this game.
Characters are expected to be part of a League.  It is a great way to get dissperate and often unimaginable types to real Victorians of people together to adventure.  Each League can even have a wealthy Patron to provide the gear and expenses.   There are a number of clubs and leagues presented.  All with different hooks, skills and motivations.  It really is a cool way to get beyond the "you meet in a pub/bar/inn".  My faves are the Fenian Society, The Hollow Earth Society and the Temporal Society.  There are lots more, but making a new one is a breeze.  Hellfire Club anyone?  Actually this looks like a good way to introduce one I have played around with in the past, The Order of Lincoln's Ghost.
What follows are the color insert pages of the stated archetypes.  We got another Big Game Hunter here too, but it is interesting to see the differences between the LoA and HEX versions.
One minor nitpick...There is a pioneering Aviatrix. Yeah I know in a Victorian game a woman would never be around a plane, well that doesn't concern me (watch the Hayao Miyazaki movie "Porco Rosso" and then we can all stat up spunky girl airplane pilots).  No my issue that the first plane flew two years after Victoria was dead.  Ok, Ok this game also has a "Temporal Scientist" in it.  So my nitpick will fall on deaf ears.  I fix this by just setting my game in 1901.

Chapter the Third: The Mechanisms of the Known & the Unknown.  AKA Game Rules.   Here are introduced (or reintroduced) to the Ubiquity game system and dice.   I appreciate simple mechanics in my games and Ubiquity really is about as simple as you can get it.  Check your dice pool, roll the number of dice and add up the successes.  This works great with the pulpy-style of HEX. In LoA you get a more action-adventure orientated Victorian game.

Chapter the Fourth: Fisticuffs, Firearms & Falling With Grace.  or Combat.  Again. Love these chapter titles.  This is our combat chapter.  Truthfully if you have read and understand Chapter 3, then this is the logical extension of that.  There are other issues, but really it reads smooth and easy to follow.

Chapter the Fifth: Trappings, Necessities, Weapons & Conveyances.  Equipment.  Like it's older cousin this chapter has huge list of equipment.   I am pleased to see that the prices are given in British Pounds, schillings and pence (as any proper Victorian age game should) but also there is a listing for cab fare.  Read Sherlock Holmes sometime; the many kept several cabbies in business all by himself.

Chapter the Sixth: Of Physics & Metaphysics.  Ah. The chapter on steam punk weird science.  We start with what is the most important for this game; Inventions.  The Victorian time is often seen as a time of wild inventors, well you can do that with this game. The invention creation rules are really fun and simple. We follow with gadgets (smaller items), weapons, vehicles and moving on to the "living creations" aka your Frankenstein's Monster.  There are plenty of sample inventions to give you ideas or at least an end goal.  I say as a GM don't make an Ornithopter available to characters just because you have the stats for it.  Make them invent it.

Chapter the Seventh: A Guide to Navigating the World of Adventure. or the setting.  We start by talking about the style of the game.  Will it be gritty, adventurous, pulpy or cinematic.  There are tips on how to do all of these.  Personally for this game I prefer the pulpy action.   This chapter also covers adventure ideas, goals and hooks. All of this against the backdrop of a world during the turn of the 19th Century to the 20th.  The "modern" world is coming.
This also includes guideline on creating a "Villainous" league.  Every Justice League needs a Legion of Doom.  A few detailed examples are given.

Chapter the Eighth: Of Travel & the Unseen Marvels of the World.  The is the world overview for LoA.  It is a pretty healthy chapter too.  Lots of places are covered from around the world, both known and mysterious.  As well as factual and fanciful. I found this to be fascinating reading to be honest and really it makes this book worth the price to any GM running any sort of Victorian game.  It may or may not be compatible with what other game you are using but the ideas are a gold mine.

Chapter the Ninth: Stalwart Friends & Fiendish Adversaries.  The chapter of Mooks, NPCs and some creatures.  We get some generic mooks, "Thug", "Cultist" and so on as well as some named NPCs. Notable, Col. Sebastian Moran and James Moriarty of the Holmesian Canon.  Lo Peng, Dr. Moreau, and The Mad Monk.   For monsters we get a nice collection; Intelligent Apes, Gill men, and some dinosaurs.  We round it off with some normal animals.

There is a list of Recommended Reference Materials.  A Character sheet and a good index.

What can I really say about this book.  I am inordinately fond of it.  There is no magic worth a damn in it (normally a deal breaker) but I still enjoy the hell out of it.  There is a feeling in this game I can only describe as the "Thrill of adventuring".  In Ghosts of Albion people adventure because there has been some terrible murder or other crime committed by magic. In Cthulhu by Gaslight it is because of some terrible, unknown horror lurking in the shadows. In Leagues of Adventure the conversation is more like this:
Scientist: I do believe there are dinosaurs in the Amazon.
Big Game Hunter: What's that you say? Geeves, pack my trunks and guns we are going to South America!
Aviatrix: No too much, I am still working the issues out of my airship.  Better just take the guns.
Big Game Hunter: I like the cut of your gib girl! Geeves, just the guns then!
Scientist: There is a chance that the Explorers Club might beat us to it.  Though their scientist was at University with me, he can barely read ancient cuneiform let alone a map.

This is a game about big adventure. Frankly I get excited every time I open the pages.

Later I want to talk about using this game along with other Victorian era games.

Sunday, July 5, 2015

July is Ubiquity Month

This July I want to spend some quality time with the Ubiquity system.  This is a "generic" system that goes after the same sort of games and crowd that Savage Worlds and Unisystem target.
I tend to like Ubiquity a bit more than Savage Worlds, but a little less than Unisystem.

The Ubiquity System was created by Exile Game Studios for their Hollow Earth Expedition game.  It has since been used in other games by other companies.

These are the games I am going to be looking at in detail:
Hollow Earth Expedition RPG (Exile Game Studios)
Hollow Earth Expedition: Secrets of the Surface World (Exile Game Studios)
Leagues of Adventure (Triple Ace Games)
Space: 1889 (Clockwork Publishing)
Revelations of Mars (Exile Game Studios)

I am also working on a couple of NPCs to help feature some of the game rules.  A few I really want to do are Dracula and Sherlock Holmes.



When I first was getting into Ubiquity I started with Leagues of Adventure, which is like an alternate universe "Ghosts of Albion".  While in GoA magic is supreme, in LoA it is weird science and steampunk.   I like to think that every character in GoA has an LoA counterpart and visa versa.
In fact I ran my Ghosts of Albion: Dinosauria adventure under Leagues of Adventure with no problems.  I had to fudge the magic a little, but now I think I could a much better job.

I will talk more about Leagues later in this week, but suffice to say I am rather fond of it.

Hollow Earth Expedition is a game I knew I was going to love, but one I did not buy till very recently.  I was working on a Hollow Earth book for Battlefield Press and I didn't want it to enfluence me.  I am happy to say that the HEX book I picked up was both similar and very different than what I did.  It was obvious we drew from the same sources but went in different ways.

Space 1889 and Revelations of Mars were both Kickstarters I gladly backed.  I am not getting the PDFs buy am missing the hardcover of Mars at the moment.

All of these games together have given me a lot of ideas on various games.  One is one I have mentioned before, "1901: An Æther Space Odyssey".  HEX is firmly Pulp Era but LoA and Space 1889 are Victorian science fantasy.  I am going to take the median here and go with the dawn of the Edwardian Age as one of Space Exploration.  Despite the implied settings in Space 1889 and Revelations of Mars, I am likely to go more Barsoom with my my Mars; though I am leaving War of the Worlds open.

Looking forward to it! Hope you are too.

Friday, July 3, 2015

Friday Night Videos: Guest VJ Paul "Wiggy" Wade-Williams

Welcome back to Friday Night Videos!

It is my pleasure to bring you another Guest VJ.   Tonight we are honored to have Paul "Wiggy" Wade-Williams.  He will be playing videos that relate to his newest RPG book "Leagues of Gothic Horror".

So here is Wiggy.
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Hi! My name’s Wiggy (also known as Paul Wade-Williams) and I’m the creative director and a partner at Triple Ace Games. Tim has invited me to guest VJ and talk a little about the music I listened to while designing and writing LEAGUES OF GOTHIC HORROR, which launched on Kickstarter this week.

Truth be told, I’ve mainly been watching movies and listening to Gothic audio dramas while pounding away at the keyboard and watching the shadows for werewolves and vampires, but there is always time for music in the creative process. Maybe I’m a little anal, but I often create a playlist to match the product I’m working on, rather than accept whatever random tune my player throws up. Here are some of the tracks in that list.

Blue Oyster Cult — Magna of Illusion



This track is from my all-time favourite album—Imaginos. The lyrics are laden with layers of hidden meaning and weird significance—ancient prophecies, magic mirrors, alchemy, astrology, witches, magical ships! I’ve always had an interest in the occult(not to be confused with Satanism) and the entire album was essential listening—I never tire of listening to it! I love it so much there are references to it scattered throughout LEAGUES OF GOTHIC HORROR.


Sheelanigig — Lost in Transitvania



My music tastes are quite eclectic. Most of my playlist is heavy metal or rock, but nestled among the albums are 80s pop, folk, movie soundtracks, and Mongolian throat-singing. I came across this band at the Shetland Folk Festival only a few months ago and immediately fell in love with their stuff. Writing can be a boring process, even if you love what you write, and this song gave me an excuse to chair dance while absorbing the Eastern European folk vibe that transported me at least part way to Transylvania.


Ozzy Osbourne — Bark at the Moon



It’s Ozzy, the Prince of Darkness himself! This song met all the criteria when writing a book on Gothic Horror—the heavy metal I love and an atmospheric (if occasionally camp) video replete with elements of the genre. I’ve listened to Ozzy for many years, and regardless of my mood there’s always a song to suit.


The Unguided — Deathwalker



Remember I said my tastes were eclectic? Well, here’s some Swedish melodic death metal for you! I admit I am not without bias in choosing this track—the band based it on my Hellfrost fantasy setting and I was lucky enough to collaborate on the lyrics. Despite its fantasy origin, the track concerns the rising of a powerful lich and his gathering support from the undead, an apt enough topic for Gothic Horror.


Iron Maiden — The Number of the Beast



Iron Maiden, the first heavy metal I ever listened to. This track, from their third album, always reminds me of one of my favorite horror film—The Devil Rides Out. The beat is fast, hardly fitting for the creeping terror of Gothic Horror, but the content, Satanism, was perfect for writing the magic section. The track also reminds me of school (I was 12 when it came out), especially since 1982 was the date The Warlock of Firetop Mountain was published, the book that got me into gaming.


Dalibor Krigovský — Moriens Spiritum



Conveying mood to the reader is an essential part of writing. Gothic Horror isn’t slash and gore. It’s dark and moody. It reeks of decadence and decay. Capturing that unique flavour so GMs can convey it to their players in words was essential. Often I can get into the right mood without much thought—it is part of the job being a full-time author working on varied projects—but there are times when I need a boost. This track is heavy and brooding, perfect for immersing myself in Gothic atmosphere.


J. S. Bach — Toccata and Fugue in D Minor



More mood music! I’ve always loved this piece of music. Maybe I’m odd, but it immediately conjures up images of the lonely figure of Dracula (or Strahd von Zarovich) seated in front of an organ in his desolate castle or the Phantom of the Opera. It’s a very powerful and emotive piece that ebbs and flows, never failing to drag my mood along as it does so.

(ETA: This is one of my favorites as well! - Tim)

If you like the playlist and you’re interested in our Kickstarter for LEAGUES OF GOTHIC HORROR, please check it out here:  https://www.kickstarter.com/projects/1588759266/leagues-of-gothic-horror


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Thanks so much Wiggy!

Kickstart Your Weekend: Leagues of Gothic Horror

Oh I am quite excited about this one!

Paul Wade-Williams is giving us a followup to his fantastic Leagues of Adventure with Leagues of Gothic Horror!


https://www.kickstarter.com/projects/1588759266/leagues-of-gothic-horror/description

Already it has blown past it's initial goal and moving on into stretch goals.

It is for the Ubiquity system, which I'll be talking more about next week.

Frankly I think it looks fantastic and I can't wait to add it to my table.  I am planning on using it with some Ubiquity games I own AND I want to see how it works with Ghosts of Albion.

Tuesday, June 30, 2015

Winding your way down on Baker Street

Mail Call today!

Look what I got.



+Bryce Whitacre's Victorian RPG Baker Street is out to backers of the Kickstarter.
It looks great and I can't wait to try it out.

Hope to have a review up soon!

Thursday, April 23, 2015

PWWO: A Red & Pleasant Land + Victorian Games

Notice: I am not taking down this post because I feel it is more important to leave it up, but also update everyone on what is happeing now as February 11, 2019. Please see this newer post first. http://theotherside.timsbrannan.com/2019/02/i-am-going-to-talk-about-zak-today-and.html

The print version with ribbon.
I don't think there are many of these left.
Time for another edition of Plays Well With Others!

A while back I picked up +Zak Smith's vampire-themed Alice in Wonderland mashup (though that does not really describe it) A Red & Pleasant Land.  It is well reviewed and you can read my review here: http://theotherside.timsbrannan.com/2014/12/review-red-pleasant-land.html

What got me at the time is a.) how much I liked it and b.) how much I didn't want to play it under D&D (any version).  I started thinking about Alice, Dracula and this book   I thought that what this book really needs is not a background of fantasy, even the Grimdark of LotFP or DCC, but the prim and proper sensibilities of a more refined time. Victorian England.

Think about it.  I described the country, Voivodja, in AR&PL as Nightmare scape. Not an overt one like say the Hells, but a subtle one, and mostly a chaotic one.  What a better contrast to the streets of fog soaked Victorian London?  After all Voivodja isn't in our world, it's out there somewhere; down a rabbit hole or through the looking glass.  Through a looking glass darkly.  OR if it is, maybe it is an odd mirror.  Page 14 of AR&PL will give you ideas. The difference now is that we are all using the same world. Unless your D&D game is set in Europe of course, then you are ahead.

There are a lot of great choices for games to use this with and each offers something special I think.


Cthuhlu by Gaslight


Cthuhlu by Gaslight is one of the best Victorian era magical games out there. CbG has rules, via Call of Cthuhlu, for dealing with the Dreamlands. This is a good way to get characters from the "real world" to Voivodja.  Now Voivodja could be in our Carpathian Mountains or they could be in the analogue in the Dream lands.  Who knows.
One thing I would suggest is get a good grip on the Sanity rules and how to apply them using AR&PL.  There are things here that could be abused and drive the characters completely insane.  I say use them sparingly; instead focus on the weirdness of it all.  Not the mind bend weirdness typically one associates with the mythos.  Translations of monsters would not be hard.  Though the average CoC/CbG game is more about investigation. There is more doing in AR&PL, even if that doing isn't always combat.  Though they both have that in common.

Ghosts of Albion



I think there are plenty of good reasons to use Ghosts of Albion.  First the there is more expectation that characters will do more in GoA than in CoC.  Again monsters are easy to convert; most are in the Ghosts core book or could be found in any of the Buffy books.  Secondly let's address the elephant in the room.  Zak may not have meant Alice to come off as an ersatz Slayer, but she kind of is.  Or rather the Alice is the trope that the "Buffy" is trying to set up. All I am saying is that thematically they work well together or even as each other.  Alices are not Protectors, but they can be weaker Slayers or Chosen Ones (Army of Darkness) in any case the rules in GoA have it covered.
Alice's would get extra Drama Points (I would say 2 extra at starting).  The leveling up table would be used for every 25 XP gained.  Just allow her to take the appropriate Supernatural Qualities.

The Alice would be a 5-Point Supernatural Quality. I'd have to work out what is in it, likely bonuses to Charisma, Hard to Kill, but some drawbacks too.  Nothing major and nothing more than 5 points.
The more magic-rich world of Ghosts works well for AR&PL too.  And between Ghosts' Supernatural rules, Angel's demon rules and Buffy's vampires you could make every type of vampire in the book and then some.


Ravenloft: Masque of the Red Death


This of course might the best fit.  Ravenloft, Masque of the Red Death is set on Earth in the Victorian era.  It uses the same D&D system as AR&PL. Plus a lot of the changes that LotFP made to D&D can also be found in this book. Specialists are called Tradesmen in MotRD.  While the other two can be "easily converted" this one does not have to be converted at all.  You can even use the Alice as is.
Plus a lot of the strangeness in AR&PL can be explained by the power known as The Red Death.  I would opt for the 2nd Edition version pictured here as opposed to the 3.x update from Arthaus/SSS/White Wolf.   In fact going back through my Masque books I think this might be the one I would use for this.
You could travel the Orient Express and end up in A Red & Pleasant Land.

In any of the above cases I am much more excited to run this than under D&D or a clone.

Thursday, February 26, 2015

1901: An Æther Space Odyssey

I got to click another Kickstarter off my list!

New and Original

The new Ubiquity version of Space 1889 is now in my hands!
It is a great looking book. I really enjoyed the original Space 1889 (also available in PDF).

This new book captures the feel of the original rather nicely and the Ubiquity system is easy to use and adapt.  The book itself is gorgeous and well worth the wait to be honest.  It really envokes the feel of the original which was quite an original idea back in the day.

New and Original
I love Victorian games, weird science and space exploration.  So this really is right up my alley.
At first I have to admit I didn't like Space 1889, but as I played it I really began to enjoy it.  Once I started doing research on what the Victorians believed about space and the solar system then I REALLY started enjoying it.

For me then this new version is distillation of everything I enjoyed about the concept.

Recently I went on an "Appendix N" bender and read everything I could get my hands on from the pulp era.  So I read all of Edgar Rice Burroughs' John Carter of Mars books, the Pelucidar books, and the Moon Maid series.  I still want to read the Venus books.  I also read years ago Jules Verne, so the idea of a Scientific Alt-Victorian Time really appeals to me.


The best thing about Space 1889 is that the Ubiquity system that powers it is the same as Hollow Earth Expedition and Leagues of Adventure.    So you can pull them together for a high action Victorian fun.  Throw in Revelations of Mars (when it is done)  and you have a Solar System spanning game of adventure.

1901: An Æther Space Odyssey 
The idea behind this game is to split the difference between the Victorian period and the Pulp Age.  Still focus on adventure, or more to the point, Adventure! and space travel but shake it up a bit.

Set it in the Spring of 1901. King Edward sits on the throne and he has declared that explorers of all sorts must head to the planets for the glory of the British Empire.  Adventures run into Barsoomians, Selenites and giant reptiles and snake men on Venus.

Not sure when I'll work it in, but it will be a blast!

Friday, February 20, 2015

Friday Night Videos: Steampunk Videos

Welcome once again to Friday Night Videos!

To celebrate the newest member of the Victorian / Steampunk RPG gaming community I thought some Victorian Chap-hop was in order.

Of course I love Victorian games of all sorts. Just love the time period and the endless possibilities.  You can have adventure, science, magic, occultism, spiritualism and the entire world is both at your fingertips and still large and mysterious at the same time.

So let's open it up with some good old Professor E!

+Professor Elemental donning his Fighting Trousers.




Professor Elemental might be the first name you think of when it comes to Victorian era chap hop but he is not the only one.   So just like Biggie had Tupac, the good Professor has Mr. B the Gentleman Rhymer.





I am not sure how one can describe Abney Park.  They are steampunk yes. But in more of a Forgotten Futures sort of way.  They have their own RPG, Airship Pirates which comes to us from the same people that brought us Victoriana. In fact it even uses the same system as Victoriana 2nd Edition.



+Lindsey Stirling might not be the first name you think of when it comes to Steampunk music, but her Roundtable Rival certainly has the right look and feel to it.  Plus Lindsey has upped her own geek street cred by providing a song for the Dragon Age soundtrack.  So there is that.
So here is the girl that my friend Cal refers to as a "magical musical pixie" or how I think a Ghosts of Albion Occult Musician would look.  Frankly I think she is amazing.



And lastly tonight back to the good Professor to remind us that we can all enjoy different things, but we are all in it together.  One of the reasons why many of us in the Victorian RPG community get along so well with each other.  We all enjoy each other's games and talk about our favorite bits.

Kickstart Your Weekend: Victorious

I was going to cut back on these, but this is very much a Peanut Butter and Chocolate situation for me.

Victorious is the newest RPG from the Troll Lords.
It is a Victorian Era / Steampunk game using the SIEGE Engine system, the same that powers Castles & Crusades and Amazing Adventures.   So you can see why I am interested.

https://www.kickstarter.com/projects/676918054/victorious-the-role-playing-game


It should be 100% compatible with Amazing Adventures, but I won't know till I get it obviously.

I am certainly NOT in the market for a new game, let alone another Victorian Era one (I have them all), but damn if it's not attractive.

This being Troll Lords they were funded long before I ever saw the page.  I have supported them well in the past and I am on the fence on this one.  Yes I am going to buy it, that isn't even a question.  I just think this time I might wait and give my FLGS the money instead.

I am going to keep an eye on it for what ever bonus levels and features they add.

Thursday, February 5, 2015

Ghosts of Albion: Ur-hag

She came to me in a dream.  

I could tell by her voice that she was of regal bearing and intelligence, but at first I could not see her.  I was looking out over a darkend grey and cold plain.  In the far distance I saw mountains; mountains I know I had never beheld before with mortal eyes yet no less real.  In the sky above flew beasts, for that was the only world for them.  They appeared as mad paintings of Hieronymus Bosch, a mass of flying, winged semi-human creatures.  Their appearance was as women, save shamefully unclothed, though it was difficult to see this from the filth that covered them.  The smell was worse than any charnel house I could recall; the decay of death, the reek of excrement and the sour odour of unwashed sweaty bodies.   Their hair was wild. Their teeth were long, yellowed and many were broken.  This is how I knew I was still in the dream. Such details would have escaped me given their distance. In truth, I wanted to be no closer to these hideous creatures.  Their eyes burned red like coals of hellfire.

I watched as they flew and they attacked and ate other beasts in sky.  They were aware of me and my companion, but made no move towards us.

"What are they?" I asked and I turned to meet my unseen companion.  To my shock she appeared as they did, save she was not a filthy degenerate creature, but a woman of regal bearing. She had the same clawed hands, the same large bat-like wings and most horribly the same eyes.

"They are Ur-hags." she had said.  "They are my sisters."

- From the Journal of Tamara Swift.

Ur-Hag

The Urhags are found in two basic varieties, the Degenerate and the far less common Noble.

The Degenerate Ur-hag appears to be a hideously ugly humanoid woman. She appears naked, but covered in filth, with long clawed fingers, wild hair and inhumanly long feet and toes. What is the most curious feature of the ur-hag are her large bat-like wings.  One is immediately reminded of a harpy; which scholars also claim are an offspring of this creature.  The ur-hag does not speak, but only screams and shrieks.  The ur-hag can attack with a claw/claw/bite routine which is their most typical attack.  They are also surrounded by a horrible stench. Characters within 10' of the Ur-hag must make a Constitution test at at least 2 Success Levels or suffer a -2 on all attacks against the creature.
The ur-hag may also cast spells as a witch with Magic 2.  Spells that attack and due damage are preferred over all others.
Ur-hags are immune to all cold-based effects and are immune to cold and cold based spells. Dengerate ur-hags are carnivorous and their preferred  source of meat is humanoid flesh.  They are able to enter the dreams of people sleeping in their territories; usually within 300 yards.  Through this special attack the ur-hag will Charm a sleeping male into breeding with them. Once complete the ur-hag will then wake thee male to kill and eat him.  They prefer to wake their victims because they enjoy hear the sounds of their screams.  Within 3 months the ur-hag will lay a leathery egg in which a juvenile ur-hag will emerge. The new ur-hag will not expect any care or succor from her mother; in fact the mother is just as likely to eat her offspring as she did her offspring's father.

Unisystem / Ghosts of Albion
Name: Ur-hag (degenerate)
Motivation: cause chaos, despair and feed on mortals
Creature Type: Faerie
Attributes: Str 5, Dex 6, Con 5, Int 4, Per 3, Will 6
Ability Scores: Muscle 16, Combat 19, Brains 14
Life Points: 66
Drama Points: 2
Special Abilities: Attractiveness –5, Increased Life Points, Faerie, Innate Magic

Manoeuvres
Name Score Damage Notes
Bite 21 24 Must grapple first; no defence action
Claw 19 16 Two attacks per Turn
Grapple 21 — Resisted by dodge

Spellcasting 16 Varies By spell
Deflect 16 — Magic defence action; deflects spells 45º
Lesser Sensing 15 — Notice magical effects, nature, or possession

Noble Ur-Hag

The Noble ur-hag is a different creature, though no less evil.  Like the degenerate ur-hag, the noble appears to be a winged woman with long taloned hands and feet.  Noble ur-hags also have horns growing from their heads that often causes them to be mistaken for some sort succubus or other demonic creature.  While not demonic, the noble ur-hag is still quite evil.  While the degenerate ur-hag is hideous and covered in filth, the noble ur-hag is regal, attractive and clothed in only the fines wares. Her features are sharp and possibly indicate a relationship to the fae that other, more common hags, share.   The noble ur-hag can be harmed by iron in the same fashion that fae are; iron weapons cause +2 damage and +1 to hit.
The noble ur-hags can cast spells as a witch of Magic level 4.
While the degenerate ur-hag is indiscriminate about her choice of mating partners, the noble ur-hag prefers only the finest quality human males.  Also noble ur-hags do not always eat the men the lay with.  Some preferring to return to the same male time and time again as instinct drives them to reproduce.

Noble Ur-hags use the same stats as do the Degenerate Ur-Hags save they have Attractiveness +1 and Magic 4.  The Noble Ur-Hag also has the following magical manoeuvres.

Manoeuvres
Name Score Damage Notes
Spellcasting 17 Varies By spell
Deflect 17 — Magic defence action; deflects spells 45º
Lesser Sensing 16 — Notice magical effects, nature, or possession
Hold 16 — Magic defence action; delays spell
Volley 11 — Magic defence action; returns spell to caster
Dispel 14 — Magic defence action; dispels spell

Additionally the Noble Ur-Hag can choose demonic or fae powers.  Many posses Glamour and Grand Glamour.  A Noble Ur-Hag is capable of interacting in society, however her mannerisms will seem a bit aloof and more prone to violence than that of mankind.  The Degenerate Ur-Hag, even if glamoured by another, cannon interact in even the roughest society.

There is no known spell to summon these creatures and they only live in the shadowy borderlands where Dream, Shadow and Faerie are known to intersect.

Thursday, November 20, 2014

Lindsey Stirling - Dragon Age / Occult Violinist

If your Bard is not as cool as this then you are playing her wrong.



I will admit I am a fan of this little pixie.

Of course with the right tinkering in Ghosts of Albion you take the Occult Poet and make an Occult Violinist.




Tuesday, November 11, 2014

Reviews: Victorian Era Games, LPJ Design Edition

I love Victorian Era games.  I own most of the classics and many of the non-classics in dead tree versions and nearly everything on PDF.  I am a tad bit obsessive.  But I also play most of these games too.  It is just a fun time to play in.

Here are a few that I have enjoyed, but have not talked about much.  First up a few from LPJ Design.  These were released in the d20 days and have been retooled for Pathfinder.

Victorian Age Feats
14 pages of new feats (12 of content and 2 of OGL).  While there is a Victorian sensibility to these, most, if not all could be used in Pathfinder or d20 Modern.   In particular I liked the Astrology, Bookworm, Charmed, Empathy, Expert Healer and Look Harmless feats.  Others like Puritan Witchfinder might be more suited for 200 years before the Victorian times. A bit of a different feel to feats which I like.  With a price of under 2 bucks this is a pretty good deal really.


Victorian Age Feats 2
Like Victorian Age Feats, this product is 14 pages (11.5 for content, 2.5 for OGL). It offers a wide variety of interesting feats to use with your d20/Pathfinder based game.  Again what strikes me the most about these is how well they work with Pathfinder out of the box.  A minor quibble though. Some of the feats are related to guns, this is fine, but the Victorian era saw a wide variety in technology related to firearms.  The "Rip a Clip" feat is fine, but only useful for firearms created after 1890 (near the end of the era).  Also not appropriate for Pathfinder even with the Gunslinger (but that is not a strike against this product).
For under 2 bucks it is a good deal, but I didn't like it as much as the first.

Victorian Horrors: Jack the Ripper
It is very difficult to talk about the late Victorian period and NOT mention Jack the Ripper.  This 6 page PDF covers how to use Jack in your games and assumes that he will be an adversary of the Characters.  Two possible means of link Jack to the PCs as a nemesis are discussed.   Some detail is given on the public and police reaction to the Ripper case.  Some basic d20 crunch is given to help move the players along.  
Stats are given for Jack the Ripper (d20 Modern) and some ideas are given based on the level of magic in your games.
The text of the "Jack the Ripper letters" are reproduced.
While I think this is a good starting effort a lot more could have been done.  For example a time-line of the Ripper case should have been included and the names of his victims.  Also a map of the killings would have been extremely helpful.  While all of this is readily available, that is also the exact reason why it should have been included.  As it stands this is just a PDF of a potential threat to the PCs with not much in it that says it is Jack the Ripper.

Victorian Horrors: Martian Invaders
A much better effort here than the Jack the Ripper product.  This details the Martian invasion ala H.G. Wells.  This product details the Martians, their crafts and their technology.   Though curiously missing are stats for the Martian alien themselves.  Also while the inspiration is obviously Wells, he is not mentioned in this product.  Quotes from the War of the Worlds text would have also been nice.  Plus there is not much here that says "Victorian" to me.  This could have been about the Wells book or the classic 1953 movie.  Actually it seemed more similar to "Day of the Triffids" to me.
7 pages, 6 of content, 1 of OGL.

All four of these are available in the D20 Victorian Era Bundle from LPJ.


Tuesday, July 29, 2014

Mary Poppins: Witch or Time Lord, Part 2

Mary as a Time Lord

So I explored how Mary could be a witch.  How can she be a Time Lord?



Well in addition to all that we know she speaks a lot of languages including Baby.  Her carpet bag could be a bag of holding or it could be Time Lord science.   She acts both young and wise, much like the Doctor and spends a lot of time with younger companions.  The 11th Doctor even made references to her in "A Christmas Carol" and in the book "Magic of the Angels".  In MotA the Doctor even has a carpet bag that he claims he got back from Mary.

Mary could have avoided the Time War much like the Doctor did.  She could have been The Nanny even.  Heck if that is case maybe she regenerated into Nanny McPhee.

She knows people from other planets such as the girl from the Pleiades.
Supercalifragilisticexpialidocious is almost as bad as Raxacoricofallapatorius.


Mary Poppins
Time Lord
From  Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition
Story Points: 8

Attributes
Awareness 5
Coordination 4
Ingenuity 6
Presence 6
Resolve 5
Strength 3

Skills
Athletics 1
Convince 4
Craft 3
Fighting 1
Knowledge 5
Marksman 0
Medicine 4 (little drop of sugar and all)
Science 3
Subterfuge 1
Survival 2
Technology 3
Transport 1

Traits
Animal Friendship, Attractive, Brave, Feel the Turn of the Universe, Friends (major), Indomitable, Keen Senses, Lucky, Quick Reflexes, Resourceful Pockets, Voice of Authority, Time Lord
Argumentative, Distinctive, Eccentric, Owed a favor to (the family she serves), Selfish (to a degree)

Equipment
Umbrella, Carpet Bag

Home Tech Level: 10 (mostly conforms to 4)

Personal Goal
To protect the Children

The Time Lord known as "The Nanny" (to some, Mary Poppins) fled Gallifrey in the earliest days of the Time War with one goal in mind. To protect those who could protect or help themselves.   She has been known to have encountered the Time Lord known as The Doctor at least once.

She has a number of family members she will mention, but these are all adopted and are world wide.
It is also not too much of a stretch to see her working the Paternoster Row Gang at some point.


Next time I'll cover why Ms. Frizzle of the Magic School Bus is not just a Time Lord but is in fact River Song.

So how about you?  Is Mary a Witch or a Time Lord?

Thursday, July 3, 2014

Ghosts of Albion: Carcosa

"Every good story begins with a death." - Amber Benson

So I have had this terrible, terrible idea.

I want to run a Ghosts of Albion adventure set in the Reconstruction-era South. I am going to borrow heavily from sources like "True Detective", "Salem" and of all things "Little House on the Prairie" (trust me here).

So the basic plot is that the characters leave their typical English environs for America at the behest of a friend.  A girl has been ritually murdered in an otherwise quiet, hard working American town.  Upon investigation they discover a wide ranging cult of some of the town's most powerful men and the ritual that will take them to place known as Carcosa.

Following in the footsteps of TD I am not sure yet if Carcosa will be a real place or not. It doesn't have to be. There is plenty horror here without the need of things beyond the stars.  But given that this is a Ghosts of Albion game there will be some supernatural elements.

If it works out half as nice as I think it will I could really run it under any Victorian system. From the stark hyper-realism of Victoria to magic in the shadows of Cthulhu by Gaslight to the steam/magic-punk world of Victoriana.

Monday, May 12, 2014

Review: Masque of the Red Death and Other Tales (AD&D 2nd)

A couple of caveats. I love Victorian RPGs.  Also, I primarily reviewing the PDF release.

Wizards of the Coast and their partner DNDClassics.com has released the latest PDF from the TSR/WotC back catalog, this time a product I know very, very well.

Masque of the Red Death and Other Tales is nominally released under the Ravenloft line and you will need one of the Ravenloft core books to be able to play this along with the AD&D 2nd Edition rules.  However if you know the AD&D rules well enough you might be able to get by.  The premise of the game it rather a simple one. What if the Dark Powers from Ravenloft found their way to Earth?  Well...I should state out and out that they never actually say that, but imply it rather heavily.  The is a dark, malignant force controlling things on Earth, known here as The Red Death, and this Earth of the 1890s certainly has a lot more in common with Ravenloft.

Pretty much from the time it was published to the onset of the new 3rd Edition rules, Masque of the Red Death was my campaign world of choice.  I still played AD&D2 in Ravenloft, or rather, I ran AD&D2 in Ravenloft, but the lines between Ravenloft proper and "Gothic Earth" became very, very blurry.

For this review I am going to talk specifically about the PDF and only discussing the original boxed set format when appropriate.

To begin with we get five PDFs in this package. These correspond to the four books and the DM's screen.

Book I is the main Masque of the Red Death book.  It is 130 pages of a high quality, OCR scan.  Some the images are fuzzy, but I feel that is more due to the source images rather than the scan itself.  The scan comes in at just over 35 meg.
We begin with an overview of what this campaign guide is about.  I might be mistaken, but this is the first official AD&D product to take place on Earth.   This followed up with a history of Gothic Earth.  Things began to go downhill for everything around 2700 BC when Imhoptep (yes, same as the Mummy movies) began experimenting with darker magics.  The next dozen or so pages bring us to the present day (1890s).  The history is a fast read and I would not ignore it. It sets the tone for the entire game.
Chapter II details character creation.  There are different methods used than the PHB to reflect that characters are not your sword wielding barbarians of a bygone age.  So characters are more average.
There are rough parallels to all the classic AD&D classes, Soldiers, Adepts, Mystics, and Tradesmen.  The AD&D Proficiency system is used here as well.  Interestingly the system seems make more sense here (since skills are really what sets characters apart) but also shows its wear and tear.
Money and Equipment is also detailed in Chapter IV.   Interestingly this one of the few Victorian era games where the default currency is listed as American Dollars rather than Pounds Sterling.
It should be of note that this also the book that adds guns to AD&D2.  Quite a number of guns are detailed here as well.
Chapter V covers magic and you really need the Player's Handbook for this section.
Chapter VI covers the changes to combat.
Getting back to what really makes this special is Chapter VII An Atlas of Gothic Earth. I should point out at this point that the large poster sized map that came with the boxed set is not included here.  It gives a brief overview of the world.  This section is done much better in the full fledged product that shares it's name.
The first Appendix covers various character kits.  If you remember 2e at all, you remember kits. Quite a few interesting ideas are detailed, but you could also do these with the base four classes and good roleplaying.
Appendix II covers some villains of Gothic Earth. There are plenty of old favorite here and some new takes on old characters.  Though I will admit the one thing that still gets on my nerves is Moriarty re-done as a Rakshasa.  In my games he was human. And yes, Dracula is there as well.
And finally Appendix III covers adventuring in Gothic Earth.

Book II is an adventure in 3 parts by future Pinnacle Entertainment head honcho Shane Hensley and featuring the rock star of Gothic fiction, Dracula.  The advantage of this PDF over my boxed set copy? I can print this out and make changes to it. Yeah it is a good adventure, but I can't help but feel it is a pastiche of Hammer and Stoker's original work.

Book III is a Jack the Ripper adventure, Red Jack. Unlike Moriarty's change into a supernatural creature, this adventure make "Jack" into something more mundane.  Normally I would be fine this, but the name of the adventure itself and some of the elements BEGS it to be tied to the old Star Trek episode The Wolf in The Fold and Redjac.

Book IV is the Red Death, an adventure based around elements of the Edgar Allen Poe story.  Some details have been changed and added, but the spirit is the same.  Again, I am tempted to make the main antagonist, Prospero, the Prospero.

Book V is the DM's screen.

Again I'll point out that the large poster sized map is missing.

Once upon a time this boxed captured my imagination like no other game.  This PDF makes me want to crack open some 2e.

Friday, April 11, 2014

Victorian Adventure Enthusiast interviews Timothy Brannan

Check out the interview I recent did with the Victorian Adventure Enthusiast.
They are revamping their site, so keep them in your RSS reader for more Victorian era gaming fun.

http://www.victorianadventureenthusiast.com/index/victorian-adventure-enthusiast-interviews-timothy-brannan/

And you can see me in my Victorian gentlemen's suit.

Interesting note. I was at the wedding of one of my oldest friends.  He was having a Civil War reenactment wedding.  All of the guys and the groom were in uniform. I was standing with him on stage as a groomsman but I didn't feel right wearing a uniform.  I am not a reenacter and unlike many of the other guys I also was not in the military.  So I wore this instead, knowing I can get more miles out of it later.

The guy getting married, Jon, was my DM in Jr. High.  In the picture I am standing next to the guy who was my DM in High School. He is cropped out of this version.

I thought it was going to be a lame wedding but I am happy to admit I was wrong and it was an absolute blast.

Pop by and read about how I wrote the Ghosts of Albion RPG.

ETA: If I look like I am sweating. I am. It was late June in Central Illinois, 95 degrees on it's way to 100 and I am wearing black wool.

Thursday, October 24, 2013

October Movie: The Asphyx (1973)

This one has been on my list to see for years. With the Redemption Blu-Ray out now (they really should be paying me at this point!) I finally got to see it.

Worth the wait!

Great Victorian setting and like any good Victorian tale it mixes science with the supernatural.  In fact see if you can spot the portrait of Mary Shelly.
The story deals with a scientist that finds a way to photograph the moment of death.  On his plates he sees a shadow and believes he has captured the soul leaving the body.  On a happenstance he is filming his son and wife to be with his new moving pictures camera. His son loose control of his boat and dies.  On developing the film he sees the dark smudge rushing towards his son, not away.
Some experiments with a man being publicly executed our scientist, Hugo Cunningham, concludes he has found the fabled Asphyx or spirit of death.  Each living thing has it's own Asphyx so Cunningham devises a way to capture an asphyx and thus render someone immortal.  The try it on a Guinea Pig and it works.  Later Cunningham tries it on himself it works as well.

I don't want to give away more than that to be honest. The movie is a touch slow to get going, but you can tell it must have scared the crap out of people in the theatres back then.

I am glad I finally got to see this one.




Tally: Watched 27,  New 23

What are you watching?


hosted by Krell Laboratories

Thursday, August 8, 2013

What I Am Reading: Creativity Recharge

I have been working on some pretty big projects recently. I got two of them done and took a break from a third to do a couple of smaller ones and I am finding my creativity is running a bit dry.  So I am hitting some books to help recharge.  Here is what is on reading list right now.

Occultism, Witchcraft, and Cultural Fashions
http://www.amazon.com/dp/0226203921
http://wednesdaymourning.com/zencart/index.php?main_page=product_info&products_id=239
I have this belief that the 70s Occult revival was very much part of the zeitgeist of a bunch of other things going on in the 70s.  This also lead, I believe, to the 80s Satanic Panic.  That is the alchemy that produced my best gaming memories and something I would love to recapture in my Old School books like The Witch and the game I'll never write but really want too, Star Child.
Since I am not writing a dissertation I can make insane leaps in logic if I like. So I am reading this.  I also have a Chill game I am trying to run set in 1976.  The first adventure is called "Bell Bottom Blues" but it is not written yet.  This book will provide me some imagination fuel for Chill, my next Old-school book and maybe Star Child.
I picked up my copy at Orphic Vellum Books with a signed book-plate from Wednesday Mourning (who was not even alive yet in 1976).

Victorian Academy of Magick 
http://www.lulu.com/shop/paul-voodini/victorian-academy-of-magick-paperback/paperback/product-21144159.html
https://www.facebook.com/VictorianAcademyMagick
I love Victorian era games. This book was written by Paul Voodini and I participated in the Kickstarter for it. Lots of great ideas here for Ghosts of Albion, Gaslight, Victoriana or any other Victorian game where magic is real.  It's a fun book really. Sort of an alt history of London before magic disappeared from the world.
What really gives this book an edge is all the photographs and the research that Voodini has done.  Not to mention the dry wit.


Not everything I read is about magic and game related though.

Arguably: Essays by Christopher Hitchens
http://www.amazon.com/Arguably-Essays-Christopher-Hitchens/dp/1455502782
Most people either love or hate Hitch. I find him vastly entertaining even when (sometimes especially) I don't agree with him.   One thing though that can't be denied is that Hitch loved the printed word and this book shows that.  Even when he is trashing a well known author or book, or praising a little known one his love for books, and to a degree authors, is obvious.  Hitchens makes me want to read better books.


What are you all reading?

Thursday, July 18, 2013

Victorian Age Goodness

There are some great Victorian age products for your enjoyment.  I would say "new" but they are really new editions of old favorites.

Also, as much as I would love to provide full reviews for these games, I feel it is a conflict of interest since I am working on a book for Gaslight and I consider all the guys on the Victoriana line to be friends.  So instead of real reviews, I'll mention what I like about them both.

Victoriana 3rd Edition
From Cubicle 7, this updates the 2nd edition version of the game.  Using the same system from what I can tell, this version has been edited and cleaned up for greater clarity.  Some of the alt-history has been fixed as well.  Normally I don't care for alt-history games, but in Vic's case I can't fault them.
Victoriana is the one game I always try to play at Gen Con and I am going to miss playing it this year with the new edition.  I will have to get the hard cover next year.
When asked how to describe Vic the best analogy has always been Steampunk Shadowrun.  This new edition really emphasizes the steampunk and gearpunk.
The art has been greatly updated and looks a lot better, but I have to admit I miss the authentic photos.

Gaslight Victorian Fantasy 2nd Edition
Gaslight comes in both OGL and Savage World flavors. This is the new 2nd edition of the OGL edition.  It is a great resource for your existing d20/OGL game or as game you already know how to play.
At nearly 400 pages it is also a great resource for all sorts of Victorian Age games. This one take place in the later Victorian age and nicely covers the time right after Victoriana.

There is also the new Space: 1899 Kickstarter from former C7 designer Angus Abranson.
http://www.kickstarter.com/projects/440453703/space-1889-sf-role-playing-in-a-more-civilized-tim
It is going to use the Ubiquity system, which is the same as Hollow Earth and Leagues of Adventure, so your pulpy, steampunky, alt-Victorian fun will be complete.


All three are great fun and I can't have to have them in hardcover to add to my collection.