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

Wednesday, January 12, 2022

Character Creation Challenge: Abraham Lincoln

You can't grow up in Central Illinois and not know something about Abraham Lincoln.  I have been to Lincoln's tomb many times, the old Illinois State Capital, I have been to all the places he debated with Stephen Douglas, memorized many of his important speeches, and went on the Lincoln Pilgrimage a few times. 

While I would categorize myself as merely an armchair Lincoln Scholar (I know two bonafide Lincoln Scholars) I would also say I am a bit more than an amateur, but certainly a fan.

Lincoln has, no surprise really, featured in a few of my games.  His ghost is part of both my Ghosts of Albion games and my AD&D 2nd Ed Masque of the Red Death games.  He was part of my Haunted Illinois for both games, and that material is seeing new life in the NIGHT SHIFT Night Companion.  The Order of Lincoln was a secret society in my Leagues of Adventures games as well. 

In the 1890s though, Lincoln is dead.  But that is not stopping him from fighting the forces of evil and darkness.  Lincoln still walks at midnight

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Abraham Lincoln
Abraham Lincoln

5th level Chosen One (Supernatural, Ghost*)
Archetype: Supernatural fighter of injustice

Strength: 16 (+2) S
Dexterity: 17 (+2)
Constitution: 13 (+1) 
Intelligence: 17 (+2) S
Wisdom: 15 (+1)
Charisma: 17 (+2) P

HP: 28
Alignment: Lawful
AC: 6
Attack: 4 (Damage bonus +2)

Fate Points: 1d8

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +8 Ranged bonus: +7
Saves: +3 to supernatural attack saves, +2 to all Saves

Feed: Lincoln must destroy other supernatural creatures to sustain his existence. 

Ghost Powers
Intangible. Can only be hit by magic or supernatural attacks. Unique Kill (same gun that John Wilkes Booth used). Can't leave their place of haunting, Supernatural Attack, Invisible. Supernatural Power: Manifest Weapon (Rail Splitter Axe).  Drawback: Cannot Lie.
(Ghosts are not defined as a character race yet.) 

Chosen One Skills
Brutal Warrior, Stunning Blow, Killing Blow, Difficult to Surprise, Supernatural Attack, Improved Defense, Survivor Skills (2nd level)

--

So there are no Ghosts as a playable race in NIGHT SHIFT.  At least not yet.  I have been playing around with some ideas.  One idea is that every ghost will be able to choose a supernatural power like a Witch does.  In Abe's case here he can manifest a spectral axe like the one he used in his "rail-splitter" days to fight evil supernatural creatures. This replaces the "scare" and "age 10 years" powers monster ghosts have.

Additionally, all Ghosts will have some sort of drawback relating to their life or death.  Abe here can't willingly tell a lie.  All those years of being called "Honest Abe" have put something akin to geas on him.  For his "feed" he must defeat a supernatural creature every night.  With nearby Jackson (see the Night Companion for more on that!) and ghosts from the Civil War, to ghosts dating back to the Ice Age (Ghost Mammoths!), to strange hominids and ghost panthers, there is plenty to keep Abe busy every night. (And plenty for me to think about when I used to go to the Illinois State Museum as a kid.)

Lincoln here is also a Chosen One.  He was supposed to do more in his life and defeat more evil until he was prematurely assassinated.   He continues his quest after death. 

Lincoln haunts the Illinois State Capitol building and his tomb in Springfield IL.  The first sighting was reported by a night guard in 1876.  There are rumors he is also haunting the White House in Washington DC (hey maybe Nixon wasn't crazy!) as well. 

I will be posting a lot more about Jackson, IL here as a "Blog exclusive."

Spirit of '76:  Lincoln's ghost can also be used in my Spirit of '76 games.

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Tuesday, January 11, 2022

Character Creation Challenge: Dorian Gray

The book "The Picture of Dorian Gray" certainly fits well with my Victorian theme.  The movie, and my first experience with this tale, belongs to a later time (1945) but it still works.

I am not sure when I first saw the 1945 movie starring Hurd Hatfield and a young Angela Lansbury, but it left a mark on me.  That picture! Only hinted at and eluded too through most of the film was bright and vivid in its final reveal. 

Dorian Gray can be seen in the NIGHT SHIFT game as an Immortal. His unique kill would be to destroy the painting.  

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Dorian Gray

2nd level Survivor (Supernatural, Immortal)
Archetype: Immortal Amoral Libertine 

Strength: 10 (0) 
Dexterity: 11 (0)
Constitution: 14 (+1) S
Intelligence: 15 (+1) S
Wisdom: 11 (0)
Charisma: 17 (+2) P

HP: 7
Alignment: Dark
AC:
Attack: +1

Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0
Melee bonus: +0 Ranged bonus: 0
Saves: +3 Death Saves and area effects

Immortal Powers
Unique Kill: Destroy painting, Immortals regenerate 1d8 hit points every minute. +3 to Intelligence

Survivor Skills
Open Locks: 25%
Bypass Traps: 20%
Sleight of Hand: 30%
Move Silently: 30%
Hide in Shadows: 20%
Perception 45%
Danger Sense
Sneak attack +4, 2x damage
--

Dorian here is a different sort of immortal. There is a tendency to make immortals all sword-wielding warriors out for each other's head (Highlander, The Old Guard) but not Dorian. He is a lover, not a fighter.  Ok, he is an amoral lover and wicked man, but he is not going to go off to battle. 

In some other ways, he is much like a successful lich, with his painting as his Soul Cage

Dorian is described as a lot of things, but an RPG character is usually not one of them.  He is, by all accounts, a normal human.  I made him a 2nd level Survivor because I am sure he picked up a thing or two in his "adventures." 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Monday, January 10, 2022

Character Creation Challenge: Dr. Jekyll and Mr. Hyde

My week of doing the characters from Dracula has been an absolute blast. Can't wait to go reread the novel again.  It got me thinking about others from this time period that might work out well and there are dozens. More than I will do for this challenge for sure, but enough to keep my busy.

One such character is Dr. Henry Jekyll and his evil counterpart Mr. Edward Hyde.

This also gives me a chance to try out something different with the new Lycanthrope rules.  

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Dr. Henry Jekyll/Mr. Edward Hyde

4th level Inventor (Supernatural, Lycanthrope)
Archetype: Disturbed Scientist/Human madman

Strength: 13 (+1) [16 (+2) p]
Dexterity: 11 (0) S [14 (0) s]
Constitution: 11 (0) [11 (0) s]
Intelligence: 16 (+2) P [16 (+2)]
Wisdom: 12 (0) S [12 (0)]
Charisma: 15 (+2) [15 (+2)]

HP: 18
Alignment: Light/Dark
AC: 9 [7]
Attack: +2 

Fate Points: 1d6

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +1 [+2] Ranged bonus: 0
Saves: +3 to Inteligence and Wisdom saves   

Powers (Jekyll): Danger Sense,  Stressful Transformation, Gadgets (Hyde serum, delivery system, antiserum). 

Powers (Hyde): Danger Sense, Regenerate 1d6 hp, Natural Weapons, Rip and Tear, +3 to wisdom saves.
Feed: Must commit an act of violence every night.

Skills:
Medicine, Science, Knowledge (Chemistry), Research

Madness: On a roll of 1 or 2 on a d6 Jekyll will transform into Hyde.
--

I opted to make Dr. Jekyll an Inventor rather than a sage because that seems to work out the best.  His inventions are his serum and the means to deliver it.  There was a great scene in the otherwise forgettable Edge of Sanity (1989) starring Anthony Perkins as both Jekyll and Hyde.  Basically, Hyde is walking around London, killing prostitutes and hitting on, for all purposes, a crack pipe. The movie was not good, but Perkins was and the scene stuck with me. 

Also the Jekyll/Hyde transformation can be used as a special type of Lycanthrope, or more generally, a "science" based Therianthrope.  This would be the same thing we would use for the Hulk and Cú Chulainn.

There are some more tweaks I can do to this character, but this is a good place to start.

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Sunday, January 9, 2022

Character Creation Challenge: Quincey P. Morris

Quincey Morris is the odd man out here in the Dracula tale. He is a rich American, friends with Holmwood and Seward, and like Van Helsing he has had dealings with blood-suckers, in this case, vampire bats, before.  He is also the character that gets left out of most other media more times than not.

It is Quincey, or rather his Bowie knife, that is instrumental in bringing down Dracula so Harker and Holmwood can kill him.

Had he survived the attack by Dracula he would have been a great character to become a vampire hunter.  Other authors have picked up this challenge and have told stories of a survived Quincey, a vampire Quincey and even Quincey's younger brother (called "Cole" in at least one story).  Quincey lives on in John and Mina's son, Quincy Harker.

Again, one of the best portrayals was Billy Campbell in Bram Stoker's Dracula (1992) which was also one of the most book accurate portrayals.  Another good one is Ethan Chandler in Penny Dreadful

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Quincey P. Morris
4th level Veteran
Archetype: Rich Texan

Strength: 13 (+1) S
Dexterity: 17 (+2) P
Constitution: 16 (+2) S
Intelligence: 11 (0) 
Wisdom: 13 (0) 
Charisma: 15 (+2)

HP: 24
Alignment: Chaotic Good
AC: 8
Attack: +2 

Fate Points: 1d6

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +1 Ranged bonus: +2
Saves:  +2 to all saves. 

Powers:  Combat Expertise, Improved damage, improved defense, Supernatural Attack, tracking

Skills:** 
Beast Whisperer, Steady Hands, Notice, Wilderness Survival

** Skills are optional in NIGHT SHIFT, but for Seward, Holmwood, and Morris I feel they are what set the characters apart and above and beyond their class abilities. 

--

You can see why Arthur and Quincey are often combined in movies where they work better in a book. Here their stats are not very different, they are both even 4th level Veterans.  I did that on purpose to show that with the optional skills rules you can provide more customization with the characters.  They are also played quite differently. 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge

Saturday, January 8, 2022

Character Creation Challenge: Arthur Holmwood Lord Godalming

In the book Arthur Holmwood, later the Lord Godalming, is the other suitor for the hand of Lucy and the one she ultimately chooses.  One of the plot threads in the books and made more clear in the 1992 movie, was that Holmwood, Seward, and Morris were all friends and even had a few adventures together.

I recall at the time of the 1992 movie that there were rumors of a possible prequel involving the "Victorian Young Guns" and their fights with the supernatural before Dracula.  Neat idea, but all three were fairly incredulous at the idea of the supernatural when Van Helsing brings up the topic.

Still, Holmwood is pretty important to the tale because not only is he Lucy's suitor, he provides the money and the title to get the heroes all the things they need.  Holmwood is also the one that drives the stake into Dracula's heart in the novel.

Cary Elwes provides one of the best performances, but I am also rather partial to Michael Gough in Hammer's 1958 Dracula and Simon Ward in 1973's Dracula which questionably featured Jack Palance as Dracula.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Arthur Holmwood
4th level Veteran
Archetype: Victorian Lord

Strength: 12 (0) 
Dexterity: 15 (+1) P
Constitution: 13 (+1) S
Intelligence: 12 (0) 
Wisdom: 11 (0) 
Charisma: 16 (+3) S 

HP: 22
Alignment: Neutral Good
AC: 8
Attack: +2 

Fate Points: 1d6

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: 0 Ranged bonus: +1
Saves:  +2 to all saves. 

Powers:  Combat Expertise, Improved damage, improved defense, Supernatural Attack, tracking

Skills:** 
History, Convince, Literature, Wilderness Survival

** Skills are optional in NIGHT SHIFT, but for Seward, Holmwood, and Morris I feel they are what set the characters apart and above and beyond their class abilities. 

--

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Friday, January 7, 2022

Character Creation Challenge: Dr. John "Jack" Seward

My next three characters are the ones that get forgotten the most.  While Mina and Lucy will have their names changed/swapped, the next three are either reduced to one or two characters or forgotten about altogether.

Today I want to do one close to my heart, Dr. Jack Seward.  Seward was a psychiatrist and I spent a number of years as a psychologist.  Plus my one and only time on stage was playing Seward in my High School version of Dracula.  Yeah, I am not going to dump my academic career for a life in the limelight, but it was fun.

My favorite performance of Seward was from Bram Stoker's Dracula from 1992 played by Richard E. Grant, though Donald Pleasence also gave a great performance in 1979's Dracula.

Seward's role in the novel is to first be a suitor to Lucy, but he also brings in Van Helsing. His friends Arthur Holmwood and Quincy Morris are also instrumental in the battle against Dracula.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Your Humble Author in High School as Jack Seward
Yeah, me with a full beard in High School as Seward
Dr. Jack Seward
3rd level Sage
Archetype: Would-be suitor, doctor

Strength: 11 (0) 
Dexterity: 12 (0) S
Constitution: 13 (+1) 
Intelligence: 16 (+2) P
Wisdom: 12 (0) S
Charisma: 15 (+2) 

HP: 14
Alignment: Lawful Good
AC: 9
Attack: +1 

Fate Points: 1d6

Check Bonus (P/S/T): +3/+1/+0
Melee bonus: 0 Ranged bonus: 0
Saves:  +3 to saves against spells and magical effects. 

Powers:  Mesmerize Others (used on Renfield and Mina), Suggestion, Survivor Skills (level 1), Languages (16), Arcane Dabbler

Survivor Skills
  • Open Locks: 15%
  • Bypass Traps: 10%
  • Sleight of Hand: 20%
  • Move Silently: 20%
  • Hide in Shadows: 10%
Spells*
Level One: Charm Person, Detect Evil

*In this case "Spells" will be just bits of lore and learning he is able to use. 

Skills:** 
History, Knowledge (Psychiatry), Medicine, Science

** Skills are optional in NIGHT SHIFT, but for Seward, Holmwood, and Morris I feel they are what set the characters apart and above and beyond their class abilities. 

--

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Thursday, January 6, 2022

Character Creation Challenge: Lucy Westenra

Yesterday I featured Mina Murray Harker, the hero of the Dracula novel.  The archetypical victim though belongs to her friend Lucy Westenra.  I have compared Lucy and Mina a few times. Showing where Mina is the "Modern Woman," Lucy is the "Old World Woman."  She does a lot to make herself more attractive to Dracula.  She is looking for a man to define her life, she is a member of the "idle rich," she has bouts of sleep-walking, her innocence, and more.  Where Mina is proactive, Lucy is largely reactive.  

It is hard really not to feel bad for her.

After she is turned by Dracula all of that gets inverted.  The sweet, coquettish girl becomes the dangerous "bloofer lady" that preys on children. 

My favorite portrayal of her comes from Sadie Frost in 1992's Bram Stoker's Dracula, but I also rather liked how Jan Francis looked as the vampire Lucy (or rather "Mina" in this version) in 1979's Dracula, though she looks nothing like the "bloofer lady."   Though the most accurate physical portrayal was by Katie McGrath in the short run NBC series Dracula.

Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Lucy Westenra
2nd level Survivor (Supernatural, Vampire)
Archetype: Vampire Victim

Strength: 11 (0) 
Dexterity: 12 (0) 
Constitution: 8 (-1) 
Intelligence: 11 (0) S
Wisdom: 10 (0) S
Charisma: 17 (+3) P

HP: 4
Alignment: Chaotic Evil
AC: 9
Attack: +1 

Fate Points: 1d6

Check Bonus (P/S/T): +2/+1/+0
Melee bonus: 0 Ranged bonus: 0
Saves: +3 to all Wisdom saving throws, +3 to death saves. +1 to all others.

Powers:  Vampire Powers, Stealth skills, Climbing, Danger Sense (1-2), Sneak Attack x2

Vampire Powers
  • Ability Bonuses (+2 to Strength, +2 Dexterity)
  • Damage Immunity
  • Feed on Life (Con drain)
  • Vampire Regeneration
  • Vampire Vulnerabilities

Stealth Skills

  • Open Locks: 25%
  • Bypass Traps: 20%
  • Sleight of Hand: 30%
  • Move Silently: 30%
  • Hide in Shadows: 10%
  • Perception: 45%

--

Dracula, and Lucy for that matter, drains Constitution, not "Levels," which is as it should be for "Dracula."  There was no way Lucy could survive three attacks of draining 2 levels when she is always described as frail and weak before Dracula even shows up.  Not only that the children Lucy later preys one are certainly 2nd level, they are barely 0 level.

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge

Wednesday, January 5, 2022

Character Creation Challenge: Mina Murray Harker

Longtime readers here will know of my love of Mina Murray Harker, the true hero of the Dracula novel.  I have talked about her here a few times, but in short, she is the one that puts all the pieces together, she is the one that has the forethought to transcribe everyone's notes.  She is the one that really has the tools to go hunting for Dracula.  She is also the prototype of the "Final Girl" a trope that will only grow for the next 120+ years.

One thing I have never cared for though was the whole reincarnated lover of Dracula.  Mina is interesting enough without needing to add anything else to her character.  That being said, I did not mind Alan Moore making her into a vampire.  But that is not what I am going with her.  This is Mina from the book and most of the movies.

Here she is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Mina Murray Harker
3rd level Survivor (Human)
Archetype: Survivor

Strength: 10 (0) 
Dexterity: 12 (0) 
Constitution: 15 (+1) S
Intelligence: 16 (+2) P
Wisdom: 12 (0) 
Charisma: 16 (+2) S

HP: 11
Alignment: Light
AC: 8
Attack: +1 

Fate Points: 1d8

Check Bonus (P/S/T): +3/+1/+0
Melee bonus: 0 Ranged bonus: 0
Saves: +3 to death saves. +1 to all others.

Powers:  Stealth skills, Climbing, Danger Sense (1-3), Sneak Attack x2, Read Languages, 

Stealth Skills

  • Open Locks: 35%
  • Bypass Traps: 30%
  • Sleight of Hand: 40%
  • Move Silently: 40%
  • Hide in Shadows: 30%
  • Perception: 50%

--

Mina is a vampire attack survivor, more so that she survived an attack by Dracula.  That has to count for something. 

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge


Tuesday, January 4, 2022

Character Creation Challenge: Jonathan Harker

Harker is the first character we meet in the novel Dracula. You would think this would make him the most important character, but that role will be discussed tomorrow.  Harker is a means to end, both to the novel Dracula and the character Dracula.  He provides the Victorian England point of view of the story.  

He is not a particularly useful character, either in the novels or many of the movies. Though he gets more limelight in the 1979 John Badham, Frank Langella staring Dracula and in the 1992 Bram Stoker's Dracula from Francis Ford Coppola.  I do remember at the time really ripping into Keanu Reeves' portrayal, but looking back over others and re-reading the book, Harker is kinda weak. 

He does get to fair a little better in the "Alternate" Dracula, Powers of Darkness, and in the RPG Rippers.

Here he is for Night Shift. NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Jonathan Harker
3rd level Survivor (Human)
Archetype: Survivor

Strength: 11 (0) 
Dexterity: 12 (0) 
Constitution: 16 (+2) S
Intelligence: 14 (+1) P
Wisdom: 12 (0) 
Charisma: 15 (+1) S

HP: 14
Alignment: Light
AC: 8
Attack: +1 

Fate Points: 1d8

Check Bonus (P/S/T): +3/+1/+0
Melee bonus: 0 Ranged bonus: 0
Saves: +3 to death saves. +1 to all others.

Powers:  Stealth skills, Climbing, Danger Sense (1-3), Sneak Attack x2, Read Languages, 

Stealth Skills

  • Open Locks: 35%
  • Bypass Traps: 30%
  • Sleight of Hand: 40%
  • Move Silently: 40%
  • Hide in Shadows: 30%
  • Perception: 50%

--

Harker is pretty much the archetypical vampire-attack survivor.  

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog for more! 

Character Creation Challenge


Monday, January 3, 2022

Character Creation Challenge: R. M. Renfield

One of the more interesting characters in the Dracula novel and movies is "zoophagous maniac" R. M. Renfield.  He is one of Dracula's first victims, though we never see the attack, we know that he is under Dracula's thrall. 

We first meet Renfield in Dr. Seward's sanitorium where we learn he is very excitable and very strong.  His defining features are his diet of bugs (though he hopes for a cat) and his deference to his "Master."

Given all of this, I thought with the new NIGHT SHIFT Night Companion going out to backers today, I'd give Renfield a try as a Ghoul.

Here he is for Night Shift.

Alexander Granach as Renfield/Knock in Nosferatu
R. M. Renfield

5th level Survivor (Supernatural, Ghoul)
Archetype: Thrall

Strength: 16 (+1) P
Dexterity: 16 (+1) S
Constitution: 15 (+1) S
Intelligence: 11 (0) 
Wisdom: 8 (-1) 
Charisma: 8 (-1) 

HP: 20
Alignment: Dark
AC: 8
Attack: +2

Fate Points: 1d8

Feed: Live flesh, prefers insects

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +1  Ranged bonus: +1
Saves: +3 to all Constitution-based saves and are immune to poison. +3 to death saves.

Powers
Rake attack, paralysis, Stealth skills, Climbing, Danger Sense (1-3), Sneak Attack x3

Stealth Skills

  • Open Locks: 55%
  • Bypass Traps: 50%
  • Sleight of Hand: 60%
  • Move Silently: 60%
  • Hide in Shadows: 50%
  • Perception: 60%

--

A few things here.  First I think this works great as Renfield. He works great as a Survivor, especially with his sneak attacks and his ability to escape.  He also works great as a Ghoul.  His bug-eating is covered well by his "Feed", a new rule feature in the Night Companion for Supernatural characters.  

Additionally, his alignment is listed as "Dark" another new feature of the Night Companion.  He is evil, but not irredeemable. Though in truth he never gets the chance. 

 

Character Creation Challenge

Sunday, January 2, 2022

Character Creation Challenge: Prof. Van Helsing

In many ways, it was Van Helsing who was my true gateway to D&D.  

While I will wax poetically about the Hobbit and Lord of the Rings, it was really Hammer Horror that fueled my desire for adventure games.  And while Christopher Lee's Dracula was the unchallenged star of many of the films of my youth it was Peter Cushing's portrayal of "doctor, professor, and meta-physician" Abraham Van Helsing that was the obvious model my first character took.

Here is the good professor for Night Shift.

Professor Abraham Van Helsing
5th level Theosophist/5th level Sage (Human)
Archetype: Vampire Hunter

Strength: 11 (0)
Dexterity: 13 (+1) 
Constitution: 13 (+1)
Intelligence: 18 (+3) P
Wisdom: 18 (+3) S
Charisma: 15 (+1) S

HP: 45
Alignment: Lawful Good
AC: 8
Attack: +2

Fate Points: 1d10

Check Bonus (P/S/T): +5/+3/+2
Melee bonus: +0  Ranged bonus: +1
Saves: +3 (+6 total) to Spells and magical effects, +3 to all saves

Powers
See dead people, Turn Undead, Summon the Dead, Channel the Dead, Protection from the Dead, Sage abilities, Survivor skills, Lore,  Read Languages, Suggestion

Languages: English, Latin, Greek, German, Dutch, Flemish, French, Hebrew, Romanian, Russian, Arabic, Middle English

Spells
First Level: Bless, Detect Evil
Second Level: Find Traps, Knock

--

Van Helsing, MD, D.Ph., D.Litt., etc., combines the powers of a sage and a theosophist.  The sage is easy to see, but the theosophist is a little different.  His powers are not those of a "necromancer" but rather own that studies the undead and wants to fight them. 

The balance of powers each class gives is important to give the character the right feel.  The Sage gives him his languages and survivor skills.  The theosophist gives him some undead fighting ability.   Though you never see him casting spells, save for rituals that would help him fight Dracula. 

Character Creation Challenge

Friday, December 1, 2017

Victorious Villains & Vigilantes: Maxima

Last year I did a deep exploration of the Victorious RPG.  It is a really, really fun supers game set in the Victorian era.  I could have done a Plays Well With Others with this.  There is a lot in both games that the other can use. 


Mighty Protectors and Villains & Vigilantes both have an absolute ton of Powers that Victorious players can adapt. 
Victorious has skills and a ton of information on supers in the Victorian era.

Both have great advice on playing supers and are generally "Supers as the good guys" games. Not dark anti-heroes or modern-age supers.

One of the features of the Victorious game is that many of the supers in Victorian age are from the 21st Century, having traveled back in time.   Sounds just like our superhero Maxima from Villains & Vigilantes and Mighty Protectors. 

Maxima is one of the more popular of Jeff Dee's and Jack Herman's characters.  Afterall she is a seven-foot tall blonde amazon powerhouse.  She will be appearing in a future Mighty Protectors product where more of her history and future will be detailed. 

In Victorious let's say that Maxima went back in time, but instead of New Mexico in 1986 she ends up in London in 1886.  Maxima belongs to Jeff Dee, Jack Herman, and Monkey House Games.  I am just playing with her for a bit.

Maxima
Proper Name: Maxima

Strength: 36 (+12)
Dexterity: 38 (+14)
Constitution: 31 (+11)
Intelligence: 22 (+5)
Wisdom: 20 (+4)
Charisma: 20 (+4)
INIT: +12 (Intuition, Lightning Speed)
Actions: 1 per round
AC: 29
Defensive:
Hit Points: 380 (d12 HD)
Level: 20
Alignment: Good
Victory Points: 5
Skills: Melee
Languages: English
Supernatural Powers: see Packages and Powers

Packages:
Future Science Creation (theme)
- Attribute Increase: Strength
- Attribute Increase: Constitution
- Invulnerability (Temporal & Knockdown)
- Lightning Speed
- Might
- Robust

Powers: Robust 2, Might 4,  Attribute Increase (Strength)

Shortcomings: Enemy 2 (various villains), Obligation, Odd Appearance (7' 6" blond powerhouse woman) 2, Watched (British Home Office).

Maxima is very much out-of-time here.  She remembers enough of her mission and her life before to know she is in the past. She has also found other, similar heroes to help her.
She would be a great character to play in Victorious.  HEY! A time travel epic where the heroes of Mighty Protectors meet up the heroes of Victorious! 

Friday, July 28, 2017

Kickstart Your Weekend: Cauldrons and Gaslight

Two projects that strike at the sweet spots in my heart.  Witches and Victorian Fantasy!

First up is one I should have told you all about weeks ago.

Gaslight Victorian Fantasy 3e for Savage Worlds


Savage Worlds is not my jam, but it is a really good fit for the Gaslight World.  If I were to play Savage Worlds again it would be in the Gaslight World.

https://www.kickstarter.com/projects/battlefieldpress/gaslight-victorian-fantasy-3e-for-savage-worlds

Next up is a board game about witches, so you know I am in!

Cauldron: Bubble and Boil Board Game


https://www.kickstarter.com/projects/magic-circle-games/cauldron-bubble-and-boil-board-game

I have to admit it looks ridiculously fun.  Check out the game play videos and reviews on the KS page.

I hope to have more about both projects in future posts.

Friday, January 27, 2017

Kickstart Your Weekend: Team Synergy & London Gothic

I have a couple of really fun ones for you today!

First up is a Superhero team of cousins called Team Synergy.
https://www.kickstarter.com/projects/hbcomics/team-synergy-vol-1-spellbound



From their Press Release:

“Team Synergy” Kickstarter Promises New Heroes For Young Girls
HBComics' super-hero comic on kickstarter is“For every young girl who never had a hero of her own”

HBComics, a boston based indie comic publisher, has launched a kickstarter campagin for “Team Synergy,” a comic about a super-team of teenage girls, aimed at getting young female readers interested in super heroes.

According to the creators, the book was very much inspired by their own daughters and nieces.

“This book is so important to be, because I have two young girls...we have a lot of girls in our family.” said Chris Hebert, in the campaign's video. “(The young girls at comic conventions) would light up when they saw the book. One girl was literally jumping up and down hugging it. She was so excited there was a book just for her.”

The description of the comic on the kickstarter reads: "Five Teenage Girls. All cousins. All super-powered. Trained by their great grandmother, the original super heroine, to be the next generation of heroes. For every young girl who never had a super hero of their own to look up to, this is TEAM SYNERGY!” The book is written by Alan Hebert (Writer of Lazerman) and has art by Scott Shiver (Fem Force) and colors by Chris Hebert.

The kickstarter is running until February 24th, and can be found here: https://www.kickstarter.com/projects/hbcomics/team-synergy-vol-1-spellbound

About HBComics™: HBComics™ is an independent comic book publisher, founded by two brothers from Boston. More information on the company, or the titles being produced, can be found at www.hbcomics.com

####

If you'd like more information about this topic, or to schedule an interview, please call Chris Hebert at 781-588-9867 or e-mail info@hbcomics.com

The heroes include team leader Awesome Girl, cheerleader turned superhero Hot Pink, introvert and skeptic punk (and destined to be a new fave here at the Other Side) Scatterbrain, shrinker and anime fan GlitterBug, and finally the hyper social butterfly Pinball. Love these names.  I could see these characters EASY in an Icons game.

Personally, I think it looks awesome and I love finding Kickstarters like this. For me this why Kickstarter was created; to help out independent creators get their creation out to you.

Switching from comic fun to the dark streets of Victorian London.

A London Gothic
Dark Tales of Vampires, Witches, & Demons on the Streets of Victorian London!
https://www.kickstarter.com/projects/415194828/a-london-gothic


As I mentioned to the author, Paul Voodindi,  "Vampires, Witches, Demons, London of the Victorian age?  Sounds like my Christmas list!"

From the press release for this:
Paul Voodini welcomes you to the dark and Gothic London of an alternative 1888. A dark and Gothic London where the shadow of Jack the Ripper still hangs over the streets of the East End like a malignant memory, fresh in the mind and with the power still to terrify. It is barely a month since Saucy Jack claimed the life of Mary Jane Kelly, yet, as our heroine Little Nell Trent is about to find out, there are more horrors than just old Jack lurking in the grim backstreets of Whitechapel.

Attacked on her own doorstep by a vampire girl, 18 year old Nell is herself transformed, joining the ranks of the East End vampires, known by the human residents as Tooth Fairies, and is plunged into a world of blood, lust, and dark wonder.

Captured by a human gang and forced into servitude, Nell befriends her one-time assailant Sally, the girl who originally turned her from mortal to vampire, and over the Christmas period of 1888, Sally protects her protégé as best she can, and every night recounts to her a Gothic tale from the dark underbelly of London.
“I had so many stories to tell,” explains Paul, “that I didn't know which one to focus on. So then I thought, why not write them all?!”

Inspired by the classic '1001 Arabian Nights', in which a wife successfully manages to stave off her execution by reciting a tale each night to her king husband, 'A London Gothic' features a series of short stories intertwined within the main narrative. And so, amongst others, we hear of Mary Shelley, who in this reality is a witch intent on raising back to life her dead friend, Amanda Frankenstein; Tiny Tim, the vampire boy, who prophecy tells will lead the vampire girls of London's East End out of the shadows and into the glittering heart of the British capital; and the poor, young funeral worker who on Christmas Eve is possessed by the unquiet spirit of Jacob Marley.

“Yes, these are tales of horror and melodrama,” says Paul, “but they are also tales of love and of loss, and although the anti-heroes of my stories are all creatures of the night, the stories they tell are of being cast adrift in a world that shuns them. I think that's a story that we can all, on one level or another, identify with.”
Find 'A London Gothic' on Kickstarter here: http://kck.st/2kwaq9b

See, sounds like a blast.

Thursday, November 17, 2016

Reviews: New Castle Falkenstein Supplements

During October I reviewed a ton of new (and old) Victorian Era games and supplements.  I didn't get to everything I wanted so I going to fix that now.

Fist up are a couple of new books for the venerable Castle Falkenstein.

Full Disclosure: I received free copies of these PDFs in exchange for a review and also because the author knew I would like them. He was right.

Castle Falkenstein: Curious Creatures
Author J Gray, Artist Rick Hershey, Fat Goblin Games, 146 pages
Ok, we all know I love monster books. Like all Castle Falkenstein books, new and old, this book is gorgeous.  The art is fantastic.  The book is a nice mix of travel guide, creature catalog, and journal.  This is a fairly common feel to all CF books and it is served well here.  The first 50 or so pages cover some new rules and some various stories.  The central conceit of the book has notes from the very Doctor Doolittle. I have to admit this is really awesome.  I wish I had thought of it, to be honest.
The next 100 or so pages cover the Bestiary proper. This includes about three dozen monsters, as many normal creatures and a little more than 20 or so unique characters and intelligent animals.  This includes Doctor Doolittle, Gregor Mendel, Doctor Jekyll and Mister Hyde.  The surprises include Mowgli, Riki-Tikki-Tavi and Fantomah.   The mere fact that Fantomah is here really increases the value of this book in my mind.
The writing is very fluid and is a pleasure to read.  The CF stats are, well CF stats, you either like that game or you don't.  The bonus here is that this also makes the book extremely flexible for use with any number of systems.  In fact, this book is a very fine supplement to be used with any number of other game's monster books.  The art, is for the most part, Public Domain, but that is something I REALLY like in my Victorian books and here it flows seamlessly in with the text.
I don't have the softcover book, but I am considering picking it up now.  It is really that good looking and really that useful.
Do you all remember the old "Enchanted World" books from Time-Life books?  Well, this book reminds me of reading those.  It is less like a game book and more of a coffee table book of monsters.
This is a very, very fun book and I am so pleased to have it.

Castle Falkenstein: The Tarot Variation
Author J Gray, Artist Rick Hershey, Fat Goblin Games, 6 pages
Now this is a fun little book.  It's not long, only six pages, but it packs a punch.
This guide allows gamemasters of Castle Falkenstein to use a standard tarot deck instead of playing cards for the game.  There are additional rules to cover the Major Arcana.  If you play CF then I would easily say this is a must have.  If you play other games that have a playing card mechanic then is also a useful resource.  I am considering using this with Victoriana. I think it would work fantastically.

Both books are so much fun. I am really pleased to have them.

Saturday, October 29, 2016

October Horror Movie Challenge: Crimson Peak (2015)

This is one of the big movies I wanted to see this Challenge.  It had such a cool look and I was looking forward to watching it with my son.

Well I have to say it did not disappoint.  It is less a horror movie as it is a movie with horrific moments.  Much like it's not a ghost story as it is a story with ghosts.  I think that set some people off a bit.

The movie was written and directed by Guillermo del Toro and you can really tell.  Aside from all the Pacific Rim guest stars, there is also a Pan's Labyrinth feel to this.  
The actors are great really especially the three leads.

Connor really enjoyed it, loved the mystery but wanted it to be more scary.

Still. I enjoyed it.



2016 Movie tally
Watched: 31
New: 24


Friday, October 28, 2016

Reviews: Leagues of Gothic Horror Guides (and a Kickstarter)

Yesterday I went on (and on) about my love for the Triple Ace Games' Ubiquity-powered Leagues of Gothic Horror.   Today I want to focus on a few of the supplements from the Kickstarter.

In all cases, I am reviewing the dead tree and PDF versions of the books. I purchased these via the Kickstarter they had a while back.   All links are affiliate links. No review was solicited or expected outside of me emailing the author to say "hey,  I am reviewing your books" a couple of days ago.


Leagues of Adventure - Globetrotters' Guide to London
Softcover book. Full-color cover, black & white interior art. 78 pages.
A great sourcebook for the Leagues of Adventure game this covers the City (and County) of London in the 1890s.  The bulk of the book is devoted to a "tour" around London pointing out places of interest.  There are also sections on the police force, entertainment, and transportation.  The book is largely fluff free (ie not much in the way of games stats) so it immediately has utility for a wide variety of games. Even the adventure hooks for London are game-stats free. Most of the game-related material comes in the form of detailing various NPCs and archetypes, but there is enough flavor test to still make them usable in other games too.
This is a well-researched guide and extremely useful.  If you are playing a London-based Leagues of Adventure, Leagues of Gothic Horror or Leagues of Cthulhu game then I say pick this up.

Leagues of Gothic Horror: Guide to Black Magic
(currently on sale at DriveThru RPG)
Softcover book. Full-color cover, black & white interior art. 64 pages.
Set up in a similar fashion to all of TAG's "Guide to" books, this covers Black Magic and "Wickedness".  This book is fairly setting specific, so it has more game stats than some of the other guides.  I still found it to be a fantastic read and can't wait to try some of this out in my next Ubquity game.  The book covers a brief history of "black magic" practices around the world.  Later (Chapter 2) we move into why someone might take up this sort of power.  Fiendish lairs are also discussed since in the tried and true traditions of both Gothic and Pulp fiction every bad guy needs a lair.
The next three chapters I found the most interesting, they are respectively, Power, Demons and Evil NPCs.  So much great stuff here that I really could spend dozens of sessions working through all the ideas this has given me.  In particular, I have a Ghosts of Albion adventure that would work so much better with some of the ideas here. I am going to have to re-run now under Ubiquity to see.
For a small book it packs a lot of punch.

Leagues of Gothic Horror: Guide to Apparitions
(currently on sale at DriveThru RPG)
Softcover book. Full-color cover, black & white interior art. 64 pages.
Set up in a similar fashion to all of TAG's "Guide to" books, this covers ghosts and the damned.  Again, this is fairly setting specific but a lot of the material here is drawn from myths and legends from around the world, so first of there should be something in this book that everyone recognizes. Secondly there is plenty in this book that everyone can use.
The first third of the book covers why ghosts happen and their nature. This is followed by the means of disposing of these pests and some of the powers that they have.  The last third (more like half) covers new monsters and some very specific ghosts.  Frankly it is worth the cover price for the ghost of Lady Macbeth alone.
I once said in a game at Gen Con that are more ghosts in London than living people.  This book helps prove my point rather nicely.
Another really solid buy.



Also don't forget about TAG's newest Kickstarter, Leagues of Cthulhu.  Yeah the name is awkward, but it does tell you exactly what this is about.  My youngest son, who is turning into quite a Lovecraft fan, really wants this game.
You add on any other "Leagues of..." book you like.


Thursday, October 27, 2016

Review: Leagues of Gothic Horror

A while back I spent some quality time with the Ubiquity system reviewing a number of games including Leagues of Adventure one of my favorites.

Today I want to have a look at Leagues of Gothic Horror, the gothic horror (naturally) supplement to Leagues of Adventure.

Leagues of Gothic Horror (LoGH) is not an independent game but rather a "thick" campaign supplement with a lot of rule additions.  In it is designed to be used with Leagues of Adventure, but it could also be used with any Ubiquity game with a little work.  Actually with a little more work it could be used with any Victorian era game.   It is light on crunch really and full of flavor.

I am reviewing my hardcover and PDF from my Kickstarter backing.  The book is 158 pages, color covers with black and white interiors.  Again for my money black and white interiors are the way to go for both Victorian and Horror.

I am just going to come right out and say this.  This book is damn near perfect.
This really has everything I enjoy in one volume. Gothic horror, the Victorian era, black magic, science, horror, it's all here.

Chapter 1 covers new Archetypes for the LoA game.  These include some of my favorites of gothic and Victorian lore such as the mystic, the mentalist and an old favorite, the alienist.   There is even a subsection on how to play Ghost characters!  If I didn't love this book so much I might feel threatened that it was encroaching on Ghosts of Albion's territory!
There are also new talents, skills, and flaws for your character.  These are of course designed with LoA in mind so no idea how they might overlap with say, Hollow Earth (HEX) or other Ubiquity games. There are also new Leagues.  These are usable in any game.  In particular, I was thinking of Victorious the whole time.
Chapter 2 details horror and sanity mechanics.  Again this is expected. The sanity system is mostly relegated to phobias.  This is fine for me since this game deals more with heroic actions of daring-do.
This chapter also deals with more magic including black magic, pagan magic, ceremonial magic and ritual magic.  There is a great sidebar here on various Solar and Lunar eclipses during the late Victorian era.  Really handy to have.
The large section of magical texts, their translations and uses is also really great. Not just to use, but to read.  Many are based on real-world books too.  Along with that are new magics and magical/occult artifacts.
Chapter 3 is another great addition with new monsters. All the usual suspects are here; vampires, golems, werewolves, demons, even evil witches and a couple of different types of necromancers.  We get a section on major villains too, Dracula, Count Orlock, Brain in a Jar, Lord Ruthven, Varney the Vampire, even Rasputin.  Pretty much any Gothic-age or Victorian-age bad guy is here. Like the leagues presented in Chapter 1 there are some new sinister cults.
Chapter 4 takes us on tour to the Dark Places of the world. Great addition to LoA.  Reminds me a bit of the old AD&D Gazetteer to Gothic Earth.  Specific locales are given and more generic ones for use anywhere in the world.
Chapter 5 covers advice for the gamemaster and Chapter 6 has ideas for running games using this book. There is a great "Gothic History" timeline and list of "Who's Who" in the real world.  The last page has a nice list of references of Gothic literature, audio, movies and television.  I'll admit I had fun trying to guess the references from the material in the book.  I did pretty well if I say so myself.

I have already gushed over this book, doing so more will only make me look foolish, but I can't help it.  It is that much fun.  I call it a "must have" if you are playing Leagues of Adventure.

If you are playing other Victorian era games and want to add more Gothicness (as opposed to "Gothiness") then please consider this book.

This is going to be a lot of fun when Leagues of Cthulhu is released.


Friday, October 14, 2016

Review: Special Edition - Paternoster Investigations

I imagine that one day in the not too distant past, like 2015 or some exotic time like that Andrew Peregrine (Victoriana 2nd ed) and Walt Ciechanowski (Victoriana 3rd ed) were sitting on tops of the mounds of money that Cubicle 7 makes and discussing how they could get in on some of the Doctor Who fun.  They spoke to Dave Chapman (who was sitting on top of an equally obscene pile of cash) and convinced him to let them do a Victorian era book for the Doctor Who game.
The result is Doctor Who - Paternoster Investigations.

This book is a source guide to the Doctor Who universe's Victorian England.  The Doctor has been here many times and he is seriously running the risk of running into himself more often here than in 21st Century England.

The book is 128 pages, full color and done in the new "12th Doctor" trade dress.  The main conceit of the book revolves around the Paternoster Gang which includes Silurian warrior, Madame Vastra, her maid turned lover turned wife Jenny Flint, and Sontaran Commander turned nurse turned man-servant Strax.  I have featured Vastra and Jenny many times on my blog and worked out my own stats for them for the Doctor Who RPG and for Ghosts of Albion.  I have not bothered to see if my stats and the official stats are similar though.

This is a GREAT book, not just for the Doctor Who game but for Victorian games in general.
You will not see the depth of talking about Victorian times here as you would with the author's Victoriana books, but there is still plenty here.

The book breaks down into expected sections.
First, we have a chapter on the Victorian world and how it works.  This includes a bit of history, culture and important happenings.  There is also a section on how this all exist in the Doctor Who universe.

The second chapter/section is devoted to the specifics of the Doctor Who version of this time. This features a "driving" geography of London (useful for anygame) and some personalities that can be interacted with.  A pause while I point out how pleased I am to see "Alice Shield" AKA Ashildr AKA "Me" from the ninth season of Doctor Who.  No,  we never saw her in Victorian times, but we know from her accounts that she was there.  We even get a first generation version of Torchwood.
A++ to both Gentlemen Authors for putting together such a fun chapter for the game.

Third, we get to Victorian Adventures which is exactly what is says on the tin.  So many great ideas here.  I could not help but feel a little Victoriana entering here.  The jewels in this chapter are of course the descriptions of the PPaternoster Investigations Gang, the "Further Adventures of Jackson Lake" (the Man Who Would Be Lord) and my absolute favorite, Jago and Litefoot Investigations.  Right there is worth the price of the book alone.

The fourth section moves into what they call the Paternoster Campaign.
Ok let's push pause for a sec.  One of the big issues of Doctor Who, any Doctor Who RPG, is playing without the Doctor or Other Timelords.  UNIT helps this a little, Torchwood does it a little better, but the Paternoster Gang does it the best.  With this structure you may never need, or even may never want, to use a Time Lord in your game again. This details setting up and running your investigative teams or using one of the ones from the book.

The final chapter, "A Study in Flax" is an adventure for your Victorian investigative team.

The final pages are various characters from different Victorian episodes of Doctor Who.  Included are Vastra, Jenny, Strax, Jackson Lake, Rosita "Rose" Farisi, Henry Gordon Jago (!), Prof. Litefoot (!), another version of Clara, and Victoria Waterfield.

Who should get this? Everyone!
Seriously though, if you enjoyed the Vastra/Jenny episodes of the 11th and 12th Doctors, the 4th Doctor classic "Talons of Weng-Chiang" or it's spin off "Jago and Litefoot", then this is for you.
If you love Victorian games, then this is for you.
If you love the Doctor Who game, then this is for you.

Just buy it. You'll love it.

Reviews: Victoriana 3rd Edition Supplements

To wrap up my week of Victoriana I want to focus a little now on the supplements for the 3rd edition. Now per the 3rd Edition Core Rules supplements for the 2nd Edition game can be used with the newer 3rd edition game. One would also suppose and visa-versa. That really ups the utility of any of these supplements in my mind.

I am reviewing the PDF versions of these books. No idea if there are print versions or not. I bought these on my own so no expectation of review from Cubicle 7.

Liber Magica
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 Philosophies in Ghosts of Albion or Traditions for the Witch.  This morning, in fact, I was rereading this for use in Leagues of Gothic Horror.
A supremely useful book.

Streets of Shadow
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.

NOTE:  Rise of the Red God for Victoriana 1st ed is still available.  I am thinking of grabbing it and my copy of Amazing Adventures Rise of the Red God and do a mega-adventure of two times, two games and one threat.

The Devil in the Dark
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.

The Spring Heeled Menace
14 Pages. B&W cover and interior. FREE
Can't complain about this price.  I fun little introductory adventure with some pre-gen PCs/NPCs.
One Spring-Heeled Jack is bad enough, what about an entire gang of them?  Great adventure to introduce 3rd Ed Victoriana to new players.

The Concert in Flames
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.

I don't know about all of you, but I want to do some Victorian-era gaming!