Friday, October 7, 2016

Willow & Tara: Victorious

I am continuing my week-long deep dive of the Victorious game and I thought I'd go back to some familiar territory for me.   Though to be fair, the game did give me this idea.

There are a couple of things about Victorious right from the start. First, the ability to port in other classes from other SEIGE Engine games, like Castles & Crusades.  Second, the in-game plot element that there are some characters there from the 21st Century.
So what if I DID decide to bring some characters? Who should I bring over?  No real question really.
While I was working on this post the question of Savage World's Rippers was also brought up. So why not try something with that too.

So here is my premise. Sometime in 2006 (not 2016) Willow and Tara are ripped out of their time back to London of the 1890s.  Let's just say 1896.  Digging through some old games....ah yes, they were at a museum in London and they saw a daguerreotype picture of themselves in Victorian period dress with another woman.  Maybe something like this.

Willow and Tara flanking the Slayer of Victorian Age, Tara LaGrange by mqken.
The other young woman is Tara LaGrange who is featured as a "Slayer" in the Rippers book.

So. Let's try bringing in my two favorite witches using some of the spell casting rules from Castles & Crusades (I'll do something different tomorrow) and see if I can build a Slayer using these rules.

As cool as those guns are and as tempted I am to really turn the Steampunk elements up to 11 on this, I also want to do a simple spellcaster conversion first.
I have a few things I need to consider.  1. Are spells Vancian in nature?  I think I am going to say yes with the option that certain low-level spells can be cast more than once. A signature spell so to speak.
2. Can spellcasters mix in magickal powers? Again yes, but I am going to limit it to just what they get for their CHA bonus +1.

For spellcasters, they take the "Spellcaster Power" every other level.  This gives them access to the next level of spells.  So Spellcaster as levels 1, 3, 5, 7, 9, 11, 13, 15, and 17 for spell levels Cantrips and 1, 2, 3, 4, 5, 6, 7, 8, and 9 respectively.  This gives them roughly half of the free Power Points of other characters. So these remainder points can be allocated as needed.  Typically I would see a spellcaster at first level taking Spellcasting, Blast (Magick) and Psycho-Kinesis.  The 1 point shortcoming is that the spells must be studied in a book of rituals.

Willow
Proper Name: Willow Danielle Rosenberg
Strength: 9 (0)
Dexterity: 11 (0)
Constitution: 13 (+1)
Intelligence: 18 (+3)*
Wisdom: 16 (+2)
Charisma: 17 (+2)*
INIT: +0
Actions: 1 per round
AC: 10, +6 (Mystic)
Defensive: +9 Vision
Hit Points: 44
Level: 12
Alignment: Good
Victory Points: 5
Skills: History/Legend (Intelligence), Linguist (Intelligence), Occult (Intelligence), Prime (Intelligence), Science (Intelligence)
Languages: English, Latin, Greek, Hebrew
Supernatural Powers: see Packages

Packages:
Spellcaster (Arcane) 12th level.
Spells
0: Dancing Lights, Detect Magic, Light, Mage Hand, Message, Prestidigitation
1: Burning Hands, Comprehend Language, Identify, Magic Missile, Shield, Shocking Grasp
2: Darkness, Knock, Levitate, Locate Object, See Invisible
3: Clairvoyance/Clairaudience, Dispel Magic, Fly, Lightning Bolt, Suggestion
4: Arcane Eye, Fear, Mnemonic Enhancer
5: Contact Other Plane, Permanency, Telepathic Bond*
6: Chain Lighting, Guards and Wards

Powers: (Spellcaster) Blast 2, Keen Senses (Sight, Magick), Psycho-Kinesis 2, Telepathy,

Shortcomings: Enemy 2 (The Beast), Enemy 1 (Dracula), Minority (Lesbian Jew in 1890s England), Notorious, Phobia (Frogs), Watched (British Home Office)

Tara
Proper Name: Tara Ann Maclay
Strength: 12 (0)
Dexterity: 12 (0)
Constitution: 11 (+1)
Intelligence: 16 (+2)*
Wisdom: 18 (+3)*
Charisma: 16 (+2)*
INIT: +0
Actions: 1 per round
AC: 10, +6 (Mystic)
Defensive: +9 Vision
Hit Points: 42
Level: 11
Alignment: Good
Victory Points: 6
Skills: Fine Arts (Charisma) History/Legend (Intelligence), Occult (Intelligence), Prime (Wisdom)
Languages: English, Latin, Greek
Supernatural Powers: see Packages

Packages:
Spellcaster (Divine) 11th level.
Spells
0: Create Water, Detect Magic, Endure Elements, First Aid, Light, Purify Food & Drink
1: Animal Friendship, Calm Animals, Entangle, Faerie Fire, Obscuring Mist, Shillelagh
2: Animal Messenger, Cure Light Wounds, Hold Animal, Produce Flame, Speak with Animals
3: Call Lightning, Neutralize Poison, Protection from Elementals, Pyrotechnics, Speak with Plants
4: Cure Serious Wounds, Dispel Magic, Scrying
5: Cure Critical Wounds, Commune with Nature
6: Find the Path

Powers: (Spellcaster) Healing, Keen Senses (Sight, Magick), Psycho-Kinesis 2, Telepathy,

Shortcomings: Enemy 1 (The Beast), Enemy 1 (Dracula), Minority (Lesbian Wicca in 1890s England), Watched (British Home Office)

I like both of these. They are right out of C&C, but I feel they could go toe-to-toe with the big bads of Victorious.  I also think they compare favorably to their Amazing Adventures counterparts.

Now on to The Slayer.
Tara LaGrange appears in the Savage Worlds Rippers universe.  I converted her to Unisystem as both a normal girl and as an honest-to-goodness Vampire Slayer.
If I stick with 1896 then Miss LaGrange will be 21.

The Slayer
Proper Name: Tara LaGrange
Strength: 18 (+3) / 23 (+5)
Dexterity: 16 (+2) / 21 (+4)
Constitution: 13 (0) / 18 (+3)
Intelligence: 12 (0)
Wisdom: 12 (0)
Charisma: 16 (+2)
INIT: +12 (Intution, Lightning Speed)
Actions: 1 per round
AC: 10, +2/+4 (Dodge), +3 (Lightning Speed)
Defensive:
Hit Points: 50
Level: 5
Alignment: Good
Victory Points: 5
Skills: Prime (Strength), Melee
Languages: English, French
Supernatural Powers: see Packages and Powers

Packages:
Slayer (theme)**
- Attribute Increase: Strength
- Attribute Increase: Constitution
- Intuition
- Might
- Regeneration (heal self 1d6 per rank)
- Robust

Powers: Robust 2 (taken at level 2), Might 2 (taken at level 3), Attribute Increase (Dexterity) (taken at level 4), Robust 3 (taken at level 5)

Shortcomings: Enemy 2 (Vampires)**, Enemy 1 (Dracula), Obligation**, Watched (British Home Office)**

Powers marked with ** are part of the Slayer Package.


I might need to tweak it a bit more, but for Miss LaGrange here I think it will work rather nicely.
I am now thinking I want to run a game with these three!  Maybe do that vampire game I have been thinking about for a while now.

Thursday, October 6, 2016

October Horror Movie Challenge: Witchfinder (2013)

I have been motivated by "The Witch" and ideas for War of the Witch Queens to look for other 16th century tales of witchcraft.  I found this little gem on Amazon Prime.

It is a cool little horror tale of a witch and the witchfinder that finds her and "tries" her.
The acting is, well, not great, but it is not terrible either.  There is a good story here and some nice little scary bits too.  The story is interesting and frankly it's short duration is perfect.

There were a couple of times that I thought some lines or dialogue seemed a little more modern than the setting and there were some other issues, but nothing that detracted from an enjoyable little flick.

I rather enjoyed it to be honest.






2016 Movie tally
Watched: 6
New: 5







Reviews: Victorious Supplements

Victorious isn't just the core rulebook and some vague notions of inter-game compatibility.  There are a number of supplements already out for the game that you can grab right now.

More Disclaimers:  I bought all of these, Troll Lords did not supply any of these PDFs.

Victorious Night of the Jackals
This is a 24-page adventure from core book author Mike Stewart.
Now this is something fun.  It is an introductory adventure for 4-8 characters of 1st-3rd level. Ok, the DriveThruRPG page says 2-4, but the book says 1-3.  It follows directly from the adventure in the core book, Hyde and Seek, and involves none other than Professor James Moriarty.  I don't want to give too many details away, but if you are a fan of the Robert Downey Jr. Sherlock Holmes movies and the League of Extraordinary Gentlemen, then this will be a fun romp.
A bit of a nitpick, the DriveThruRPG text is a bit misleading. It looks like bits of it were copy-pasted from the Victorious RPG Core page. This is just the adventure.

Victorious Phantasmagoria
This is a 36-page supplement from Mike Stewart.  This supplement details a number of NPC, both good (9 total) and vile (12 total). They can be used as allies, villains, or even as Player Characters.  Not as interesting as the NPCs from the Core book, but then again how could they be! Couple of nitpicks here, some the characters are described as having children, though the ages of the kids and the heroes don't always work.  For example one heroine, Spellbinder is described as being in her late 20s and having a 12 year old son. She is also described as having a Ph.D.  Having a kid at 18 and then continuing to get a Ph.D. THEN getting sucked into the past?  It is DAMN hard to work on a Ph.D. when you have kids.  I know; so does the author of the book. So it struck me as odd. Make her "late 30s" or better yet "mid 40s".  I know the core book talks about the slow aging effects of supermankind, so say she is in her 40s but looks younger.
Also detailed is the secret organization "Sceptre"; used to fight the enemies of Queen and Country. A prison, Darkmore Prison, is given as a place to lock up all these bad guys you catch.

Victorious Hunter & Hunter Catalogue
This is a 44-page supplement from Mike Stewart.
Now this is a fun one!  Meant to be reminiscent of the old mail order catalogs of the time, this book takes its name from two of the premiere heroic NPCs of the core book.  The book is full of fantastical and mundane items characters can buy, find or engineer themselves.  And it is a full book.
Vital statistics are given including any bonuses it provides or damage it does (or can take) and the equally important availability (%) and price in British Pounds and American Dollars.
This is also a good book for any Victorian era game with a Steam-Punk lean to it.  It makes a nice companion piece to Cubicle 7's Victoriana - Faulkner's Millinery and Miscellanea.
My only complaint here is Troll Lords really missed out on the chance to make this look like a Vicotrian era catalog, complete with vintage art.  I know they were trying to maintain trade dress with the line and readability, but it would have been a lot of fun.
Buy this if you REALLY want to know how much the Nautalis would run you in Pounds Sterling.

Victorious Rules Britania, 42 pages
Victorious Manifest Destiny, 46 pages
These are "Guide" books for Great Britain and America respectively.  Both come with the same city maps of London and New York in PDFs.
Rules Britania details Great Britain in the time of Victoria and her world-wide empire. The city of London is also covered in some detail.
Man
ifest Destiny does the same for America and New York.
Both books are really pretty system neutral with a lot of background information that is great for any Victorian-era game.
Manifest Destiny edges out Rules Britania since America is often ignored in many Victorian games. Granted England is ignored in many Civil War and Western games too.  One of the features I really enjoyed about Manifest Destiny were the inclusion of the New York gangs.



Wednesday, October 5, 2016

October Horror Movie Challenge: Mystics in Bali (1981)

Mystics in Bali is one of those movies I have known about for years.  I have been wanting to see because it had Leyak black magic and a Penanggalan in it.  One of the very few movies I have been able to find about them.

Let's get this done first.  This movie is not good. The acting is bad, the script is a bit lame and specially effects are bad even by the standards of 1981.

The Leyak, or the black magic witch had an annoying habit of laughing, moaning and talking like Yoda throughout the entire movie.

Now the basic story is interesting enough; a young American woman researching black magic in a land unknown to most Americans and seduced by the magic.  
I won't give away the end save that it was fairly predictable and cliched.




2016 Movie tally
Watched: 5
New: 4





Plays Well With Others: Victorious and Victorian-era Games

Time once again for another chapter of Plays Well With Others.

Between some games there are often rivalries, heated debates, or even outright distaste.  Some games even have that between editions.
Not so for Victorian-era games.  We, the aficionados of such pastimes, fancy ourselves more genteel Lords and Ladies.  We generally get along and support each other and celebrate each other's successes.  This can be seen in the Facebook groups Victorian Gamers Association and +Jordan Bodewell's Victorian Adventure Enthusiast.

So today it will my pleasure to discuss how you can use Victorious with various other Victorian-era RPGS.

Note and Disclaimers: 1. I am making no attempt whatsoever to hide my biases here. 2. All books are mine. No book was provided for review purposes. 3. Links are affiliate links. 4. This will not be exhaustive.

Shall we begin?

Tho star with let's talk about what Victorious brings to the table that is unique. This is not just a Steampunk game or a game of Victorian daring-do. This is a game of Super-humanity from a Victorian point of view.  This is the writing of Friedrich Nietzsche writ-large with more hope, action, and steam. These are the promises of the ideas, but not the letter of, Charles Darwin.  The attitude is generally positive (which mind you can be a criticism of the game, the Victorian times were dirty, poor and generally terrible for many).
Victorious, true to it's name, is about striving for more and then seeing that goal realized.
If you go back to my review from yesterday you will see right off the cuff there are a few things that can easily be added to any Victorian game from Victorious.
1. The timeline
2. Background on the Victorian world, with various organizations.
3. The NPCs, in particular, the villains.

Many of the games I am talking about will also have these, but using them in concert makes for a better game.

Leagues of Adventure
Right off the bat Victorious has a LOT in common with Leagues of Adventure. Both games have similar motives and design goals.  Where Victorious can be summed up, though inadequately, as "Victorian Superheroes", Leagues of Adventure is summed up as "Victorian High Adventure".  Both have simlar Pre-Pulp sensibilities, and both have the point of view of Mankind will soon be much better.  I think the main difference to me is summed up by think how the characters could travel from London to New York in each game.  In Victorious the character would either fly by some sort of super-human means (in addition to other means) in LoA the characters would pilot a steam powered airship.
The timelines of both games are largely compatible and characters in one would feel right at home in the other game.


Could you imagine a team up of these characters?  I totally can.
The power levels of LoA are a little flatter than Victorious'.  Character start out and remain largely human-powered.  LoA has more skills, but Victorious' rules are a little faster on how skills are dealt with.  The GM of one game should find a lot material in the other game to give them plenty of ideas.

Victoriana
If Victorious is about super-humanity, then Victoriana is about weird-humanity and others.   Regardless of which edition you have/buy (1st Edition is pictured below), Victoriana is a little further on the "Castle Falkenstein" scale of Fantasy Victoriana than Victorious is.  It also takes place in the mid-Victorian era compared to Victorious' ever-popular late-Victorian era.


Victoriana is often described as Gaslight-Shadowrun. This is true. There are also plenty of other races like orcs, trolls, ogres, gnomes, elves (Eldren) and dwarves running around.  Victoriana is a fun game, but I sometimes wonder what it would be like under a different rule system.


Well not exactly like that...but you could fake a really cool Victoriana by mixing Victorious with Castles & Crusades. It would be a system that most of my readers would already be familiar with and still get at some similar types of game-play.  I would then advise GMs to grab some of the 3rd Edition Victoriana supplements.  Most of them are written with a minimum of game stats and all are absolutely beautiful.
While reading over Victorious I could not help but think of this picture from 1st Edition Victoriana.


This appendix in Victoriana covers very well what mixing 21st-century super-heroes with 19th-century sensibilities would be like.  It is a good read for anyone running a Victorious game.

In our hypothetical trip from London to New York, our Victoriana characters also travel by Airship, though it is not steam powered, but rather some eldritch magic.  Or they find an ancient Eldren gate.

Victoria
On the WAAAY other end of the "Castle Falkenstein Scale" is +Daniel Hodges' Victoria.  Victoria is very much set in the "real world". It is, however, a game I always suggest since it deals with the issues of the Victorian times better than pretty much every other game. Why? Because those issues are the focus of the game.   IF as a GM you really want to get a feel of the times then this is the game to use.  In fact, I have often wanted to run this game as an introduction game.  Everything is nice (well...not really nice) and normal then move on to the Fantastic game of choice once the characters learn of the "true world".


To travel to New York from London in this game you better book passage on a steamer and with some luck you will get there in about a week.

NOTE to FUTURE GAME DESIGNERS
We have now used up all versions of "Victoria" for a game!



Baker Street
On the same scale as Victoria is the Sherlock Holmes influenced Baker Street by +Bryce Whitacre.  Baker Street is set in "normal" Victorian times, albeit, one with Sherlock Holmes as a real person.  Victorious also has the world's most famous detective.  GMs should pick up a copy of Baker Street if Sherlock is going to play any part in their Victorious game.  Plus the clue-resolution system in Baker Street is fantastic and is something that can be lifted out to use in any game.
I will go as far as to say that Baker Street is one of those underrated games that should really get much more attention and many more awards.


Again. Steamer ship, arrive one week later.

Let's go to the other side of the scale into more Horror.  It is October after all.

Masque of the Red Death
Ravenloft Masque of the Red Death shares a lot of DNA with Victorious.  Either the d20/3rd edition or the original 2nd edition would work fine here.  I have already mentioned that you can mix Victorious with Tainted Lands and get something not unakin to Ravenloft Masque of the Red Death. Both games have several compliments to each other. Both have great and well-researched timelines. Both games have a great variety of NPCs and Villians. In fact, most of the material from one game can be used with the other with little fuss.  The big issues though are what does the Red Death mean in Victorious and how do super-humans work in Masque of the Red Death.  If you want to add some Gothic Horror to Victorious this is where I would start.   I for one would pick up MotRD's A Guide to Transylvania in a heartbeat to use with this.



Gaslight
Not too far away from Masque of the Red Death, but further up on the CF scale (this is a thing now) is Gaslight.  Gaslight is cut from the same cloth as Masque.  Since it is OGL/d20 it mixes with Victorious well.  I would argue that the system in Victorious/Castles & Crusades is better than d20 for this, but use some ideas from Gaslight to add a little more horror to your game.



Ghosts of Albion
In truth, Victorious and Ghosts of Albion are very, very different games.  Victorious takes place in the late Victorian era, Ghosts in the early. There are plenty of known superhuman and supernatural occurrences in Victorious. In Ghosts everything is hidden behind a veil of secrecy and magic.
But both games have a number of complimentary features.  First, if you plan to run one game in the other's time frame then both have good, detailed timelines.  Magic is a main feature of Ghosts, so if you are planning to add some more magical juice to Victorious then this is a good place to start.
I bet I could put together a "Protector" class for Victorious.  Mix in some details from Amazing Adventures and I could have a Ghost, Faerie and Vampire races for it as well.
Otherwise, the Magic quality is easily replicated by Victorious' Magicians.



One day I'll run an ultimate Victorian game with elements of these games plus Space: 1889 and Cthulhu by Gaslight.  Something truly epic.

Tuesday, October 4, 2016

October Horror Movie Challenge: Gaslight (1940)

Amber Benson once told me that all great Victorian horror stories need to begin with a murder.  Gaslight is no exception.  Now there are few things about this movie.  First, this is the original British production from 1940, not the "remake" from America in 1944.  In truth, they are both remakes of the stage play.
Second, this movie is the origin (or maybe the American one is) of the term "Gaslighting"; or making someone (in particular a woman) think they are insane by manipulating the environment around them.   Upfront you can tell that is an adaption of a play. Not that this a bad thing, but there is a certain level of melodrama that comes from a stage play that you can see here.

The film is Noir even if the story is straight out of gothic literature. It makes for a great late-Victorian, early-Edwardian piece.  I am calling it horror because there are some fairly horrific implications of this movie.  Paul is quite a monster in this, to be honest.  I kept wanting him to die a horrible death.  His ending is very delicious.

The atmosphere skips between the whimsy I associate with films from the 1940s and the think gothic atmosphere of the story.

I saw the 1944 version years and years ago. This one really reminded me of that one.


2016 Movie tally
Watched: 4
New: 3



Review: Victorious

Victorious or Victorious: Steampunk Adventure in the Age of SuperMankind is a game that I had been waiting for sometime.  I had not been able back it in the Kickstarter so I picked it up this past Gen Con.  I was quite pleased to do so.

Victorious is not the game I thought is was.  That is not a problem of the game, but rather a problem with my expectations.  I thought this was going to be a Victorian steam-punk game closer to Leagues of Adventure.  The game I got  though is rather fun and different than other Victorian games I have played and own.  This is a very good thing.

Victorious is a game of Victorian era Steam Punk Superheroes.  Once I got that into my head then the rest was a ton of fun.

The system is the tried and true SIEGE Engine from Castles & Crusades and Amazing Adventures and is largely compatible with both of those games.  So adventures for one will work in the other.  In fact, I tried out an Amazing Adventures scenario I had used in the past and it worked brilliantly.

Let's look into the chapters.
First, though, full disclosures.
1. I purchased both the hardcover and the PDF versions with my own cash.  Troll Lords did not send me copies for review, nor are they expecting reviews.
2. Links in this review often link to affiliate sites where I get a small percentage of anything bought.
3. I have authored a Victorian game that could be considered competition to this game. I do not see this as such.  Victorious and Ghosts of Albion can be played in similar time periods and even tell similar stories (I am planning on running a Ghosts adventure under Victorious to test this) but the games are not in competition with each other or other Victorian era games.

The Book. The book is a sturdy hardcover with color covers, black and white interiors, 144 pages.  The form and format reminds me of the original AD&D books.  The PDF comes with two files, one is a little more print friendly than the other.  Both are bookmarked.

Introduction gives us the basics of the game, some background and some information on RPGs in general.  It should be noted the the GM in this game means "Genteel Magistrate".  Damn.  I wish I had thought of that first!

Only if we are very, very lucky...

Chapter 1 is all about Character Generation.  If you have played Amazing Adventures or Castles & Crusades (or even D&D) then you know how this works.  First, we go through the standard Attributes and modifiers.  This is followed by a simple skill system.  In fact, this skill system would make a nice important to Castles & Crusades.  Up next is the big feature of this game; the powers that the characters gain as they level up.  Again, this is the primary feature of the game.  There are quite a few powers listed here and they remind me a bit of Mutants & Masterminds.  This is not a surprise really, given the focus of the game.  One could, I imagine, add more powers from other d20-derived games.
Some hindrances and shortcomings are also discussed.  Such things as "enemy" or "fame".
This is followed with some character examples that are roughly character classes. These include the Contraptionist (gadget guy), the Hypnotist, the Inquiry Agent (Sherlock Holmes), the Magician, the Paragon (Victorian Super-men), the Radiant, the Strongman, and the Vigilante (Gaslight Batman). We end with some ideas on completing the character.
There are enough character concepts here to create any sort of character you want.  I mentally "stated up" a few characters and was able to come up a Victorious version of them.

Chapter 2 covers the rules of the game. If you know Castles and Crusades then these rules will be very familiar. The main addition here are a bunch of Victorian-era firearms and some Steam-Punk gadgets. If your C&C game has black powder then this is a great chapter to have. Unlike some Victorian games there is no lengthy list of firearms (looking at you Dracula RPG), and this is a good thing.

Chapter 3 Equipment and Encounters is kind of a catch-all chapter of money, equipment, vehicles. encounters and worldly goings on.  One nitpick, there is a section on "Cost of Living" that details various costs of goods in both British Pounds and American Dollars, but no actual cost of living.  Te second half of this chapter details various organizations active in the Victorian era.  If you play any Victorian game then this is a great chapter to have. Nearly every Victorian game has a chapter like this and I really can't get enough of it.  Many, if not all, of these can be used in any other Victorian game and the societies and groups from those games can also be used here.

Chapter 4 The Victorious Era details some of the world history from the point of view of this game.  At this point, I have one major issue with this game.  There is the assumption that there are some super powered humans that have time-travelled from the 21st Century here.  I understand why the author did this; to help players acclimate to the stranger times of Victorian England. Personally, I thought it was unneeded/unnecessary.   BUT it does fit with the game, so that is fine.  Personally I am not going to use it. If I am running a Victorian game you are going to play Victorian characters.
Ignoring that there is a bunch of information on Victorian life that is great for any game. There is a great section on criminal slang that gives us the expected British slang, but also the rarely printed American/East Coast slang.
There is a Chronolgy of the Victorious age next.  This lists all sorts of political and scientific advancements made.  Included in this are events from fiction (like Dracula and Sherlock Holmes) and events from within the game itself.

Chapter 5 is the Bestiary.  Included are a lot of animals and the expected monsters of the Gothic Tradition.  These monsters are 100% compatible with Castles & Crusades and Amazing Adventures. So if you need more monsters they can be found easy.

Chapter 6 covers Supermankind. This has some more information on the world of Victorious. This includes many of the NPCs; the good, the neutral and the bad.  There are some great characters here including John Henry, Sherlock Holmes and the Spring Heeled Jack.  Like most games (and most ficition) the bad guys are the most interesting. Listed here with full stats are Aleister Crowley, Baba Yaga, Dorain Grey, Dracula, Hyde, Moriarty, and Col. Moran.  Really a Whos-Who of Victorian Villainy.  Really the star chapter in this book.  Which is saying something because there is a good game here.  These NPCs could be used in Amazing Adventures too.

Next we get and adventure, Hyde and Seek, which is a lot of fun.
The Appendices cover the Designer Notes, which are really fun read. I have to admit reading these gave me a greater appreciation of this game. There are sections on quick combat, dice rulings, and my favorite; mob rules.
There is a section on "History vs. Fantasy" which is a great read if you have ever tried to run a pseudo-historical game.  There is a list of resources that is also a great read. It's not exhaustive and there are some really notable exclusions, but this in not *my* list but theirs.

All in all this is a really fun game and I have nearly endless uses for it.
Mix it with a bit of Castles & Crusades for more fantasy or Amazing Adventures for more pulp.  Include some ideas from Codex Celtarum to make a more fantastic faerie-themed game. Mix it even more with Tainted Lands and get something not unakin to Ravenloft Masque of the Red Death.
The game has a multitude of possibilities beyond what is presented in the two covers.

The game is full of possibilities to be honest, and I really can't wait to try some of them out.
This is certainly a game I would love to play at a Convention sometime.

Buy this game if you enjoy Victorian games, Castles & Crusades, or superhero games with a twist.