Friday, July 26, 2019

Beasts of England- Batfolk


The essential Victoriana supplement “Darwin’s Catalogue: Beastmen of Britain “lists a plethora of beast folk options available for player characters. However, it excludes two famous mammals: Bats and Whales. These atypical creatures could still work in the world of Victoriana. For now, cetacean categorization has to wait. Today we look at Batfolk!

Batfolk-( May use the Attributes of Agile Beast folk  or +2 Dexterity, -1 Presence, -1 Strength)
Batfolk are unique among beastmen both for their ability to fly and their malevolent appearance.
Although only a few batfolk actually possess wings, their natural head for heights makes all batfolk valuable additions to the crews of sailing ships and build sites. Even if a batfolk is born without wings their fingers still extend a few inches longer than a human’s.
Whether winged or long-fingered, batfolk posses sinister visages with their tall pointed ears, slim bodies, and sharp teeth. Neighbors often ostracize batfolk until they look past their dour exterior. While batfolk enjoy the company of others and the bustling activity of city life, their nocturnal nature restricts many to socialize solely with other night-dwelling denizens of London.

Batfolk may choose Animal Traits or Complications from the following list along with those from the Victoriana Core rulebook.

Nocturnal Senses
Your senses explore the night world in ways others cannot understand. Your sense of smell, sight, and echolocation overcome all penalties for darkness, and reduce black dice penalties for being blindfolded, or other visual impairments by three.

Flight
You can fly! Your hands end with five elongated fingers connected by sails of leathery skin giving you wings. Whilst air born, actions requiring the use of a single hand suffer three Black Dice. Performing any two-handed actions incurs no penalty but sends you plummeting ten feet towards the ground immediately or at the end of a combat round. You have a flying speed of 5 + Dexterity x 4 yards per round.

Spooky
Bats carry a stigma across many cultures around the world both good and bad. Europeans and Americans associate bats with the macabre while other cultures revere the bat as a bodiless soul or a good omen.  As a batfolk, you carry the weight of superstition wherever you go.  Your Presence tests suffer +2 black dice when interacting with strangers or the prejudiced.

Wings in the Way
While your wings propel you to the skies, they do not make great hands. Nor do they help you move along the ground. Any skill tests using the Dexterity attribute suffer one Black Dice unless you are flying. This complication may still be taken even if you do not have wings.

Friday, July 19, 2019

Making Friends and Losing Them- Privileged Reputation Dice


During my years of running Victoriana, I’ve noticed my players prefer to invest in raw dice-power stats like attributes or skills. If they do take some of the other character options, they gravitate towards the special rules of Talents and the material resources of Assets. Privileges get very little use. I have also seen that Reputation dice (which are rolled to see if people have heard anything about you) don’t very often get to pull the story in interesting directions. It takes a long time to accumulate enough dice through adventuring to cause offended gasps at the mention of your name or grateful glances toward you in the street. I say let’s point these problems at each other and make a house rule.


Some of the Privileges and Complications give Reputation Dice to a player character. If you are using my house rules for Complications, those Reputation Dice are gone, making the problem worse. So, I’ve gone through the Privileges in the 3rd Edition Victoriana Core Rulebook and assigned each a Propriety or Notoriety Reputation Dice. When a Player Character gets the Privilege, they get the Reputation Dice attached to it. This represents their “public face” based on their social circles, uniforms, and titles, as opposed to Reputation Dice gained by their actions through play. If a Privilege already gives Reputation Dice, that text can be ignored. Those dice have been factored in the following list:


Privileges

Artificer’s License-Propriety 1

Barrister- License- Propriety 1

Blackguard- Notoriety 2

Ear of the Street- Notoriety 1

Engineering License- Propriety 1

Friend of the Library- Either Propriety 1 or Notoriety 1

Gang Member- Notoriety 2

Hero- Propriety 1

Higher Station-Propriety 1

Knighthood-Propriety 2

Livery Company-Propriety 1

Local Hero-Propriety 2

Maleficium- Notoriety 2

Medical Practitioner’s License- Propriety 1

Military Commission- Propriety 1

Museum Trustee- Propriety 1

Noble Tinkerer- Propriety 1

Notary Public- Propriety 1

Peer- Propriety 3

Police Officer- Either Propriety 1 or Notoriety 1

Political Legacy- Propriety 1

Private Club Membership- Either Propriety 1 or Notoriety 1

Private Club Membership Elite- Either Propriety 1 or Notoriety 1

Pub Regular- Either Propriety 1 or Notoriety 1

Public Carriage License- Propriety 1

Scrap Yard Source- Notoriety 1

Second Family- Either Propriety 1 or Notoriety 1

Social Anomaly- Either Propriety 1 or Notoriety 1

Society Friends- Propriety 1

Street Informant- Notoriety 1

Street Informant- Peeler’s Pet-Notoriety 1

Thaumaturgical Degree- Propriety 1

Theatre Box- Propriety 1

Theatrical Patron- Notoriety 1

Warrant Card- Either Propriety 1 or Notoriety 1


Certain Privileges listed come with the option of Propriety 1 or Notoriety 1. When a Player Character takes the Privilege, they choose whether this is seen in a notorious or proper light in society’s eyes. If a Private Club has a reputation for being full of Libertines with shocking vices, taking the Privilege gives your character a Notoriety die. Similarly, if polite society knows the Private Club for its charity work and stable political connections, the Privilege gives a Propriety Die.

Privileges aligned with Propriety heavily outnumber those with Notoriety dice, which is understandable. Most Privileges were built to fit upper-class characters, reflecting societal connections handy during an adventure. Only a handful could be considered scandalous enough to warrant a Notoriety point.

Remember, Notoriety is not a bad thing. It just means you get along better with the shadier or less accepted people in the Empire. A stage actor connected with revolutionaries won’t be keen to open up to a respectable citizen with close ties to the police. Of course, the respectable citizen won’t be pleased with it either. For the Rules for Reputation Dice see pages 190-193 in the Victoriana 3rd Edition Core Rulebook. For the Rules for Privileges see pages 119-122.

Friday, July 12, 2019

More Portraits At Long Last

It’s been a while since we saw some adventurous faces on this blog. As we are between series at the moment, it’s time to expand the Portrait Gallery! This time I picked a few women whose portrait’s I’ve wanted to use, but required some very fiddly adjusting, editing, and stretching. While the ladies’ illustrations required some care, the bearded man was a complete gentleman and just needed some light cleaning.
These and many other portraits suitable for Victoriana games can be found in this blog’s Portrait Gallery.



Friday, July 5, 2019

Victorian Vice- Touts and Tipsters


If a wager contains no risk it’s no longer gambling. The search for a “sure thing” in Horseracing grew into an industry in Victorian England. Horse grooms, self-professed experts, mathematicians, fortunetellers, breeders, and charlatans all lined their pockets informing gamblers which horses to back for a price. Attentive customers eager for the name of a winner surround touts and tipsters at every racetrack and betting parlor in England. Enterprising touts purchase space in racing periodicals to advertise their tip mailing lists. Gamblers generally pay between 6 pence to 1 shilling for a tip, although prices rise for the biggest races (such as the Derby). An annual subscription by mail cost about 2 shillings, however, scam artists run most tip-by-mail operations.

Unfortunately, very few racing tipsters and touts have any better idea of what horse will win than their customers. If their information turns out to be useful through sheer luck, their customers return. If the horse loses, the customer already paid and touts never give refunds for faulty insights. They rely on patter, jargon, accomplices pretending to be satisfied customers, and plausible-sounding sources of inside information. Muddying the water further even touts with genuine information rely on these theatrics to bring in the customers.

Most tipsters lure in customers with promises of being “in the swim”, armed with genuine inside information.
These touts seem like regular working men and women with sharp ears and eyes, often claiming a connection to racing. The source of their information may be a friend working as a groom in the racing stable, an overheard conversation in a barbershop between members of a criminal syndicate, or a few hours spent perched in a tree outside the track. Their little known horses boast incredible practice lap times far outpacing the favorite. These “certainties” come with much longer odds and much higher potential payouts.

Some educated tipsters claim to possess an infallible system for predicting winning horses. Whether by advanced math, numerology, keen knowledge of horse anatomy, or just letting their 5-year-old child pick a horse, their customers follow the method all the way to the bookmaker. Tipsters alleging secret methods often act worldly-wise, honest, generous, mathematically gifted, or grandfatherly. Some might even assert their system earns thousands of pounds over the course of a racing season. The tipster merely charges a token fee to keep out the riffraff.

A few tipsters even profess to possess occult powers. They use their incredible gifts to pluck the names of winning horses out of the air. Such “Turf Prophets” appeal to superstitious gamblers with chants, nonsensical rituals, and esoteric auguries. They dress in exotic costumes or ritual robes. Many are foreign or try to appear foreign. Fortunetelling tricks, cold reading, and the occasional correct prediction keep the fakes employed, while genuine seers must be desperate for money to degrade their magical abilities.

Finally, the most genuine of tipsters are the lower-class men and women loitering around the track selling race cards. Once purchased, race cards furnish their owners with the horse’s names, weights, and coloration, along with key facts about their riders and saddlery. These key statistics arm their customers to make educated guesses for their wagers. Many card sellers leave their jobs as newspaper peddlers in the streets of London for a racing weekend. At 6 pence a card, they can easily make up to 10 shillings a weekend. Some card sellers earn extra money by working as a bookmaker. Others offer other more illicit products for sale.