The new version of the “The Blitz
Spirit” PDF is now available for free! Before, the pdf ably covered the
multitude of new character options brought to life by the 1940 setting. This
new version features 10 new pages exploring the supernatural possibilities of World
War II, such as Technological Magnetists,
Ascended Magnetists, new spells, alternate uses for Vril, and the magical
history of the 20th century! This and many other resources for the
Victoriana Roleplaying Game can be downloaded here:
Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts
Friday, June 5, 2020
Their Finest Hour- Now With 100% More Vril!
Friday, April 3, 2020
Their Finest Hour- The Secrets of Vril
Mechanically, Vril dice work the
same way as the Quintessence dice of Victoriana. Casting spells, using magnetic
abilities, activating runes, etc. spends pips of Vril just like Quintessence. During
character generation, player characters still start with Vril dice equal to
their Resolve. Unlike Quintessence dice, Vril dice only have 4 pips each, to
represent the world’s diminishing magical fields. While an hour’s rest still
restores 1 pip, a good night’s sleep now only restores Vril dice equal to twice
the caster’s Resolve Attribute.
However, Vril now has a few other
uses:
Thaumaturgists
By precharging their Hermetic
operations with an existing vril field, thaumaturgists momentarily soften the
walls of reality making their spellcasting easier. When a thaumaturgist casts a
spell, they may reduce the black dice in their pool by 1 for every 2 pips of
vril they spend beyond the spell’s cost. Vril may be spent in the same manner
to reduce the black dice of Concentration tests. In this way, thaumaturgists
can reduce the black dice in a test down to zero.
Sigil Scribes
While a sigil’s activation lasts
hours, sometimes that’s not long enough. A scribe's will creates a sigil. A
scribe’s will sustains it. Sigil Scribes may spend 2 Vril pips to extend the
duration of a sigil’s activation by an hour. They may keep the sigil active in
this way until they run out of Vril. A sigil scribe can keep multiple sigils
active at a time, but it still costs 2 Vril for each sigil every hour. While
the sigil is active, the scribe can choose to extend its duration at any point.
Magnetists
A magnetist’s connection with the
deeper world around them grants them amazing abilities. Sometimes their mind snatches
insight from bursts of cosmic inspiration.
Before a magnetist
rolls any test using the Wits attribute, they may spend Vril to add dice to
their pool. Every 4 Vril pips spent adds an extra dice to their pool. Dice
added in this fashion cannot exceed the magnetist’s Presence attribute. A
player character must have one of the Magnetists Talents to spend Vril in this
way. Even though all Eldren start play with a magnetist ability, they cannot spend
Vril in this way without a Magnetist Talent.
Conjurors
Conjurors call on nature’s power
to create their enchantments. Wherever there is nature there are nature
spirits. Conjurors make deals with nature spirits (such as Sprites, Nymphs,
Leshy, Genius Loci, Kami, Vilas, and Dryads), leasing their vril for the spirit’s
labor. Ordinarily, enchanting takes hours. With a little help, it takes
minutes. For every 4 pips over the enchantment’s ritual cost, its ritual
duration is halved (rounded down). For example, if a ritual duration is 3 hours
long and the conjuror spends 8 extra vril, the ritual duration is now 45
minutes.
Vrility (New Talent)
Even as magic leaves the world,
you spark with vestiges of its old power. Through strength of will, training,
innate ability, or luck, your stores of vril surpass those of most magicians.
All of your Vril Dice posses 5 pips instead of 4.
Friday, March 13, 2020
Group Rolls- A Helpful House Rule For Helpful People
During my most recent Victoriana
Campaign, I thought up another quick house rule worth sharing on the blog. Everyone
needs help sometimes, and this rule helps helpers dramatically helping.
In most cases, characters in
Victoriana attempt tasks on their own, or everyone attempts similar tasks at
the same time. For example, a dwarf, an elf, and an ogre suspect the library
hides a secret passage. All three search for the entrance at the same time,
probably at different heights. All three make a Perception + Wits test. Those that succeed, find the book that
opens the secret door. Those that fail, look at their successful peers with
admiration. Everyone had a chance, but nobody helped each other. They simply
all tried the same task at the same time.
Sometimes a task depends on the
effort of one person, but others can assist through Group Rolls. The same
dwarf, elf, and ogre discover the secret passage leads down to a large sewer
canal. A rowboat bobs in the murky sludge. They climb in. As the strongest member
of the party, the ogre takes the oars. The elf holds up a lantern and points
out obstacles as the dwarf stirs up the water in front of the boat with a stick
to ease its passage through the sludge. In this case, the ogre is trying to
perform a task, while the elf and dwarf assist.
Page 163 of the Victoriana 3rd
Edition rulebook explains how Group Rolls work. The primary (in this case the ogre)
rolls the test as normal, while the assistants (the elf and dwarf) roll the
test with only dice from skills in their pool (no attributes). Their net successes
count as automatic successes in the primary’s test.
That’s fine, but this is
Victoriana. Let’s roll lots of dice and embrace dramatic tension! Here is how
Group Rolls work at my table: First the assistants test whatever Skill +
Attribute is pertinent to the task just like a regular test. For every success
rolled, the primary removes a black die from the dice pool for their test. Then
the primary rolls their test with a normal pool and the reduced black dice. If
the assistant’s dice pools had black dice, they may roll a foul failure. In
which case, they add black dice equal to their test result to the primary’s
dice pool.
In this case, the ogre is the
primary and the other two adventurers assist them. The ogre is about to roll a Might+ Strength test with six black dice
to row the boat through the canal. The elf snagged three successes, directing
the ogre to duck their head at low ceilings and avoid rushing water, but the
dwarf’s frantic stirrings netted one black die success. Together their efforts reduced
the six black dice in the Ogre’s pool down to four. If the ogre succeeds in their
test, the party navigates through the secret canal to the cabal’s lair. If not,
they wind deeper into the sewer at a pace slow enough for something awful to
catch up to them.
This house rule is really a
matter of taste. In Victoriana, I prefer more dice and less automatic
successes. The rule in the book is fine. It works, but I wholeheartedly prefer
this method.
Friday, January 3, 2020
Dogfights- Now Available for Download
We’re starting off the year with a
bang (or rather a daka-daka-daka) with the release of the Dogfighting rules for
Their Finest Hour. This PDF contains everything needed for the aerial combats
between the Luftwaffe and the Royal Air Force during the Battle of Britain. It’s my most game mechanic focused writing
yet, with 13 pages of maneuvers, aircraft stats, armaments, monsters, situational
rules, and scale silhouette charts.
As with all my PDF’s, I’d love to hear any corrections, quibbles, or playtest feedback you might have.
As with all my PDF’s, I’d love to hear any corrections, quibbles, or playtest feedback you might have.
Dogfights is available for free
on this Blog’s Resources page or right here.
Friday, November 15, 2019
Dogfights- Optional Rules
Optional Rule: Emergency Landings
and Bailing Out
When an aircraft’s health reaches zero, it and all its occupants
turn into a bullet hole-riddled fireball plummeting to the ground. Crew members
must take desperate steps to avoid this ugly end before their craft’s health
depletes.
Ordinarily, a pilot lucky or skilled enough to safely reach his
airfield after a sortie lands his aircraft without needing to roll but normalcy
dries out very quickly in war. Whether because of damage to their aircraft or
their person, sometimes a pilot must land in terrible conditions. To attempt an
emergency landing, the pilot makes an Aviation + Handling test with a black
dice pool based on the landing environment. On landing, the aircraft takes
damage equal to the Environment Damage minus the successes of the Aviation +
Handling roll.
Environment Black
Dice Damage
Roads or fields 0 4
Lakes and thickets 3 6
Open sea or villages 6 8
Forests 9 10
Cities 12 12
At any time, the occupants of a
plane may Bail Out and open their parachute with no roll necessary at the
Gamemaster’s discretion. Once out of the plane, the evacuee no longer
contributes to the Dogfight, but they may take potshots at other parachutists
or make use of other opportunities as they crop up. They reach the ground in
1D6 Dogfight turns and suffer 8 pips of damage from the sudden impact. They may
attempt an Athletics test (0 black dice). Each success negates a point of
damage. Those without a parachute need
not roll the test; they simply start a new character.
Optional Rule: Crew Damage
The bullets tearing through an
aircraft also tear through the aircraft’s crew. If an aircraft looses more
health pips than its Armor Value x 2 in a single attack, someone’s been hit!
The Gamemaster rolls a die to determine the casualty of a damage (5) hit.
Roll Result
1-2 The pilot
3-5 A random crew member
6 Vital components (all actions undertaken by the aircraft
during the combat phase suffer 3 black dice until the damage gets repaired)
Optional Rule: Weather and Night Fighting
While in the thick of it, pilots
worry about wind, rain, and lightning almost as much as enemy bullets. On clear
sunny days, Dogfighting actions suffer no penalties for the weather, but flying
through a fog, blizzards, hail, or thunderclouds gets messy fast.
Weather Conditions Black
Dice penalty
Cloudy/Raining 3
Thick fog/Storm 6
Additionally during dark nights
bereft of spotlights or a full moon, all Dogfighting Actions suffer +3 black
dice.
Optional Rule: Skip the Squadron
Phase
Obviously, the Squadron Phase is meant for massive air sorties with
more than 10 aircraft battling through the skies. For smaller more mechanically
nuanced fights, remove the Squadron Phase and move directly into the combat
phase every round with a few adjustments. Instead of basing their initiative on
the Squadron Roll, every pilot rolls their Aviation plus their aircraft’s Handling to determine their aircraft’s
initiative. The crew then takes turns performing their actions as they see fit.
In case of a disagreement, the aircraft’s pilot decides the order of crew
actions. Instead of the Tactical Action, pilots gain the Spot Action.
I’m very proud of the Dogfighting
rules. With a little tweaking and some new Actions for the Combat Phase they
could work very well for all sorts of Victoriana mass combats. Now that we have
the rules, we just need some planes.
Thursday, November 7, 2019
Dogfights- The Combat Phase
After the Squadron Roll’s
resolution, the Combat Phase begins. PCs and important NPCs take turns
performing actions much like a regular combat turn. Instead of rolling
initiative, the aircraft belonging to the squadron which won the Squadron Roll
perform their actions first, followed by the planes of the losing squadron.
Ties break in favor of the side with the biggest dice pool in the previous
Squadron Roll (which makes the Defend Maneuver a little more appealing).
Players decide the order of friendly actions in the Combat phase as does the
Gamemaster for the Enemy. The very first character to act each round receives
the usual Initiative bonus. Just like a
combat round on the ground, combatants may take multi-action penalties to perform
more than one action a turn.
Obviously, aircraft are
constantly in motion. Pilots may position their craft and speed through the
dogfight freely, although the Gamemaster may rule that it takes several turns
to reach an objective. Characters piloting aircraft perform Pilot Actions,
while characters operating other stations aboard an aircraft perform Crew
Actions. While characters may perform other actions than those listed with
Gamemaster approval, most actions fall within the following categories.
Pilot Actions
Attack- The pilot chooses a target to
attack with one of their aircraft’s pilot armaments and rolls a Gunnery + their aircraft’s Handling test against a black dice pool
consisting of their target’s Handling +3. If the target’s Handling is black dice, they are added to the attack pool as bonus
dice. On a success, the pilot rolls damage. Ties go in favor of the attacker.
Defend- The pilot attempts a test using
their Aviation + their aircraft’s Handling. Until the start of their next
turn, they add the test’s net successes to their aircraft’s (or another
friendly aircraft’s) Armor Value.
Escape/Chase- The pilot tests their Aviation + their aircrafts’ Handling with 9 black dice if the enemy
squadron outnumbers their friendly squadron. If the friendly squadron equals or
outnumbers the enemy squadron, the Escape test suffers no black dice. On a success,
their aircraft leaves the dogfight. If unsuccessful, they remain in the
dogfight and an enemy aircraft chosen by the Gamemaster makes a free attack
against them.
This action may also be used to
chase escaping aircraft. The pilot follows the same procedure to Pursue an
enemy aircraft that successfully performed the Escape (or Chase) Action since
the start of the Pilot’s last turn. If unsuccessful, the pilot loses his target
and remains in the Dogfight. If successful the pilot and the target begin a
vehicle chase as described starting on page 32 of the Victoriana Sourcebook Marvels of Science and Steampunk.
Tactical- The Pilot attempts a test with
their Aviation or Tactics skills + their aircraft’s Handling.
If successful, their Squadron adds a number of dice equal to the number of
successes to their next Squadron Roll. If multiple pilots in the same Squadron
perform the Tactical Action in the same Combat Phase, only the highest counts
towards the next Squadron Roll.
Crew Actions
Attack- The gunner chooses a target to
attack with one of their station’s armaments. They roll a Gunnery + their aircraft’s Handling
test against a black dice pool of their target’s Handling +3. If the target’s Handling is black dice, they are added
to the attack pool as bonus dice. On a success, they roll their armament’s
damage. Ties go in favor of the attacker.
Drop Bomb- The bombardier rolls a Gunnery test
with 6 black dice. For each 500lbs worth of bomb weight
(rounded down) dropped during a Drop Bomb action, the bombardier adds 2 dice to
their pool. If successful, the bombs fall right on target.
With a failure they miss entirely, causing massive devastation to a random spot
below. On a partial success, the bombardier rolls a d6. On a 6 or a 1, the
desired target still sustained extensive damage but remains standing. On a 2 or
a 5, the bomb causes savage destruction elsewhere.
Repair- Any crewmember may attempt an Ad Hoc Repair test with 3 black dice to
return lost health pips to their aircraft. Each success restores 1 health pip
up to a maximum equal to their aircraft’s Armor Value.
Spot- Any crew member may attempt a Perception or Gunnery test and choose
another member of their aircraft’s crew or pilot. That crew member reduces the
black dice penalty of their next action by the number of successes generated by
the test.
With all that out of the way,
next week we’ll taste the frosting of our Dogfighting cake: Optional Rules
Friday, November 1, 2019
Dogfights- The Squadron Phase
A round of dogfighting consists
of two phases: The Squadron Phase and the Combat Phase. During the Squadron
phase, the chaotic cloud of feints, bullets, dives, and destruction buzzing
through the heavens boils down to a single opposed roll called the Squadron
Roll. Afterward, PCs and other characters more interesting than unnamed airmen
perform individual actions during the Combat Phase. If the fight remains unresolved
by the end of the Combat phase another round of dogfighting begins with the
Squadron Phase.
The Squadron Phase
Every Squadron Phase, both sides
of the dogfight gather a dice pool consisting of 1 die for every aircraft in
their squadron, including fighters, bombers, monsters, and aircraft piloted by
PCs. Each side also adds the highest Handling attribute among their aircraft to
their Squadron’s pool. The friendly squadron rolls white dice and the enemy
squadron rolls black. Black successes negate white, and white successes negate
black just like a regular roll. Any remaining successes are net successes and
their effects depend on the Squadron Maneuver chosen before the roll. Due to
the opposed nature of the roll, any 6s rolled by black dice explode just like
the white. Ties mean neither side accomplishes their maneuver. The players keep
track of the number of planes in their squadron and choose their Squadron
Maneuver. The Gamemaster performs the same tasks for the enemy squadron.
Example: The
RAF 11 Group sends 3 Spitfires, 2 Wyverns, and 4 Hurricanes to intercept a
Luftwaffe swarm of 7 Bf 109s, and 5 He 111s. The
highest Handling attribute among the RAF’s aircraft is the Spitfire’s +5. For
the Luftwaffe squadron, it’s the Bf 109’s +3. Therefore
the RAF dice pool for the Squadron Roll is 14 dice and the Luftwaffe Pool is 15.
Both sides choose the Attack Maneuver. The RAF Squadron rolls 4 successes while
the Luftwaffe rolled 6, leaving the Luftwaffe 2 net successes.
Squadron Maneuvers
Attack- For every net success in the
winning squadron’s pool, the enemy removes a fighter from their squadron of
their choice. If the winning squadron wishes to target special aircraft, such
as enemy bombers, monsters, and planes piloted by PCs or important NPCs, for
every 3 successes spent they make a damage roll against their chosen targets using one of their fighter’s armaments. The number of
successes from the Squadron Maneuver does not contribute to the damage. The
squadron engages the enemy’s planes in furious combat.
Defend- The squadron adds dice to their
Squadron Roll pool equal to half of their current Squadron Roll pool (rounding
up). However, if they win the Squadron roll, they remove enemy fighters from
the dogfight for every 3 successes or damage special aircraft for every 6. The
planes circle up, fly evasively, or avoid direct engagement with enemy
fighters.
Escape- For every net success, 1
friendly aircraft safely leaves the battle to fight another day. Successes
during an Escape maneuver do not remove enemy planes from the dogfight nor
aircraft piloted by PCs. Planes perform an emergency landing, fly away, or
escape in thick cloud banks.
Tactical- Net successes from the Squadron
Roll contribute to this turn and boost the next turn’s Squadron Roll. Aside
from canceling out the enemy squadron’s success, Net Successes from a Tactical
Maneuver cause no other effect during that turn they were rolled. Successes
from a previous Tactical Maneuver in the next turn count towards the net
successes as normal and can remove enemy planes from the dogfight for an
Attack, help more planes getaway during an Escape, etc. Tactical Maneuver
successes do not contribute to a Tactical Maneuver in the following turn. The
squadron climbs to a higher elevation to attack enemy planes from above, circle
behind enemy formations, or maneuver out of the sun’s glare.
Next week we’ll look at the
Combat Phase, where players and important NPC’s shine.
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, June 21, 2019
Victorian Vice-Hazard
Every night, countless thousands
of pounds switch owners at gambling halls and gentlemen’s clubs over games of
Hazard. In the 1700s and early 1800s, the perilous game’s name turned into a
synonym for dangerous obstacles. An appropriate appropriation, considering
the many well-heeled sons of well-bred families left impoverished after a
night’s play. Bored crusaders may have invented the game while besieging the
Arabian castle “Asart”, or it may have been named after the Spanish word for an
unlucky roll of the dice, “Azar”. Hazard was the staple game for displays of
status and wealth at Crockford’s fashionable gambling house. It remains popular
in golden halls catering to fun seekers of independent means.
Hazard may only require two
six-sided dice to play, but that doesn’t mean it’s a simple game. Its finicky rules
require memorization, an understanding of odds, and a personal fortune large
enough to absorb sudden losses. Any number of players may gather around a Hazard table.
One player at a time takes turns as the caster. The caster names a number
between 5 and 9 (known as the main). If the dice roll the main, the caster wins
a payout equaling his wager. If the dice roll a 2 or 3, the castor loses. An 11
or 12 on the dice means the caster either won or lost depending on their main
number.
-5
or 9 loses on an 11 or 12
-6
or 8 loses on an 11 but wins on a 12
-7
wins on an 11 but loses on a 12
Any other number rolled by the
dice is called the chance. The caster rolls again. If the caster rolls their
chance number a second time, they win back their stake plus a little more derived from a complicated set of odds based on their main and chance numbers. If they
roll the main (their original number) the caster loses their stake. If the dice
roll any other number the caster keeps rolling until they roll the main or the
chance.
Casters play rounds of Hazard
until three loses or they quit. Then the next player takes over as caster. If
played outside a gambling hall, the other players act as the bank covering the
caster’s winnings and sharing their losses among the group. Impatient for
their turn as caster, players often make private side bets over the next number
rolled, whether it will be even or odd, and the size of the next caster’s
wager.
No matter the main or chance, the
quick changing and complex odds of Hazard never favor the caster. Despite the
handicap, cheating at hazard is rare. In games among the nobility, most of the
caster’s know each other. Any hint of a scandal pulls the accused out of
society. All castors share the same two dice and any alteration to make the
dice roll a certain way would equally improve the odds for everyone provided
they were not serendipitously swapped back out.
Hazard in Play
To play an entire
game of Hazard in one roll, the caster makes a Gambling test with 6 black dice.
On a success, the caster wins an amount equal to double their wager. For each net
success, the castor wins another amount equal to their wager. On a partial
success, the caster may roll again. On a failure, the castor loses their wager
and must give up the dice to the next castor.
For a side bet, the
player rolls an opposed Gambling test against their opponents with no black
dice. This may be done while the player is the caster or just waiting their
turn. To cheat at Hazard, the cheater rolls a Sleight of Hand test with 6 black
dice to affect the caster’s outcome.
Friday, June 14, 2019
Victorian Vice- Faro
Whether it’s their main table or
tucked in a corner, every Victorian gambling hall has a Faro (pronounced as the
word “Pharaoh) table. The homonymic name stems from the game’s origin in the French court of Louis the XVI. Their standard deck featured cards
depicting an Egyptian pharaoh. Faro spread to every saloon, gaming club across Europe
and America in the 1800s. Punters (as Faro players are called) of all social
classes crowd around the gaming table because of its simple rules and easily
understood odds. Faro tables are generally square with a spot for the dealer
cut out. The center of the table holds depictions of the thirteen types of cards
in a suite (ace, two, three, etc all the way to king, excluding jokers). They
might be painted on felt or the entire suite of spades glued to a wooden board.
At the start of a turn, punters place
their stakes on their chosen cards. The dealer then draws the top card of a
standard fifty-two card deck and places it on his right. This is the winning
card. He then draws the losing card and places it on his left. Any punter lucky
enough to bet on the winning card receives a payout equal to his stake (in
other words a shilling bet wins a shilling). Those placing their faith on the
losing card lose their stake. Gamblers whose cards neither won nor lost
neither won nor lost their money. After payouts switched hands, new players
joined the game, old players left, and stakes shifted from one card to another
before the next round begins.
For further complication, punters
may flip the game on its head by placing a marker next to their wager
indicating that they are betting on that card to lose. If it wins, they lose
their stake. If it loses, they win. Punters may also spread their stakes across
multiple cards. A game of faro ends with one last bet over the order of the
final three cards in the deck (ignoring the absolute last card which was
revealed previously at the beginning of the game). If a punter guesses the
order of all three cards he wins four-to-one. Guessing two of the three pays
out two-to-one, and guessing one pays out one-to-one.
Among table games, Faro has the
best odds unless the dealer cheats. To discourage cheating or to appear more
honest despite cheating, faro begins by the dealer shuffling the deck, a punter
cutting the cards, and the dealer revealing the card at the bottom of the deck.
The deck was also kept in a special spring-fed box allowing the top cards to be
pulled out one by one with little chance of manipulation. A small device
similar to an abacus called “the case-keeper” recorded what cards had already
been revealed from the deck and which cards remained. Despite these safeguards,
few dealers played an honest table. Some dealers cheated with special decks
designed to keep pairs of cards stuck together during a thorough shuffle. The
box holding the cards could be altered allowing the dealer to pull certain
cards at their whim. At a noisy and crowded table, a fellow conspirator could
easily slide a wager from a winning card to a loser. In spite of widespread
cheating, Faro’s quick and easy play, the comradery of punters eagerly tracking
the deck’s progress, and the sudden wins and losses made it the most popular
table game in Victorian England.
Faro in Play
To simulate an entire game of faro
with a single test, the punter makes a Gambling test with 3 black dice. On a
successful roll, they win an amount equal to their wager. For every net
success, the punter wins another amount equal to their original wager. They
break even with a partial success and lose their wager on a failure.
If the table is crooked, the punter’s
roll remains the same, but the dealer makes a Gambling, or Mental competence
test opposing the gambler.
Friday, February 8, 2019
House Rules and Habits- Surviving Character Creation
When I started this series, I had
no idea how many idiosyncrasies I’ve developed to help me run Victoriana. As I
thought over my house rules and started a brand new campaign, more and more
came to mind. This week I’m stepping off my soapbox with a little advice for
players about to start building their characters. Certainly, the most complex
series of rules for almost any role-playing game is character creation, and
that process in Victoriana especially lengthy and detailed. The multitude of
options spread through the core rulebook can leave players confused,
frustrated, or worse left with a character they don’t want to play.
One simple step streamlines the
entire process and can make sense of all the wonderful madness of Victoriana
character creations. Try to come into character generation with a strong
concept. You don’t need all the blanks filled in, just a few key ideas such as
occupation, subspecies, personality, and most importantly their class.
Victoriana is a class-based game, but you’re not choosing between rogue,
paladin, and warlock, you’re choosing your character’s place in society. Class
dominates every aspect of your character and defines your options. Combined
with a couple other specific details in mind, you will be able to navigate
character generation and bring your character to the table.
Starting blank and writing down
whichever options sound like fun at the time to can work but I do not recommend
it. In my epicene, players that try this get overwhelmed or end up with a
bundle of disconnected ideas and rules that don’t spark play. Having a few key
ideas helps to quickly shave away anything that doesn’t reinforce your
character’s concept. As long as you are making a character suitable to
adventuring in gaslight fantasy you will find options befitting your concept
during Victoriana Character Generation.
To simplify it further, I
recommend my first-time players think of a cliché Victoriana archetype and a
fantasy trope and then combine the two. That mixture can’t help but start ideas
flowing or at least suggest a direction they could go. For example, go ahead
and pick something from the Victorian Trope and the Fantasy Trope tables below:
Victorian Trope
Anatomist
Detective
Gasfitter
Aristocrat
Ladies Maid
Stage Magician
Pickpocket
Music Hall Singer
Fantasy Trope
Animal Loving Druid
The Lost Prince
Uncivilized Barbarian
Peasant Hero
Tavern keeper
Balladeer Bard
Righteous Paladin
Bookish Wizard
Some of these ideas connect very
naturally, for example, balladeer bard and music hall singer, done. Others are
more interesting such as aristocrat and uncivilized barbarian. That strange
juxtaposition is enough to get us thinking. I’m picturing a stranger to England
with strange habits, a royal pedigree, and a keenness for hunting monsters. Or
take gasfitter and bookish wizard. What modern convenience (or modern for the
1850s) would a wizard come to a middle-class house and install? Sigils, wards,
or homunculi servants bound to the home?
Combining fantasy and the
Victorian era lies at the heart of what makes Victoriana special, and it’s a
great place to start building a character. Don’t let the plethora of options
get you down. Start with an idea and chip away everything that doesn’t’ match
what you want to play.
That finishes up this
self-aggrandizing look at my house rules and habits. I hope this encourages
those of you who haven’t had great experiences with Victoriana to give it
another try, and give a long time Victoriana veterans food for thought. Next
week we will start our multipart examination of Burial Clubs.
Friday, February 1, 2019
House Rules and Habits- Huldus and Halflings
As is inevitable with any series about house rules, we move on to discuss something that isn’t necessarily wrong. I just don’t like it. The corebook of Victoriana 3rd edition avoids reinventing the classic fantasy races in favor of letting it’s unique mid-1800s setting bring out interesting juxtapositions and niches. Adventuring in the class-based society of London pulls these fantasy tropes into new places without requiring any additional reinvigoration. The familiar faces of the fantastic help pull players into the rich world of Victorian England.
So why change their names? Dwarves remain dwarves, gnomes remain gnomes, but calling “Halflings” and “Elves” “Huldus” and “Eldren” annoys me a bit. With the “Eldren” it’s not so bad. That name has been around since 2nd Edition and it perfectly evokes the subspecies place in Victorian society. On the other hand, “Huldu” derives from “Huldufolk”, creatures from Icelandic mythology roughly analogous to fairies. They live in specific stones set aside for their homes, and young Icelandic children are taught to never throw rocks for fear of hitting the hidden people. While there are some interesting connections between Huldufolk and Halflings, Halflings are already a fantasy trope so calling them Huldu just takes actual Huldu out of the game, and makes the Victoriana subspecies less accessible to new players. The name “Halfling” captures exactly what these creatures are, defines how they fit in society, and leaves the world wide open for stone-dwelling Icelandic elves.
I know this is nitpicking, but I do think it’s a good example of a problem with adapting real-world folklore for role-playing games. If you’re going to take folklore concept A and put it into your role-playing game as fantasy trope B, I think A should be as close to B as possible or B has to be made at least as interesting as A. I see this happen a lot. If werewolves are the result one curse and they live in one single forest, that’s very lame to me. Using these legends should make your world bigger, not smaller. In Victoriana’s case, it’s not so egregious, but I’m still calling them Halflings.
In case this rant left a bad taste in your mouth, I leave you with a few adventure ideas about Huldus and Halflings as your reward for reading this far.
Adventure Ideas:
A halfling master perfumer uses his naturally gifted nose to create the finest odors this side of the English channel. He detects certain charnel undertones in his competitor’s latest scent and notices those wearing the scent have a knack for bending others to their will.
Halflings' high fertility makes for large families. The miserly uncle of a halfling family died recently leaving his comfortable fortune to his nieces and nephews, or rather to the last surviving niece or nephew. Twelve of the inheritors mysteriously died. Is an heir killing off their competition to live as much their naturally short life span in luxury as they can? Or is the inheritance cursed from beyond the grave?
In the center of the tightly packed slums of London, an ancient stone sits surrounded by dilapidated houses. No windows look out over the stone, and no one ever takes the shortcut through the small courtyard. Locals know to leave the stone alone, but as the city grows and old houses crumble, progress demands the stone’s removal.
Friday, January 25, 2019
House Rules and Habits- Complications and Fate Points
Victoriana’s baroque and elegant rules fit the Victorian age, but certain jumbles of rules need simplification. Some mechanics have too many exceptions and specifics, while others seem completely contradictory. I think one of the worst snarls of rules in the book is Fate Points. There are too many clauses and seemingly unnecessary sidebars for something so small in the game.
I propose the following simplification:
I propose the following simplification:
Player Characters start each session with 3 Fate Points which may be spent before rolling dice to add one automatic success per fate point to the result of the roll. These successes can still be negated by success on black dice. Up to three fate points may be spent this way on a single roll. Fate Points can be spent on skill, attribute, or damage rolls.
Players earn more Fate Points from their Complications. A Complication earns it’s player a Fate Point the first time it is invoked by the Gamemaster each session. A player may earn one Fate Point for each of their Complications in this way. Gamemasters may also reward a player with Fate Points for good role-play, furthering the story, helping others play etc. as they see fit. Fate points do not carry over into the following sessions. At the start of each session, a PC’s Fate Points refresh back to three.
This simplified version of the rules works well in my games. No Script Dice or the other applications of Fate Points. I’ve added nothing new here. I’m only streamlining, but I’m not done meddling yet. I also have a simplified system for Complications. A Victoriana character has enough going on without every Complication having its own mechanics. Instead of remembering all those specific rules for each Complication, there are two effects in the game for a Complication’s baleful handicap.
A Complication can be woven narratively into the adventure as an obstacle or to pull the PC into a certain direction. If a high class PC’s meddling parents demand they host a banquet for a visiting bigwig, rescuing a famous chef from mummies becomes a much more desirable adventure. Or a PC with the “Wanted Criminal” complication will have obvious problems sneaking past the constables into the crime scene.
In both scenarios, the player gets to act out their character’s flaws and dreads and the Gamemaster get’s easy player buy-in for the next step in the story. It’s good for everybody.
The other use is a simple and quick penalty. Gamemasters (and players with Gamemaster approval) can invoke a complication to give a PC 3 black dice (or six if the circumstances are particularly dire) to any relevant rolls until the circumstance is resolved. If a PC with a “Bad Temper” Complication is already angry when they try a Hide and Sneak test, the Gamemaster could invoke the complication for a 3 black dice penalty. This represents them spitefully muttering to themselves or being incautious in their rage.
Making a complication more like an NPC Trait frees the Gamemaster to use complications in adventure creation or on the fly at the table, and let’s players come up with Complications that fit their character. Slimming down these two mechanics gives the rest of the game room to breathe and help the session flow.
Friday, January 18, 2019
House Rules and Habits- The First Adventure
Creating the first adventure in a new Victoriana campaign is a very daunting task to me, and I imagine most Gamemasters feel the same way. There is no momentum, no clue how the new Player Characters are going to mesh, no obvious starting point and that’s just the start of the headache.
Fortunately, the slate isn’t completely blank. The Skills, Talents, Assets, Privileges, and Complications the players give their characters tell the Gamemaster how the players want to solve their problems and what sorts of problems they want to encounter. A brief examination of the character sheet can inspire themes, obstacles, locations, and starting points of the adventure.
Most obviously, players want to solve problems utilizing their PC’s highest skills. They paid the points at character creation so they want to use those skills the most. Take the hint and make those skills important in the first adventure. This is even more important and helpful to GMs formulating the first adventure if the skill doesn’t come up very often. When the players max out the Legal Matters and Accounting skills that should lead to more interesting and specific investigations. Is the mysterious money that keeps arriving in the mail embezzled from the crime boss? Does anyone know when would be the easiest time to free a friend from police custody?
Similarly, Talents like Eidetic Memory and Drink like a Fish suggest alternative problem-solving methods.
Assets can be very helpful because they give the GM resources that the PC’s care about. For example, if a PC takes the Shop or Barge Asset, the GM has a starting location for the adventure. They are all on the barge when something strange swims past. The butcher next door to the PC’s shop thinks’ his assistant is acting suspicious.
The same goes for Privileges. If a PC takes the Gang Member Privilege, the lucky GM has an entire criminal gang in play. What rumor did they hear? What is the rival gang up to? What strange danger stalks their territory? This doesn’t mean the Gamemaster should endanger these resources in the first adventure. They should be integrated into the story, not negated. That’s important to keep in mind.
The same goes for Privileges. If a PC takes the Gang Member Privilege, the lucky GM has an entire criminal gang in play. What rumor did they hear? What is the rival gang up to? What strange danger stalks their territory? This doesn’t mean the Gamemaster should endanger these resources in the first adventure. They should be integrated into the story, not negated. That’s important to keep in mind.
Building an adventure around PC Complications requires a bit more care and tact. You don’t want their flaws to be pulled up again and again in the first adventure, but you can add flavor by putting a few specific obstacles tailored to these qualities. Phobias work nicely this way. If a PC is afraid of dogs, throw in a watchdog, or task them with tracking down a lost dog. Other Complications such as Rebel, Watched, or Theological Debate set up antagonists which could be behind the inciting incident starting the adventure. The office of a heretical publisher of religious tracts has been ransacked, or the police have a fellow member of the rebellion trapped on a rooftop.
Finally and most helpfully, every PC starts with Contacts, people they know who are willing to help out on occasion. These are fantastically useful for planning a starting adventure. If a Contact comes to their PC for help, the player is already invested and excited to see their GM use an NPC they made.
A canny GM could make an adventure by picking two or three of these elements inspired by the PCs and seeing what evolves out of mixing them together. Best of all, the PCs have both a personal attachment to the problem and the pertinent skill to solve it.
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