When you make up a new type of Beastfolk, you’re going to have to make a portrait to go with it. It’s hard to stop at just one, so here are a few new and a couple old but never posted portraits. The gallery now features over ninety portraits, all of which you can find here in the Blog's Portrait Gallery!
Friday, August 2, 2019
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.
Friday, June 28, 2019
Victorian Vice- The Turf
From the early 1700s to the early
1900s, horseracing reigned over English sport. Organized English horseracing
(known as “the Turf”) took shape in the 1600s, and the sport grew in popularity
and regulation. Seen as the “Sport of Kings”, the Gaming Act of 1739 tried to
restrict participation in the sport to the aristocracy. High entrance fees kept the riff-raff from
competing, and enforcing prize purses of £50 or more should have killed smaller
illegal tracks. In reality, the act proliferated illegal horse races. As
Victorian England’s enthusiasm for horseracing grew, so too did their enthusiasm
for betting on horse races. Faced with a national pastime, the Gaming Act of
1845 and the Betting Act of 1853 kept gambling at racetracks within the law.
Freed from the hypocritical
facades of golden halls and the seedy backrooms of copper hells, gambling
racketeers publicly ply their trade at Ascot, Epsom, and other racing towns.
During a race day, a haphazard city of tents and booths surround every track in
England. Enthusiasts arrive early to play Hazard, Roulette, Faro, and simple
games of chance and return to play between races. Most of these temporary
gambling dens stay open all day and all night. Although racetracks charge
exorbitantly high rent on their grounds during racing season, purveyors of
table games rake in a bundle in the carnival atmosphere of a race day. In fact,
some smaller racetracks would close if they lost this revenue and the customers
attracted by on track gambling. The bosses of the most notorious copper hells
leave London for race weekends in the country. In their dishevel booths, they
rob ten or twenty customers an hour with crooked games and return home weighted
with disreputable riches.
Of course, the government did not
legalize gambling at racetracks as a courtesy to table games and cardsharps, but
for wagers over horseracing. At the track, bookmakers busily give odds for
upcoming races and make hundreds of wagers at all hours of the day. Most won’t
accept any bets under half a crown. Fake bookmakers stalk raceways stealing
from inexperienced tourists. They take a bet, pocket the stakes, and disappear
into the crowd.
While hordes of lower-class
gamblers flock to bookmakers at racetracks, the rich prefer to make their bets
in more refined and exclusive circumstances. The most famous betting parlor is
Tattersalls in London. Tattersalls is
not a gentleman’s club, nor a gambling hall, but the premier racehorse auction
house in England frequented by a select group of aristocratic gamblers intent
on organized and respectable betting on the Turf. Its members belong to all levels
of society. Race enthusiasts, horse breeders, jockeys, grooms, and gamblers all
rub shoulders at Tattersalls. For a monthly subscription of £3 3s, persons accepted by
the election committee receive access to club bookmakers, Tattersall’s drinking
room (the “Turf Tap”), the ability to place bets months before a race starts,
and the insider knowledge of fellow members.
Cheating in horseracing is as old
as the Turf itself, and the number of moving parts involved in a large race
leaves many gaps for deceitful knavery. Thugs harm, hobble, or dope horses to
muck up their performance on the track. In more “informal” races, large dogs
trained to attack certain horses pull favorites out of the running. Even in
regulated racing, owners enter horses too young or too old for certain races
with falsified papers. In one case a horse named Leander was suspected of being
a year too old to compete, but it died before officials could examine its teeth
for age. When officials exhumed the carcass they found someone had already dug
Leander up and stolen its head. The Jockey Club barred Leander’s owners from
future races.
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.
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