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Vault 5e: Victoriana- Corebook

Regular price $ 57.01

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Description

Vault 5e: Victoriana- Corebook


A fantastical Victorian world of sorcery and steam for 5E!


  • Discover the origin of your Association: a group dedicated to facing the dangers of London, operating from a headquarters with allies and features to help you in your adventures.
  • Wield powerful magic designed for urban warfare and polite parties alike, with talismans charged with nature magic, and aetherical powers pulled from the edges of the universe.
  • Marvel at the wonders of technology with new gadgets of brass and steam, all made possible through subtle manipulations of magic to push the limits of the possible.
  • Explore the beautiful and dangerous city of London, from the towering airship tower on Cannon Street to the fae portals to the Otherworld hidden behind rookeries.
  • Follow the paths of 8 different Roles with two archetypes each, similar to 5th Edition’s classes and subclasses.


Set in an 1887 that never was, the British Empire is the strongest force on the planet as it prepares for the Queen’s Golden Jubilee. But while the Pax Britannica gives the illusion of peace, dangers lurk in every corner and beyond. Ambitious scholars and inventors push the boundaries of magic science without care for consequence. Revolutionaries wish to reform or topple the government. Foreign powers look to diminish the Empire while monsters from beyond prey on humanity’s weaknesses. 


Only the Irregulars stand in their way! Drawn from all social classes, Irregulars band together in Associations to combat the evils of their world. Some rely on the wonders of magic and science, while others apply their sharp minds, charismatic wits and martial prowess. Together, they work to make their world a better place, or at least hold back the excesses of Entropy for another day.


The Victoriana Corebook offers rules and guidelines for adapting 5e to a Victorian setting where magic is giving way to science. The book includes:


  • Irregular Associations: All Irregulars belong to an Association that focuses their energies and provides them with a headquarters and support. 


  • New Character Options: 6 new lineages and 8 classes fit for a Victorian world of sorcery and steam, as well as new weapons and equipment, mechanical enhancements, and magical relics. Complications also add roleplaying opportunities for playing to one’s weaknesses.


  • Downtime: Irregulars have lives between their adventures and may improve or adjust their stories during these breaks in the action.


  • Sorcery and Steam: 3 new magical traditions are detailed. Animism draws magic from the natural world, Gadgeteering uses magic to push the boundaries of science and Thaumaturgy draws on the power from within to produce magical effects.


  • Expanded Investigations: Expanded rules for uncovering and deciphering clues, social interactions, time segments and vehicle combat. 


  • Exploring the Smoke: Advice for Gamemasters on running the game, adapting 5e monsters to the setting and a guide for a fantastical London.


From the award-winning team that brought you A Life Well Lived, Broken Weave, Doctors and Daleks, Hammer & Anvil, Mortar & Pestle, Adventures in Middle Earth and Uncharted Journeys.

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