Victoriana

The Star Chamber

Games Master - StormHeathen RPG


Core Rule Book

"A world of high adventure and intrigue in an age of sorcery and steam!

The year is 1856 and the world roils in the unseen conflict between Order and Entropy. As technology marches forward the Celestial Engine moves ever faster, and all our fates grow more precarious. Now is the time to act decisively and boldly, to seize control of your destiny and impose your will upon the world.

Your adventures will take you into an alternate history infused with fantasy and esoteric steam technology. Aerostats float across the sky as noble Eldren chat with industrial Dwarfs. The Age of Magic may be long gone, but the Guild keeps its embers alive while technologists create extraordinary mechanical marvels."

 

Extract from Victoriana RPG – Cubicle 7 (cubicle7games.com)

Author(s)

Walt Ciechanowski, Chad Bowser and Scott Rhymer

Artist(s)

Jon Hodgson, Josh Dahle, Andy Hepworth, Brandon Leach, Pat Loboyko, Eric Lofgren, Rich Longmore, Patrick McEvoy, Scott Neil, Scott Purdy, Michela Da Sacco, David A Wright

Player Brief 

 

The Star Chamber

 

With the age of magic long gone, technology mares forward through the creation of extraordinary mechanical marvels infused with fantasy and esoteric steam technology.

 

There are threats to the empire, both from without and within. To investigate these matters, Her Majesty employs the Star Chamber.

 

You are agents of the Star Chamber and it’s most famous members have been murdered.

 

Will you find out who did it?…………………….

 

Major Players

Players can choose from the following pre-generated characters:

 

  • Middle Class Gnome Demolitionist

  • Middle Class Tiger Beast Folk Army Officer

  • Upper Class Eldren Guild Associate

  • Upper Class Eldren Socialite

  • Upper Class Human Explorer

  • Upper Class Human Spy

Your World to Explore

Please note StormHeathen RPG does not claim intellectual property for any images displayed above.  Images are from Victoriana RPG – Cubicle 7 (cubicle7games.com) .  
All intellectual property of the images remains with the original creators and artist/s.

Roll of the Dice

D6's

  • Roll as many dice as you have points in your Attribute and Skill (i.e. [Dex 2] + [Fisticuffs 2] = 4 D6 to roll for successes).
  • Roll for Damage of the Weapon as indicated per weapon.

TIP - 1’s and 6’s - Count as Successes; and 6’s can be re-rolled for extra successes.


Alternative Colour D6's

You will need a set of D6's that are an alternative colour to the dice used for Attribute/Skills/Damage.  These are to determine added difficulty.  The number of alternative set of dice rolled on any action is decided by the GM.

 

  • Roll the amount of alternative D6 as advised by the GM.  1’s and 6’s are deducted from your number of successes.

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