Victoriana Corebook

By: Cubicle Seven

Type: Hardcover

Product Line: Role Playing Games - Fantasy (Cubicle Seven)

MSRP old price: $59.99

NOTE: This product is a Pre-Order and is not currently available. The estimated release date is March 2026 (subject to change).
MAX 2 per customer. Orders containing preorder products will be held until all preorder products on the order have arrived in our warehouse.

Product Info

Title
Victoriana Corebook
Publisher
Publish Year
2026
Dimensions
8.5x11x.5"
NKG Part #
2148396284
MFG. Part #
CB70306
Type

Description

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.

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