Campaign Rules

New Victoria is a steampunk campaign run in 1850’s Europe. We are using the savage worlds game system, in addition to that we are using three different types of bennies. The standard benny, duality benny, and the legendary benny. The duality benny allows the character spending it to roll an additional trait die for the test and then drop the lowest one. This applies even if the test was failed and you are re-rolling, you now get to use an extra die. The legendary benny allows the same thing but in addition the character adds two to the highest roll. A second benefit of the legendary benny is that if the player character does not spend it, at the end of the session, the entire party will gain one experience point. Obviously there are very few duality bennies in the pot and only one legendary. The two arcane backgrounds are weird science and psychics. This is to reflect the amazing steam powered inventions and the discovery of field theory on the technology level. In this universe, Mesmer wasn’t a con artist and instead discovered man’s potential for psychic ability using magnets and other wacky methods. Arcane background: Psychics begin the game with 3 powers and 15 power points. Arcane background: Weird Scientists begin the game with 2 powers and 15 power points. Starting characters begin the game with 200 pounds sterling and use the equipment guides provided in the wiki. All advances with experience must be discussed with the game master. There are restrictions to the powers available to psychics and weird scientists and those lists will be up soon. In the meantime, just ask the ol’ bossman which ones are okay.

The game is evolving and more special rules are likely to come. Keep watching to see any future rules or revisions.

Cheers!

Campaign Rules

New Victoria conquistarilla