In the year 1887, a mysterious Nebula emerges from null-space and engulfs Mars. The planet is devastated, the resulting fallout of both Mars and portions of The Nebula soon reaching Earth and its moon.

This morose concoction allows bizarre entities to rip through other dimensions and directly into our own. Mankind itself is effected, manifesting what could be best termed as mutations and magic, or in many cases, just insanity...

A year has passed since these initial cataclysmic events. Mankind has settled into a new and uneasy reality, a reality that is ever shifting and contorting into unimaginable and often incomprehensible ways.

The Nebula's energy continues to ebb and flow over the Earth, its creatures and effects leaving behind not only destruction, transformation, and madness, but also a valuable new commodity: Nebula Gems and Nebula Dust.

These materials can be utilized to create what some call magic, while others would call it super-science. Indeed, those brave enough to collect these Nebula remnants can become rich, with many using them to enhance current human technology, or even just their own personal power!

‘Nebula Mage’ by Claira Voyant (@Shotgunrunner0)

In this game, players take on the roles of Victorian-era paranormal hunters adventuring in a very different England from the historical one.

Your Team explores haunted mansions and museums around London, occupied by both unnatural horrors and unclaimed wealth, all randomly generated from multiple card decks across a series of scenarios.

Victorian Knights is similar to many dungeon-crawler games, with the players trying to accomplish adventure goals and discovering ways to improve their abilities and adventuring gear along the way.

After each adventure the characters can interact with shops and services to remedy themselves from their last outing, all the while preparing for their next one!

Future expansions will add to the core set, adding more adventure settings, character classes, enemies, shops, and more!

Sample Game Cards

‘Ghost’ by Claira Voyant (@Shotgunrunner0)

Incident Cards

These present the players with a variety of non-combat challenges to overcome that are themed for the current locale that the player’s characters find themselves in. This core set comes with Incidents for two of these locales: Mansions and Museums.

Incident cards are broken up into two themed decks, one for Rooms and the other for Corridors. Most Incident cards usually involve the characters needing to fulfill a requirement to successfully resolve the situation before them. Often this is by passing a Stat or Skill Test, or by making some type of decision. Failure can lead to unpleasant times!

Below is an example of a Mansion Room Incident card.

Wooden Panel (Key Words: Hidden, Perception)

An off-colored wooden panel in a piece of furniture has caught your eye. Is it concealing a hidden stash, or is it just worn surface? One PC may see by making either an Engineering, Ingenuity, or Luck Test.

If passed, you find something secreted away inside! Draw a Valuables card.

If failed, you momentarily disturb Nebula hornets nesting inside! You jump back before being stung, but it takes the Team some moments to safely shoo them away. Along with their notoriously loud wings, this activity has made some significant noise. Current Condition Marker +1.

‘Time Ghoul’ by Claira Voyant (@Shotgunrunner0)