The Cabinet of Curiosities

The first supplement for the Clockwork: Dominion Roleplaying Game is here! Cabinet of Curiosities is a collection of magic, technology, and other items of interest for use in your game.Those seeking mystical knowledge will find more spells, magical traditions, a guide to astral travel, and the dark art of sorcery. Technophiles will discover more weapons, rules for vehicular combat, mechanical marvels, new functions for item creation, and a history of both the most amazing inventions of the century and the prodigies and madmen who created them. Every fine gentleman and lady will find more character options, expanded conflict rules, and new ways to adventure in the Clockwork.

Pick it up in PDF or Print on Demand from DriveThruRPG or ask for it at your local gaming store!

The Mystical Clockwork World

While we took a very “hard science” approach to technology within the Clockwork World, we obviously didn’t have that option with respect to the supernatural. Rather, we took a “hard mythology” perspective. Keeping with the “a single step from reported history” methodology that runs through the whole setting, we exhaustively researched the supernatural beliefs of the time. The result is a mixture of obscure biblical references, apocryphal texts, ancient lore, unearthed fairy tales, occult writings, and reports from less reputable newspapers.

Natural Magic, Ceremonial Magic, and Alchemy are based largely on the writings of contemporary mystics such as A.E. Waite and Francis Barrett, medieval mystics such as Heinrich Agrippa, ancient mystics such as Hermes Mercurius Trismegistus, and people involved in the Spiritualism movement such as Thomas Edison and Cora L. V. Scott. The Faith Miracles system is based on the writings of the Christian Bible and other holy texts, while the Glamour system is based on legends and period folk and fairy tales. The source material allows us to ground the flavor of the magic systems into the beliefs and suppressions held in the historical 1896. Again, this moves toward our goal of creating a believable “unbelievable world.”

This source material solidifies into two different types of transcendent powers. The Faith and Glamour systems offer straightforward abilities with narrow applications. This interpretation holds true to the source material and offers a way for characters to have access to a single supernatural ability or a collection of them. Natural/Ceremonial Magic and Alchemy each offer a systematic method for creating very specific results from very broad building blocks. Also, while Faith and Glamour offer more immediate results, the Magic and Alchemy systems tend to emulate the lengthy ritualized processes from Victorian fiction and mysticism.

In the end, these transcendent powers offer a mystical flavor to the world without overwhelming it. These rules help your players explore  the mystical aspects of the Clockwork World without swallowing up the mundane aspects of Victorian society that make it so full of drama.

Alchemy and Art Update

On November 29, 1875, Thomas Edison held a press conference declaring that he had discovered what he called “etheric force.” In the two decades that have passed, this mystical energy has become the missing link to the ancient art of alchemy. Now upheld as a proper field of scientific research, alchemists study the ability to harness etheric force and use it to transmute matter. This nascent science has found its way into industry, being used to strengthen building materials and create rare elements from more common ones. However, alchemy’s true potential is still being discovered.
The picture below depicts an alchemist at work in her laboratory. It will be the cover art for the Quick Start Rules that will be released next year.