The Kerberos Club (Wild Talents)

2009 · Campaign Setting (game world)

The Kerberos Club (Wild Talents)

A sourcebook for superheroic roleplaying in a Victorian London transformed by magic, bizarre science, and other manifestations of the Strangeness. Players create heroes and villains drawn from a society reshaped by these forces, including figures such as an erudite physician-chimpanzee, a boxer made of living rock, and a vigilante who haunts Whitechapel as the Night Hag. The book explores Victorian society, the threats facing Queen and country, and the infamous club where the victims and enthusiasts of the Strange gather. It provides setting material and character-creation tools for Wild Talents campaigns in a world that is both familiar and radically altered.

Complexity
4 / 5
Sourcebook (rules/options to enhance play)Skill Based (buy or gain skills)Point Based (allocate points to get skills, powers, etc)Attribute/Stat Based (STR, CON, PER, etc)

Game facts (players, playing time, age, credits) from BoardGameGeek.