The Kerberos Club is creating Scandals and Adventures for Wild Talents, Savage Worlds and Fate
32

patrons

$118
per adventure, locale, villain, or story
Every subject of Victoria's vast Britannic empire knows how "the Strange" has touched our world. Why, the Queen herself was touched and became something greater, something stranger than any merely mortal monarch. How can we wonder at Redcoats standing guard over British colonies in Faerie? Or Ada Lovelace's automechanical serving-men taking up arms alongside them? Or at the majestic craft of Her Majesty's Aero Navy soaring high over London? Or the miracle tonics on every streetcorner, some of which produce genuine miracles? Or at rumors of inhuman horrors  squirming from the cracks in ancient ruins and the cracks between realities? 

The Kerberos Club, that great pile of mouldering stone in the otherwise respectable Square of Saint James, is refuge for the Empire's monsters and broken heroes. It is sanctuary and sometimes home to those who have gazed too long into the darkness and those who have been touched by the Strange. Occasionally members of the club join together to confront threats to the unsuspecting peoples of the Empire. Of course, most of those good Victorians consider the Club to be the worst sort of disreputable, but Kerberans all have their own reasons for doing things. There is every reason for the club's motto: MALUM NECESSARIUM.

The Kerberos Club first appeared as a setting sourcebook for the roleplaying game Wild Talents, and was nominated for Best Writing, Best Setting, and Product of the Year at the prestigious Ennie Awards. It was soon adapted for Savage Worlds and then for Fate, presenting the unique "Strange Fate" approach to playing superpowers in Fate games. 

By supporting this Patreon campaign, you'll help us create new adventures, characters, villains, locations, and more for The Kerberos Club. Every new item will be playable in Wild Talents, Savage Worlds, and Fate, and every item will be edited and illustrated by Arc Dream Publishing's award-winning creative team. 

Won't you join us at the Club?

See past works for The Kerberos Club:



Tiers
Pledge $1 or more per adventure, locale, villain, or story
24 patrons
EVERY patron will be able to download EVERY new thing that we create, whether it's a character (hero or villain, usually depending on the circumstances and whether you disagree with each other), location, or event, ready to play in your Kerberos Club game. It will probaby be about four pages long, including an illustration or map or two. Every item will include ideas for incorporating it into an ongoing campaign and for building larger adventures around it. Every item will include stats and rules for Wild Talents, Savage Worlds, and Fate.

For example, the first project is Benjamin Baugh's treatise on the "Académie scientifique pour les jeunes dames," a Paris school that provides a Strange education to young girls with singular gifts. The Kerberos Club knows little about the school ("many in the Club failed to even recognize it until Parisian schoolgirls were chasing one another about the skies of the city in balsa and clockwork ornithopters"). Perhaps your Kerberans can change that.

At larger amounts we can add more short projects or more ambitious ones. We'll add those new goals as we go.
Goals
$118 of $250 per adventure, locale, villain, or story
We'll produce a new character (hero or villain, usually depending on the circumstances and whether you disagree with each other), location, or event, ready to play in your Kerberos Club game. It will probaby be about four pages long, including an illustration or map or two. Every item will include ideas for incorporating it into an ongoing campaign and for building larger adventures around it. Every item will include stats and rules for Wild Talents, Savage Worlds, and Fate. 

At larger amounts we can add more short projects or more ambitious ones. We'll add those new goals as we go.
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Every subject of Victoria's vast Britannic empire knows how "the Strange" has touched our world. Why, the Queen herself was touched and became something greater, something stranger than any merely mortal monarch. How can we wonder at Redcoats standing guard over British colonies in Faerie? Or Ada Lovelace's automechanical serving-men taking up arms alongside them? Or at the majestic craft of Her Majesty's Aero Navy soaring high over London? Or the miracle tonics on every streetcorner, some of which produce genuine miracles? Or at rumors of inhuman horrors  squirming from the cracks in ancient ruins and the cracks between realities? 

The Kerberos Club, that great pile of mouldering stone in the otherwise respectable Square of Saint James, is refuge for the Empire's monsters and broken heroes. It is sanctuary and sometimes home to those who have gazed too long into the darkness and those who have been touched by the Strange. Occasionally members of the club join together to confront threats to the unsuspecting peoples of the Empire. Of course, most of those good Victorians consider the Club to be the worst sort of disreputable, but Kerberans all have their own reasons for doing things. There is every reason for the club's motto: MALUM NECESSARIUM.

The Kerberos Club first appeared as a setting sourcebook for the roleplaying game Wild Talents, and was nominated for Best Writing, Best Setting, and Product of the Year at the prestigious Ennie Awards. It was soon adapted for Savage Worlds and then for Fate, presenting the unique "Strange Fate" approach to playing superpowers in Fate games. 

By supporting this Patreon campaign, you'll help us create new adventures, characters, villains, locations, and more for The Kerberos Club. Every new item will be playable in Wild Talents, Savage Worlds, and Fate, and every item will be edited and illustrated by Arc Dream Publishing's award-winning creative team. 

Won't you join us at the Club?

See past works for The Kerberos Club:



Recent posts by The Kerberos Club

Tiers
Pledge $1 or more per adventure, locale, villain, or story
24 patrons
EVERY patron will be able to download EVERY new thing that we create, whether it's a character (hero or villain, usually depending on the circumstances and whether you disagree with each other), location, or event, ready to play in your Kerberos Club game. It will probaby be about four pages long, including an illustration or map or two. Every item will include ideas for incorporating it into an ongoing campaign and for building larger adventures around it. Every item will include stats and rules for Wild Talents, Savage Worlds, and Fate.

For example, the first project is Benjamin Baugh's treatise on the "Académie scientifique pour les jeunes dames," a Paris school that provides a Strange education to young girls with singular gifts. The Kerberos Club knows little about the school ("many in the Club failed to even recognize it until Parisian schoolgirls were chasing one another about the skies of the city in balsa and clockwork ornithopters"). Perhaps your Kerberans can change that.

At larger amounts we can add more short projects or more ambitious ones. We'll add those new goals as we go.