Welcome to the Rules Page of Far-Star Victoria

Step into a universe where the past and future collide, where steam-powered wonders soar above alien jungles, airship captains trade secrets in the shadow of forgotten machines, and every traveler carries the legacy of a lost Earth. Far-Star Victoria is a world of bold invention, fragile alliances, and the unyielding spirit of survival.

Whether you’re a seasoned explorer, a newcomer to the colonies, or a game master preparing your first adventure, these rules are your compass. Here you’ll find everything you need to bring Elysium and Erebus to life at your table: custom ancestries, unique technologies, house rules, and the steampunk twists that make Far-Star Victoria a setting like no other.

Our rules blend the core mechanics of Pathfinder 2e with the rich lore and hazards of the Victoria system. From the clatter of Gears (our take on magical runes) to the perils of High-Tech created magic, every guideline is designed to foster thrilling stories and memorable characters.

Before you chart your Steam-powered airship's course, please read these rules carefully. They’ll help you understand what’s possible, what’s dangerous, and what makes Far-Star Victoria an unforgettable adventure. The only limit is your imagination!

Ready your wits, check your Steam gauge, and venture forth. The universe awaits.

The following are Rules-related articles:

AncestriesRules

Elf

(Homo nobilis) They refer to themselves as the "Elohim," the genetically modified descendants of wealthy and powerful individuals from before World War III on ...
AncestriesRules

Fetchling

(Homo umbrarum) The fetchlings were created during the tumultuous occurrence known as the Psionic Holocaust of 2,450. This catastrophic event began in the nation ...
AncestriesRules

Fleshwarp

(Construct) Fleshwarps are extraordinary individuals whose forms have been dramatically altered by forbidden sciences, alchemy, or unnatural forces. Their striking and unconventional appearances often ...
AncestriesRules

Gnome

(Homo insolitus) A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate this delightful ...
AncestriesRules

Goblin

(Homo coboloris) They are the descendants of a scientific commune established on the planet Elysium before The Event. Their secret goal was to conduct ...
AncestriesRules

Halfling

(Homo pilosipedibus) Most Halflings are natives of the southern regions of the continent of Jotunheim on the planet Elysium. If you ask them about ...