Created in 1911 by French writers Marcel Allain and Pierre Souvestre, Fantômas is the ultimate arch-fiend of the pre-World War I era. Cold, calculating, and completely sociopathic, he is a master of disguise, high-society intrigue, and elaborate, theatrical murder. Unlike classic gentleman thieves (like Arsène Lupin), Fantômas has no code of honor: he slaughters innocents, betrays partners, and revels in chaos, always leaving behind his signature signed note in red ink.
Here is how to bring the "Emperor of Crime" to life in two distinct tabletop RPG systems: Victorious (Troll Lord Games) and Belle Époque (The Red Room / MicroRed engine).
1. Fantômas for Victorious (Troll Lord Games)
In the Victorious SIEGE Engine system, Fantômas works best as a Mastermind / Mesmerist (Villain) NPC. He doesn't rely on superhuman brawn, but rather on supreme intellect, psychological terror, and high-tech gadgets disguised as everyday objects.
Attributes & Profile
Class/Archetype: Mastermind / Infiltrator (Villain)
Hit Dice: 8d8 (42 Hit Points)
Prime Attributes: Intelligence, Dexterity, Charisma
Attributes:
STR: 12 (+0)
DEX: 18 (+3) [Prime]
CON: 14 (+1)
INT: 20 (+4) [Prime]
WIS: 16 (+2)
CHA: 18 (+3) [Prime]
Superpowers, Devices & Skills
Master of Disguise (Rank 4): Fantômas can impersonate anyone of similar build (including victims he has just killed) down to voice, posture, and handwriting. Anyone attempting to see through his disguise must beat an Intelligence or Wisdom Check against a Challenge Base of 18.
Evasion & Escape Artistry (Rank 3): If trapped or pinned, Fantômas adds a +4 bonus to all Dexterity saving throws to dodge, slip out of cuffs, or leap into secret trapdoors.
Gadgetry & Chemical Weapons:
Lethal Accessories: Razor-sharp wire rings, fountain pens that squirt blinding acid, and hollow walking canes firing silent tranquilizer or venom darts (+3 to hit, targets must save vs. CON or be paralyzed/poisoned).
The Black Mask: When wearing his signature seamless black cloth mask and executioner's hood, Fantômas causes a Fear Effect (Targets must pass a WIS save or incur a -2 penalty to attack rolls against him).
Shortcoming
Narcissistic Theatrics: Fantômas must flex his intellectual superiority. He will rarely kill a rival anonymously; he insists on leaving behind his signature card, staging elaborate deaths, or framing his enemies (like Inspector Juve or the journalist Fandor) for his own crimes.
2. Fantômas for Belle Époque (MicroRed Engine)
In Belle Époque (The Red Room), where the setting blends historical Paris with secret societies, anarchists, and macabre fiction, Fantômas serves as an endgame Nemesis. Under the d6-based MicroRed system rules, he is a ghost in the machine of the Parisian underworld.
Profile Stats
Archetype: The Lord of Terror / Master Forger & Killer
Threat Level: Exceptional (Boss / Nemesis)
Hit Points: 35
Key Attributes / Ratings:
Stealth & Deception: 5d6
Cunning & Chemistry: 5d6
Combat & Athletics: 3d6
Willpower & Presence: 4d6
Special Abilities (MicroRed Rules)
Faceless Monster: When Fantômas is disguised, players must score an Exceptional Success (rolling maximums) on Perception/Investigation checks to realize they are speaking to him before he strikes.
Grand Guignol Execution: If Fantômas attacks from surprise or stealth, he rolls his attack with Advantage (keep highest). His preferred weapons—garrotes, injected poisons, or hidden blades—deal double damage on a successful strike.
The Syndicate Network: Fantômas never fights alone if he can help it. He can spend 1 Luck/Will Point to instantly summon 1d4 loyal Apaches (Parisian street thugs) or corrupt police officers to throw themselves between him and the PCs, buying him a turn to escape.
Tactical & Story Guidance for the Game Master
1. The Playstyle: Never Fight Fair
Fantômas is not a brute who stands toe-to-toe with heroes. If forced into open combat:
He drops smoke bombs, triggers trapdoors, or releases caged vermin/vipers into the room.
He threatens an innocent bystander or triggers a bomb across town to force the heroes to choose between arresting him and saving lives.
2. Plot Hook: "The Dead Man's Gala"
A wealthy Parisian aristocrat hosts a grand masquerade ball at a newly lit electric hotel. Mid-evening, the host announces a rare artifact will be auctioned off—only for a corpse to drop from the chandelier with a note pinned to its chest:
"The artifact belongs to Fantômas. Anyone who bids on it dies before midnight."
The PCs must investigate the guests to figure out which high-society figure, waiter, or police officer present is actually Fantômas in disguise before he begins executing the guests one by one.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.