Thursday, December 4, 2025

Big Boss For The Clockwork Cabal - Chronos: The Temporal Tyrant For The Victorious Rpg & The Belle Époque Role Playing Game

 

 Chronos: The Temporal Tyrant

The Clock Work Cabal works for Chronos The Temporal Tyrant whose been ravaging and pillaging alternative timelines for ages. 





I.  Basic Concept

Chronos is a genius inventor and former temporal physicist from a highly advanced, slightly alternate future (perhaps 2077 or 2150) where Steampunk aesthetic and technology continued to evolve. He isn't from the Victorian era but has traveled back to it, seeing it as the "Pivotal Era"—the point where modern history is most malleable and easiest to dominate.

The Goal: To subtly or overtly alter history to install himself as the absolute, immortal emperor of a vast, anachronistic, and technologically supreme Victorian future.

II.  Motivation and Personality

AspectDescription
MotivationThe Quest for Perfection/Order: Chronos believes history is a messy, inefficient chaos. He sees himself as a superior intellect destined to be the prime mover of all human events, establishing a timeline of perfect, mechanical order under his rule.
PersonalityArrogant, Clinical, and Grandiloquent: He speaks with a precise, almost clinical cadence, often dropping references to obscure future events or timelines. He is utterly convinced of his own brilliance and will lecture his enemies on the futility of their current time stream before defeating them.
Flaw/SecretHis temporal machinery is unstable. Prolonged or complex jumps cause him brief but painful temporal dissonance (like an echo of a different life/timeline), making him occasionally manic, unpredictable, or temporarily fixated on a minor historical detail that doesn't belong to his current reality.

III.  Technology and Powers

Chronos relies entirely on his self-designed, clockwork-powered Steampunk tech.

A. The Chronarium Suit

This is his personalized battle armor and temporal engine.

  • Aesthetic: Ornate, heavy brass and polished copper armor, covered in exposed, whirring gears, ticking counters, vacuum tubes, and glowing coils. He wears a heavy, bronze-rimmed visor that obscures his face.

  • Abilities:

    • Temporal Shielding: Protects him from most contemporary weaponry (bullets, knives, etc.).

    • Gears of War: Integrated brass knuckles and elbow/knee spikes for devastating melee attacks.

    • Mini-Chronometer Drive: Allows for short, tactical jumps: phasing through walls, blinking (teleporting) short distances, or entering "Bullet Time" (moving extremely fast while the world seems slowed).

B. The Retrospective Ray (Weapon)

A heavy, shoulder-mounted cannon attached by steam lines to his suit.

  • Effect: This weapon is designed to manipulate the local time of an object or person.

    • Attack Mode (Rapid Aging): The target's armor or clothing rapidly rusts, decays, or disintegrates, weakening it. If used on a person, it causes extreme exhaustion or debilitating joint pain.

    • Defensive Mode (Rewind): He can briefly reverse the damage done to his suit or un-fire a bullet aimed at him, making it shoot back towards the original point of origin (but less accurately).

Chronos: The Temporal Tyrant using the standard attributes and format for the Victorious RPG.

As a primary, world-altering villain, Chronos should be given stats that reflect his incredible intellect, powerful technological suit, and dangerous nature, placing him well above the capabilities of most Player Characters.


Chronos: The Temporal Tyrant (Major Villain)

AttributePrime ScoreModifier (Mod)Rationale
Strength (Str)18+4The Chronarium Suit grants him enhanced, superhuman strength.
Intelligence (Int)24+7He is a "genius inventor" and "temporal physicist" from the future.
Wisdom (Wis)14+2He is strategically sound but arrogant and subject to Temporal Dissonance.
Constitution (Con)20+5His suit provides a massive boost to physical resilience and stamina.
Dexterity (Dex)16+3The suit is fast and precise, allowing for quick targeting and movement.
Charisma (Cha)10+0He is arrogant, clinical, and has no interest in charming others—only commanding them.

Combat Statistics

  • Hit Points (HP): 60 (or 5x the average PC HP to reflect his heavy armor and importance)

  • Armour Class (AC): 18 (Heavy Brass Chronarium Suit)

  • Initiative: +5 (Dex Mod + 2 from high-tech calculations/reaction boosters)

  • Move: 30 ft. (or 40 ft. when using a tactical Blink)

  • Actions Per Round: 2


Skills and Equipment

SkillRankAttribute UsedTotal Bonus
Science (Temporal Physics)5Int+12
Mechanics (Clockwork/Steam)4Int+11
Melee (Gears of War)3Str+7
Ranged (Retrospective Ray)3Dex+6
Prevent Harm (Suit Defense)3Con+8

Supernatural Powers (The Chronarium Suit)

  • Temporal Blink (Movement): Once per round, Chronos can spend a movement action to instantly teleport up to 40 ft. He can use this to disengage, bypass obstacles, or gain an advantageous position.

  • Retrospective Ray (Ranged Attack):

    • Damage: 3d6 + 5 (Corrosive/Kinetic Damage)

    • Effect (Aging): Successful hits can also impose a Shortcoming on a target's armor or primary weapon (e.g., Rusting, Misaligned Gears) until repaired, reducing its effectiveness by 1-3 points.

  • Temporal Shielding (Defense): Chronos has Damage Reduction (DR) 3 against all non-Supernatural, non-Melee attacks (i.e., Victorian bullets, black powder blasts, etc., are absorbed by the thick armor).

Shortcomings

  • Arrogant: Chronos will frequently lecture or monologue during combat, granting PCs a chance for a free action or a minor maneuver if they succeed on a Sensibility + Insight check (Target 15).

  • Temporal Dissonance (The Flaw): If he takes a significant hit of damage (10+ HP in one action), he must succeed on a Wisdom + Endure check (Target 15) or suffer a momentary Confused condition as the timeline 'echoes' overwhelm him.


Tactics and Roleplaying Notes

  1. Opening Move: Chronos uses his superior Intelligence and Science skill to analyze the PCs' powers, announcing their impending downfall with arrogant clarity.

  2. Combat Focus: He uses Temporal Blink to reposition and target the weakest or most technologically dangerous PC first, seeking to neutralize them quickly with the Retrospective Ray's aging effect.

  3. Use of Minions: He should not be encountered alone! He is a Mastermind villain and should be accompanied by 3-5 Anachronaut clockwork drones (use the stats for a high-end Mook/Low-level Thug, but give them a high AC to reflect their brass chassis).

  4. Escape: If reduced to 15 HP or less, he will use his remaining actions to trigger a final Temporal Blink jump, leaving behind a confusing Temporal Anomaly (a loud future echo or a small explosion) as a distraction to cover his escape.

C. Temporal Anomalies

When Chronos is heavily pressed or attempts a large historical change, he can unintentionally summon Temporal Anomalies into the present:

  • Anachronauts: Automated, brass-and-steam clockwork drones/foot soldiers from his own timeline. They are tough but easily confused by non-linear thinking.

  • Echoes of the Future: Distorted, ghostly visions (e.g., a Zeppelin dropping a gas bomb, a flashing neon sign, or the sound of a jet engine) that temporarily cause mass panic, confusion, or fear in the locals.

  • The Anachronaut minions



Anachronaut (Mook / Clockwork Drone)

The Anachronaut is a roughly man-sized automaton constructed of thick, polished brass plates and heavy iron gears, powered by internal steam pressure and a glowing, unstable temporal capacitor in its chest. They are faceless, emotionless, and move with a stiff, powerful gait.

I. Basic Statistics (Per Minion)

AttributePrime ScoreModifier (Mod)Rationale
Strength (Str)16+3Powerful hydraulic/steam pistons grant them superior lifting and striking force.
Intelligence (Int)8-1Drones are programmed and obey commands literally; they cannot strategize or adapt.
Wisdom (Wis)10+0They are immune to fear and psychological attacks.
Constitution (Con)18+4Constructed of durable metal; they are resistant to physical harm.
Dexterity (Dex)12+1Their movements are stiff but precise and dedicated to the task.
Charisma (Cha)4-3They are terrifying, inhuman metal machines.

Combat Statistics

  • Hit Points (HP): 15–20 (Durable, but can be taken down quickly by focused attacks)

  • Armour Class (AC): 16 (Heavy Brass Plating)

  • Initiative: +1 (Dex Mod)

  • Move: 20 ft. (Slow and deliberate)

  • Actions Per Round: 1

Skills and Equipment

SkillRankAttribute UsedTotal Bonus
Melee (Crushing Strike)2Str+5
Ranged (Steam Bolt)1Dex+2
Prevent Harm (Armor)2Con+6

Combat Abilities and Traits

  • Crushing Strike (Melee): The Anachronaut uses its heavy brass fists in a direct, piston-driven punch.

    • Damage: 1d6 + 3 (Bludgeoning/Kinetic)

  • Steam Bolt (Ranged): The drone projects a concentrated burst of super-heated steam or kinetic energy from a nozzle in its arm.

    • Damage: 1d4 + 1 (Fire/Scalding Damage, Range 30 ft.)

  • Clockwork Fortitude (Damage Reduction): Their heavy plating gives them Damage Reduction (DR) 1 against all Kinetic damage (Victorian bullets, unarmed punches, etc.). They are much less resistant to heat, electricity, or supernatural effects.

  • Robotic Nature (Immunities): Anachronauts are immune to conditions that affect living creatures, including:

    • Poison, Disease, Fear, Psychic Attacks, Exhaustion, and effects that require a Constitution save against non-physical ailments.

    • However, they are vulnerable to effects targeting machinery (e.g., electrical blasts or high-impact, armor-piercing damage).

  • Mook Rule: If the Victorious system uses a "Mook Rule" (where multiple minions are defeated by one successful attack), treat 3-5 Anachronauts as a single, combined target for area-of-effect attacks.

Minion Tactics

  1. Shield Chronos: The primary objective of the Anachronauts is to form a rigid, metallic wall between the PCs and Chronos: The Temporal Tyrant. They will occupy melee heroes to prevent them from reaching their master.

  2. Target Priority: They will prioritize attacking any PC who attempts to flank Chronos or use a ranged attack on him, using their Steam Bolt to create a momentary screen of scalding vapor.

  3. Literal Obedience: Exploit their low Intelligence. A clever PC might trick an Anachronaut into guarding an empty doorway or following a decoy if given a simple, direct command by someone who sounds like authority (a high Charisma or Intimidation check).



IV. Plot Hooks and Scheme Examples

  • The Royal Patent Raid: Chronos is attempting to steal the original patent designs for a key Victorian invention (e.g., Tesla's AC motor, the Maxim gun, or the first computer) and modify them in the past to ensure his ancestors receive the credit and wealth, thus funding his future operations.

  • The Temporal Displacement: He has established a base (perhaps an abandoned factory or a hidden sub-level beneath the British Museum) where he is ripping objects from other time periods (e.g., Bronze Age warriors, WWII tanks, or Renaissance art) and holding them hostage, threatening to permanently insert them into the 1890s timeline unless his demands are met.

  • The Clockwork Coup: Chronos plans to replace a key historical figure (e.g., the Prime Minister, Queen Victoria's advisor, or a major military general) with a near-perfect Clockwork Replica in order to manipulate a decision that will lead to a disastrous world war that benefits his future state.

New Vile Villains For The Clockwork Cabal For The Victorious Rpg & The Belle Époque Role Playing Game

 
Here is an expansion of the villains featured in the artwork for your Victorious RPG & The Belle Époque Role Playing Game campaign, complete with stats and expanded lore.





 The Clockwork Cabal: Masters of Mechanized Malice

The Clockwork Cabal is a rising threat to the British Empire and the world, combining cutting-edge (and often illegal) mechanical science with arcane clockwork magic. Their ultimate goal is to replace the chaotic biological world with a perfectly ordered, mechanized one, ruled by pure logic and steam-powered might.


1. Baron Von Klockwerk (Group Leader)

"The Future is not written in ink, but etched in brass."

Baron Von Klockwerk is the brilliant, ruthless mastermind and inventor of the group. His body is almost entirely encased in a heavy, steam-powered battlesuit, giving him immense strength and resilience.

Character Stats

AttributeValue
Strength10 (Massive)
Dexterity4 (Average)
Intelligence10 (Genius)
Wits8 (Sharp)
Stamina8 (Tough)
Charisma6 (Persuasive)

Powers & Equipment

  • Clockwork Battlesuit: Grants Armor 6 (Impervious to normal weaponry). Also provides Massive Strength (10), allowing him to lift small carriages or punch through brick walls.

  • Aetheric Scepter: This ornate staff is his power focus. It can fire bolts of crackling electricity: Energy Blast (7), Area of Effect (Small), Electrical.

  • Internal Gyro-Stabilizers: Toughness (8) against Stun or Knockback effects.

Expanded Lore & Tactics

  • Vulnerability: The Battlesuit requires significant steam pressure. A well-aimed attack at an external valve (Treat as AC 16 localized hit) could disable his mobility and reduce his Armor to 4 for one turn.

  • Signature Move: The "Temporal Shockwave" - He slams his scepter down, unleashing an electrical pulse in a wide area, designed to momentarily stun all opponents before his Clockwork Automatons move in.


2. Lady Ironheart (The Assassin & Strategist)

"A good engine never wastes a movement, nor shall I."

A former socialite who fell in love with Von Klockwerk's vision of order. She is surgically enhanced, possessing incredible speed, reflex, and dangerous clockwork weaponry.

Character Stats

AttributeValue
Strength5 (Good)
Dexterity9 (Superb)
Intelligence7 (High)
Wits9 (Sharp)
Stamina6 (Good)
Charisma7 (Persuasive)

Powers & Equipment

  • Whip of the Cog-King: A clockwork-articulated, brass-tipped whip. Melee Damage (6), Reach (10 feet), Entangling.

  • Clockwork Enhanced Reflexes: Grants Speed 2 (can move 30 mph), and a +4 bonus on all initiative rolls.

  • Hidden Mechanisms: Has hidden blades and gas canisters in her corset and gloves. Poison/Stun Attack (5), Close Range.

Expanded Lore & Tactics

  • Combat Role: She is the Cabal’s primary duelist and infiltrator, preferring to disable key heroes or objects with precise strikes rather than brute force.

  • Motivation: She is fiercely loyal to the Baron, seeing him as the only one capable of bringing true peace through mechanical perfection.


3. Professor Alistair Finch (The Social Engineer)

"One need not build a better world if one can simply manipulate the old one."

Finch is the Cabal's face and voice—a wealthy, seemingly innocuous industrialist who handles the logistics, funding, and public relations, using his vast social network to gather intelligence and secure resources.

Character Stats

AttributeValue
Strength3 (Weak)
Dexterity4 (Average)
Intelligence9 (High)
Wits9 (Sharp)
Stamina4 (Average)
Charisma9 (Magnetic)

Powers & Equipment

  • Vast Wealth & Influence: Resources 5. Can instantly call upon financial, legal, and political support (often corrupt).

  • Master of Disguise & Deception: Wits/Charisma Check (18) to successfully impersonate a known official or avoid detection in high society.

  • Retainers & Bodyguards: He is always accompanied by at least two highly trained, non-powered personal guards (use standard Thug stats from the rulebook).

Expanded Lore & Tactics

  • Vulnerability: He is a physical coward. A direct, intimidating confrontation will often cause him to betray his allies or reveal secrets to save his own skin.

  • Lair: His primary 'lair' is his exclusive London club, The Cog & Compass, which is filled with hidden passages, secure vaults, and highly sophisticated bugging devices.


4. The Grinder (The Brute)

"Rrrrr... Obey the Gears."

A massive individual whose lungs and vocal cords have been damaged, requiring a respirator mask. He is a steam-powered powerhouse, utilizing heavy, industrial-grade weaponry.

Character Stats

AttributeValue
Strength8 (Great)
Dexterity5 (Good)
Intelligence3 (Simple)
Wits4 (Average)
Stamina9 (Very Tough)
Charisma2 (Intimidating)

Powers & Equipment

  • Steam-Cannon: A terrifying, multi-barreled weapon that fires high-velocity brass slugs. Ranged Damage (8), Area of Effect (Small), Slow to Reload (requires one full round after 3 shots).

  • Reinforced Limbs: Grants Armor 4 (Heavy Padding) and Toughness (6) against Stun.

  • Fear Factor: His appearance and raspy breathing are highly disturbing. Grants an Intimidation (3) bonus.

Expanded Lore & Tactics

  • Combat Role: Pure destruction and crowd control. The Grinder is deployed when maximum property damage and fear are required.

  • Weakness: His armor's steam-exhaust ports vent scalding steam every few rounds. If a hero can force him to exert himself rapidly, he risks overheating and taking Stun damage.


5. Clockwork Automatons (Minions)

These are the Cabal’s foot soldiers, small, agile, and numerous.

Basic Stats (Per Automaton)

AttributeValue
Strength4 (Average)
Dexterity6 (Good)
Intelligence1 (Non-Sentient)
Wits4 (Programmed)
Stamina4 (Clockwork)
Charisma1 (None)

Powers & Equipment

  • Bronze Shell: Grants Armor 2.

  • Claws and Fangs: Melee Damage (4).

  • Hive Mind Directive: They follow orders flawlessly. Immunity to Fear, Stunning, and Charm effects.

Expanded Lore & Tactics

  • Numbers: They are almost always deployed in Swarms (4-6).

  • Weakness: They are vulnerable to electrical attacks, taking +2 damage from any electrical power or weapon.

     The Aetheric Train Heist

    The Plot Hook

    The heroes are called upon by Scotland Yard or perhaps by Her Majesty's Ministry of Wonders concerning a highly unusual and daring crime: the theft of the Crown's Aetheric Resonator.

    This device, a prototype capable of drawing pure energy from the atmosphere, was being transported under heavy guard via the new, cutting-edge London-Edinburgh Express line. Halfway through the journey, the train was assaulted and the device vanished, leaving behind only strange mechanical debris and a haunting trail of victims.

    Key Characters & Locations

    • The Victim: The train itself and the Ministry Guards (who are injured, but can provide testimony).

    • The Target: The Aetheric Resonator (an artifact capable of powering Baron Von Klockwerk's larger schemes).

    • The Scene: The partially wrecked train cars, currently held at a remote railway depot (e.g., in the fog-shrouded Midlands).

    The Three Stages of Investigation

    Stage 1: The Wreckage and the Witnesses (Intelligence Gathering)

    1. Examine the Train: The heroes discover that the train cars were not breached by simple explosives, but by a powerful, localized cutting tool (Baron Von Klockwerk’s technology). They find remnants of bronze plating and complex cogs—the calling cards of the Cabal’s Clockwork Automatons.

    2. Interview the Survivors: Guards report being overwhelmed by "little brass devils" and a monstrous man (The Grinder) who used a massive, loud gun. A frightened clerk mentions seeing a tall gentleman in a golden battlesuit wielding a shocking staff (Baron Von Klockwerk).

    3. The Clue: The most important clue is a small, ornate brass insignia found near the breach point, bearing the stylized emblem of a clock face overlaying a compass—the symbol of The Cog & Compass Club (Professor Finch's lair).

    Stage 2: Infiltration of High Society (Social Engineering/Stealth)

    1. Locate Finch: The heroes trace the insignia to Professor Alistair Finch's exclusive club in London. This stage requires the heroes to use their Charisma, Stealth, or Wits to gain entry (perhaps posing as wealthy industrialists, foreign dignitaries, or members of the club staff).

    2. Discover the Plan: While inside the club, the heroes must navigate the social gathering and security to access Finch's private study or ledgers. They discover that Finch secured a temporary, abandoned airship hangar near the docks under a false company name, suggesting the device was taken there. They also find a cryptic note hinting that Lady Ironheart oversaw the retrieval and storage of the device.

    Stage 3: The Clockwork Confrontation (Action)

    1. Assault the Hangar: The heroes arrive at the dilapidated airship hangar. The building is guarded by a Swarms of Clockwork Automatons.

    2. The Main Event: Inside, Lady Ironheart is supervising The Grinder and several Automatons as they prepare the Aetheric Resonator for transport by a waiting airship (the one seen in the artwork!).

    3. The Confrontation: The heroes must defeat Lady Ironheart and The Grinder, and secure the Resonator before the airship can lift off. If the heroes fail to stop the lift-off, they face a thrilling chase across the London skyline!

    Next Steps

    If you successfully recover the Resonator, the heroes will have thwarted the Cabal's immediate goal, but the main villains (Baron Von Klockwerk and Professor Finch) will escape, becoming recurring antagonists!