London, the public-domain character from the Golden Age Daredevil Comics (not the Marvel character), is an excellent choice for a Victorian-era steampunk setting in the Victorious RPG. This post picks right up from here on the blog.
However, since London is a relatively obscure public domain character, and Victorious is an independent RPG, pre-existing, official stats for London in the Victorious system do not appear to be readily available.
Therefore, I created a detailed, custom profile for "London, the Steampunk Vigilante" that fits the Victorious RPG's style and the steampunk theme, drawing on the character's original abilities.
London: The Clockwork Crusader (Victorious RPG Profile)
London's original Golden Age origin involved a scientist, Dr. Drew, who created a gas that made him superhumanly strong, bulletproof, and granted limited flight. We'll reinterpret this to fit a Steampunk/Victorian-era context, focusing on advanced, quasi-scientific gadgetry and chemical enhancements.
Character Concept
London is the alter-ego of Lord Alistair Drew, a brilliant but eccentric chemist and engineer from an old, established family. Disgusted by the grime, corruption, and social inequity of Victorian London, Drew created a pressurized, brass-and-leather suit of armor containing a volatile chemical cocktail—the "Hyper-Vapor"—which enhances his physical capabilities to superhuman levels.
| Key Trait | Description |
| Identity: | Lord Alistair Drew (Secret) |
| Origin: | Gadgeteer/Enhanced Human (Chemical & Technology) |
| Setting Focus: | Urban Vigilante, High Society, Chemical Science |
Statistics
Victorious typically uses a d100 percentile system where success is rolling under a characteristic score.
| Characteristic | Score | Description |
| Strength (STR) | 70% | Due to the suit's pneumatic assistance and Hyper-Vapor, he is immensely strong, capable of lifting carriages or punching through brick walls. |
| Agility (AGI) | 55% | Enhanced, but slightly hampered by the bulk of his armored suit. |
| Endurance (END) | 75% | The suit and chemicals grant immense fortitude, making him highly resistant to damage and fatigue. |
| Reason (REA) | 80% | Alistair Drew is a brilliant, highly-educated scientist and tactician. |
| Charm (CHA) | 50% | Average. London is a silent, imposing figure. Alistair is reserved and focused on his work. |
| Willpower (WIL) | 65% | Determined and focused on his mission to clean up London's streets. |
| Wounds (Threshold) | 16 | (END/5 + 1) for damage soak. |
| Sanity (Threshold) | 13 | (WIL/5 + 1) for mental resilience. |
Skills and Talents
| Skill | Rank | Description |
| Brawl (STR) | Expert (+20%) | Trained to fight with his inhuman strength. |
| Engineering (REA) | Expert (+20%) | The creator and sole maintainer of his complex suit and weapons. |
| Chemistry (REA) | Master (+30%) | The foundation of the Hyper-Vapor and many of his gadgets. |
| Intimidation (WIL) | Adept (+10%) | His imposing, armored appearance is terrifying to criminals. |
| Acrobatics (AGI) | Trained (+5%) | Basic mobility in the suit. |
| Criminology (REA) | Adept (+10%) | Keeps up with the criminal underworld's activities. |
Special Talents (Feats/Merits)
Iron Will: When rolling to resist an effect using WIL, London gains a +10% bonus.
Scientific Intuition: Once per session, London can declare he has an obscure chemical or engineering component needed for a quick fix or improvised gadget.
Steampunk Gadgetry (The "Hyper-Suit")
London's equipment is the core of his abilities, replacing the vague "gas" origin.
| Gadget | Type | Ability and Mechanics (Victorious) |
| The Hyper-Vapor Suit | Armor/Support | Provides Damage Resistance (DR) of 6 vs. Physical Damage (from small arms, knives, blunt force). The suit is sealed, granting immunity to airborne toxins and disease. |
| Pneumatic Gauntlets | Weapon (Brawl) | Damage: 2d6 + STR Bonus (typically $\approx 2d6+7$). Can punch through thin metal or wood. |
| The 'Elevator' Boots | Movement | Small, concealed pressure jets in the soles. Allows for short bursts of flight/leaping. London can easily clear 3-story buildings or glide between rooftops. Mechanics: +20% to Acrobatics rolls related to jumping or soft landings. |
| Chem-Goggles | Sensory | Built into his helmet, they use lenses and filtration systems to highlight trace chemical residues and minute pressure changes. Mechanics: Grants +10% on Reason checks to analyze crime scenes or track subjects by scent/residue. |
| Vaporizer Pellets | Throwable (Ranged) | Small, thrown capsules containing non-lethal knockout gas (chloroform derivative). Mechanics: Successful AGI check (Range: 10 meters). Target must make an END roll (Difficulty 50%). Failure results in being Stunned for 1d3 rounds, followed by Knocked Out for 1d6 hours. |
Steampunk Plot Hooks
Here are some ideas for involving London in a Victorious campaign:
The Sabotage of the Hyper-Vapor: A rival scientist or criminal organization has stolen the rare components needed for Drew's Hyper-Vapor and is using a corrupted, unstable version to create chemically-addicted brutes terrorizing the East End.
The Society Debut: Lord Alistair Drew must host a high-society event while simultaneously investigating a conspiracy that involves his wealthy guests, requiring delicate balancing of his polite and powerful personas.
The Airship Raid: London must use his "Elevator Boots" to board a heavily-armored pirate airship to recover a stolen piece of advanced technology, testing the limits of his suit's pressure systems high above the smog.
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