Victorious by Troll Lord Games and Gunslinger (specifically the one by Night Owl Workshop) are highly compatible.
This blog post picks right from here.
Because both games are rooted in the Old School Renaissance (OSR) design philosophy and are built to be compatible with the "original fantasy RPG" (Dungeons & Dragons), you can mix and match them with very little effort.
Why They Work Together
The compatibility stems from their underlying systems:
The SIEGE Engine: Victorious uses Troll Lord Games' SIEGE engine (the same system used in Castles & Crusades). It relies on the six classic attributes and a "Prime" mechanic.
OSR Framework: Gunslinger is designed to be a "Strange Science in the Wild West" game that is explicitly compatible with original fantasy RPG systems and their retro-clones.
Shared DNA: Both games use similar math for Armor Class (AC), Hit Dice (HD), and combat maneuvers. You can take a character from Gunslinger and drop them into a Victorious campaign—or vice versa—without needing to rewrite the rules.
Potential "Friction" Points
While they are mechanically compatible, you should keep a few stylistic differences in mind:
| Feature | Victorious (Troll Lord Games) | Gunslinger (Night Owl Workshop) |
| Tone | Victorian Superheroes / Steampunk | Weird West / Pulp Science Fiction |
| Power Level | Can scale from street-level investigators to superhuman "Supermankind." | Focused on "grit" and high-action gunfighting. |
| Resolution | SIEGE Engine: Attribute checks (Challenge Base 12 or 18). | Traditional OSR: Often uses standard d20 vs. Target Number or Roll-under checks. |
How to Use Them Together
If you want to combine these two, here are the easiest ways to do it:
The "Weird West" Expansion: Use Gunslinger as a sourcebook to expand the "American" side of your Victorious world. If your Victorian heroes travel to the American frontier, use the Gunslinger rules for specialized firearms and desert survival.
Cross-Classing: You can easily allow a player to play a "Gunslinger" class from the Night Owl book within a Victorious game. To make it fit the SIEGE engine, simply designate the Gunslinger’s primary attribute (usually Dexterity) as a Prime.
The Super-Science Bridge: Since both games feature "Strange Science" or "Contraptionists," the gadgets and inventions from one game are statistically balanced to work in the other.
To convert the Engineer class from Night Owl Workshop's Gunslinger to Troll Lord Games’ Victorious (the SIEGE Engine), you primarily need to translate its OSR-style mechanics into Attribute Checks and Primes.
In Victorious, the Engineer functions as a "street-level" version of the Contraptionist. While the Contraptionist builds "Super-Science," the Engineer is a master of practical mechanical innovation and weird-west gadgets.
The Engineer (SIEGE Engine Conversion)
Prime Attribute: Intelligence
Hit Die: d6
Alignment: Any
Weapons: All small arms (pistols), rifles, shotguns, and simple melee weapons (wrenches, hammers, knives).
Armor: Light armor only (Leather, Padded).
Class Abilities
1. SIEGE Engineer (Intelligence)
The Engineer adds their level to any Intelligence-based check involving mechanical devices, lockpicking, disabling traps, or repairing machinery. If they have Intelligence as a Prime, the Base Challenge is 12; otherwise, it is 18.
2. Scavenge & Repair
An Engineer can spend 10 minutes scavenging a battlefield or scrap heap to find $1d6$ worth of "parts." These parts can be used to:
Repair: Restore $1d8 + \text{Level}$ hit points to a mechanical device or vehicle.
jury-rig: Fix a broken item temporarily (it functions for $1d4$ hours before breaking again).
3. Strange Science Gadgets
At 1st level, and every 2 levels thereafter, the Engineer creates a "Signature Contraption." In Victorious, this is handled using the Device power.
Starting Gadgets: Choose one minor effect (e.g., a "Lightning Thrower" that acts as a ranged attack dealing $1d8$ damage, or "Hydraulic Boots" that grant +10 to Jump checks).
Resource Cost: Instead of spending "Grit" or "Resolve," the Engineer must make an Intelligence Check (CL equal to the gadget's power level) to keep the device running if it is pushed beyond its normal limits.
4. Gunsmithing
The Engineer can maintain and upgrade firearms.
Fine-Tuning: With one hour of work, they can grant a firearm a +1 bonus to hit for its next $1d10$ shots.
Clear Jam: They can clear a "misfire" or weapon jam as a Move Action rather than a Full Round Action.
Comparison Table for Leveling
| Level | HD | BtH (Bonus to Hit) | Abilities |
| 1 | 1d6 | +0 | Scavenge & Repair, 1st Gadget, Gunsmithing |
| 2 | 2d6 | +1 | — |
| 3 | 3d6 | +1 | 2nd Gadget |
| 4 | 4d6 | +2 | Quick Repairs (Repair takes 1 minute) |
| 5 | 5d6 | +2 | 3rd Gadget |
Integration Tip
Since Victorious uses the SIEGE Engine, remember that "Saving Throws" are actually just Attribute Checks. If an Engineer is caught in an explosion, they roll a Dexterity Check. If they are poisoned by a "weird science" chemical, they roll a Constitution Check.
hen combining Victorious and Gunslinger, the Engineer’s gadgets sit right between "practical gear" and "Victorian super-science."
In the SIEGE Engine, these items usually grant a bonus to a check, allow an Attribute Check to do something impossible (like see in the dark), or function as a Weapon with a unique damage type.
d100 Signature Gadgets (Weird West & Victorian)
| d100 | Gadget Name | Effect (SIEGE Engine / OSR) |
| 01-02 | Aetheric Goggles | Grants Darkvision 60ft; +2 to detect invisible spirits. |
| 03-04 | Pneumatic Boots | +10 to Jump checks; fall 20ft without taking damage. |
| 05-06 | Lightning-in-a-Bottle | Throw as a grenade ($2d6$ electrical damage, 10ft radius). |
| 07-08 | Clockwork Lockbreaker | Grants +4 to Open Locks; works in $1d4$ rounds. |
| 09-10 | Galvanic Knuckles | Unarmed strikes deal $+1d4$ electrical damage; target saves vs. Stun. |
| 11-12 | Steam-Powered Grapple | 50ft cable; pull objects or climb as a Move action. |
| 13-14 | Magnetic Pocket Watch | Can attract or repel small metal objects within 10ft. |
| 15-16 | Collapsible Gyro-Shield | Provides $+2$ AC vs. ranged attacks; folds into a briefcase. |
| 17-18 | Sonic Repeller | Keeps animals/critters at bay (15ft radius); Wisdom save to approach. |
| 19-20 | Chemical Auto-Injector | Grants $+2$ to Strength or Dexterity for $1d6$ turns; 10% chance of fatigue. |
| 21-22 | Hydraulic Gauntlet | Can crush stones or bend bars (treat Strength as 19 for one round). |
| 23-24 | Pocket Analytical Engine | +4 to Intelligence checks involving math or cryptography. |
| 25-26 | Telescopic Revolver Sight | Doubles effective range; ignore "Partial Cover" penalties. |
| 27-28 | Vapor-Cloud Pellets | Creates a 20ft cloud of obscuring mist for $1d4$ rounds. |
| 29-30 | Tinned "Ibuprofen" | Large pills that restore $1d4$ HP (use limited to once per day). |
| 31-32 | Portable Telegraph | Can send/receive messages via wire or "aetheric" pulse. |
| 33-34 | Lead-Lined Dustcoat | +2 to saves vs. Radiation or Gaseous toxins. |
| 35-36 | Clockwork Owl | Small scout; can fly for 10 mins and record audio. |
| 37-38 | Harpoon Rifle | Deals $1d10$ damage; keeps target tethered on a successful hit. |
| 39-40 | Oil-Slick Sprayer | Creates a 10x10 slippery patch; Dexterity save or fall prone. |
| 41-50 | Custom Ammunition | 10 rounds of Silver, Cold Iron, or Explosive (+2 dmg) bullets. |
| 51-52 | Rebreather Mask | Breathe underwater or in thin air for 10 minutes. |
| 53-54 | Spider-Silk Lariat | Nearly unbreakable rope; grants Advantage on grappling. |
| 55-56 | Auto-Sextant | You never get lost; +4 to Survival (Navigation). |
| 57-58 | Miniature Flamethrower | 15ft cone, $2d6$ fire damage; 1-in-6 chance of fuel tank leak. |
| 59-60 | Voice Modulator | Can mimic voices or amplify your own to a deafening roar. |
| 61-62 | Thermal Lantern | Reveals heat signatures through thin walls or in fog. |
| 63-64 | Wrist-Mounted Derringer | Hidden weapon; +2 to "Fast Draw" initiative checks. |
| 65-66 | Portable Barricade | Instant cover (+4 AC); takes one round to deploy. |
| 67-68 | Flash-Bang Flare | Blinds targets in a 20ft radius (Dexterity save). |
| 69-70 | Gravity-Anchor Spurs | Walk on walls or vertical surfaces for $1d6$ rounds. |
| 71-72 | Paranormascope | Detects ghosts or "super-mankind" energies within 60ft. |
| 73-74 | Micro-Camera | Fits in a ring; takes one high-detail static image. |
| 75-76 | Hydromatic Drill | Cuts through wood, stone, or iron (1 inch per minute). |
| 77-78 | Healing Salve Pump | Restores $1d8+1$ HP; 3 uses before needing a refill. |
| 79-80 | Acoustic Ear-Trumpet | Hear whispers through doors; +4 to Perception (Hearing). |
| 81-82 | Stun-Baton | Deals non-lethal damage; Con save or paralyzed for 1 round. |
| 83-84 | Invisibility Cloak (Short-circuit) | Turn invisible for $1d4$ rounds; fails if you move quickly. |
| 85-86 | Clockwork Pack-Mule | Mechanical beast that can carry 300 lbs; speed 30ft. |
| 87-88 | Net-Gun | Ranged touch attack; target is Entangled (Strength save to break). |
| 89-90 | Auto-Mapper | Inks a map of a room as you walk through it. |
| 91-92 | Life-Sign Monitor | Displays HP of a creature within 30ft as a color gauge. |
| 93-94 | Remote Detonator | Blow up explosives from up to 500ft away. |
| 95-96 | Chemical Solvent | Instantly dissolves adhesives, ropes, or thin metal bars. |
| 97-98 | Rocket-Fist | Ranged melee attack (20ft); deals $1d10$ and returns to hand. |
| 99-00 | The "Doohickey" | Roll twice and combine effects; it’s unstable and weird. |
How to Handle Gadgets in Play
In Victorious, these aren't "magic items" that work forever. I recommend using the Misfire rule:
If an Engineer rolls a Natural 1 on a check involving a gadget, it breaks or explodes. They must spend 1 hour and a successful Intelligence Check to fix it during a rest.
In both Victorious and Gunslinger, technology is often experimental and dangerous. When an Engineer rolls a Natural 1 on an attack or a SIEGE Engine check while using a gadget, or if they take significant damage (like a fall or an explosion) while carrying them, roll on the table below to see how the "science" fails.
The Gadget Backfire Table (d20)
| d20 | Result | Effect |
| 1-3 | Minor Glitch | The device sputters. It won't work again until the Engineer spends 1 round "resetting" it. |
| 4-6 | Power Leak | Energy or steam sprays out. The user takes $1d4$ damage (Fire or Elec), but the gadget still functions. |
| 7-9 | Short Circuit | The device is dead. It requires a successful Intelligence Check and 10 minutes of work to repair. |
| 10-12 | Aetheric Feedback | The user is stunned for 1 round by a psychic or electric jolt. The gadget is fine, but the user is dazed. |
| 13-15 | Spectacular Jam | The device is fused shut. It requires a workshop and $1d4$ hours to fix. It cannot be repaired in the field. |
| 16-17 | Inversion | The device does the opposite of its intent (e.g., a Heater becomes a Freezer; a Lockbreaker welds the door shut). |
| 18-19 | Catastrophic Rupture | The device explodes! $2d6$ damage to the user and everyone within 5ft. The gadget is destroyed. |
| 20 | Strange Mutation | The "Weird Science" reacts with the user. The gadget is destroyed, but the user gains a temporary minor "Super" power (or deformity) for $1d6$ hours. |
Managing the "Madness"
To keep the game balanced between the gritty Gunslinger feel and the heroic Victorious tone, you can use these two SIEGE Engine modifiers:
The Jury-Rig Fix: If an Engineer is in a hurry, they can attempt an Intelligence Check (Challenge Base 18) to fix a "Short Circuit" or "Spectacular Jam" as a Full Round Action. If they fail, the device is permanently scrap.
The Safety Valve: An Engineer can choose to "Prime" a gadget before use. This grants a +2 bonus to the next roll with it, but if they roll a 1, 2, or 3, it automatically triggers a Catastrophic Rupture.
Final Integration Tip
If you are playing in the Victorious setting, many of the Gunslinger items will be seen as "Colt & Winchester" technology—reliable but primitive. The Engineer's gadgets, however, will be treated as "Super-Science" by the authorities. Using a Lightning-in-a-Bottle in a London alleyway might attract the attention of the Metropolitan Police or even a rival Contraptionist!
To get your Engineer ready for the frontier (or the foggy streets of London), here is a balanced starting kit. This setup assumes a 1st-level character using the SIEGE Engine (Victorious) rules with Gunslinger flavor.
The Engineer’s Field Kit
1. Primary Weapon: The "Customized" Sidearm
Item: Heavy Revolver (.44 caliber)
Stats: Damage $1d10$, Range 60ft.
Engineer Mod: You have filed the sear and balanced the grip. You gain a +1 bonus to Initiative while this gun is drawn.
2. Signature Gadget (Choose One)
Option A: The Pressure-Plate Finder (Goggles). Adds $+4$ to Intelligence checks to find hidden traps or mechanical triggers.
Option B: The Overclocked Derringer. A tiny sleeve-gun that deals $1d6$ damage but can be fired twice in one round (once per encounter) before it needs a manual reset.
3. Toolset: The "Master-Craft" Satchel
Heavy Wrench: Functions as a club ($1d6$ damage).
Precision Tools: Necessary for "Scavenge & Repair" class abilities.
Aetheric Oil: One vial. Grants a $+2$ bonus to any repair check, or can be thrown to make a 5ft square flammable.
4. Armor: Reinforced Duster
Stats: AC +2 (equivalent to Leather).
Feature: Hidden pockets allow you to conceal up to 4 small gadgets or tools, making them invisible to a standard pat-down.
Quick Character Sheet Fragment (Level 1)
If you are filling out a Victorious character sheet right now, use these "Quick Picks":
Primes: Intelligence (Essential), Dexterity (Recommended).
Hit Points: $6 + \text{Constitution Bonus}$.
Base To Hit (BtH): +0.
Saving Throws (Attributes): * Intelligence: Challenge Base 12 (Base 18 if not Prime).
All Others: Challenge Base 18.
Class Skill (SIEGE Engine): Mechanical Intuition. Roll an Intelligence check to understand how any machine, lock, or alien device works.
Starting "Scrap"
Engineers start with $2d6$ units of Scrap.
Rule: You can spend 1 unit of Scrap to ignore a "Minor Glitch" on the Backfire Table, or 3 units to instantly fix a "Short Circuit" without rolling.
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