For creating Superargo (the masked, bulletproof-suited, psionic superhero from the classic 1960s Euro-pulp film duology Superargo vs. Diabolicus and Superargo and the Faceless Giants) as a Player Character in Troll Lord Games’ SIEGE Engine (using Amazing Adventures and Victorious character generation rules), here is a fully detailed character profile.

Character Background & Concept
Identity: Superargo (Former professional wrestler turned masked vigilant detective/agent)
Archetype / Class: Costumed Avenger / Vigilante (Amazing Adventures / Victorious)
Concept: A retired champion wrestler whose traumatic in-ring experience led him to vow never to kill. Recruited by international secret services, he dons a specialized red suit and uses his honed physique alongside latent psionic gifts to combat megalomaniacs, mad scientists, and criminal syndicates.
SIEGE Engine Stat Block & Mechanics
Ability Scores
Strength (STR): 17 (+2) — Prime (World-class athletic conditioning and wrestling technique)
Dexterity (DEX): 14 (+1)
Constitution (CON): 16 (+2) — Prime (Immense physical endurance and pain tolerance)
Intelligence (INT): 11 (+0)
Wisdom (WIS): 12 (+0)
Charisma (CHA): 15 (+1) — Prime (Striking presence, imposing aura, and unyielding heroic conviction)
Primes: STR, CON, CHA (Target Number 12 for SIEGE Checks).
Non-Primes: DEX, INT, WIS (Target Number 18 for SIEGE Checks).
Combat & Defense
Level: 5
Hit Dice / Hit Points: 5d10+10 (Approx. 42 HP)
Armor Class (AC): 17 (Base 10 + 1 DEX + 4 Bulletproof Leotard + 2 Agile Combat Defense)
Base Attack Bonus (BAB): +4
Alignment / Moral Code: Lawful Good / Vigilante Code (Strict Non-Lethal Fighting Style)
Class Features & Heroic Capacities
Unarmed Grapple Master (STR):
Superargo treats his unarmed strikes and wrestling maneuvers (tackles, throws, locks, and slams) as lethal damage equivalents (d6+2 unarmed), while easily opting to deal non-lethal subduing damage without penalty.
Gains a +2 bonus on SIEGE checks for grappling, pinning, disarming, or throwing opponents.
Minor Psionic Talent (Telekinesis & Pyrokinesis):
Psychic Vases & Projectiles: Once per day per level, Superargo can perform minor telekinetic feats (focused force bursts up to 30 ft.) to detonate small glass objects, disarm handguns, or trip attackers.
Mind Over Matter: Grants a +2 bonus on saving throws against mental control, hypnosis, and psychic assault.
Peak Human Athletics (CON):
Superargo can run, swim, and perform physical feats at maximum exertion twice as long as an average human before incurring fatigue penalties.
Signature Equipment & Gadgets
The Bulletproof Synthetic Suit:
Superargo’s iconic red costume provides Damage Reduction (DR 3/Ballistic & Piercing) and +4 AC. It absorbs small-arms fire and melee blows without compromising mobility.
High-Performance Supercar:
Custom-engineered transport featuring armored plating, smoke dispensers, and high-speed pursuit capability.
Comlink & Field Mask:
Conceals his identity while retaining encrypted radio access to his support team and global security contacts.
Roleplaying & Tactical Guidance
In Combat: Superargo closes the distance quickly using cover, relying on his bulletproof costume to tank light gunfire while rushing down opponents to pin, throw, or disarm them. He frequently uses localized telekinetic bursts to create environmental hazards (shattering glass fixtures or throwing overhead objects) to disorient groups.
Out of Combat: He acts as a stoic, brooding investigator. While capable of blending into high-society galas, he prefers direct action and field investigation.
Hooks & Motivation: Superargo is driven by a strict moral duty to prevent mad science and high-tech terror syndicates from subjugating humanity (such as cybernetic control or athlete-cloning schemes).
Ah, pivot to Euro-pulp! That makes total sense—switching track from the 1940 comic character to Dr. Robert Vance, the million-dollar playboy, industrialist, and disguised masked crimefighter from the 1967 Italian superhero flick Goldface - Il Fantastico Superman (Goldface - Il fantastico Superman).
Unlike his comic book namesake, this Euro-spy era hero relies on elite athletic training, high-tech corporate gear, an undercover identity, and a loyal sidekick/assistant (Kotar) to foil megalomaniacs like The Cobra.
Here is Goldface (Dr. Robert Vance) statted up as a Player Character (PC) for Troll Lord Games' SIEGE Engine, tailored specifically for Amazing Adventures (blended with Victorious / Euro-Pulp conventions).

Character Background & Concept
Secret Identity: Dr. Robert Vance (Industrialist, Millionaire Playboy, & Expert Biochemist)
Heroic Identity: Goldface
Archetype / Class: Costumed Avenger / Gadgeteer (Dual-Classed or Hybrid)
Concept: A wealthy European industrialist who leads a double life. By day, he runs Vance Enterprises and frequents high-society parties; by night, he dons a golden cowl, red cape, and blue bodysuit to thwart international extortion networks, industrial sabotage, and terror syndicates.
SIEGE Engine Stat Block & Mechanics
Ability Scores
Strength (STR): 15 (+1) — (Peak acrobat, skilled brawler, and wrestler)
Dexterity (DEX): 16 (+2) — Prime (Insane agility, trapeze-level acrobatics, and reflex evasion)
Constitution (CON): 14 (+1)
Intelligence (INT): 16 (+2) — Prime (Advanced chemical expertise, corporate strategy, and forensic investigation)
Wisdom (WIS): 11 (+0)
Charisma (CHA): 17 (+2) — Prime (Suave Euro-playboy charm, commanding leader, and heroic presence)
Primes: DEX, INT, CHA (Target Number 12 for SIEGE Checks).
Non-Primes: STR, CON, WIS (Target Number 18 for SIEGE Checks).
Combat & Defense
Level: 5
Hit Dice / Hit Points: 5d8+5 (Approx. 32 HP)
Armor Class (AC): 16 (Base 10 + 2 DEX + 2 Agile Defense + 2 Reinforced Euro-Spandex Costume)
Base Attack Bonus (BAB): +3
Alignment / Moral Code: Neutral Good (Classic Heroic Vigilante Code)
Class Features & Euro-Pulp Abilities
Acrobatic Combat & Martial Arts (DEX):
Goldface is known for launching himself off furniture, performing high-flying dropkicks, and flipping around rooms during gunfights.
Gains a +2 bonus to AC when moving at least half speed or using acrobatic maneuvers during combat.
Unarmed attacks deal 1d6 non-lethal subduing damage (or lethal if fighting armed mercenaries).
Resourceful Millionaire (CHA / INT):
Access to massive corporate backing, secure laboratories, private aircraft, and specialized logistics.
Can make a CHA/INT SIEGE check to procure specialized gadgets, disguise kits, or secure entry to high-society events worldwide.
Loyal Assistant / Sidekick (Kotar):
Operates with his faithful right-hand man and mechanic/enforcer, Kotar, who handles radio transmissions, drives escape vehicles, and provides backup fire during field operations.
Signature Gadgets & Equipment
The Goldface Cowl & Costume:
Golden mask concealing his face entirely while granting built-in short-range comms. Provides +2 AC against light physical attacks without impeding acrobatic checks.
Grapple Line & Cable:
Concealed belt-launcher allowing rapid ascents up castle walls, industrial complexes, and cliffside hideouts.
Vance Enterprises Special Vehicles:
Customized speedboats, sportscars, and light aircraft outfitted with hidden compartments, tracking locators, and oil-slick/smoke countermeasures.
Tactical & Roleplaying Notes
In Combat: Goldface uses dynamic movement—leaping off balconies, swinging from chandeliers, and disarming gun-toting thugs before taking them down with acrobatic kicks and wrestling locks.
Out of Combat: Swaps effortlessly between suave socialite Dr. Vance (flirting, gathering intelligence at galas) and the sharp-minded scientist diagnosing chemical threats or sabotage schemes engineered by villainous syndicates.
Campaign Hooks:
The Cobra syndicate threatens to destroy Vance Enterprises' factories unless extortion demands are met.
A rival megalomaniac develops a radio-controlled assassination device, forcing Goldface and Kotar into a globetrotting race against time across Europe.
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