Showing posts with label Public Domain Super Heroes. Show all posts
Showing posts with label Public Domain Super Heroes. Show all posts

Thursday, September 17, 2026

Ladies of Darkness - Lady Luck & The Lady In Red Super Heroines For Troll Lord Games Victorious Rpg & Wretched Époque (The Red Room)

 Created by Will Eisner (and later written/drawn by artists like Nick Cardy and Klaus Nordling), Lady Luck (Brenda Banks) debuted in The Spirit Section (June 1940). A wealthy, emerald-clad socialite, Brenda tires of her boring debutante life and uses her elite martial arts, acrobatics, and incredible luck to fight crime as a masked vigilante—frequently leaving a lucky shamrock card as her calling card.



Here is how to adapt Lady Luck for both Troll Lord Games’ Victorious (d20 SIEGE Engine) and The Red Room’s Wretched Époque (d10/d6 system).

1. Lady Luck for Victorious (Troll Lord Games)

In Victorious, Brenda Banks is a classic Infiltrator / Investigator (Hero). Her powers are centered around probability manipulation, high agility, and social camouflage.

Profile & Attributes

  • Class/Archetype: Infiltrator / Investigator

  • Hit Dice: 6d8 (32 Hit Points)

  • Prime Attributes: Dexterity, Charisma, Wisdom

  • Attributes:

    • STR: 12 (+0)

    • DEX: 18 (+3) [Prime]

    • CON: 13 (+1)

    • INT: 15 (+1)

    • WIS: 16 (+2) [Prime]

    • CHA: 18 (+3) [Prime]

Superpowers, Devices & Skills

  • Probability Alteration / Super-Luck (Rank 4):

    • Lady Luck’s Grace: Three times per session, Brenda can force a reroll on any d20 roll (her own or an attacker's) and take the better result.

    • Critical Evasion: When an enemy scores a critical hit against her, she can spend a luck point to turn it into a standard miss as an environmental coincidence intervenes (e.g., a ricochet hits a gas lamp, blinding the shooter).

  • High-Society Camouflage (Rank 3 Skill): As a rich heiress, Brenda suffers no penalties when gathering intel or sneaking gadgets into elite balls, galas, and private clubs.

  • Acrobatic Combatant: Adds a +3 bonus to Armor Class when unencumbered and wearing her green silk costume and veil.

Shortcoming

  • Calling Card Obsession: Brenda must leave her signature green shamrock card at every crime scene or on neutralized villains. This leaves a trail that clever detectives or villains can track back to her social circle.

2. Lady Luck for Wretched Époque (The Red Room)

In the gritty, decadent Belle Époque setting, Brenda is reframed as an aristocrat using her fortune and uncanny luck to dismantle human trafficking, corrupt politicians, and occult secret societies hiding in Parisian or London high society.

Profile Stats

  • Archetype: Wealthy Vigilante / Socialite

  • Hit Points: 18

  • Sanity: 70

  • Attributes:

    • Strength: 11

    • Dexterity: 17

    • Constitution: 13

    • Intelligence: 14

    • Wisdom: 15

    • Charisma: 18

Skills & Competencies

  • Acrobatics & Martial Arts: 75%

  • Etiquette & High Society: 85%

  • Stealth & Lockpicking: 70%

  • Perception & Intuition: 65%

  • Sleight of Hand (Shamrock Placement): 80%

Special Abilities (Wretched Engine)

  • Stroke of Luck: Once per combat or major skill scene, Brenda can automatically turn a failed check into a Success, or turn a standard Success into a Critical Success, described as an miraculous twist of fate.

  • Uncanny Dodge: Attacking Brenda from surprise or stealth grants enemies no tactical advantages; her passive luck warns her a split second before a strike lands.

  • Emerald Veil: When disguised in her signature green veil and dress, she receives Advantage on all Stealth and Acrobatics tests made to escape capture or slip through police cordons.

Scenario Hook: "The Emerald Shamrock at the Ambassador's Ball"

A corrupt diplomat is hosting an exclusive auction featuring stolen military intelligence hidden inside a famous emerald necklace. Brenda Banks attends the gala in an expensive evening gown, while her alter-ego, Lady Luck, plans to steal the necklace right out from under the guards' noses.

The PCs—whether hired as security, attending as guests, or trailing the same diplomat—get caught in the crossfire when an assassination attempt breaks out. Lady Luck uses the chaos to leap from the chandelier, grab the evidence, and flip out the window, leaving the PCs to decide whether to hunt the green-clad thief or team up with her to stop the conspirators.

Debuting in Thrilling Comics #11 (1940), The Lady in Red (Margaret Tyler) is a high-society debutante who dons a red mask, cape, and evening gown to fight crime, corruption, and Axis spies. Using her extreme agility, dual snub-nosed revolvers, and high-society connections, she operates as a phantom vigilante of the night.



Here is how to adapt The Lady in Red for both Troll Lord Games’ Victorious (d20 SIEGE Engine) and The Red Room’s Wretched Époque (d10/d6 system).

1. The Lady in Red for Victorious (Troll Lord Games)

In the SIEGE Engine of Victorious, Margaret Tyler translates into a classic Infiltrator / Investigator (Hero). She combines high mobility, precise marksmanship, and lethal martial arts while operating out of the shadows.

Profile & Attributes

  • Class/Archetype: Infiltrator / Investigator

  • Hit Dice: 6d8 (30 Hit Points)

  • Prime Attributes: Dexterity, Intelligence, Charisma

  • Attributes:

    • STR: 11 (+0)

    • DEX: 18 (+3) [Prime]

    • CON: 12 (+0)

    • INT: 16 (+2) [Prime]

    • WIS: 14 (+1)

    • CHA: 17 (+2) [Prime]

Superpowers, Devices & Skills

  • Dual-Pistol Mastery (Rank 3 Skill): Can fire two snub-nosed revolvers in a single round without suffering standard multi-weapon penalties (+3 to hit with both hands).

  • Acrobatic Shadow (Rank 3 Movement/Stealth): Adds a +3 bonus to AC when wearing light armor or her crimson cape. Gains a +4 bonus on Dexterity checks for leaping, roof-running, and vanishing into dark alleys.

  • Social Infiltration (Rank 2 Skill): Receives a +3 bonus to Charisma-based checks when extracting secrets or undercover intel in high-society galas and private clubs.

Shortcoming

  • Striking Crimson: Her vivid red outfit makes blending into daytime or lit environments nearly impossible, giving her a -3 penalty to stealth checks in illuminated areas.

2. The Lady in Red for Wretched Époque (The Red Room)

In the gritty Belle Époque setting, Margaret is reframed as an American ex-pat living in Paris, using her wealth to hunt corrupt diplomats, human traffickers, and secret occult cabals hiding behind high-class masquerades.

Profile Stats

  • Archetype: Crimson Vigilante / Society Spy

  • Hit Points: 16

  • Sanity: 65

  • Attributes:

    • Strength: 11

    • Dexterity: 17

    • Constitution: 12

    • Intelligence: 15

    • Wisdom: 14

    • Charisma: 17

Skills & Competencies

  • Firearms (Revolvers): 80%

  • Acrobatics & Hand-to-Hand: 75%

  • Stealth & Lockpicking: 70%

  • Etiquette / High Society: 80%

  • Insight & Interrogation: 65%

Special Abilities (Wretched Engine)

  • Crimson Phantom: When striking from surprise or shadows, she rolls her first pistol attack with Advantage (keep the highest d10/d6 rolls). A hit inflicts maximum base damage.

  • Societal Shield: In her civilian identity as a wealthy socialite, law enforcement and high-society NPCs automatically treat her with trust and deference, granting a +20% bonus to diplomatic tests.

  • Point-Blank Retaliation: If an enemy misses a melee attack against her in close combat, she can spend 1 Willpower point to instantly make an immediate counter-attack with a concealed snub-nosed pistol or martial kick.

Scenario Hook: "The Blood-Red Masquerade"

A series of prominent Parisian aristocrats are being blackmailed by a mysterious ring of foreign spies. At an exclusive costume ball, the PCs spot a figure in a flowing crimson cape sliding out of a second-story window carrying a heavy iron safe.

The PCs must decide whether to chase the Lady in Red down the rain-slick rooftops or follow up on the evidence she left behind—which exposes a dangerous treason plot deep within the Ministry of War.

Sunday, May 8, 2022

Exhibit Species 667 - The Nihilist For The Sword of Cepheus Rpg & Your Old School 2d6 Campaigns

The Nihilist 



 0kg Outsider, extraplanar flyer, GBJAA0 #App: 1 Treasure: None Athleltics-1, Sorcery-2, Melee Combat-1, Recon-1, Survival-1
Special attack; armor 0; flies 20m/action
Neutral; Morale DM+4 The Nihilist is a dread elemental spirit of the planar Winds, famous for its might and guile. • Immune to non-magical weapons. • Immune to poison and disease. • Knows 3D spells. The Nihilist demon radiates a horrid aura with the radius of 40m. This aura deals 1D damage per round to all surrounding creatures.The demon emits a sickening aura; any creature coming closer than 10m to the demon must throw END 8+ or be sickened: DM-2 to all actions, and only have one Action per round.Any being that sees the demon must throw INT 8+ or be paralyzed with dread. This effect ends when the demon leaves the victim's line of sight, or one round after the demon engages in combat. The demon may possess a target. The target must throw INT 8+ or be possessed and controlled by the demon. The target may attempt another INT 8+ throw once a week to cast off the possession; Dispel Evil exorcises the demon immediately and forces it to leave the victim's body. Note that there are no limits to how many people the entity can possess unlike normal demons.  Whirlwind: may create a whirlwind around itself at will, causing 1D damage to anyone within 2m range

The Nihilist is the skull  remains of a planar spirit or god that was found on NS-482 by scientists & researchers for Project Far Jump. All those connected with Project Far Jump including staff, scientists, expediation personel and others are dead by suicide. The Nihilist essence is contained within the alien skull & has  moved on from the Project Far Jump facilities to parts unknown. It's motives are simple:

  • 1. consume all of the psychic energy of a world
  • 2. turn the population into it's subjects
  • 3. destroy all life
  • 4. Lie dormant until discovered by a new species.
The character of The Nihilist is available for use by anyone, with only one condition. This paragraph must be included in any publication involving The Nihilist, in order that others may use this property as they wish. All rights reversed.

The Nihlist is from the Public Domain Super Heroes site here and should be used with caution as it can quite easily cause TPK's. 

Saturday, December 12, 2020

Review & Commentary On Neulow Games's Stardust the Super Wizard (2016) By Fletcher Hanks, & Steve Miller

 "Stardust the Super Wizard is a name spoken in hushed whispers throughout the universe, He uses his vast knowledge of interplanetary science and sorcery to monitor all inhabited worlds, and when he finds beings he considers exceptionally evil or vile, he dispenses the justice he feels they deserve. Once you've incurred the wrath of the Super Wizard, you are done for!"



For many now the Nuelow games universe setting has been one that we've been dipping into for many years. A combination of public domain comic book series & supplement the whole book  is more then the combination of its parts. This formula is one that allows Nuelow to flesh out characters such as Stardust The Super Wizard; "
Stardust the Super Wizard from NUELOW Games collects six tales from the Golden Age of Comics by one or its most eccentric and erratic creators, Fletcher Hanks. Although he only worked in comics for a brief time during 1939 to 1941, the over-the-top nature of his work left a permanent mark on the emerging artform--and it makes the stories worth reading even today. The "Stardust the Super Wizard" series is where his bizarre story-telling style was most prominently on display. followed closely by run on the "Fantomah" series (highlights from which are featured in NUELOW's The Three Lives of Fantomah: Mystery Woman of the Jungle." 
Who is Stardust The Super Wizard? According to the Public Domain Super Hero site; "Stardust the Super Wizard lived on a "private star" far out in space. He patrolled the cosmos fighting criminals, racketeers, spies, and terrorists, but comes to Earth after intercepting a radio signal from America."  And Neulow Games 
What really makes Stardust The Super Wizard is the cultclassic comic artwork but who was this renagade comic book artist from the Golden Age of comic books;"
Fletcher Hanks, Sr. (December 1, 1889 – January 22, 1976) was a cartoonist from the Golden Age of Comic Books, who wrote and drew stories detailing the adventures of all-powerful, supernatural heroes and their elaborate punishments of transgressors. In addition to his birth name, Hanks worked under a number of pen names, including "Hank Christy," "Charles Netcher," "C. C. Starr," and "Barclay Flagg." Hanks was active in comic books from 1939 to 1941" Here's a great article on the comic book work & fate of Fletcher Hanks.



 Stardust The Super Wizard would  be considered a cultclassic  cosmic anti hero & he's a reality bender with super science. This cosmic demigod is as bizarre today as he was back when he exploded onto the Golden Age. Stardust alters criminals, bends reality, & causes complete genocide of several gangs. Stardust the Super Wizard (2016) has several super science devices of some really twisted applications for adventures. Because  is a simple OGL d20 Modern product & so easily convert to most OSR systems. Steve Miller doesn't get half the credit that he should as a game designer.  Stardust the Super Wizard  works well as a NPC antagonist for OSR super heroes. There are several super hero systems that I'd use  Stardust the Super Wizard  as a main villain. The original material for  Stardust the Super Wizard  is well done.  Stardust is a perfect candidate for a cult leader or the like because he acts as judge, jury, & executioner. His actions towards his continuum's Earth are bizarre. In some respects Stardust reminds me of DC Comic's Mister Mxyzptlk with his crazy actions & 

I can see playing an epic campaign of bizarre  crazy reality bending adventure &   weirdness. Invading Stardust's base could be climax of a long series of weird adventures with Stardust doing incredibly strange things along the way. 
The thing to remember about Stardust The Super Wizard is the fact that this is a character of absolutes, the punishments ironically  fit the crimes. Things that detract from 
Stardust the Super Wizard ? Stardust the Super Wizard 's base needs to be improved. The map while usable needs a huge improvement but other then that Stardust the Super Wizard  is completely usable as a villain or antihero of the highest order. I'd say four out of five & I've got a whole lotta of Stardust the Super Wizard  action coming in one of my campaigns so stay tuned. 


Saturday, February 21, 2015

Free Comic Book Download - Gallant Comics John Aman Amazing Man Issue One & More

Do yourself a favor and go check out


Grab It Right
HERE


I admit that I'm a public domain super hero junkie, I read though on line scans of old classic comics and the various incarnations of these classics from Dynamite's efforts to Allen Moore's tackling of these classics.
Amazing Man was a product of Centaur Publications and he remains an old favorite.
According to Wiki- 
Amazing-Man (John Aman) is a fictional, American comic book superhero whose adventures were published byCentaur Publications during the 1930s to 1940s in the Golden Age of Comic Books. Historians credit his creation variously to writer-artist Bill Everett[1] or to Everett together with Centaur art director Lloyd Jacquet.[2] Amazing-Manfirst appeared in Amazing-Man Comics #5 (Sept. 1939)
John Aman is an orphan from the West, chosen for his "superb physical structure" to be raised by benevolent monks in Tibet for the first 25 years of his life. Each member of The Council of Seven, as the monks are known, trained him to a superhuman degree of physical and mental ability, while also giving him the ability via a chemical solution to disappear into a cloud of green mist, earning him the secondary title of the Green Mist. After receiving his final tests, he is sent into the world to use his skills and abilities to do good. Opposing Aman, as he was often known, is his nemesis the Great Question, a disgruntled member of the Council of Seven.
Read more over HERE

AmazingMan22.jpg

Which brings me to Gallant Comics a really nice partnership of old school talent which is doing a solid run of public domain super heroes in a new and really interesting series. Best of all you can read these comics on line for free and should you like them then buy them!
Issue one of  John Aman Amazing Man # 1, sets the stage by introducing our hero and vile villains along with some other old school classic characters to the Gallant Comics roster.
The art is very well done, the plot zips along at a rapid pace, and we're given a nice over arch to John Aman's world and associates. The characters are larger then life but given a twist of interesting reality to them. I do love the artwork as well. You can read all four issues on line and Gallant has done a really top notch job with these characters. I liked the direction and attention to the character's history as well.
These book are a labor of love and time, with some solid writing backing the comic up. There are a few Lovecraftian nods in the backdrop as well. And some appearance by some of my favorite Golden Age Super Heroes.
All in all this strong issue for a number one and I'm happy to have had the chance to check out some pretty top drawer comic books for free. 




Issue one is action packed, good old fashioned super hero fun, with a ton of really nice artwork, and a pretty interesting story line. My advice is to go check it and the rest of the issues out. If you like the material then buy the comic books and graphic novels. Gallant Comics  is worth your money in my humble opinion.
How Can They Do This? So What is Gallant Comics Anyway?
Well here's what Gallant Comics had to say about using public domain characters. 
Gallant Comics feature re-imagined versions of classic comic book characters from the Golden Age of Comics such as John Aman the Amazing Man, Dr. Vampire, The Hooded Horseman, The original Blue Beetle, Miss Mask, and many, many more.  In fact EVERY character with a speaking role in any issue of Gallant Comics is based on a character that originally appeared in a comic from the golden age!
How are we able to do this?  Lapsed copyrights.   Comics in the 1930s, 1940s, 1950s, and even into the early 1960s  were published  under different (and in our opinion generally more  fair) copyright laws.   Back then copyrights had to be  properly noted, registered with the US Copyright office, and lasted for 28 years with an optional 28 year renewal available.   So if one followed all the rules and took advantage of the extension then a copyright could last for a total of 56 years after which the work entered the public domain.
In the future I'm going to be doing a bit more with Gallant Comics and a few more reviews of their excellent material in the months to come. Cheers folks!