Showing posts with label The Siege Engine rpg System. Show all posts
Showing posts with label The Siege Engine rpg System. Show all posts

Friday, December 12, 2025

London The Steampunk Vigilante NPC For The Victorious Rpg & The Belle Époque Role Playing Game

 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 TraitDescription
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.

CharacteristicScoreDescription
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

SkillRankDescription
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.

GadgetTypeAbility and Mechanics (Victorious)
The Hyper-Vapor SuitArmor/SupportProvides 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 GauntletsWeapon (Brawl)Damage: 2d6 + STR Bonus (typically $\approx 2d6+7$). Can punch through thin metal or wood.
The 'Elevator' BootsMovementSmall, 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-GogglesSensoryBuilt 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 PelletsThrowable (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:

  1. 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.

  2. 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.

  3. 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.

Tuesday, December 9, 2025

MJL's The Shield aka The Iron Clad Shield NPC For For The Victorious Rpg & The Belle Époque Role Playing Game

 Combining the MLJ Shield's patriotic theme and super-powers with the clockwork and steam technology of the Victorious era (a setting based on the Victorian/Edwardian Age) requires a character concept that is both heroic and technologically grounded. This post picks up from the  Chronos: The Temporal Tyrant



Based on the original character's powers (superhuman strength, great leaping, invulnerability/indestructible costume) and the core mechanics of the Victorious RPG (which uses Attributes, Heroic Classes, Skills, and Powers), here is a suggested stat block and concept for The Iron-Clad Shield.


 The Iron-Clad Shield (Victorious Steampunk Hero)

Concept: A decorated, patriotic agent who uses a suit of steam-powered, Aetherium-laced Iron armor to replicate the powers of the legendary Golden Age heroes. His invulnerability and strength are a product of advanced, experimental Contraptionist engineering, supported by the British Empire's Special Branch or a similar patriotic organization.

1. Attributes (A typical Hero starts with 3 Attributes at 4, and the rest at 3)

AttributeScoreNotes
Agility3The suit is powerful, but not built for excessive grace.
Strength5Primary - Needed for his power and lifting ability.
Endurance5Primary - For the suit's durability and his own persistence.
Perception3Focused on physical threats, not keen observation.
Willpower4For his iron resolve and sense of duty.
Knowledge3Average for an agent, focused more on application than theory.
Reasoning4Able to make quick tactical decisions in combat.
Charisma3Not a socialite; his presence is imposing, not charming.

2. Heroic Class

  • The Contraptionist (The source of his Steampunk power)

    • Alternative: The Strongarm (To emphasize his powerful, direct combat style). The Contraptionist is chosen here to justify the armor's abilities.

3. Skills

SkillAttributeRankNotes
AthleticsSTR3Essential for moving the suit and for Leaping (often an effect of his high STR).
BrawlSTR3The Shield's primary attack (punching, slamming, grappling).
DriveAGI1Basic handling of motorized vehicles.
EngineeringKNL2Can maintain and make basic repairs to his own suit.
IntimidationCHA2The sheer presence of the suit can be unnerving.
GunneryAGI1Familiar with using firearms, though he prefers his fists.
SurvivalEND2Can operate in harsh environments thanks to the suit's life support.

4. Powers (Using the Contraptionist Class)

The Shield's powers are all derived from his Iron-Clad Battlesuit. These are typically bought using Power Ranks.

PowerRanksEffect/Description (Steampunk Adaptation)
Armor4Invulnerability. Provides exceptional damage reduction (DR), reflecting the heavy gauge, Aetherium-reinforced iron shell. The suit's patriotic star is a reinforced breastplate.
Super-Strength3Hydraulic/Steam-Assisted Lifting. Allows for heavy lifting (up to 2-3 tons) and adds a bonus to Strength-based rolls (like Brawl and Athletics).
Leaping2Compressed-Air/Piston Jump Assist. Allows him to leap great distances and heights, replicating limited flight or a rocket-assisted jump.
Immunity1Sealed Suit/Life Support. Immune to external factors like most Gases, Toxins, or the effects of extreme temperatures (as the suit is temperature-regulated).
Weapon: Integrated Gauntlets1Overcharged Punch. Provides a bonus to his Brawl damage, representing the kinetic energy release of the suit's attack systems.

5. Weaponry & Equipment

  • The Iron-Clad Battlesuit: (Self-contained Contraptionist power source).

    • Drawback: Requires a brief (1-round) pre-combat 'firing-up' sequence before max power is achieved. If critically damaged, the suit can seize up or vent steam dangerously.

  • The "Flying" Shield: Not a separate power, but a large, thick, heavy buckler integrated into the suit's left arm, used for defense and as an improvised throwing weapon (using his high Strength).

  • Utility Belt: Contains basic tools, radio communicator, and a limited supply of high-pressure Booster Vials for temporary suit overcharge (often used as an in-game Heroic Advantage).

6. Steampunk Flavor & Liabilities

  • Look & Feel: His uniform is a suit of deep-blue, star-spangled iron plating, riveted and jointed, with brass fittings and glowing red Aetherium coils (or steam vents) visible at the joints. His helmet is a patriotic mask with narrow, glowing optical slits.

  • Liability (Shortcoming): Conspicuous/Clumsy. The suit is huge, heavy, and loud. It can't easily sneak, fit into small spaces, or hide its presence, imposing a penalty on Stealth and Agility rolls not related to the suit's function. The distinct chuff-chuff-chuff of the steam engine can be heard from a distance.

Wednesday, December 4, 2024

OSR Commentary on Troll Lord Games Adventurers Spellbook For The Siege Engine rpg System

 Troll Lord Games Adventurers Spellbook is a complete reference for spells throughout the Siege Engine rpg system. There are 379 Cleric spells (0 to 9th level), 366 Druid spells, 437 Wizard spells, 305 Illusionist spells, and over 200 rune magic spells all packed to into 170 pages of book. 




















What the Adventurers Spellbook does is distill down the spells from the Players Handbook, Adventurers Backpack, Players Guide to Aihrde, Amazing Adventures, Hallowed Oracle Players Guide & Elemental Spells. This book is for Castles & Crusades, the Amazing Adventures second edition, and any Siege Engine powered games. There are over  200 hundred spells put into it for magic users, wizards, and etc. This is a well organized resource for your OSR games & Siege Engine systems. And the  Adventurers Spellbook sits as a supplement to it's sister book The Adventurer's Backpack. 

The Adventurer's Backpack features TONS of new classes, spells, items, niche rules, and even a complete new magic system! That magic system lines right up with the Adventurer's Spellbook! Because both of these books give more PC options to the players. And this is a good thing because it allows the players to build thier characters the way they want with the spells and classes that they want. This includes Rune magic and it's substact of spells & powers. 

For magic user style PC classes the Adventurers Spellbook offers a surprising variety of spells for reference and adaption for thier classes. Want an Elemental school spell to take care of an Air elemental or Earth elemental? We've got you covered in spades. 
Want an alternative set of spells for your illusionist or wizard? We've also got you covered. And that's only the tip of the ice berg. The Adventurers Spellbook has the complete plethora of spells for all of the usual spell using classes in Castles and Crusades. This is a must have reference for any magic and spell loving players.