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

Tuesday, September 15, 2026

OSR Adventure Fodder - d100 random encounter table designed for a high-octane 1930s pulp adventure, optimized for Amazing Adventures (using SIEGE Engine / d20 OSR math)

 Here is a d100 random encounter table designed for a high-octane 1930s pulp adventure, optimized for Amazing Adventures (using SIEGE Engine / d20 OSR math) while drawing on the tropes, villains, and modules of the Pulps. This post picks up from OSR Campaign Slab - Amazing Adventures Rpg - Weird War II Campaign



Pulp Adventure Wilderness & Remote Front-Line Encounters (d100)

  • SIEGE Check Base: Primary = CL 12 | Secondary = CL 18.

  • Fate Points: Major threats allow spending 1 Fate Point to double effect or avoid instant death.

d100Encounter / EventMechanics & Features
01–05Rogue Biplane StrafeAn unflagged Curtiss Jenny dives out of the clouds with machine guns blazing. Vehicle HD 4, AC 15, Pilot SIEGE Dexterity check to evade.
06–10Cult of the Obsidian Eye2d6 Cultist Zealots ambush from concealment, wielding poisoned kris daggers. HD 1, AC 12, Poison requires SIEGE Constitution check.
11–15Thundering StampedeA panicked herd of rhinos, dinosaurs, or wild cattle charges through camp. SIEGE Dexterity or Strength check to dodge/divert; failure = 3d6 bludgeoning.
16–20Mercenary Patrol (Thule Syndicate / Red Star)1d6+2 uniformed mercenaries led by a ruthless Squad Leader with a Thompson submachine gun. HD 2 (Leader HD 4), AC 14, Automatic Fire rules apply.
21–25Quicksand / Tar Pit HazardThe lead character steps into treacherous mud or ancient pitch. SIEGE Strength check to break free before sinking in 1d4 rounds.
26–30Mad Scientist’s AutomatonA clanking, 8-foot brass automaton powered by a glowing vacuum tube heart. HD 6, AC 18 (Hardness 5), Vulnerable to electricity or targeting the heart tube.
31–35Rival Archaeologist / Treasure HunterA charismatic rival (e.g., Femme Fatale or Dashing Rogue) offers a temporary truce—or steals a key map fragment while camp sleeps. SIEGE Wisdom (Insight) to catch.
36–40Cryptid Attack (Yeti / Ape-Man)A giant primeval ape hurls boulders from high cliffs before charging into melee. HD 5, AC 14, Hurls boulders (2d8 damage, Range 60 ft).
41–45Ruin Trap: Pressure Plate & PendulumCollapsing ancient ruins trigger a swinging blade or dart volley. SIEGE Dexterity check to avoid; 2d10 damage.
46–50Stranded Airship / Plane WreckA downed cargo plane suspended in the jungle canopy. Contains 1d4 supply crates (Ammo, Rations, Dynamite) guarded by starving predators.
51–55Venomous Swarm (Locusts / Driver Ants)A wall of biting insects sweeps through the area. Requires immediate movement or fire/smoke to disperse; 1d4 damage/round + blindness.
56–60The Mysterious Hermit / MysticAn old monk or exiled scholar who shares a cryptogram leading to a nearby tomb if treated with respect.
61–65Ghost Ship / Derelict Truck ConvoyAbandoned vehicles with strange, frost-covered interior or burnt markings—hints at occult experiments nearby.
66–70Occult Ritual in ProgressA High Priest and 1d4+1 acolytes channeling a dimensional rift. A summoned Lesser Fiend or Shadow Horror emerges in 1d4 turns if unbroken.
71–75Poison Dart Trap NetworkHidden tripwires set by hostile native tribes guarding forbidden borders. SIEGE Intelligence or Wisdom check to spot; 1d6 damage + Sleep Venom.
76–80Armored Half-Track PatrolA heavily armored truck with a mounted machine gun or flamethrower patrolling dirt trails. Vehicle HD 6, AC 17, Mounted Gun 3d6 damage.
81–85Volcanic Fissure / Earth TremorThe ground splits open emitting toxic sulfur gas. SIEGE Constitution check or suffer 1d6 poison damage and choking.
86–90Giant Reptile / MegalaniaA 20-foot monitor lizard or surviving Carnotaurus hunting for meat. HD 7, AC 15, Bite & Grab attack (2d8+4).
91–95Hypnotic Sound / Psychic ResonanceA strange frequency emanating from an ancient monolith. SIEGE Charisma check or become charmed/confused for 1d6 rounds.
96–99The Nemesis ArrivesThe campaign’s recurring Mastermind or Archnemesis appears with 2d4 elite henchmen, demanding an artifact or offering a sinister ultimatum.
100Ancient Kaiju / Awoken Elder EntityThe earth shakes as a massive 50-foot guardian construct or elder beast rouses from slumber. HD 12+, Requires heavy explosives, artillery, or ancient levers to defeat.

Running Encounters in Amazing Adventures

  • Initiative: Simple d6 roll per side (High roll goes first).

  • Cinematic Action Checks: Allow players to use Fate Points or attempt creative SIEGE attribute checks (e.g., swinging on vines using Dexterity, shooting fuel tanks using Intelligence) to resolve combat through pulp spectacle rather than slow attrition.

Wednesday, September 9, 2026

OSR Campaign Slab - Amazing Adventures Rpg - Weird War II Campaign

One of the OSR campaigns that I've been tossing around is a Weird War II Amazing Adventures campaign setting. 

Amazing Adventures is having  Codex Monstorum Kickstarter style campaign & to get ahead of the curve I decided to kick up a Weird War II campaign. Here's what I've got so far in my notes and such. 

 Troll Lord Games’ Amazing Adventures (built on the SIEGE Engine) is ideal for a Weird War II campaign, blending gritty 1940s military action with occult horror, superscience, and dieselpunk elements.

Campaign Overview: Operation: Götterdämmerung

  • Tone: Gritty survival horror meets high-pulp action (Wolfenstein meets Where Eagles Dare).

  • Core Conflict: As the axis forces face conventional collapse, their clandestine occult wing—the Ahnenerbe—and their military science division—the Waffen-SS Wunderwaffe Directorate—unearth ancient horrors and alien technology to rewrite the war's outcome.

  • Player Character Roles: An elite joint-allied unit (OSS agents, British SOE operatives, resistance fighters, defector scientists, and occult investigators) tasked with sabotage, asset retrieval, and neutralizing paranormal threats.

Key Campaign Mechanics (SIEGE Engine Adjustments)

  • Sanity / Stress System: Exposure to eldritch horrors or resurrected legions requires a Wisdom Check (Challenge Base 12/18). Failure incurs temporary insanity, phobias, or cumulative Willpower penalties.

  • Guns & Steel: Firearms follow standard Amazing Adventures modern weapon rules, but Wunderwaffe weapons (Vril-blast rifles, tesla cannons) add dynamic energy damage types and hazard risks on critical fails.

Timeline of Events (1939–1946)

YearEvent NameCampaign Lore & Mission Hooks
1939The Thule ExcavationsThe Ahnenerbe begins massive archaeological digs in Antarctica, Tibet, and Norway, recovering hyperborean artifacts, precursor metals, and black-earth rituals.
1940The Black Sun RisesHeinrich Himmler consecrates Wewelsburg Castle as an occult nexus. Axis occultists summon the first batch of bound entities to serve as night-guards and infiltrators.
1941Operation: NecromancerDuring the invasion of the USSR, specialized SS units use dark rituals to reanimate fallen soldiers on the Eastern Front, creating the first Nacht-Grenadiers (undead shock troops).
1942The Vril BreakthroughNazi scientists successfully harness Vril energy from precursor artifacts, powering jet prototypes, early walker-tanks (Panzer-Mechs), and directed-energy weaponry.
1943The Oslo IncidentCampaign Mission 1: Allied intelligence learns of a heavy-water facility in Norway that isn't making atomic weapons, but opening a rift to a dark dimension. PCs infiltrate to sabotage the gate.
1944D-Day & The Blood MoonNormandy landing forces encounter not just pillboxes, but chemical-beast hybrids and mechanized exosuits. Allies establish the Special Occult Taskforce (SOT-8).
1945The Berlin EclipseAs Soviet and Allied forces close in on Berlin, Hitler retreats to an underground bunker complex housing an ancient subterranean temple. The Nazi leadership attempts a ritual to pull Berlin out of linear time.
1946The Weird War (Alternate Continuity)Berlin is encased in an impenetrable black barrier. The war drags on as Allied forces battle mutant-plagued battlefields, V2 rockets bearing occult payloads, and rogue warlords wielding alien technology.

Major Factions

  • The Special Occult Taskforce (SOT-8): The PCs' sponsor organization, combining OSS field agents, British decipherers, and esoteric scholars.

  • The SS-Ahnenerbe & Order of the Black Sun: The primary antagonists, led by high-ranking occultists seeking divine ascension and demonic bargains.

  • The Iron Legion (Eisen-Legion): Mechanized infantry units utilizing Vril-powered armor and cybernetic augmentations.

  • The Underground Resistance: European partisans who have adapted to fighting both conventional occupiers and unnatural monstrosities.

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.