Showing posts with label Victorious Rpg. Show all posts
Showing posts with label Victorious Rpg. 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.

Wednesday, August 12, 2026

OSR NPC's - For the Sensational Mademoiselle The Victorious Rpg & The Red Room's Belle Epoque Rpg

 First appearing in Atlas Comics' (now Marvel) Journey into Mystery #10 (June/July 1953) in the story "The Assassin of Paris!", the Sensational Mademoiselle is a Belle Époque telepath and mind-reader. Living in Paris around 1900, she worked as a glamorous showgirl, performing stage mind-reading while secretly hiding genuine telepathic abilities. When targeted by the notorious "Assassin of Paris" (a gentleman thief named Armond who strangled wealthy women for their jewels), she read his thoughts in a cafe, quietly wrote a note to the gendarmes, and led him into a trap where the police shot him. This blog post picks up from OSR NPC's - Old Shatterhand For The Victorious Rpg & The Red Room's Belle Epoque Rpg



Below are stats adapting her into both the superhero/Gothic system Victorious (Troll Lord Games) and the dark historical horror system Wretched Époque (The Red Room).

1. The Sensational Mademoiselle for Victorious

In the SIEGE Engine framework of Victorious, she functions as an Investigator / Mesmerist NPC. While she lacks raw combat power, her telepathy allows her to dismantle conspiracies, gather intelligence, and trap criminals before a fight even begins.

Profile & Attributes

  • Class/Archetype: Investigator / Telepath (Hero or Ally NPC)

  • Hit Dice: 4d6 (16 Hit Points)

  • Prime Attributes: Intelligence, Wisdom, Charisma

  • Attributes:

    • STR: 9 (-1)

    • DEX: 13 (+0)

    • CON: 11 (+0)

    • INT: 16 (+2) [Prime]

    • WIS: 17 (+2) [Prime]

    • CHA: 18 (+3) [Prime]

Superpowers & Skills

  • Telepathy (Rank 3): She can passively read the active surface thoughts of anyone within 30 feet.

    • Mind Reading: To probe deeper memories or catch an intentional lie, the target must succeed on a Wisdom Saving Throw against a Challenge Base of 18 (non-Prime for most).

  • Danger Sense / Premonition (Rank 2): She cannot be surprised during a surprise round if a hostile entity within 30 feet harbors intent to harm her.

  • Stage Presence & Allure (Rank 2 Skill): Receives a +3 bonus to Charisma-based checks when socializing, performing, or gathering clues in high-society salons and theater venues.

Shortcoming

  • Physically Vulnerable: She has no defensive powers or physical damage reduction. In close combat, she relies entirely on allies or police intervention.

2. The Sensational Mademoiselle for Wretched Époque

In Wretched Époque (using the d10-based Wretched system set in the decadent, gritty 1890s–1910s Paris), she is an Occultist / Socialite whose telepathy is an unsettling, anomalous gift.

Profile Stats

  • Archetype: Telepathic Showgirl / Parisian Informant

  • Hit Points: 12

  • Attributes:

    • Strength: 9

    • Dexterity: 12

    • Constitution: 10

    • Intelligence: 15

    • Wisdom: 17

    • Charisma: 18

  • Sanity: 65

Skills & Talents

  • Perception: 65%

  • Deception / Subterfuge: 70%

  • Etiquette / High Society: 75%

  • Insight (Mind Reading): 80%

Special Abilities (Wretched Engine)

  • Read Surface Thoughts: She can automatically read the surface thoughts and immediate intentions of any human within her line of sight with a successful Insight check. If she rolls a Critical Success, she learns their deepest secret or immediate criminal plot.

  • Silent Signal: If she senses immediate danger, she can subtly write or signal complex instructions to bystanders or authorities without alerting her target, gaining Advantage on all stealthy communication rolls.

  • Mental Overload (Weakness): Exposure to extreme horrors, eldritch entities, or intensely violent minds (such as serial killers mid-slaughter) forces her to make an immediate Sanity Check with a -20% penalty.

Scenario & GM Usage

Plot Hook: "The Mind-Reader's Note"

The Player Characters are sitting in a bustling Parisian cafe when a waiter quietly hands them a napkin passed along by the famous showgirl on stage. The note reads: "The gentleman in the velvet coat next to you is carrying a bomb set for the Opera."

The PCs must act quickly to stop an assassination without causing a public panic, while protecting the Sensational Mademoiselle from the villain's conspirators once they realize their thoughts were exposed.

Wednesday, July 29, 2026

OSR NPC's - Old Shatterhand For The Victorious Rpg & The Red Room's Belle Epoque Rpg

 Created by famed German author Karl May in the late 19th century, Old Shatterhand (the alter-ego of Karl, a German surveyor turned wild-west legend) is one of the most famous European pulp heroes of all time. Known for his superhuman punching power—capable of knocking out a man or a horse with a single blow to the temple (hence his name)—he is a polymath, master marksman, tracker, and a staunch defender of justice alongside his Apache blood brother, Winnetou.



In the late 19th/early 20th-century settings of Victorious and Belle Époque, Old Shatterhand acts as the ultimate globetrotting American West adventurer, tracker, and moral paragon.

1. Old Shatterhand for Victorious (Troll Lord Games)

In the SIEGE Engine framework of Victorious, Old Shatterhand maps directly to a high-tier Bruiser / Ranger (Hero) NPC. He combines world-class physical prowess with unmatched wilderness survival and detective skills.

Attributes & Profile

  • Class/Archetype: Bruiser / Ranger (Hero)

  • Hit Dice: 8d10 (62 Hit Points)

  • Prime Attributes: Strength, Constitution, Wisdom

  • Attributes:

    • STR: 19 (+3) [Prime]

    • DEX: 16 (+2)

    • CON: 18 (+3) [Prime]

    • INT: 15 (+1)

    • WIS: 17 (+2) [Prime]

    • CHA: 16 (+2)

Superpowers, Knacks & Iconic Gear

  • The Shatterhand Punch (Rank 3 Heavy Striking): When attacking unarmed, Old Shatterhand deals 1d8 + Strength Modifier (+3) damage. On a successful critical hit or an open-hand strike aimed at the head, the target must pass a Constitution Saving Throw (Challenge Base 12) or be instantly rendered Unconscious for 1d6 minutes.

  • Superhuman Tracking & Wilderness Lore (Rank 3 Knack): Shatterhand can read environmental signs that seem invisible to others. He receives a +4 bonus to all Wisdom checks when tracking targets, surviving extreme weather, or navigating wilderness environments.

  • Master Marksman (Rank 2): Adds +2 to all ranged attack rolls with rifles and carbines.

  • Iconic Custom Weapons:

    • Bärentöter (Bear Killer): A massive, heavy-caliber custom rifle. Deals 2d10 ballistic damage, ignoring 2 points of physical Armor Class/Damage Reduction.

    • Henrystutzen (Henry Carbine): A legendary 25-shot repeating rifle allowing him to make multiple rapid-fire attacks per round without reloading.

Shortcoming

  • Code of the Frontier: Shatterhand is a devout Christian humanist who refuses to take a human life if it can be avoided. He will always aim to disarm, knock out, or capture opponents rather than kill them, which clever enemies can exploit.

2. Old Shatterhand for Belle Époque (MicroRed Engine)

In the d6-based Belle Époque RPG, Old Shatterhand works brilliantly as an international guest hero visiting European capitals, or as a wilderness guide for European expeditions abroad.

Profile Stats

  • Archetype: The Legendary Frontiersman / Iron-Fisted Paragon

  • Threat/Power Level: Veteran Hero

  • Hit Points: 32

  • Key Attributes / Ratings:

    • Combat & Brawling: 5d6

    • Marksmanship & Firearms: 5d6

    • Wilderness & Tracking: 4d6

    • Willpower & Presence: 4d6

Special Abilities (MicroRed Rules)

  • Iron Fist of the West: When Old Shatterhand enters melee unarmed, he rolls his attack with Advantage (keep highest d6 rolls). If he scores an Exceptional Success, the opponent is immediately knocked out cold, regardless of their remaining Hit Points (excluding colossal monsters).

  • The Henry Carbine Barrage: Once per combat, Shatterhand can unleash a hail of gunfire from his 25-shot repeating rifle, targeting up to three distinct enemies in line of sight with a single attack roll.

  • Blood Brother's Call: When fighting alongside Winnetou or defending a close ally, Shatterhand gains a +1d6 bonus to all Willpower & Presence checks to resist fear, mind control, or intimidation.

Scenario & Campaign Hooks

1. The Paris Exposition Smuggling Ring

Old Shatterhand arrives in Belle Époque Paris to attend the World's Fair, only to discover an international crime syndicate is auctioning stolen Native American artifacts and illegal arms in the Paris catacombs. He enlists the Player Characters to help him infiltrate the underground auction, providing muscle and tracking skills to bust the syndicate.

2. Hunting the Beast of the Steppes

A wealthy European nobleman hires the PCs for an expedition into the wild frontiers, but they soon realize they are being hunted by a supernatural creature or an escaped military experiment. Luckily, they cross paths with a tall European man wearing fringed buckskins carrying a famous double-barreled bear rifle—Old Shatterhand himself—who joins their party to hunt the beast.

Tuesday, July 28, 2026

OSR NPC's - Rocambole For The Victorious Rpg & The Red Room's Belle Epoque Rpg

 Created by Pierre Alexis Ponson du Terrail in 1857, Rocambole is one of the most pivotal figures in French pulp fiction. He holds a unique place in literary history: starting as a ruthless, mercenary villain, his immense popularity led his creator to resurrect and reform him into the ultimate proto-superhero—a brooding, brilliant master of disguise who uses the tactics of the underworld to fight for the oppressed. His adventures were so wild and full of improbable twists that he gave rise to the French word rocambolesque (meaning fantastic, bizarre, or outrageously adventurous).



Here is how to bring the world's first reformed criminal vigilante into both Victorious (Troll Lord Games) and Belle Époque (MicroRed Engine).

1. Rocambole for Victorious (Troll Lord Games)

In the SIEGE Engine framework of Victorious, Rocambole fits best as an Infiltrator / Investigator (Hero or Anti-Hero). He relies on physical agility, uncanny disguise mastery, and an intimate understanding of the criminal mind to protect the helpless.

Attributes & Profile

  • Class/Archetype: Infiltrator / Vigilante (Hero)

  • Hit Dice: 7d8 (38 Hit Points)

  • Prime Attributes: Dexterity, Intelligence, Wisdom

  • Attributes:

    • STR: 14 (+1)

    • DEX: 18 (+3) [Prime]

    • CON: 15 (+1)

    • INT: 17 (+2) [Prime]

    • WIS: 16 (+2) [Prime]

    • CHA: 15 (+1)

Superpowers, Knacks & Abilities

  • Master of Disguise (Rank 3): Rocambole can alter his posture, voice, skin tone, and features with shocking speed. Spotting his true identity requires an Intelligence or Wisdom Check against a Challenge Base of 18.

  • Underworld Lore & Counter-Tactics (Rank 2 Skill/Knack): Having once run the criminal networks of Paris, Rocambole receives a +4 bonus to checks made to detect traps, recognize criminal symbols, negotiate with street gangs, or track black-market contraband.

  • Superhuman Evasion / Acrobatics (Rank 2): Rocambole adds +2 to his Armor Class against ranged and melee attacks when wearing light or no armor, and gains a +3 bonus to Dexterity checks for climbing, leaping, or picking locks.

  • Gadgets & Equipment:

    • Weighted Cane: Deals 1d6 bludgeoning damage and can be used to attempt a trip/disarm maneuver without incurring an attack penalty.

    • Smoke Bombs & Lockpicks: Carries custom tools concealed in double-lined coat pockets.

Shortcoming

  • Haunted by the Past: Rocambole’s villainous youth continuously catches up to him. Former associates view him as a traitor, and straight-laced law enforcement officers (like inspectors or magistrates) will instinctively distrust him if his true identity is discovered.

2. Rocambole for Belle Époque (MicroRed Engine)

In the d6-based Belle Époque RPG, Rocambole serves as an ideal High-Tier Ally, Mentor, or Playable Anti-Hero operating out of the shadows of 19th-century Paris.

Profile Stats

  • Archetype: The Penitent Mastermind / Shadow Vigilante

  • Threat/Power Level: Veteran Hero

  • Hit Points: 28

  • Key Attributes / Ratings:

    • Agility & Athletics: 4d6

    • Cunning & Infiltration: 5d6

    • Combat & Brawl: 3d6

    • Subterfuge & Disguise: 5d6

Special Abilities (MicroRed Rules)

  • Rocambolesque Twist: Once per session, Rocambole (or a player controlling him) can spend 1 Will/Luck Point to declare a sudden, outrageous revelation in the scene—such as a hidden passage behind a tapestry, a carriage conveniently passing by under a window, or an enemy guard turning out to be one of his undercover double-agents.

  • The Redemptive Strike: When fighting to protect an innocent or save a hostage, Rocambole rolls his attack actions with Advantage (keep the highest d6 rolls).

  • Ghost of the Sewers: Rocambole can vanish from plain sight during a chaotic moment or turn of combat by rolling a success on Cunning & Infiltration, relocating anywhere in the immediate scene without drawing opportunity attacks.

Tactical & Roleplay Guidance for the GM

1. The Dynamic: A Dark Mirror to Fantômas

Where Fantômas represents pure, irredeemable sociopathy, Rocambole represents redemption through ruthlessness. He won't hesitate to break the law, break into a bank, or threaten a corrupt noble if it achieves a noble end. He is the ultimate "ends justify the means" protagonist.

2. Plot Hook: "The Knaves of Hearts"

A shadowy secret society known as the Club of the Knaves of Hearts—an organization Rocambole helped found back in his villainous days—has resurfaced in Paris, orchestrating blackmail against high-ranking government officials.

Rocambole approaches the Player Characters in disguise, offering them crucial intelligence to break into the Club's subterranean vault. However, the police believe Rocambole is the one leading the ring. The PCs must navigate a three-way dynamic: working with an ex-villain they aren't sure they can fully trust, avoiding the overzealous police, and taking down a criminal syndicate before Paris falls into chaos.

Monday, July 27, 2026

OSR NPC's - Fantômas For The Victorious Rpg & The Red Room's Belle Epoque Rpg

 Created in 1911 by French writers Marcel Allain and Pierre Souvestre, Fantômas is the ultimate arch-fiend of the pre-World War I era. Cold, calculating, and completely sociopathic, he is a master of disguise, high-society intrigue, and elaborate, theatrical murder. Unlike classic gentleman thieves (like Arsène Lupin), Fantômas has no code of honor: he slaughters innocents, betrays partners, and revels in chaos, always leaving behind his signature signed note in red ink.



Here is how to bring the "Emperor of Crime" to life in two distinct tabletop RPG systems: Victorious (Troll Lord Games) and Belle Époque (The Red Room / MicroRed engine).

1. Fantômas for Victorious (Troll Lord Games)

In the Victorious SIEGE Engine system, Fantômas works best as a Mastermind / Mesmerist (Villain) NPC. He doesn't rely on superhuman brawn, but rather on supreme intellect, psychological terror, and high-tech gadgets disguised as everyday objects.

Attributes & Profile

  • Class/Archetype: Mastermind / Infiltrator (Villain)

  • Hit Dice: 8d8 (42 Hit Points)

  • Prime Attributes: Intelligence, Dexterity, Charisma

  • Attributes:

    • STR: 12 (+0)

    • DEX: 18 (+3) [Prime]

    • CON: 14 (+1)

    • INT: 20 (+4) [Prime]

    • WIS: 16 (+2)

    • CHA: 18 (+3) [Prime]

Superpowers, Devices & Skills

  • Master of Disguise (Rank 4): Fantômas can impersonate anyone of similar build (including victims he has just killed) down to voice, posture, and handwriting. Anyone attempting to see through his disguise must beat an Intelligence or Wisdom Check against a Challenge Base of 18.

  • Evasion & Escape Artistry (Rank 3): If trapped or pinned, Fantômas adds a +4 bonus to all Dexterity saving throws to dodge, slip out of cuffs, or leap into secret trapdoors.

  • Gadgetry & Chemical Weapons:

    • Lethal Accessories: Razor-sharp wire rings, fountain pens that squirt blinding acid, and hollow walking canes firing silent tranquilizer or venom darts (+3 to hit, targets must save vs. CON or be paralyzed/poisoned).

    • The Black Mask: When wearing his signature seamless black cloth mask and executioner's hood, Fantômas causes a Fear Effect (Targets must pass a WIS save or incur a -2 penalty to attack rolls against him).

Shortcoming

  • Narcissistic Theatrics: Fantômas must flex his intellectual superiority. He will rarely kill a rival anonymously; he insists on leaving behind his signature card, staging elaborate deaths, or framing his enemies (like Inspector Juve or the journalist Fandor) for his own crimes.

2. Fantômas for Belle Époque (MicroRed Engine)

In Belle Époque (The Red Room), where the setting blends historical Paris with secret societies, anarchists, and macabre fiction, Fantômas serves as an endgame Nemesis. Under the d6-based MicroRed system rules, he is a ghost in the machine of the Parisian underworld.

Profile Stats

  • Archetype: The Lord of Terror / Master Forger & Killer

  • Threat Level: Exceptional (Boss / Nemesis)

  • Hit Points: 35

  • Key Attributes / Ratings:

    • Stealth & Deception: 5d6

    • Cunning & Chemistry: 5d6

    • Combat & Athletics: 3d6

    • Willpower & Presence: 4d6

Special Abilities (MicroRed Rules)

  • Faceless Monster: When Fantômas is disguised, players must score an Exceptional Success (rolling maximums) on Perception/Investigation checks to realize they are speaking to him before he strikes.

  • Grand Guignol Execution: If Fantômas attacks from surprise or stealth, he rolls his attack with Advantage (keep highest). His preferred weapons—garrotes, injected poisons, or hidden blades—deal double damage on a successful strike.

  • The Syndicate Network: Fantômas never fights alone if he can help it. He can spend 1 Luck/Will Point to instantly summon 1d4 loyal Apaches (Parisian street thugs) or corrupt police officers to throw themselves between him and the PCs, buying him a turn to escape.

Tactical & Story Guidance for the Game Master

1. The Playstyle: Never Fight Fair

Fantômas is not a brute who stands toe-to-toe with heroes. If forced into open combat:

  • He drops smoke bombs, triggers trapdoors, or releases caged vermin/vipers into the room.

  • He threatens an innocent bystander or triggers a bomb across town to force the heroes to choose between arresting him and saving lives.

2. Plot Hook: "The Dead Man's Gala"

A wealthy Parisian aristocrat hosts a grand masquerade ball at a newly lit electric hotel. Mid-evening, the host announces a rare artifact will be auctioned off—only for a corpse to drop from the chandelier with a note pinned to its chest:

"The artifact belongs to Fantômas. Anyone who bids on it dies before midnight."

The PCs must investigate the guests to figure out which high-society figure, waiter, or police officer present is actually Fantômas in disguise before he begins executing the guests one by one.

Friday, June 12, 2026

Adapting B2 keep on the Borderland By Gary Gygax be adapted Into The Victorious Rpg and Wretched Epoque role-playing game

 Yes, absolutely. In fact, B2: The Keep on the Borderlands aligns surprisingly well with the mechanics of the Wretched system. Because the Wretched system (including Wretched Époque) is built on an OSR (Old School Renaissance) d20 foundation heavily inspired by classic B/X D&D, the core math, monster stats, and dungeon-crawling loops require almost zero heavy mechanical conversion. This blog post picks right up from Adapting Two Githyanki-like races for the Troll Lord Games Victorious & Red Room Bella Apoque rpg- The Aether-Born & The Khaos-Bane



However, Wretched Époque isn't high fantasy—it’s a game of gritty, morally bankrupt, fin-de-siècle (turn-of-the-century) urban horror, secret societies, and anti-heroes. To make the jump from 1980s high fantasy to 1890s "Nouveaupunk," you have to shift the window from Tolkiendesque exploration to Late-Victorian gothic intrigue.



A complete blueprint to reskin the classic module for Wretched Époque is detailed below.

1. The Narrative Reskin

To fit the Belle Époque era, the geography of the wild "Borderlands" must be reimagined into something more fitting for 1890s grit.

  • The Keep - The Outpost / Sanatorium: Instead of a fantasy fortress, the "Keep" is an isolated military outpost, a luxury sanatorium in the French Alps/Transylvania, or a colonial extraction camp deep in a contested territory (like the Congo or the Ottoman frontier). The "Castellan" becomes a bitter, high-ranking military commander, an eccentric medical director, or a corrupt corporate bureaucrat.

  • The Caves of Chaos - The Labyrinth of the Cults: The caves are an ancient, subterranean network beneath the region—perhaps a forgotten Roman catacomb, an abandoned mining complex, or a series of glacial fissures. Instead of disparate humanoid tribes (Orcs, Goblins, Kobolds), the different caves house competing factions of a sprawling, multi-layered occult conspiracy or rival criminal gangs.

2. Faction & Monster Conversions

The Wretched system focuses heavily on cosmic horror, occultism, and the criminal underworld. The distinct monster tribes in the Caves can be translated seamlessly into historical/horror equivalents:

Original B2 MonsterWretched Époque EquivalentConcept / Narrative Motivation
KoboldsThe Sub-Human Dregs / "Apaches"Desperate, violent street criminals, mutineers, or locals afflicted by a degenerative physical rot.
Goblins & HobgoblinsAnarchist Cell / Radical CellMilitant bomb-makers and anti-state radicals who are unknowingly using occult materials provided by deeper cults.
Orcs & GnollsThe Corrupt MercenariesA rogue faction of foreign Legionnaires or ruthless cutthroats hired by a corporate syndicate to secure the caves.
Zombies & SkeletonsGalvanized Corpses / ReanimatedVictims of a mad scientist residing in the caves, reanimated via crude electrical galvanism and clockwork mechanisms.
The Evil Priest (Medusa/Acolytes)The Esoteric Order / Cult of the BeyondThe core antagonist group. A secret society of elite Occultists or "Animal Magnetists" using Mesmerism to control the other factions.

3. Adapting the Gameplay Mechanics

The Wretched Commandments (XP Progression)

In classic B2, characters earn XP by killing monsters and bringing treasure back to civilization. In Wretched, characters are fundamentally anti-heroes driven by vices, sins, and survival.

The Wretched Commandments change the entire vibe of the module:

  • Instead of "clearing the caves for the good of the realm," the PCs are likely there because they want to steal the cult's legendary wealth ("Thou Shalt Steal"), assassinate a rival mastermind ("Thou Shalt Kill"), or gather blackmail material on high-society figures visiting the Sanatorium.

  • The proximity of the "Keep" lets players return to engage in debauchery or manipulate NPCs, earning XP via "Thou Shalt Love Thyself" or "Thou Shalt Taint Thy Neighbours".

Sanity & Mesmerism

The Wretched Époque rules for Sanity and Mesmerism fit perfectly into the deeper sections of the Caves of Chaos (the Shrine of Evil Chaos).

  • Replace standard fantasy fear or charm spells with Mesmerism checks.

  • Discovering the bizarre, fleshy, or cosmic horrors in the lower levels requires Sanity checks, simulating the slow descent into madness that a gritty fin-de-siècle character would experience when confronted by the unnatural.

Gold - The Acquisition Roll

You don't need to count every gold piece in the hoards. When players find "treasure" (art, illegal chemicals, occult texts, bonds), assign it a material value. Back at the Keep, players use these scores to modify their Acquisition Rolls to secure better equipment, modern firearms, or opium reserves.

4. The Campaign Hook

Because Wretched characters need a personal motivation rooted in moral ambiguity, traditional altruistic hooks won't work. One of these options can be used instead:

The Investigation Hook: A prominent Paris politician's daughter has vanished, traced to a remote mountain retreat (The Keep). The characters are hired by a shadowy fixer to extract her—or silence her if she knows too much.

The Criminal Syndicate Hook: The characters are part of a criminal syndicate sent to the borderlands to eliminate the local "Apache" gangs and corner the market on an exotic, supernatural drug being harvested from the cave network's glowing fungi.

Adapting B2 this way preserves the iconic, dangerous exploration of the original module while infusing it with the grim, paranoiac, atmosphere that defines the Wretched universe.

Blending B2: The Keep on the Borderlands, Wretched Époque, and Victorious creates a distinct style of campaign: Gaslight "SuperMankind" Horror.

By layer-cakeing these systems, you are dropping street-level, Victorian-era superheroes, masked vigilantes, and supernatural investigators (Victorious) into a gritty, morally bankrupt, cosmic-horror conspiracy (Wretched Époque), using a classic, sandbox dungeon crawl layout (B2).



Because both Victorious (built on Troll Lord Games' SIEGE Engine/OSR framework) and Wretched Époque (built on d20 OSR) share a mechanical lineage with classic D&D, they mash together beautifully. The blueprint below outlines how to combine all three.

1. The Core Mechanical Integration

The challenge here is balancing the pulp heroism of Victorious with the lethal, sanity-draining grit of Wretched Époque.

  • The Character Engine (Victorious): Players build characters using the classes and superpower templates from Victorious (e.g., Vigilante, Contraptionist, Mesmerist, Strongman). They have the powers and the exceptional hit points required to survive an active warzone like the Caves of Chaos.

  • The Corruption & Sin Engine (Wretched): Overlay the Wretched Commandments and Sanity/Neurosis mechanics onto the characters. Sure, you are a "Paragon" with superhuman strength, but Thou Shalt Steal, Thou Shalt Kill, and Thou Shalt Give In To Vice. The PCs aren't boy scouts; they are flawed vigilantes whose powers might even stem from the very cosmic corruption they are investigating.

  • Resolution: Use the Victorious SIEGE Engine (Attribute checks against a Challenge Class) for physical feats, gadgets, and superhero combat, but use Wretched’s Sanity system whenever characters dive into the deeper occult horrors of the caves.

2. The Campaign World: "The Gilded & Grim Borderlands"

In Victorious, the GM selects an alignment for the setting. For this mashup, choose Grim (where the supernatural is terrifying and society is corrupt) and Gilded (where industrialization hides a rotting core).

  • The Keep adapted into The Outpost: Set this on a fog-choked, contested frontier—such as an isolated British military fortification in the Khyber Pass, a bleak penal colony on a desolate island, or a remote industrial mining settlement in the Carpathian Mountains. The "Castellan" is a brutal colonial governor or a cold military official who turns a blind eye to the town's vices to maintain control.

  • The Caves The Industrial Catacombs / The Fissures of the Unfleshed: A vast labyrinth of steam-pipe tunnels, ancient subterranean ruins, and mining veins that branch out beneath the wilderness.

3. Reskinning B2 Factions for Steampunk-Horror

With superheroes on the board, the standard goblins and orcs need a massive upgrade to remain dangerous. They become rogue scientific experiments, anarchists with weird-science weaponry, and occult shock troops.

  • The Kobolds $\rightarrow$ The Scrap-Dregs: Misformed, desperate underground dwellers armed with crude, leaking steam-tech, chemical-dipped daggers, and scrap-metal traps. They fight dirty to compensate for the heroes' superpowers.

  • The Goblins & Hobgoblins $\rightarrow$ The Dynamiters & Radicals: A heavily militarized cell of nihilistic anarchists. They are armed with prototype Victorian firearms, Maxim guns, and unstable nitro-glycerine bombs. They view the "Keep" as a symbol of oppressive empire that must be leveled.

  • The Orcs & Gnolls $\rightarrow$ The Galvanized Thugs / Bio-Constructs: The muscle. These are massive, suture-scarred brutes created by a rogue Contraptionist or Mad Scientist hidden deeper in the complex. They have been augmented with clockwork pistons and chemical injectors, giving them the physical stats to go toe-to-toe with a Victorious Strongman.

  • The Cult of Evil Chaos $\rightarrow$ The Esoteric Order of the Iron Dawn: Located in the deepest caves. This is a high-society cabal of wealthy aristocrats from back home who have traveled to the frontier to worship an ancient, cosmic machine-god or eldritch entity.

4. Rewriting Iconic B2 Encounters

  • The Mad Scientist (Replacing the Evil Priest): The cult leader is a corrupted, high-level Magician or Contraptionist who has discovered an eldritch text. He is using Wretched-style Mesmerism to coordinate the Anarchists, the Scrap-Dregs, and the Galvanized Thugs into an army to seize the Fort.

  • The Minotaur $\rightarrow$ The Steam-Golem / The Boiler-Beast: Instead of a fantasy monster in a maze, the central brute of the upper caves is a rogue, steam-powered mining automaton lined with razor-sharp gears and overheating boilers, driven mad by an occult artifact welded to its chassis.

  • The Medusa $\rightarrow$ The Hypnotic Siren: An elite occult assassin utilizing advanced Wretched Mesmerism. Instead of turning heroes to stone physically, her hypnotic gaze instantly inflicts a severe Neurosis or catatonic paralysis on a failed Sanity check.

5. The Campaign Loop: Pulp vs. Grim Reality

The gameplay mirrors the classic B2 structure but shifts the tone dramatically:

  1. Investigation at Fort Malakoff: The heroes use Inquiry Agent or Vigilante skills to navigate the dark alleys, opium dens, and corrupt high-society salons of the Outpost, hunting down clues about cult infiltration.

  2. The Raid on the Catacombs: The heroes suit up in their capes, trench coats, or clockwork armor to assault the Caves. Combat is fast, cinematic, and explosive as superpowers clash with dynamite and bio-monstrosities.

  3. The Mental Toll: When the heroes return to the Outpost to recover, they aren't just resting—they are dealing with the psychological scars of the cosmic horrors they witnessed. They spend their wealth indulging in Wretched vices (absinthe, gambling, secret societies) to stave off madness, which triggers the Wretched Commandments to earn their Advancement/XP.

This creates a brilliant juxtaposition: the characters are larger-than-life pulp heroes in combat, but fragile, morally compromised, and desperate human beings once the gaslight fades.

Blending B2: The Keep on the Borderlands, Wretched Époque, and Victorious creates a distinct style of campaign: Gaslight "SuperMankind" Horror.

By layer-cakeing these systems, you are dropping street-level, Victorian-era superheroes, masked vigilantes, and supernatural investigators (Victorious) into a gritty, morally bankrupt, cosmic-horror conspiracy (Wretched Époque), using a classic, sandbox dungeon crawl layout (B2).

Because both Victorious (built on Troll Lord Games' SIEGE Engine/OSR framework) and Wretched Époque (built on d20 OSR) share a mechanical lineage with classic D&D, they mash together beautifully. The blueprint below outlines how to combine all three.

1. The Core Mechanical Integration

The challenge here is balancing the pulp heroism of Victorious with the lethal, sanity-draining grit of Wretched Époque.

  • The Character Engine (Victorious): Players build characters using the classes and superpower templates from Victorious (e.g., Vigilante, Contraptionist, Mesmerist, Strongman). They have the powers and the exceptional hit points required to survive an active warzone like the Caves of Chaos.

  • The Corruption & Sin Engine (Wretched): Overlay the Wretched Commandments and Sanity/Neurosis mechanics onto the characters. Sure, you are a "Paragon" with superhuman strength, but Thou Shalt Steal, Thou Shalt Kill, and Thou Shalt Give In To Vice. The PCs aren't boy scouts; they are flawed vigilantes whose powers might even stem from the very cosmic corruption they are investigating.

  • Resolution: Use the Victorious SIEGE Engine (Attribute checks against a Challenge Class) for physical feats, gadgets, and superhero combat, but use Wretched’s Sanity system whenever characters dive into the deeper occult horrors of the caves.

2. The Campaign World: "The Gilded & Grim Borderlands"

In Victorious, the GM selects an alignment for the setting. For this mashup, choose Grim (where the supernatural is terrifying and society is corrupt) and Gilded (where industrialization hides a rotting core).

  • The Keep $\rightarrow$ Fort Malakoff / The Outpost: Set this on a fog-choked, contested frontier—such as an isolated British military fortification in the Khyber Pass, a bleak penal colony on a desolate island, or a remote industrial mining settlement in the Carpathian Mountains. The "Castellan" is a brutal colonial governor or a cold military official who turns a blind eye to the town's vices to maintain control.

  • The Caves $\rightarrow$ The Industrial Catacombs / The Fissures of the Unfleshed: A vast labyrinth of steam-pipe tunnels, ancient subterranean ruins, and mining veins that branch out beneath the wilderness.

3. Reskinning B2 Factions for Steampunk-Horror

With superheroes on the board, the standard goblins and orcs need a massive upgrade to remain dangerous. They become rogue scientific experiments, anarchists with weird-science weaponry, and occult shock troops.

  • The Kobolds adapted into  The Scrap-Dregs: Misformed, desperate underground dwellers armed with crude, leaking steam-tech, chemical-dipped daggers, and scrap-metal traps. They fight dirty to compensate for the heroes' superpowers.

  • The Goblins & Hobgoblins  adapted into The Dynamiters & Radicals: A heavily militarized cell of nihilistic anarchists. They are armed with prototype Victorian firearms, Maxim guns, and unstable nitro-glycerine bombs. They view the "Keep" as a symbol of oppressive empire that must be leveled.

  • The Orcs & Gnolls adapted into The Galvanized Thugs / Bio-Constructs: The muscle. These are massive, suture-scarred brutes created by a rogue Contraptionist or Mad Scientist hidden deeper in the complex. They have been augmented with clockwork pistons and chemical injectors, giving them the physical stats to go toe-to-toe with a Victorious Strongman.

  • The Cult of Evil Chaos adapted into  The Esoteric Order of the Iron Dawn: Located in the deepest caves. This is a high-society cabal of wealthy aristocrats from back home who have traveled to the frontier to worship an ancient, cosmic machine-god or eldritch entity.

4. Rewriting Iconic B2 Encounters

  • The Mad Scientist (Replacing the Evil Priest): The cult leader is a corrupted, high-level Magician or Contraptionist who has discovered an eldritch text. He is using Wretched-style Mesmerism to coordinate the Anarchists, the Scrap-Dregs, and the Galvanized Thugs into an army to seize the Fort.

  • The Minotaur adapted into The Steam-Golem / The Boiler-Beast: Instead of a fantasy monster in a maze, the central brute of the upper caves is a rogue, steam-powered mining automaton lined with razor-sharp gears and overheating boilers, driven mad by an occult artifact welded to its chassis.

  • The Medusa adapted into  The Hypnotic Siren: An elite occult assassin utilizing advanced Wretched Mesmerism. Instead of turning heroes to stone physically, her hypnotic gaze instantly inflicts a severe Neurosis or catatonic paralysis on a failed Sanity check.

5. The Campaign Loop: Pulp vs. Grim Reality

The gameplay mirrors the classic B2 structure but shifts the tone dramatically:

  1. Investigation at Fort Malakoff: The heroes use Inquiry Agent or Vigilante skills to navigate the dark alleys, opium dens, and corrupt high-society salons of the Outpost, hunting down clues about cult infiltration.

  2. The Raid on the Catacombs: The heroes suit up in their capes, trench coats, or clockwork armor to assault the Caves. Combat is fast, cinematic, and explosive as superpowers clash with dynamite and bio-monstrosities.

  3. The Mental Toll: When the heroes return to the Outpost to recover, they aren't just resting—they are dealing with the psychological scars of the cosmic horrors they witnessed. They spend their wealth indulging in Wretched vices (absinthe, gambling, secret societies) to stave off madness, which triggers the Wretched Commandments to earn their Advancement/XP.

This creates a brilliant juxtaposition: the characters are larger-than-life pulp heroes in combat, but fragile, morally compromised, and desperate human beings once the gaslight fades.