The History of Venture Comics!

Some tough choices to make between the two reaction options when he’s low on Health or when getting saddled with medium-sized penalties. Do you risk a low roll on Convenient Sidestep letting more than one damage through, or just accept one point with Brush Off? Will reducing a Hinder penalty to -1 right now with Brush Off be better than using Convenient Sidestep against a later Attack, which would use up the penalty and probably stop some damage and get a bonus as well, especially if the heroes might not Attack to give you the trigger to use it? Definitely some gambling going on there, which fits his luck theme well.

Send A Message looks like it’s only likely to get use when there’s only one target around or you desperately need the biggest penalty you can hand out on just one target, mostly because of the relatively small dice it’ll wind up with in the pool.

1 Like

Send A Message is mostly there for when the heroes are rolling like crap and you want to do something flavorful but not necessarily overpowering. I like to have a move like that on mid-level villains. But yeah, most of the time it’s going to be rolling 3d8.

(It’s also there because one Focused ability needs to use your other Power, and you get truly minimal quality dice as a Focused character.)

1 Like

Well, d10, d8, d8 if he hasn’t been saddled with villain allies, and maybe you could justify getting that d10 Finesse in there if he’s doing something with his hands - a Zorro marking move or something like that seems legit. But that would defeat the goal of it being flavorful and taking it easy on the PCs. I usually use colorful but mostly pointless Overcomes for that roll myself.

Yeah, they really pay for that d12 Power, just like Skilled does with their d12 Quality.

The rest of the Table sound pretty interesting too. Boxcars is a cute GI Joe ref, but if the others are nods to something I’m missing it. Bonanza for Little Joe?

1 Like

I just realized you made evil Setback :open_mouth: omg lol

2 Likes

Truth be told, it’s not a GI Joe ref. They’re all based on an online Homestuck game I ran using Chuubo’s Marvelous Wish-Granting Engine.

Short version: the setting has a nasty backstabbing political moon and most of their politics were explicitly shortcut in the canon, so I was writing some up. Homestuck’s existing gangs were named and themed after cards, billiards, and chess, so I put together a group named after craps results and gave them skills based on their roles.

1 Like

Ah, gotcha. Not a craps player. Still, a ninja named Boxcars? That’s seems like a Snake Eyes ref even by accident. :slight_smile:

1 Like

Randomizers:

Approach: 9, 2, 3 [Options: Skilled, Prideful, Bully, Specialized, Generalist, Tactician]
Archetype: 1, 2, 4 [Options: Predator, Inventor, Bruiser, Guerilla, Indomitable, Overlord]
Upgrade: 12, 8, 3 [Options: Group Fighter, Quality Upgrade, Brainwashing Zone]
Mastery: 3, 7, 2 [Options: Conquest, Mysticism, Behind the Curtain]

Peacemonger
Peacemonger

Real Name: Lyr Kalan, First Appearance: Earthwatch #112, July 1988
Approach: Prideful, Archetype: Indomitable

Upgrade: Group Fighter, Mastery: Conquest
Status Dice: Always d8. Health: 45+5H (Upgraded 65+5H)
Qualities: Conviction d10, Close Combat d10, Deep Space Lore d8, Alertness d8, Peacekeeper General d8
Powers: Strength d10, Presence d10, Awareness d10, Size-Changing d8

Abilities:

  • Strength in Victory [A]: Attack one target using Strength and use your Max+Min dice. If that Attack causes the target to change zones, Boost using your Mid die. That bonus is persistent and exclusive.
  • Stretch and Shrink [A]: Attack using Size-Changing. Either Hinder that target using Max, or Defend yourself using Min and you and that target end up elsewhere in the scene.
  • Order Bombardment [A]: Attack multiple targets using Conviction. Hinder those targets using your Min die.
  • Invulnerable (I): Reduce all damage dealt to you by 2.

Common Scene Elements:

  • Xur’Tani Battleships. These d10 lieutenants can act from a great distance, requiring special Overcomes to directly affect them.
  • Xur’Tani Peacekeepers. These d10 lieutenants are serum-empowered, and get +1 to Attacks and damage saves.
  • City Under Siege. A city under attack by alien ships, with peacekeepers on the streets.

As they approached the fiftieth anniversary of Venture Comics and Issue #600 of Celestial Travels, the only comic to have run uninterrupted since 1939, the writers of the series pitched an idea that would lead to dramatic changes in the setting and for its alien and super-science heroes. Although initially concerned that it was still too close to the Sovereign event, the editors of Venture ultimately agreed to the concept, and one of the most terrible villains in Venture Comics history was created - a villain utterly convinced of her own heroism. Peacemonger.

In the aftermath of the destruction of their homeworld, the Xur’Tani Republic was in chaos, with enemy nations growing in power and boldness by the day. General Lyr Kalan of the Xur’Tani Peackeepers believed that, in order to remain the galaxy’s defenders, the Xur’Tani would need to make sacrifices. They would need to be powerful. Most of all, they would need to be firm. In Earthwatch #112, General Kalan came to Earth, and approached Synthesis. She had learned of her formula, and asked Synthesis to give it to her for the good of the Xur’Tani people and the galaxy as a whole. Synthesis was swayed. She believed in her general’s vision, and the good of her people. She gave the formula to General Kalan.

Over the next six months, the Xur’Tani Peacekeepers began to take the serum. In the background of Celestial Travels and Earthwatch, references to Peacekeepers stopping attacks by Uranians, Jotari, and other alien forces grew, along with stories of increasingly stringent laws in Xur’Tani space designed to quash dissent and prevent anyone from getting out of line. Finally, at the end of Earthwatch #117, General Kalan, now calling herself Peacemonger, decided that there was only one threat to the return of Xur’Tani power. They had successfully developed the formula to manage Earth’s effect on them, but had not had luck in synthesizing the unique combination of atmosphere and bacteria that caused it. If Earth were conquering by an enemy force, or if the humans succeeded in destroying themselves, the power of the Peacekeepers would be broken. Peacemonger came to Synthesis, and explained that Earth’s population couldn’t be trusted to protect themselves. It was time for the Peacekeepers to occupy the Earth.

January through March of 1989 thus saw the “Peacekeepers” crossover, beginning with the Peacekeeper invasion of Earth to secure its atmospheric resources in Earthwatch #118, an invasion that was accomplished in a single day thanks to the efforts of thousands of skilled soldiers with the power of the Steward*.* The seven-part crossover covered Earthwatch, Champions of Truth, and Celestial Travels, with every other comic having one tie-in issue in either January or February about their own efforts to deal with Peacekeeper forces.

At first, Synthesis attempted to hold Earthwatch in line, insisting that the invasion of Earth was a necessary operation that would save millions of lives. Ember stood against her, seeing her own prior fanaticism in the team leader, and Earthwatch broke in half, with Hyperstar and Fission trusting Synthesis’s vision and Zeitgeist siding with the humans that he loved. Meanwhile, Reckoner attempted to end the invasion by calling out Peacemonger directly, resulting in a cosmically-powered duel between the two that she won, leaving him for dead.

When everything seemed lost, a shocking ally returned! The Drifter appeared to the Champions of Truth, leading the Steward himself. He explained that he had found the Steward drifting in the realms between worlds, and brought him back. He also explained that the Drifter held the power to end the invasion. His original, stronger infection could overwhelm Synthesis’ formula, dooming every Peacekeeper to death if they did not leave the Earth immediately.

The Steward announced his presence, his disappointment, and his plan in Champions of Truth #199, the fifth part of the crossover. Peacemonger responded immediately, gathering her forces and pointing everything she had at the man she claimed to respect, little realizing that her attack was leading her towards…

Behind the Scenes

… tomorrow’s villain!

That’s right, it’s an event so big that it needs two villains to write up!

The Xur’Tani plotline builds to a conclusion that’s probably not that surprising - Xur’Tani soldiers using the formula Synthesis developed to try to take over the Earth so that they can retain their galactic influence.

Peacemonger is just a devastating combatant, but once again she’s not that complicated of one. She hits hard, she can pin people down, and she has enough health and damage reduction to be hard to punk, but if you can wear her down you’ll probably be fine. The real threat is that she moves around with lieutenants, not minions.

2 Likes

A cliffhanger? How unexpected. :slight_smile:

For some reason I’m reminded of the fact that Kryptonians and other supermen, much like ninjas, get less impressive the more of them there are. This also sometimes applies to dragons, as the dreadful 2000 “D&D: No Stupid Subtitle” movie amply demonstrated.

2 Likes

Randomizers:
Approach: 3, 8, 8 [Options: Prideful, Mastermind, Generalist, Dampening, Ancient]
Archetype: 5, 1, 4 [Options: Predator, Guerilla, Indomitable, Overlord, Loner]
Upgrade: 4, 5, 3 [Options: Group Fighter, Villainous Vehicle, Power Upgrade I]
Mastery: 7, 12, 6 [Options: Mercenary, Mysticism, Malice]

The Red Herring

Real Name: Stewart Malcolm, First Appearance: (Iron Age Incarnation) Celestial Travels #600, February 1989
Approach: Mastermind, Archetype: Indomitable
Upgrade: Power Upgrade, Mastery: Mercenary

Status Dice: Always d8. Health: 40+5H (Upgraded 60+5H)
Qualities: Technology d10, Alertness d8, Insight d8, Stealth d8, Criminal Underworld d8, Master Impersonator d8
Powers: Robotics d12, Illusions d10, Presence d8

Abilities:

  • Imitate Powers [A]: Boost yourself using Technology and use your Max die. Either make that bonus persistent and exclusive, or Boost yourself again using your Min+Mid dice.
  • False Objectives [A]: Hinder all opponents who can see or hear you using Technology. Boost yourself using your Max die.
  • Divide and Conquer [A]: Attack using Illusions. Either Hinder that target using Max, or Defend yourself using Min and you and that target end up elsewhere in the scene.
  • Countermeasures [R]: Defend by rolling your single status die. If that defense reduces the damage to 0, Boost using the amount of damage prevented.
  • (U) Alien Gizmos (I): Increase your Illusions to d12 and your Presence to d10.
  • (U) Rig the Field [A]: Attack multiple targets using Technology. Hinder those targets using your Min die.
  • (U) Master Mercenary (I): If you have been given a contract to perform a specific task, automatically succeed at an Overcome in a situation where the difference is getting paid and not getting paid.

Common Scene Elements:

  • Robot Duplicate. The Red Herring almost always deploys with is a single d12 lieutenant imitating a well-known hero or villain, who gets two special abilities based on their powers they are mimicking (including energy immunity, the ability to attach a Boost or Hinder to their Attacks, or a bonus on damage saves.)
  • A Rigged Environment. The Red Herring never challenges heroes on a level playing field.
  • Technicians. The Red Herring’s crew of technologists, actors, and illusionists take the form of D6 minions who get +2 to Boost or Hinder.

By sending her forces to bring the Steward down, Peacemonger managed to make three terrible mistakes in rapid succession. The first was that many of her followers still idolized the Steward, including Synthesis. Seeing their leader’s willingness to destroy him to secure her reign shook them, and hundreds of soldiers defected or stood down. The second mistake was that concentrating her forces there left many key Peacekeeper installations unprotected; the Champions of Truth launched a mystical counterattack that destroyed their serum-producing facilities, and Synthesis defected back to Earth and rescued her former Earthwatch allies, realizing that she had been wrong and Peacemonger’s plans had never been what would save the Earth.

But the third mistake was that when Peacemonger bore down on the Steward, he wasn’t there.

Instead, she walked her fleet directly into an orbital trap. As her forces opened fire on the Steward, gravitational forces turned their weapons against each other, and her fleets were wiped out, and as the Steward watched them burn, he laughed, pulling off his costume to reveal that Peacemonger had fallen for… a red herring!

The truth was that the Drifter couldn’t just pull people out of the worlds of the broken mirrors. He didn’t have a Steward whose virus could infect the Xur’Tani anyway. Instead, he had gone to the one person that he knew could save the world - a villain known for his impersonations, diabolical traps, and absolute mercenary dedication to getting the job done. The Red Herring had been delighted at the opportunity, crafting a trap using derelict satellites and feigning being the Steward returned.

The Red Herring’s plan kicked off the end of the Peacekeepers, but if the heroes had hoped that his taste of heroism would reform them, they were sorely mistaken. The villain had his own plans; he accepted payment for his services by stealing several Xur’Tani battleships and vanishing into orbit, where he combined his own technological genius with a steady supply of alien technology to develop hyper-realistic robot duplicates and hire teams of support staff capable of dialing his impersonations up to eleven. Soon, he was back to his old tricks, now able to remotely operate his duplicates while running around his staged disasters and making everything just right. Throughout the Iron Age, his schemes would grow increasingly convoluted and callous, the writers using ‘alien technology’ as a shorthand for any number of villainous schemes.

The Iron Age also ultimately gave the Red Herring a name - Stewart Malcolm - and a limited-run comic, “Tall Tale”, which gave him the backstory of having been an underappreciated genius from a lower-class neighborhood who was roped into becoming the henchman of a minor supervillain who he gradually usurped and sent to jail before going into business for himself. At the same time, the story itself was told by the Red Herring to one of his lieutenants, and it was not entirely clear whether he was telling the whole truth.

Behind the Scenes

I mean, he had to come back.

I don’t know if folks were expecting “evil Steward” or “giant space monster”, but nope, it’s the Red Herring who saves the day, only to become an even more relentless threat in the aftermath. Definitely less dangerous than “an entire army of world-conquering superhumans” but even more of a pain in the butt.

I actually designed this HeroForge version of the Red Herring first, but it looked too Iron Age, so I put a pin in it and got back to work. As I started shaping the fiftieth anniversary special, this seemed like the perfect place to put him.

3 Likes

Hilarious. Wonder how many times going forward some moneybags superhero hired Red to play decoy? I imagine his professional rates must have gone through the ceiling in the Iron Age what with all the new staff and tech, which might leave many villains unable to afford him any more and opening a window for morally dubious heroes to pay him to distract a troublesome nemesis for a while.

Y’know, considering Red supposedly deposed and replaced his own supervillain boss, if I were a henchman being told that story I would assume that it’s really a disguised suggestion not to even think about trying to pull the same stunt on Red because he’s ready for it. Even if the whole story’s a lie it makes a good, subtle warning to discourage betrayal.

Venture Comics is quite low on moneybags heroes in the current era, but I would expect that some of the more morally flexible heroes might hire Red by promising him technology from their targets, plus potentially a favour in return. In particular, I think there’s room for a Covert Tactics or Paradox story that involves such a deal, with the hero wrestling over whether it’s worth the cost.

In my mind, having an operation actually expands the scope of villains that Red works for. There are going to be situations where he doesn’t even show up, he just sends some of his people to do a small job for a small-timer, situations where he just comes in alone to play a distraction, and other situations where he goes all out. The fact that most of his tech is stolen alien gear keeps the maintenance costs down.

Agreed! I haven’t fully mapped it out or anything, but I think the moral of the limited series is essentially the following:

  1. Unlike many other supervillains, Red Herring is a professional who understands what it’s like to be on the other end of things. If his grunt has a problem with how things are going, they can come to Red with it without fear of being punished for ‘insubordination’.
  2. Unlike many other supervillains, Red Herring is a very cautious person experienced in handling betrayal and if you try to steal from or betray him he will end you.

The lieutenant in question was probably in the middle of struggling with whether to commit some kind of theft or betrayal for what seemed like a life-changing reward, and Red was low-key warning them that doing so would be a bad idea, but they hadn’t crossed the point of no return yet. And I think the lieutenant gets the message and remains a valued supporting villain for a while.

2 Likes

Heh. All good actors have understudies, right? :slight_smile:

If he makes it through the Iron Age unmaimed Red could wind up as the head of a global (or interstellar?) business offering “specialized services” to villains and vigilantes all over the place. Or it might draw too much attention and get wiped out by a concerted effort from multiple hero teams who are fed up with his shenanigans. Which couldn’t possibly turn out to just be his way of retiring while faking his own death and making sure none of his former employees will be bothering him in the future. No sir. Utterly implausible.

1 Like

Fantastic plot twist. :smiley:

1 Like

Randomizers:

Approach: 2, 1, 8 [Options: Relentless, Skilled, Prideful, Mastermind, Specialized, Overpowered]
Archetype: 3, 1, 1 [Options: Predator, Inventor, Bruiser, Guerilla, Domain]
Upgrade: 2, 4, 6 [Options: Hardier Minions, Villainous Vehicle, Power Upgrade II]
Mastery: 10, 5, 6 [Options: Mad Science, Mercenary, Total Chaos]

Doctor Strife

Real Name: Willis Bradford, First Appearance: Covert Tactics (Vol. 3) #60, Nov 1989

Approach: Overpowered, Archetype: Inventor

Upgrade: Villainous Vehicle, Mastery: Mad Science

Status Dice: Based on inventions and bonuses/penalties in play. 4+: d12. 2-3: d10. 1: d8. None: d6. Health: 45+5H (Upgraded 60+5H)

Qualities: Technology d8, Conviction d6, Entrepreneurial Spirit d8

Powers: Inventions d12, Telekinesis d10, Lightning Calculator d10

Abilities:

  • Unstable Reactor [A]: Attack using Inventions. Use your Max+Mid+Min dice. Hinder yourself using your Max die. Take damage equal to your Mid+Min dice.

  • Experimental Devices [A]: Boost using Inventions and use your Max die, also Boost with your Mid die, and either make one of those bonuses persistent and exclusive or Attack with your Min die.

  • Telekinetic Assault [A]: Boost using Telekinesis. Hinder with your Max die. Attack with your Min die.

  • Deflection Field [R]: When Attacked, Defend yourself by rolling your single Inventions die. Deal that much damage to a different nearby target.

  • (U) Mobile Lab (I): Your slow-moving but sturdy aerial lab is a d12 lieutenant with two abilities (and counts as an invention.)

    • Building (I): When rolling a damage save, add 2 to the result.
    • Impediment Fields [A]: When this vehicle uses a Hinder action on its turn, roll twice and use the higher result.
  • (U) Master of Mad Science (I): As long as you have access to materials, you can automatically succeed when Overcoming a challenge by using scientific principles and inventions.

Common Scene Elements:

  • Beta Testers. D6 minor henchmen equipped with wildly overpowered gear they don’t really know how to use. If a Beta Tester rolls the maximum result on an action, double it. If a Beta Tester rolls a 1 on an action, treat it as a 0 and remove them.
  • Automated Devastators. D8 lieutenants who increase any bonus and reduce any penalty placed on them by 1.
  • Live Testing Ground. A civilian environment that will deploy a lot of challenges as weaponry is deployed against it.

In the aftermath of the Xur’tani invasion of Earth, a new wave of hyper-technology began to spread across the globe, and Covert Tactics found itself in a race against AEGIS to find and stop various villains from acquiring dangerous weapons. Most of these scientists were subtle, operating out of hidden locations and carefully developing dangerous weaponry.

And then there was Doctor Strife.

The doctor’s first appearance saw him attack Grovedale with a small army of attack drones, seemingly with the goal of robbing every bank in the city at once. It soon became apparent that the attack was entirely for the benefit of demonstrating the robotic soldiers’ capabilities to potential buyers, both government and supervillainous. Covert Tactics was able to stop the attack and rescue civilians, but Strife escaped with enough footage to make a series of sales.

This would prove to be the pattern of Doctor Strife’s appearances, most of them against Covert Tactics but also facing off against the Champions of Truth, the Rogue Agents, and more. Each time, he would appear out of nowhere, making a truly dramatic assault whose primary purpose was not to conquer, steal, or even do damage, but merely to demonstrate what his latest inventions were capable of. As far as he was concerned, inventing the weapons was the exciting part; ‘field tests’ were a good chance to see his tech in action, but were mainly a chance to raise money for the next round of inventions. Strife would round up disposable minions and hand them dangerous and experimental gear, letting them keep whatever didn’t explode, or use his mobile lab to conduct on-site modifications to get the best possible results. He was always ready to retreat if he was backed into a corner, because he had no stake in the situation beyond experimental results, and his potent psychic abilities (of unclear origin) meant that he was nearly impossible to capture. On three occasions, he was believed killed in the exploding ruins of his latest lab, but both times he surfaced a couple of years later, totally unharmed and in the third case never even mentioning his supposed death.

The only thing that upset Doctor Strife was having his research data ruined, something which Madame Liberty managed several times. In those cases, he was forced to retreat in shame, having spent a small fortune to no benefit. But even then, his scientific spirit would rally and he would return for the next confrontation.

Behind the Scenes

I knew that I wanted someone who would be either a Covert Tactics or Champions villain, and it seems like I got both! Overpowered and Inventor was an interesting mix to get, because it gives you some immensely powerful and instable inventions but not much in the way of skills behind that. So here we are - someone who literally goes out and field tests his nonsense at the expense of everyone around him.

I mostly picture him laughing with glee as explosions abound, getting a little annoyed when heroes stop something before he’s gotten enough data, and getting immensely snotty if you actually reach his control room and disable his tech. Which probably also makes him leave, because there’s no money in revenge. Unless the revenge is an experiment, of course.

3 Likes

Fun motivation there, and the figure feels like peak 90s “too many guns” character design.

Teams with famous public HQs would make excellent targets for a demonstration attack, wouldn’t they? Great advertising (unless he gets totally stomped) with the added benefit of maybe having some interesting tech and trophies to abscond with.

The telekinesis seems a little out of left field, but I suppose it could be a concealed gravity manipulator invention or something rather than actual innate psionics.

2 Likes

No, he’s definitely (and probably a bit inexplicably) actually psychic. There are lots of panels of him assembling devices on the fly by using his telekinesis in place of tools, nudging computer microchips, and so on.

It’s not initially clear on if he has implants that make him psychic, if he’s got some kind of upgrades, or if he’s got Atlantean blood. Meta-wise it’s just because RAW PSYCHIC POWERS are very ‘cool’ in this time period and I wanted to add a wrinkle, and I have no idea if it gets eventually explained. It probably does. Maybe in two or three mutually exclusive ways.

2 Likes

Randomizers:
Approach: 8, 7, 4 [Options: Underpowered, Focused, Mastermind, Generalist, Tactician, Adaptive]
Archetype: 10, 2, 3 [Options: Inventor, Bruiser, Indomitable, Squad, Legion, Fragile]
Upgrade: 10, 5, 9 [Options: Power Upgrade I, Defense Shield, Calming Aura]
Mastery: 12, 6, 11 [Options: Mercenary, Unfathomable, Malice]

Fatale

Real Name: Isabella Black, First Appearance: Rogue Agents #3, Dec 1990
Approach: Adaptive, Archetype: Fragile
Upgrade: Calming Aura, Mastery: Mercenary

Status Dice: Green d10, Yellow d8, Red d6. Health: 10+5H (Upgraded 20+5H)
Qualities: Finesse d10, Persuasion d8, Science d8, Assassin d8
Powers: Absorption d10, Toxic d8, Presence d8, Awareness d6

Abilities:

  • Toxic Serum [A]: Take d6 irreducible damage. Increase all your powers by one die size until the end of the scene.
  • Channel Power [A]: Boost using Absorption and use your Max die. Attack with your Mid die. Defend with your Min die.
  • Kiss of Death [A]: Attack using Finesse. Then remove all bonuses from the target.
  • Draining Touch [A]: Attack using Finesse and use your Max die. If you are at full Health, this Attack deals irreducible damage and cannot be reacted to. If you are in the Green zone but not at full health, Defend yourself with your Min die. If you are in the Yellow zone, Boost yourself with your Min die. If you are in the Red zone, Recover Health equal to your Min die.
  • Absorb Energy [R]: When Attacked, Defend by rolling your single Absorption die. Also Boost yourself with the result of that die.
  • (U) Aura of Weakness (I): The heroes act as being in the Green zone for status die, access to abilities, and for the purposes of all abilities. Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, you may use a reaction to Hinder them by rolling your single Toxic die.
  • (U) Master Mercenary (I): If you have been given a contract to perform a specific task, automatically succeed at an Overcome in a situation where the difference is getting paid and not getting paid.

Common Scene Elements:

  • A more obvious villain who is getting in the heroes’ faces while Fatale powers up.
  • Guardian Agents. D8 minions who have +1 to Attack and saves as long as at least three are present in the scene.
  • An environment filled with potential distractions or problems.

When Matrixx and Kynetic went off the grid and began to investigate Guardian Industries in-depth, they triggered a number of countermeasures, and Guardian began to send more powered agents after them. With the Kynetic disaster fresh on their minds, they avoided anyone whose conditioning was technological, preferring instead those agents motivated primarily by profit or company loyalty. The most enduring of those agents proved to be their most subtle operator, a woman who went by Fatale.

Fatale had been Isabella Black, a woman dying of an unspecified rare and incurable disease. Guardian had offered her an experimental treatment which harnessed the disease, giving her the power to survive by absorbing energy with her touch, along with the power to spread a weaker form of the illness to anyone in close proximity. In return, they hired her as an agent, initially acting as a spy but gradually becoming an assassin, holding her services until she could repay the mountain of debt the procedures had required. Although she had no particular love for Guardian, Isabella soon became inured to her duties, growing colder and more distant as time went on, and taking refuge in the power she could wield over others either socially or through her ability to kill.

Fatale initially crossed paths with the duo when she was sent to kill a scientist that Matrixx was also approaching for information. In her first appearance, she accomplished the task and managed to briefly incapacitate Kynetic before fleeing. In future appearances, she was sent after the pair directly, but proved unable to bring them down.

When Kynetic and Matrixx successfully brought down Guardian Industries in Issue #50, Fatale was one of the few agents to slip out from their control. She would soon resurface as an agent of AEGIS in Covert Tactics, implying that the government organization had been backing Guardian the whole time.

Behind the Scenes

Not too much to say with this one, to be honest. Adaptive and Fragile is an interesting mixture; Adaptive gives you a lot of defense and boosting, while pushing up your dice, and Fragile keeps you powerful until you get in the line of fire. My image is that Fatale absorbs energy and builds up her power, and then either spends a bunch of bonuses in the Red zone to heal back up, or spends them to do a truly nasty amount of damage. As noted, she’s rarely going to be the primary threat in a scene; she shows up when the PCs are involved in a plot to mess them up.

2 Likes

She’s a tough one. Timing her actions to allow that personal Red zone heal with solid bonuses could easily go horribly awry, although the risk is fair bit less when she’s got her upgrade and a bigger Health bar to work with. Her d6 status isn’t going to help that Min die heal any either, so she really needs to stack bonuses with Channel Power and her reaction to make that do much.
Hard to use Toxic Serum more than once unless you roll well, but at that point Absorption is at a d12 anyway so I guess that’s plenty.

Would really benefit from a villain or lieutenant with better durability and a bodyguard-style ability.

1 Like

Yeah, it could definitely happen. I think she does have an advantage due to combining a powerful defensive reaction/boost with one action that provides a Boost/Attack/Defense and another one that provides Defense in Green, but she’s definitely and deliberately built so that she’s pretty vulnerable to a pile-on.

1 Like

History of Venture Comics, Pt. 10: Grim and Gritty (1985 - 1990)

The relaunch of Venture Comics following the end of Sovereign of Secrets would prove to be a popular one. Celestial Travels, Into the Green, and Earthwatch continued from before the event, joined by Covert Tactics Vol. 3, Twilight Carnival, Spectacular Skybreaker, and soon Broken Mirrors and Knightgrave. In addition, yet another new lineup of the Champions of Truth was unveiled, carrying on the numbering from Volume 2 and debuting at #148. These champions were a primarily magical team, with traditional stalwarts Skybreaker, Greenheart, and Wonderer joined by Reverie and Penitent to safeguard the world.

Over the course of the late 1980s, the slowly growing speculator market led to booming comic sales. The success of Broken Mirrors, which shifted artist and writer with each new storyline, reduced the number of limited series, with only one releasing in most years. Most notably, the formerly popular Vanguards only appeared twice in this period, in 1986’s Vanguards of Freedom and 1989’s Vanguards of Justice; their style didn’t fit with the increasingly cynical and suspicious attitude of the comics line, and they never moved from limited series to full run.

1989 also saw huge profits for Venture Comics through the company-wide Peacekeepers event taking place for the fiftieth anniversary. In addition to its direct effects on its leads, the crossover was studded with variant covers, special issues, and a pair of trade paperbacks collecting every issue directly or partially connected to the event. The aftermath of Peacekeepers also led to a dramatic shift in the status quo for the setting. Prior to 1989, Venture Comics had portrayed the governments of Earth as generally friendly towards alien visitors, but the betrayal and invasion by their primary interstellar ally led to new laws and restrictions being put in place to restrict alien immigration and ‘influence’ over Earth, and a shift towards an isolationist attitude that prevented the Vanguards from continuing to work to help the Jotari people. Vanguards of Justice saw Partisan quit the team to return home, and Star Bright showed the difficulties that Hyperstar and Zeitgeist had in convincing the people of Earth that they were still heroes, and not dangerous interlopers.

By the end of 1990, Venture Comics was thriving, with eleven monthly publications and profits rising steadily. It seemed like the good times were here to stay…

Behind the Scenes

Part of tracking my own comics is, as always, comparing them to Sentinels. While the total number of titles Sentinel Comics has remains oddly low, the process is more in line with what happened in comics during this period, with one little asterisk.

Sentinel Comics’ Iron Age essentially launches with ten titles (nine continuing from the Bronze Age, plus the start of Rook City Renegades). From 1985 to 1991, seven new titles launch, and Mystery Comics cuts back to once a month, bringing them to sixteen monthly titles; Mind over Matter is cancelled in 1992, and Disparation appears to be a monthly title from 1989 to 1991, then a quarterly title until its cancellation in 1993, leaving them at fourteen. No new comics are added for the rest of the nineties, which is unusual for the speculator boom, but in 1995 and 1996, as that boom begins to collapse, three more titles are cancelled, and Nightmist is cancelled in 1998 but replaced with Dark Watch, along with the launch of the ill-fated Fahrenheit X.

The first two years of the 2000s, though, are chaotic. Alpha 2000 both launches and ends in 2000 along with the longer-running Rook City Renegades, Fanatic launches in 2001, and finally Prime Wardens and Fahrenheit X end in 2002, leaving Sentinel Comics with eleven monthly titles going into the mid-2000s. There are also consistent one-shot titles throughout this period, so we can generally say that any given month has one or two extra titles in it.

So my goal for Venture was for this to be a period when Sentinels pulls ahead and secures its place as the dominant comics company. We start the Iron Age with eight titles a month, quickly climb up to twelve, and then fall back down during the collapse of the speculator market, with a general stabilization in the final years of the age. You’ll have to wait to see how well I do!

2 Likes