The History of Venture Comics!

Yeah, looking it up, the SOs who’ve kept powers are mostly a post-2000s thing, and mainly in Marvel.

All the main examples that were in my head at the time of writing (Janet van Dyne, Felicia Hardy, Alicia Masters, Amanda Sefton, and Madelyne Prior) are all actually cases where my memory is wrong:

  • Janet van Dyne became the Wasp in her first appearance; I thought she was around earlier in Ant-Man’s stories
  • In the comics, Felicia was already Black Cat when she met Peter; I was thinking of the TV show.
  • Amanda Sefton was retconned into always having had powers, not given them after she started dating Nightcrawler
  • Alicia Masters didn’t have powers, a Skrull just pretended to be her for a while
  • Madelyne Prior was… just kind of a mess.
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ngl, that’s a pretty cool setup :slight_smile:

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Carol Ferris has been Star Sapphire for so much of her page time over the years she almost qualifies as having retained a power set - but last century that was definitely an on-and-off thing, so “almost” is the right word.

I’m really having a hard time thinking of a good example of a permanent (or at least lasting) power-up for an SO. I thought Misty Knight had gotten her bionic arm after meeting Iron Fist, but nope, she’d gotten it well before that - one of Tony Stark’s good deeds.

Most likely there’s some SO out there who got injured and became a cyborg who qualifies, though. If we count cartoons, Mother-1 of the Bionic Six (as well as all four of the kids in the group) qualifies. Her husband had his testbed bionics installed before the rest, acting a super-agent with only his wife Helen knowing about it at first, then becoming an active super-hero along with the rest of the family following the events of their origin story. Still, it’s a cartoon, and she doesn’t have any real development time before gaining her powers, so far from a perfect example of the trope.

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The Randomizers:
Background 7, 1, 10 [Options: Blank Slate, Law Enforcement, Struggling, Unremarkable, Dynasty, Anachronistic]
Power Source 6, 6, 11 [Options: Nature, Supernatural, Artificial being, Extradimensional]
Archetype 2, 5, 2 [Options: Shadow, Marksman, Blaster, Armored, Psychic]
Personality 6, 8, 10 [Options: Distant, Fast Talking, Alluring, Decisive, Cheerful, Apathetic]

Gale Force

Real Name: Huang Aihan, First Appearance: Earthwatch (Vol. 2) #1, Nov 2000
Background: Dynasty, Power Source: Nature, Archetype: Shadow
Personality: Fast Talking, Principles: Equality, Tactician

Status Dice: Green d6, Yellow d8, Red d10. Health: 30 [Green 30-23, Yellow 22-12, Red 11-1]
Qualities: Close Combat d10, Persuasion d8, Stealth d8, Strategic Expert d8
Powers: Wind d12, Intangibility d10, Agility d8, Awareness d8, Flight d6, Vitality d6

Green Abilities:

  • Hurricane Punch [A]: Hinder using Wind. Use your Max die. You may split that penalty across multiple nearby targets.
  • Air Currents [A]: Attack using Close Combat. Remove one physical bonus or penalty, Hinder a target using your Min die, or maneuver to a new location in your environment.
  • Dissolve [R]: When you would be dealt damage, roll a d4 while in the Green
  • zone, d6 while in the Yellow, or d8 while in Red. Reduce the damage you take by the value rolled. Attack another target with that roll.
  • Principle of Equality [A]: Overcome to protect the rights of the underprivileged and use your Max die. You and each of your allies gain a hero point.
  • Principle of the Tactician [A]: Overcome when you can flashback to how you prepared for this exact situation. Use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:

  • Cyclone Slam [A]: Attack using Wind. Use your Max+Min dice. Then gain a Boost using your Mid die. The target of the Attack gains a bonus of the same size.
  • Slip Through [A]: Attack or Overcome using Intangibility. Boost yourself using your Min die.
  • Build Momentum [R]: When you defeat a minion, roll that minion’s die and Boost yourself using that roll to create a bonus for your next action.

Red Abilities

  • Body Blows (I): Whenever you Attack a target with an action, you may also Hinder that target with your Min die.
  • Organ Strike [A]: Attack using Intangibility. Use your Max die. Then, Hinder that target using your Mid+Min dice.

Out

  • Hinder a minion or lieutenant by rolling your single Close Combat die, and increase that penalty by -1.

In Fish Out Of Water #100, Shockeye’s travels finally came to an end, as he was caught after saving the day and brought to a holding cell by anti-alien forces. However, a sympathetic face in the government, General Powell, approached him and laid out the situation. The American government was in the middle of a power struggle between factions who wanted to restore alien integration, and forces under the command of AEGIS. AEGIS had suffered several blows, but was regrouping and preparing for an election cycle in which they hoped to take control of the government and push the nation into fascism. To counter this, sympathetic groups were restoring the Earthwatch project, in which human and alien criminals would work for the cause of justice and peace, proving their capacity to help.

Powell had been working with Covert Tactics and the Champions of Truth, but he hoped that Shockeye would agree to be the leader of the new team. After some consideration, Shockeye accepted, and the next month saw the dawn of the second volume of Earthwatch.

Shockeye’s new team was a complicated group. Synthesis was released from prison to serve on the team she had once led, and Nightguard was recruited as muscle, having been arrested for going AWOL and undertaking rogue military missions as a member of the Remnants. In addition to those returning characters, three new villains-turned-hero were introduced as Earthwatch members, the first of which was Gale Force.

Huang Aihan was the daughter of the mercenary and revolutionary Vortex, who had fought against American forces across several battlefields. Vortex considered herself a hero, and had trained Aihan to fight for equality no matter the cost, which had backfired on her when Aihan decided that her mother’s approach and behaviours were at odds with her supposed ideals and fought her to save dozens of civilians in an American government office that Vortex had targeted for destruction. Arrested in the process, Aihan was facing several years in jail for her earlier acts of terrorism even with her final deed acting to lessen her sentence, but Powell saw her as a perfect Earthwatch candidate and offered her the chance to serve her sentence as a champion of justice, something which she eagerly accepted.

As a member of Earthwatch, Aihan acted as the team’s primary tactician, while also taking the lead in combat alongside Nightguard. Her flippant attitude and mischievous air served to conceal the depths of her commitment to justice and equality, something that she very deliberately cultivated, and while her dedicated to the United States was minimal at best, she was a steadfast ally of the Earthwatch program and an unwavering opponent to AEGIS and its goals. Aihan also made Venture history as the line’s first major trans character, a fact that was suggested at but mostly unspoken for the first two years of Earthwatch’s run, before being noted as one of several points of stress between her and her mother when the team was forced to face off against Vortex in issues #26 to #28. During the confrontation, Vortex fought Gale Force, but ultimately abandoned her plans when she could not complete them without killing her daughter. The incident left a sliver of hope in Aihan’s heart that her mother could be redeemed.

Behind the Scenes

Playing with Dynasty a bit here, but I like the result; Gale Force was trained as a hero even if her mother is a villain, and that fits perfectly into the “redemption arc” story that Earthwatch is built on.

The new Earthwatch is operating somewhere between the Thunderbolts and the Suicide Squad; they’re proving themselves to be heroes, rather than being treated as disposible assets, but they’re also under a lot of supervision (something which has been true of a couple Thunderbolts iterations, but not most of them.) I like having a comic for “supervillains trying to make good”, even if a lot of them are really just heroes dodging prison sentences for their vigilante actions! Plus, it’s a chance to integrate Nightguard into a team that lasts a bit longer.

And as a minor comics history note - technically, Gale Force is being introduced a few years after the first leading transgender superhero in comics; Coagula was introduced to the Doom Patrol in 1993 (there’s also the complicated history of Mystique, who was intended to be gender-fluid, but not actually allowed to be until quite recently.) However, Marvel and DC didn’t do a great job of representation after that, and unlike Coagula Gale Force doesn’t just vanish after two years. The Sentinel Comics metaverse is more diverse as a rule than the Big Two, so this seemed easily early enough to have that be a thing.

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Hate to quibble, but Coagula was the second transgender hero in comics, arriving about five months after Masquerade in Blood Syndicate (one of DC’s Milestone comics if you’re unfamiliar). You could maybe argue that he (like most of the group) was more of an antihero by comic norms, but it was a very gritty book and paragon superheroics would not have fit in well at all.

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Ah, thank you! I had looked up for the Big Two, and didn’t think to check the other imprints that were around at the same time. Since Milestone wasn’t DC yet at that point, Masquerade slipped under my radar.

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I was re-reading the compendiums the other day, so he was on my mind. That entire range of comics was often so far ahead of its time it’s stunning, even when the execution of concepts falls flat. Some of it - the Deathwish miniseries, for ex - might have trouble getting printed even today.

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The Randomizers:
Background 2, 4, 10 [Options: Criminal, Military, Upper Class, Unremarkable, Adventurer, Interstellar]
Power Source 3, 1, 4 [Options: Accident, Genetic, Experimentation, Mystical, Relic]
Archetype 9, 5, 5 [Options: Blaster, Elemental Manipulator, Robot/Cyborg, Minion-Maker, Wild Card]
Personality 6, 7 ,10 [Options: Distant, Stalwart, Alluring, Analytical, Cheerful, Naive]

Wicker

Real Name: Lucas Abarca, First Appearance: (as Mr. Photonic) Into the Green #39, May 1966. (as Wicker) Earthwatch (Vol. 2) #1, Nov 2000

Background: Criminal, Power Source: Accident, Archetype: Minion-Maker
Personality: Cheerful, Principles: Flora, Debtor

Status Dice: Green d10, Yellow d8, Red d6. Health: 26 [Green 26-21, Yellow 20-10, Red 9-1]
Qualities: Finesse d10, Persuasion d10, Criminal Underworld d6, Alertness d6, Power of the Sun d8
Powers: Plants d12, Strength d8, Fire d8, Presence d8

Green Abilities:

  • Warm-Blooded (I): You do not take fire damage.
  • Gardener [A]: Create a minion using Plants. Reference the minion chart to see what size of minion it is. Choose which basic action it can take. It acts on the start of your turn. You can only use this ability in a situation conducive to how you create minions.
  • Sunbeam [A]: Boost another hero or one of your minions using Fire. Either use your Max die, or use your Mid die and make that bonus persistent.
  • Principle of the Debtor [A]: Overcome in a situation related to repaying a debt and use your Max die. You and each of your allies gain a hero point.
  • Principle of Flora [A]: Overcome with the aid of local flora and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:

  • The Distraction [A]: Hinder any number of nearby targets using Presence. Use your Max die.
  • Solar Flare [A]: Attack using Fire. Hinder that same target using your Min die.
  • Green Shield [R]: Reduce any damage you take by the number of minions you have. Whenever damage is reduced this way, reduce the size of one of your minions.

Red Abilities

  • Growth Spurt [A]: Use Plants to create a number of d6 minions equal to your Mid die. Choose the one same basic action that they each perform. They all act at the start of your turn.
  • Into the Green [A]: Hinder any number of targets in the scene using Plants. Use your Max+Min dice. If you roll doubles, also Attack each target using your Mid die.
  • Burrow [A]: Attack using Finesse. Use your Max die. Remove any number of penalties from the target. Add your Min die to the Attack each time you remove a penalty.

Out

  • Boost an ally by rolling your single Plants die.

Available Minion Forms: All

Heroic Lieutenant: Levitator
First Appearance:
(as Pincushion) Skybreaker Stories #219, Oct. 1975. (as Levitator) Earthwatch (Vol. 2) #1, Nov 2000

  • D10 Lieutenant
  • Light As A Feather: When Levitator Boosts himself, he may either increase the final bonus by 1 (to a maximum of +4) or make it persistent and exclusive.
  • Stiff As A Board: As a reaction, Levitator may destroy a bonus on himself when Attacked. If he does, he reduces all damage taken by the value of the bonus +1 until the start of his next turn.

Having developed their new team with two heroes unfairly labelled as villains, one hero who became a villain and was now seeking redemption, and one new character who was a villain-turned-hero, the writers of Earthwatch decided to round out the crew with a pair of minor longstanding Venture Comics villains. Pincushion was a small-time Skybreaker villain with the mystical ability to manipulate his own density, becoming light enough to leap into the air and then heavy enough to come crashing down on his foes; he was a minor part of the first twelve issues of Volume 2 as the hero Levitator, before being intimidated by Earthwatch’s latest foe into turning villainous again in Issue #11.

Wicker, however, was more enduring. Mr. Photonic had been an early Silver Age opponent of Greenheart; as Lucas Abarca, he was a small-time burglar and safecracker until a freak accident connected him to the Green, granting him incredible power over sunlight and the ability to animate plants. He used this phenomenal, world-shaking power to rob a bank. And then he went to jail. He would return many times over the next thirty years, and his shtick was very much that he was a credible threat to a large area whose actual motivations were staggeringly small-time. He appeared as a minor member on a few supervillain teams, tangled with a handful of Venture’s heroes, and was always, always arrested in the end.

Finally, given his capabilities and total lack of body count over his criminal career, Mr. Photonic was given the chance to redeem himself and placed on Earthwatch, under the watchful and electric eye of Shockeye. For the first time in his life, Lucas was on a team giving him positive reinforcement, and he was caught off-guard by how much Shockeye’s trust meant to him. He committed himself to reform, and although he had a few backsliding moments, he resisted several opportunities to revert to his villainous ways, culminating in a one-on-one battle with Levitator in which he rejected an offer to go back to a life of crime, stopped Levitator, and saved the lives of Shockeye and Gale Force.

As a member of Earthwatch, Wicker was a laid-back, incredibly upbeat person, comparing everything to his previous poor lot in life and finally realizing that his efforts to escape to a life of luxury had only made his situation worse. Mr. Photonic had always been a bit of a fan favorite sympathetic villain, and his hero turn was met with amusement and joy, especially when he ended up fighting alongside Greenheart against Greyheart in a 2003 crossover with the Champions of Truth.

Behind the Scenes

Down on his luck villain made good, plus some bonus sneaking in a couple of classic villains in Venture history!

Wicker has the lowest health of any hero that I’ve written up for this project, although he’s still four health ahead of the actual minimum without rolling dice. As a minion-maker, this is probably not a huge problem; most of the time he’s trying to stay out of the line of fire and throw more plants into the green-grinder. If I were playing him and the scene allowed for it, I might start by creating a plant to defend myself while I create the ones that will go out and attack; a minion defense would stack with a damage-reducing reaction.

Levitator is just there because you can’t have a 100% success rate in a comic about bad guys trying to be good guys. It’s the rules, I don’t make them. Depending on what my randomizers are tomorrow, there may or may not be another Earthwatch member to replace him.

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Nice mustache.

Eh, 26 Health isn’t all that bad, and you do get to Yellow really easily. When you reach 24 or 22 then it’s time to maybe consider a retcon for a d6 P/Q to get another couple of points or something.

Well naturally. Just stands to reason. I mean, what are you going to do with Plants d12, accept a seven-figure salary to help out with reforestation and famine relief and erosion control programs? That’s crazy talk.

Just freaking cure cancer already, Lex. Jerk.

Yeah, starting with utility minions (Defend or Boost) is often the way to go when you can spare the actions. Defend saves a lot of wear and tear, but I like Boosters for an easy, reliable source of bonuses to buy forms with. Even just upgrading to Autonomous is a huge help IME.

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I really like that there’s at least one hero who goes back to being a villain. :smiley:

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I was a huge Thunderbolts fan, and the big confrontation at the end of the first volume where some people turn good and some stay evil stuck with me!

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The Randomizers:
Background 7, 5, 9 [Options: Academic, Law Enforcement, Tragic, Adventurer, Medical, Created]
Power Source 1, 2, 3 [Options: Accident, Training, Genetic, Experimentation, Mystical]
Archetype 7, 8, 6 [Options: Close Quarters, Armored, Flyer, Transporter, Minion-Maker, Wild Card]
Personality 7, 4, 7 [Options: Mischievous, Stalwart, Stoic, Decisive, Naive]

Golden Retriever

Real Name: Golden Retriever, First Appearance: Earthwatch (Vol. 2) #23, Sep 2002
Background: Created, Power Source: Experimentation, Archetype: Transporter
Personality: Stalwart, Principles: Spotless Mind, Stealth

Status Dice: Green d8, Yellow d8, Red d8. Health: 32 [Green 32-25, Yellow 24-12, Red 11-1]
Qualities: Alertness d12, Close Combat d8, Stealth d8, Fitness d6, Self-Upgrading Robot d8
Powers: Elasticity d10, Awareness d8, Inventions d8, Momentum d8, Strength d6

Green Abilities:

  • Rubber and Glue (I): At the start of your turn, remove a penalty on yourself.
  • Unstoppable Force [A]: Attack using Momentum. Defend against all Attacks against you using your Min die until your next turn.
  • Grappling Arms [A]: Attack using Elasticity. Either Hinder your target with your Min die or move them somewhere else in the scene.
  • Principle of the Spotless Mind [A]: Overcome a situation where being free of the past is useful and use your Max die. You and each of your allies gain a hero point.
  • Principle of Stealth [A]: Overcome to infiltrate somewhere or avoid detection and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:

  • Lock On [A]: Boost yourself using Awareness. Use your Max die. That bonus is persistent and exclusive.
  • Cannonball [A]: Boost an ally using Elasticity and use your Max die. You may move them somewhere else in the scene.
  • Rebound [R]: When a nearby hero in the Yellow or Red zone would take damage, Defend against that damage by rolling your single Strength die, then redirect any remaining damage to a nearby minion of your choice.

Red Abilities

  • Retrieve [A]: Overcome using Alertness. Use your Max+Min dice. Hinder all nearby opponents with your Mid die.
  • Stiffen (I): At the start of your turn, swap two of your power dice. They stay swapped until changed again or the scene ends.

Out

  • Defend an ally by rolling your single Awareness die.

As Earthwatch dealt with the fallout of Levitator’s attempted betrayal and gradually settled into a new operating mode, they faced off against a classic double-threat; a mad science making use of perennial Venture villain the Retriever to gather materials for a deadly weather machine. As it happened, Wicker had also worked with the Retriever during his Mr. Photonic days, and the robot was clearly confused about his presence on a team of superheroes. Wicker gave a speech about changing for the better, the day was saved, and as usual the Retriever escaped.

Until three issues later, in Earthwatch #23, when the team returned to their base after a mission and found the Retriever patiently sitting in their hangar.

The robot explained that it had considered Wicker’s arguments, reviewed footage of the relative cooperation displayed by superheroes as compared to its own clients, and calculated that self-modification and experimentation was 39% more efficient if resources did not need to be set aside for protections against purported allies, and that the 28% loss of potential variety due to the need to restrict the avenue of experiments in order to secure long-term cooperation was offset by the 56% increased chance of long-term survival and the potential for reconstruction in the case of explosive error. Therefore, the Retriever requested to become a member of Earthwatch and undertake missions in exchange for lab space and parts for its self-improvement experiments.

The team was immensely bemused by this argument, but Wicker pointed out that the Retriever wouldn’t be the first team member to experiment on themselves, and suggested that it was like a friendly dog. After some debate , the robot’s offer was accepted, and Wicker worked with it to give it a new coat of paint, officially labelling it the Golden Retriever, a pun that Wicker thought was very funny and the Retriever had no particular opinions about. An immensely long and mostly off-screen legal conversation took place regarding how much of the Retriever’s crimes it was even responsible for, given that it was highly unclear exactly when it had become sentient (or, for that matter, precisely how sentient it currently was) but the government ultimately agreed that as long as it was under Earthwatch’s jurisdiction the same conditions that applied to other Earthwatch parolees would apply to it.

As a member of the team, the Golden Retriever was a highly efficient and effective agent, able to quickly and safely retrieve civilians from dangerous situations, recover key parts from enemy doomsday devices, and act to defend its teammates. It spent most of its downtime tinkering with minor upgrades and adjustments to itself, taking care to inform its team about what the desired outcomes were.

Behind the Scenes

I had this idea when I was writing up Gale Force and had “Artificial Being” as an option. I wasn’t sure if I was going to get the parts required to make it work, and then Created popped up and I absolutely had to go for it!

Credit for the actual name “Golden Retriever” of course goes to Chief Lackey Rich, who thought it up way back in the Retriever’s first Golden Age appearance. The Golden Retriever’s “cannonball” ability is a homebrewed modification to a Transporter power; normally, the secondary rider is a Min die Attack, which this replaces with tactical versatility and a slightly better Boost. I think it’s a reasonable Yellow power.

Random fun fact: it wasn’t a specific restriction, but I managed to only have five duplicated principles in the Iron Age - twenty-nine principles were used once, four were used twice, and Defender was used three times.

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Okay, not only is that the best look for this guy yet, his extremely analytical approach to becoming a hero is just hilarious. Good to see him back.

Principle of Stealth is a little weird with his new paint job, though. So shiny. :slight_smile:

Seems good to me. Max Boost-ally is plenty strong, but now you’re not doing any damage and you won’t always want to use the rider. Going to be real good for setting up another hero for a vital Overcome though - big fat bonus and a free relocation to where they need to be.

I did? [scrolls up a bunch] Really? [remembers the purple site] [more searching] Oh yeah. So I did.

In keeping with the theme, will his next iteration reveal he was built in northeastern Canada? :slight_smile:

I just assume that part of Golden Retriever’s “Stealth” die involves the ability to adjust its color palette for stealth missions. I mostly chose it so that the player can just sometimes declare that the Golden Retriever figured out a way in; there are definitely comics in which the rest of the team makes it inside a building to find the robot patiently waiting for them somehow.

laughs Probably not, but who knows?

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“Analysis of past performances indicate that you will be 47% less efficient at achieving entry to the premises than myself. I will await you inside.”

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Retriever becomes a hero? :smiley: This is awesome! And I love that Wicker named him just for the pun!

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The Retriever mathematically justifying becoming a “good guy” reminds me of Tom Strong where dimension hopping Aztecs invade and Tom frees the 9-dimensional AI Q god. Th AI god stops the invasion and leaves peacefully returning to the worlds it currently controls.
“I was a little afraid you might betray me”
“THERE IS A LOGIC PROBLEM CALLED “THE PRISONERS DILEMA” A TRUSTING TACTIC IS A MORE LOGICAL IN THE LONGRUN.”

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Y’know, it’s just occurred to me that at the current rate of progress the History of Venture Comics project is going to be finished well before the history book for Sentinel Comics. Admittedly, you’re going light on the ten year stretch of terrible dubbed the Plutonium Age and (presumably) won’t have anything like the same word count in the end, but at the same time your content is actually immediately useful for people playing the RPG rather than a giant metatextual fluff piece with no mechanical gaming content. It’s really impressive to me what you’ve done with this as a single creator working on a hobby project, which I probably haven’t stressed enough over the last 400+ posts.

And if that wasn’t enough, you also inspired jmberry’s similar “History of Heroic Comics” project. It may currently be on hiatus for creative recharge but what he’s done in the Golden Age so far has been pretty a good homage to your own work and the whole Sentinel Comics faux-publisher thing - and it still wouldn’t shock me if it also wraps up before GTG’s done with their book. :slight_smile:

Interjecting that:

The History of Sentinel Comics was/is a project that a friend of GTG thought up where it’s a metatextual fluff piece because that’s what the friend wanted to create as the friend had expertise in RL comic book history they wanted to apply on behalf of C&A.

And that friend is now dead, so Christopher’s picking up the pieces when that was not originally the plan.

Just putting that out there for needed context.

Well aware, but that doesn’t change the fact that the History book project is as cursed as anything I’ve ever seen and has inadvertently delayed the rest of the Kickstarter books that have been queued up behind it. That’s not helping the RPG any with the general public, and the backer comments on the KS have been getting increasingly negative over the last year.