The Randomizers:
Background 3, 6, 2 [Options: Criminal, Performer, Academic, Upper Class, Struggling, Tragic]
Power Source 3, 7, 6 [Options: Genetic, Nature, Relic, Radiation, Tech Upgrades, Genius]
Archetype 2, 1, 8 [Options: Speedster, Shadow, Physical Powerhouse, Flyer, Elemental Manipulator, Robot/Cyborg] {Not R/C, Gadgeteer, Shadow, or Blaster}
Personality 3, 6, 3 [Options: Impulsive, Distant, Inquisitive, Analytical]
Wingman
Real Name: Nalan Nuresh, First Appearance: Celestial Travels #961, March 2019
Background: Tragic, Power Source: Genius, Archetype: Flyer
Personality: Impulsive, Principles: Order, Compassion
Status Dice: Green d6, Yellow d8, Red d8. Health: 30 [Green 30-23, Yellow 22-12, Red 11-1]
Qualities: Alertness d10, Technology d10, Banter d8, Deep Space Lore d6, By The Book d8
Powers: Inventions d12, Intuition d10, The Aurora Borealis d10, Flight d8, Presence d6
Green Abilities:
- Interdiction Ray [A]: Hinder multiple targets using Inventions. Apply your Min die to each of them.
- Scan The Area [A]: Boost using Aurora Borealis. Apply that bonus to all hero Attack and Overcome actions until the start of your next turn.
- Principle of Order [A]: Overcome a challenge where you can organize other people. Use your Max die. You and each of your allies gain a hero point.
- Principle of Compassion [A]: Overcome to connect with an individual on a personal level and use your Max die. You and each of your allies gain a hero point.
Yellow Abilities:
- Remote Targeting [A]: Attack up to three targets using Aurora Borealis. Apply your Min die to each of them.
- More Of An Art Than A Science [A]: Boost yourself using Intuition. Use your Max die. That bonus is persistent and exclusive. Then Attack using your Min die.
- Refraction Field [R]: When you are attacked, first roll your single Inventions die. Defend yourself with that roll. Then, Boost yourself using that roll.
Red Abilities
- Flash of Insight [A]: Overcome using Alertness. Use your Max+Min dice. Hinder all nearby opponents with your Mid die.
- Extraction [A]: Attack using Aurora Borealis. Use your Max die. Hinder each nearby opponent with your Mid die. After using this ability, you and up to 2 allies may end up anywhere in the scene, even outside of the action.
- Dangerous Prototype [A]: Attack multiple targets using Invention, using your Max+Min dice. If you roll doubles, take a minor twist or damage equal to your Mid die.
Out
- The hero who goes immediately after you may take 1 damage to reroll their dice pool.
While most of the post-timeskip comics were either new, or full reboots, two titles chose not to restart their numbering scheme. In the case of Champions of Truth, this was done to emphasize that the series would be a direct continuation of the team as it existed before the timeskip, whereas Celestial Travels simply didn’t want to break their streak as the only comic in the Venture canon to have run continuously since 1939. Because of this, even though the situation of the new Celestial Travels was different enough to warrant a Volume 2, the decision was made to continue it with Issue #961, “The Next Generation.”
The Grand Galactic Union, founded twenty-two years earlier, had survived its initial growing pains and several threats from the fringes, and was settling into a period of peace and tranquillity. However, dark forces were stirring once again on the fringes, on worlds that had never joined the Union, worlds that had been prevented from joining, and worlds where criminality and chaos still reigned. Finally able to devote resources to non-member worlds, the Union voted to approve the creation of a new organization, named in honour of the heroes who had helped to ensure its creation - the Celestial Travellers. The new Travellers would be made up of one hundred starships, crewed by powerful heroes trained and approved by their central authority and sent out to the fringes to help outlying worlds and stop would-be conquerers from developing power bases that would threaten the world. Each starship would be largely autonomous, ultimately answering to the Travellers’ central authority but given considerable leeway to solve problems in the moment.
Celestial Travels would occasionally take storylines to focus on several of these ships, but the comic primarily followed Traveller Team One, chosen as the best and brightest recruits and officially given command of the Aurora Borealis by Neutrino, who was at this point quite retired. The four members of the crew were made up of a cross-section of galactic society, and their pilot was Wingman.
Nalan Nuresh was not a complicated figure. The young Argellian had lost his family twelve years earlier, during pirate raids on his isolated outpost; he had been saved by the Celestial Travellers, and had become a huge fan, devoted to living up to their legend. Nalan was largely a by-the-book figure, quick to act but always in accordance with the regulations of the Travellers; he only ever bent his rigid adherence to the rules when it came to helping out in direct and meaningful ways. His primary narrative purpose on the Traveller was to act as a straight man to its more colourful crew members, providing support, tactical oversight, and a variety of personally-developed and carefully tested inventions to keep his team and civilians safe.
Behind the Scenes
I wasn’t about to dump Celestial Travels, which means that even though this should probably be a Volume 2, for marketing reasons it’s not. This is probably for the best, since there’s a lot of direct referencing to things that came before, compared to the more newbie-friendly comics I’ve developed so far.
Wingman really isn’t that complicated, which I did on purpose so that I could explain his comic’s concept in more depth. He has a tragic past that leaves him relying on order and rules, he cares deeply about other people, and he’s a fan of the organization that he’s become the leading symbol of. He likes his team, but he also gets frustrated by them sometimes. And mechanically, he’s pretty powerful and versatile, but his status dice aren’t amazing.
Wingman does have one character trait that I really like; he’s pulled in two directions by his not-quite-aligned ideals. There is something interesting to me about a character who’s very rules-oriented, but also very intuitive, empathic, and impulsive; usually, the rule-followers are the ones who are also distant, harsh, and cautious, and I wanted something very different on that front. When Order and Compassion clash, Wingman will generally choose Compassion, but he’ll still want to do things right.