The History of Venture Comics!

Yeah, she’s put in the time. I don’t know how much of that happened in comics, and how much happened in the timeskip. Karita’s age is a bit of a mess in a way that’s my fault but also very comics-appropriate; she was 16 at the end of the Silver Age, and thus should be getting close to 60 years old. However, at the start of the Iron age she was listed as having ‘just graduated from high school’, putting her age there at about 18 and implying that she only aged two years during the entirety of the Bronze Age, which retcons would presumably peg as the Sovereign of Secret’s fault. This also suggests that the whole Bronze Age features her as an inexperienced mage.

As a result, timeline alignment would put her at about 28 at the end of Twilight Carnival. Over the course of that comic, she probably learns more control, and slowly shifts, but I bet she’s still not fully under control by the end and most of her growth happens in the fifteen years after. In this story she’s in her early forties and much more settled.

Side-note: It is pretty funny that the tendency of comics to freeze everyone in their twenties means that a lot of the post-timeskip characters are now in their early forties.

2 Likes

Age is nigh-meaningless in comics. Most of us will live to see Superman celebrate his 100th birthday, and he’ll still be less gray than his Earth-2 version was pre-Crisis. :slight_smile:

1 Like

The Randomizers:
Background 10, 8, 8 [Options: Struggling, Unremarkable Dynasty, Created, Exile]
Power Source 9, 4, 7 [Options: Experimentation Mystical, Relic, Radiation, Supernatural, Cursed, Cosmos]
Archetype 10, 7, 1 [Options: Speedster, Armored, Flyer, Robot/Cyborg, Sorcerer, Gadgeteer]
Personality 2, 9, 6 [Options: Natural Leader, Distant, Fast Talking, Inquisitive Alluring, Stoic, Jovial]

Venturer

Real Name: Ken Miller, First Appearance: Venture Into the Unknown (Vol. 2) #1, March 2019
Background: Exile, Power Source: Cosmos, Archetype: Gadgeteer
Personality: Jovial, Principles: Youth, Loner

Status Dice: Green d6, Yellow d8, Red d12. Health: 34 [Green 34-26, Yellow 25-13, Red 12-1]
Qualities: Insight d10, Alertness d10, Creativity d8, History d8, Disarmingly Eager d8
Powers: Power Mimic d10, Deduction d10, Intangibility d8, Presence d8

Green Abilities:

  • Empowered Reflection [A]: Boost using Power Mimic. Use your Max die, or use your Mid die and make it persistent and exclusive.
  • Cutting Words [A]: Hinder using Presence. Use your Max die, or use your Mid die and make it persistent and exclusive.
  • Principle of the Youth [A]: Overcome a situation where your age or size is an asset and use your Max die. You and each of your allies gain a hero point.
  • Principle of the Loner [A]: Overcome when doing something different from the rest of your team and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:

  • Inspire [A]: Attack using Deduction. Boost all nearby heroes taking Attack or Overcome actions using your Min die until your next turn.
  • Imitate [A]: Boost or Hinder using Power Mimic and apply that mod to multiple close targets.
  • Surge [A]: Boost yourself using Power Mimic. Use your Max+Min dice. Then Attack using your Mid die with that bonus.

Red Abilities

  • Multi-Mimic [A]: Choose three basic actions. Use Power Mimic in your pool and take one action with your Max die, a different action with your Mid die, and a third action with your Min die.
  • Spot the Flaw [A]: Overcome using Alertness. Use your Max+Min dice. Hinder all nearby opponents with your Mid die.

Out

  • Defend an ally by rolling your single Insight die.

Heroic Lieutenant: Projection Assistant
First Appearance:
Venture Into the Unknown (Vol. 2) #1, March 2019

  • D10 Lieutenant
  • Avatar: At the start of the projection’s turn, remove one penalty on it.
  • Science Team: The assistant gets +1 to Boost or Overcome using scientific principles.

When Venture Comics announced that they were reviving their classic title, “Venture into the Unknown”, there was a lot of interested buzz from older Venture readers, but a lot of vague confusion from younger generations. When they revealed that the revival would be using Protean’s supporting cast and feature a teen lead, the vague confusion spread dramatically. When the time came for the first issue, however, it became clear that Venture into the Unknown was something that was either going to be a phenomenal hit, or the worst disaster in years.

Ken Miller was a talented but unambitious teenager who spent his free time designing board games for his classmates and gently pranking his teachers. On a field trip to local technology company Horizon Industries, he slipped away from his class, and somehow activated a genetically-locked panel on a wall, giving him access to Horizon’s secret dimensional travel project. This activated a lot of alarms, and Ken ended up on the run from some very angry security guards when he got too close to the project in the centre and his dormant Atlantean genetics triggered, copying the powers at the heart of the machine and sending him cascading through dimensional reality.

As it happened, Horizon Industries was under surveillance by the superhero Protean, and Ken’s accidental activation of highly illegal technology allowed her to move in and shut the company down. The dimensional portal was relocated to Randall Industry labs where, under government supervision, Protean was able to contact Ken, and after a few failed attempts managed to send a small bracer to him that would allow lab employees (as well as his family) to project a holographic projection to his location. She asked him to stay put while they worked on getting the projector large and stable enough to reliably transport a living being.

Ken did not stay put.

He had found himself in what seemed to be a mediaeval representation of Earth, protected by the Vanguard Knights and under siege from the Jotari Horde. Quickly, he realized that this was some kind of alternate dimension, a strange reflection of Earth that was much smaller and less populous, but had many mirrored versions of people he knew. When the village he was sheltering was attacked, he instinctively copied the powers of the Jotari attackers, using their own telepathy to scatter them, and then helped the Vanguard Knights win a decisive battle; in the process, his powers flared and he fell to another dimension.

This became the tradition for Ken. He would travel to a new dimension, some of which were reflections of a portion of Earth and some of which were stranger. He would befriend locals and join up with a small team, helping them with their problems, and eventually his unstable dimensional abilities would pull him somewhere else. Protean and her team had to work to find him each time, sending projections to help as best they could, while they struggled to find a way to direct his abilities and figure out why his mirroring, which otherwise only affected people quite close by, was still activating when he travelled through dimensions.

Most of the worlds that Ken visited were only present for a few issues, but a particularly popular reflection later appeared as a standalone two-parter in World of Wonders, suggesting that much as with the original Venture into the Unknown, this one was being used to test new heroes and ideas for future use…

Behind the Scenes

This is a very, very abstract version of a Gadgeteer, essentially using ‘other people’s powers’ as the one-time gadgets that you solve problems with. Power Mimic is a Self-Control power that lets him use the powers of people who are nearby, but not hold onto them for later, and Gadgeteer isn’t limited to technological tricks so it fits the archetype of “I’ve got a lot of random options in my pocket, but not reliably”.

Venturer gets to be a bit of a traditional YA protagonist, with a unique backstory, special talent, and huge disaster keeping him from getting home (at least at first; these sorts of heroes often make it back in the third act, only to have to defend their homes from the forces they’ve met on their travels.) He also lets us wander into really odd dimensions and alternate realms, taking on the Drifter’s old Broken Mirrors role, which I quite like.

Since we’re at the end of the week, Venturer is also our last hero for the Diamond Age! Eagle-eyes viewers may have noticed that this is only nineteen people. This is true. I’ve got a different choice for Hero #20, which you’ll have to wait until Monday to see. It breaks my timeline rules a bit, but I can do whatever I want, it’s my project. Wait and see!

3 Likes

Interesting approach to a power copycat. I take it you’re treating it as a Self-Control power for Red abilities (which seems right to me) rather than a Hallmark? I generally let players define a Hallmark as any one category myself as long as they stick with it barring retcons. That actual Hallmark list for Red doesn’t fit most true custom powers very well.

He’s currently got Deduction, not Intuition, although it seems like the latter would fit him pretty well.

Did the Quantum Leap show not exist in the Venture Comics setting? :slight_smile:

1 Like

D’oop! Yeah, I had built him with Intuition originally, and then as I was describing the character I swapped it to Deduction.

Yes, Power Mimic is working as a Self-Control power both for its Red ability choices and for when he bought it (Hallmark is not on a lot of Power Source or Archetype options as a broad category.)

edit Actually, I went to double-check. Hallmark is on no Power Source or Archetype lists as a category, so the only way to legally take a unique power is to slot it in somewhere else.

Venture Comics definitely had Quantum Leap and people were definitely making the comparison.

1 Like

Yeah, its placement on the chart at the start of CharGen with Signature Weapon/Vehicle is odd at best. I’ve always assumed anyone can take a custom power in any of the categories they could grab otherwise, but not all my GMs have done it that way, which tended to result in no one having Red abilities keyed to custom Hallmarks.

1 Like

The Randomizers:
Background 6, 8, 10 [Options: Upper Class, Struggling, Unremarkable Dynasty, Interstellar, Created, Exile]
Power Source 8, 4, 2 [Options: Training, Experimentation Mystical, Nature, Powered Suit, Tech Upgrades]
Archetype 7, 8, 4 [Options: Marksman, Armored, Flyer, Sorcerer, Psychic, Wild Card]
Personality 2, 10, 5 [Options: Natural Leader, Sarcastic, Stalwart, Alluring, Nurturing, Jovial]

Heretic
Heretic

Real Name: Grace Hunter, First Appearance: Heretic #1, November 2005
Background: Struggling, Power Source: Mystical, Archetype: Sorcerer
Personality: Sarcastic, Principles: Underworld, Compassion

Status Dice: Green d8, Yellow d8, Red d10. Health: 32 [Green 32-25, Yellow 24-12, Red 11-1]
Qualities: Ranged Combat d10, Otherworldly Mythos d10, Conviction d10, Criminal Underworld d8, Banter d6, Demon Shape d8
Powers: Infernal d10, Suggestion d8, Wall-Crawling d8, Illusions d8, Teleportation d6

Green Abilities:

  • The Weight of Your Sins [A]: Attack using Infernal. Hinder that same target using your Min die.
  • Your Hidden Hopes [A]: Hinder using Illusions. Use your Max die. If you roll doubles, also Attack using your Mid die.
  • Principle of the Underworld [A]: Overcome a problem related to your knowledge of the criminal underworld or using one of your contacts and 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:

  • Infernal Energies [A]: Boost or Hinder using Infernal, and apply that mod to multiple nearby targets.
  • Honour Among Thieves [A]: Attack multiple targets near each other using Suggestion.
  • The Demon Within [A]: Destroy one d6 or d8 minion. Roll that minion’s die as an Attack against another target.
  • Sacrifice [R]: When another hero in the Yellow or Red zone would take damage, you may redirect it to yourself and Defend against it by rolling your single Suggestion die.

Red Abilities

  • Sin-Eater [A]: Select a minion. That minion is now entirely under your control and acts at the start of your turn. If you are incapacitated, you lose control of this minion. You may also choose to release control of this minion at any time. At the end of the scene, this minion is defeated.
  • Soul Chains [A]: Remove a bonus on a target. Hinder that target using Otherworldly Mythos. Use your Max die, and that penalty is persistent and exclusive.

Out

  • Hinder an opponent by rolling your single Alertness die.

Heroic Lieutenant: Holden Lance

First Appearance (as spirit): Heretic #1, November 2005

  • D10 Lieutenant
  • Spirit Touch: Holden cannot Attack physical beings or Defend against physical attacks.
  • Spirit Form: Holden is immune to physical damage.

Grace Hunter’s first life ended the way it started: wet and alone.

Grace had been a foundling, left on the doorstep of a church on a rainy morning twenty years earlier. She moved between homes often as a child, bouncing back and forth between the church and various foster homes, before being taken in by a poor but loving family at the age of ten. She grew up seeing her neighborhood get worse as the mobs moved in, and started working for them before she was a teenager, running messages and scams to help support her adopted family and friends.

When Grace was twenty, her luck ran out. She scammed the wrong person, got caught, and the local gang boss decided to make an example of her. Three men took her out in a motorboat, chained her up, and tossed her overboard. That was the end of her first life. But as Grace sank into the waters of the bay, she heard a whispering voice. It told her that she could survive, and have the power to lay her enemies low, but the cost would be her soul, and she would be forever beholden to the Heretic’s Creed.

Grace didn’t believe in souls, didn’t believe in creeds, and definitely didn’t believe in demonic voices whispering to her. But also, she was about to drown and figured she had nothing to lose, so she said yes.

The three gangsters were therefore shocked when the water they’d just tossed Grace into boiled, black lightning lanced up from it, and a girl glowing with infernal power erupted out of the waves and shattered their boat beneath them while throwing dark energy into their faces. They were even more surprised when she scooped their battered bodies out of the churning waters and dumped them on the shore instead of leaving them to drown, and absolutely shocked when she sat down on top of them and lectured them about their life choices, pulling out their hidden insecurities and hopes to convince them that they’d taken a really bad turn in life, but there was still time to change and not end up torn into confetti-sized bits of flesh. All three promised her that they would do better, and she promised them she’d be checking up on them to make sure that they did.

And that was how Grace became the Heretic. As it transpired, the demonic voice she’d heard was that of Holden Lance, the first Heretic, as he sealed the Sovereign of Secrets away and desperately searched for a replacement lock to the eldritch being’s cage. Holden’s options were limited to those on the verge of death, and Grace’s soul shone like a beacon to him. He hoped that, even damned, she would be a force for good in the world. He got more than he bargained for. Grace was sarcastic, quick to throw a punch, and bitterly cynical about the state of the world. She had also always sworn to herself that if she had power, she wouldn’t be like the people who ruined her life. She would give people a chance. Help them. And suddenly, she had all the power in the world, power that could destroy lives and ruin spirits, and she resolved to live by the most heretical idea of all: that no one was beyond redemption.

Heretic was an odd comic. The editors of Venture wanted a throwback to the gritty, over-the-top action epics of the early 90s, but the comic’s lead writer thought the whole concept was ridiculous, and used Grace to explore that. Her enemies were extreme, and she would throw herself into fights against them, then sit down next to them as they laid on the ground and talk through why the hell they thought this was a good idea. She actually listened to her foes. She helped them - after beating them halfway to hell, of course. And she resonated with the cynical readers of the early 2000s, who wanted to see a better world but weren’t sure there was a way to reach it without violence. She managed to ride the line between earnest and ironic, and what everyone had initially expected to be a flash in the pan comic while Venture thought of a better idea ended up running for thirteen years, becoming a minor fan favourite along the way.

Behind the Scenes

And that is our last hero!

When I launched a Heretic comic during the Plutonium Age, I figured there was a good chance that it would be gone within a couple events; the system was deliberately rigged a bit against the newest comics lasting. But it didn’t. It made it all the way, with the result that now I had a pretty substantial comic in my lineup featuring a hero I’d never written up. So I wanted to fix that, and the result is Heretic; someone drawing on the culture of the early 2000s to really ride the line between a cynical joke and an earnest desire to make the world a better place.

Her powers underline that - she can really mess with people’s brains, and she absolutely will to mess you up, but she can also show you that there’s a better path and convert minions to her side. She’s essentially halfway between Ghost Rider and Squirrel Girl.

Tomorrow, we start our villains with Heretic’s biggest nemesis, and then we’ll have seventeen more villains who are actually from the Diamond Age.

4 Likes

Heretic finally gets a proper writeup! A fun part of these writeups is seeing how the dice end up influencing the emergent narrative, and that was particularly fun in the Plutonium Age crossovers (I still crack up whenever I reread the part where you promise to cancel the Champions of Freedom), so seeing Heretic get a full writeup is nice.

Fantastic theming on the abilities; Honour Among Thieves is an amazing way of representing that “attack multiple enemies near each other” ability, and I always have a soft spot for builds that use Dire Control to represent talking down minions rather than straight-up mind controlling them (I like to think she’d get along well with Covenant from your other thread).

1 Like

Needs a key Quality assigned, probably Otherworldly Lore.

Certainly an interesting inheritor to the Heretic mantle. I bet she’s got a terrible reputation as a nag within the supervillain community. Some people can’t be redeemed, often because they don’t see any reason they need to be.

1 Like

I would have been so mad if they’d ended up making it through the whole period. :wink:

I think Heretic and Covenant would be a great team-up comic, because at first they seem like they have nothing in common, and Covenant is horrifed by how violent Heretic seems, and then they realize they actually have very similar values.

Yep, Otherworldly Lore. Fixed.

As.for the other… well, tomorrow may tell.

1 Like

Except I’m wrong and it’s actually Otherworldly Mythos in the rulebook. :slight_smile: I mess up the Lore/Mythos thing constantly when I’m not looking right at that one page with the P/Q lists.

What a statement about a character! :smiley:

In your defense, I had listed it as Otherworldly Lore in her Quality writeup, because I make the same mistake.

Oh, and I almost forgot, but just for the heck of it…

There’s a distinction here that Heretic would make if you talked to her about it: some people won’t be redeemed, but no one is beyond redemption. Her belief is that there is no crime or sin so terrible that it invalidates you from changing your course. That doesn’t mean that everyone is going to take those chances, but she’s still going to offer them.

In the comics, this is actually a point of contention between Heretic and her spiritual mentor. Holden, you may recall, believed that as the Heretic, he was beyond redemption. His soul was signed into the service of a dread power, and upon his death, he would become part of the Sovereign’s realm for all time. No matter what acts he undertook to atone, he would not be redeemed. When he offered his power to the new Heretic, he warned her that the same fate awaited her.

Heretic’s response is, “hey, you never know, maybe we can redeem the Sovereign.”

I suspect that you’re right, and not everyone agrees that, say, Urak, the Prince of Rot, is capable of being redeemed, or that this is a good use of one’s time, but Heretic is determined. Actually, on reflection, I should probably give her Conviction rather than Alertness. Going to change that.

(edit) Heretic, of course, also doesn’t see a contradiction between offering someone redemption and throwing infernal lightning at their face while they’re still doing bad things.

3 Likes

Randomizers:
Approach: 2, 5, 4 [Options: Skilled, Underpowered, Bully, Disruptive, Focused, Specialized]
Archetype: 7, 3, 2 [Options: Inventor, Bruiser, Indomitable, Formidable, Loner, Squad]
Upgrade: 9, 4, 10 [Options: Villainous Vehicle, Defense Shield, Calming Aura]
Mastery: 6, 2, 1 [Options: Annihilation, Behind the Curtain, Mercenary]

Truthseeker
Truthseeker

Real Name: Alton Creed, First Appearance: Heretic #13, December 2006
Approach: Underpowered, Archetype: Indomitable
Upgrade: Defense Shield, Mastery: Behind the Curtain

Status Dice: Always d8. Health: 30+5H
Qualities: Persuasion d10, Insight d8, Magical Lore d6, Wealth and Connections d8
Powers: Presence d8, Gadgets d6, Infernal d6, Awareness d6

Abilities:

  • Last-Ditch Effort (I): Whenever you would be reduced to 0 or fewer Health, prevent that damage and reduce all your power dice by one size. If this reduces any dice to below a d4, you are knocked out.
  • Casual Disinterest [A]: Boost using Persuasion. Use your Max die. Hinder using your Mid die. Attack using your Min die.
  • Unholy Burst [A]: Attack using Infernal. If you roll doubles, add that value to your Attack. If you roll triples, add all three dice to your Attack.
  • Eye on the Prize [A]: Boost yourself using Persuasion and use your Max die. That bonus is persistent and exclusive.
  • Unlikely Superiority [R]: Defend by rolling your single status die. If that defense reduces the damage to 0, Boost using the amount of damage prevented.
  • (U) Mystical Shield (I): You cannot be damaged by anyone except yourself until the defense shield is destroyed. The defense shield has 40 Health, or can be deactivated with three Overcome successes. If a hero takes a minor twist working on the shield, you can make an Attack as a reaction by rolling your single Gadgets die.
  • (U) Master Behind The Curtain: As long as you are not directly involved in the fray and are using your influence indirectly, automatically succeed at an Overcome to manipulate a situation.

Common Scene Elements:

  • Dupes: d8 minions that Truthseeker has tricked into a magical bargain. As a reaction, Truthseeker can redirect an Attack or Hinder targeting him to a nearby dupe.
  • Bodyguard: Truthseeker often has one or two supervillain lieutenants acting as bodyguards; they are well paid for their time.
  • Manor House: Truthseeker sets up new lairs wherever he goes; these environments feature high-tech security and deploy minions as well as civilian staff under threat.

Over her career, Heretic fought demons, sorcerers, mob bosses, and dimensional invaders. Her greatest enemy, however, was neither her most powerful enemy nor the most murderous. He was simply the most callous.

It started in Heretic #13, “The Devil’s Dozen”. A mysterious figure called the Truthseeker offered powerful magical relics to whichever of twelve local gang leaders could beat the others, any means allowed, triggering a massive gang war. By the time Heretic was involved, four of the gang leaders were dead, and a fifth died before she was able to contain the battle and track down its instigator. To her surprise, the Truthseeker turned out to… a fifteen-year-old boy. Heretic used her powers to reach into his mind, asking him why he’d done it, prepared to marshal his hidden fears and insecurities to show him why this was wrong, and was shocked to discover that there was no resistance to her mental problem.

The boy had no hidden fears, no insecurities. He was perfectly at peace with his actions. And his response, with a shrug, was simply, “I was bored.”

In the end, Alton Creed didn’t spend much time in jail. His lawyers argued that he was a teen from a good family, with his whole life ahead of him, and he wasn’t responsible for a bunch of gang members overreacting to a harmless prank. But he learned his lesson - in the future, he made sure to keep Heretic at arms’ length when he started one of his games. Alton called himself the Truthseeker because he was curious about how people reacted to temptation and greed. He didn’t have any grand goals; he wasn’t interested in power aside from what he had from his family, he didn’t care about success in business or immortality. He just got bored, and decided to rope people into new games. His handful of magical tricks bound his targets to the rules of his engagements, and he did give prizes to the winners from his collection of magical trinkets, but the scope and scale of his plots was always strictly minimal; a handful of individuals, a few city blocks. He didn’t care either way if his victims suffered, or if they died. He just wanted to know what they would do. And if Heretic messed up some of his games? Well, it was annoying, but it was just part of the game.

Behind the Scenes

I almost had Heretic’s ultimate nemesis be a massive demon, some powerful corrupting figure that magically drew out people’s worst natures. Then I thought maybe it would be someone who thought that he deserved the power of the Heretic, and was trying to take it from her.

Then I got Underpowered, and a new idea began, and here we are.

Truthseeker is fundamentally not a dangerous villain to fight directly. He’s pretty good at avoiding getting hurt, especially if he can finagle his Persuasion boost to his defensive reaction, but his dice are unimpressive and his actions aren’t a lot better. But that works for his status as Heretic’s nemesis, because he’s not someone that she can’t overpower. He’s someone who attacks her core philosophy. He does understand what he’s doing, he’s not wrapped up in self-justification, he’s not even dealing with comic book mental illness. He’s just a rich kid who doesn’t care if people he doesn’t know are getting hurt.

3 Likes

Definitely needs to remain a minor-league player in the grand scheme of things. Heretic won’t kill him but if his cruel games wind up on the radar of a vigilante antihero or ticks off the wrong supervillain all the money in the world won’t keep him alive long.

2 Likes

In the grand scheme of things, sure, but I could see a one-off story where Truthseeker crosses a villain who then tries to straight-up murder him in retaliation as a “save the villain” story for Heretic (Holden: “…Look, I’m just saying, no one would blame you if-” Grace: “No.”), with the ending being Truthseeker learning the “lesson” of “make absolutely certain my would-be victims are less powerful than me first”.

1 Like

Huh. A thought occurred to me while going back over the earlier posts on Heretic and the Plutonium Age – I wonder if there’s a school of thought among metaverse comics historians that Ashes to Ashes is arguably the tail end of the Iron Age, and the Plutonium Age doesn’t “really” start until Shock and Awe. Heretic seems to be a fairly popular, enduring character who could potentially be grouped in with the late Iron Age heroes, while the era of Venture avoiding introducing new characters doesn’t kick off until the one-two punch of the universal fandom backlash to the Champions of Freedom and the much-better-received Night of Lost Souls that not only wiped out the newer team to bring back the old but also culminated in the big triumphant moment of “every dead hero from Venture history temporarily coming back to life.”

Then, Venture editorial spends the better part of the next decade terrified of introducing new characters for fear of a repeat of the Champions of Freedom debacle until things finally come to a head in System Crash literally being kicked off in-universe by an out-of-touch corporate executive going “Okay, which established heroes and villains haven’t fought each other yet?”, all at the same time that Sentinel is launching a fairly well-received soft reboot that actually introduces new characters. I can easily see how even the fans who liked the events themselves would have been exhausted by that point, leading to the Diamond Age timeskip/relaunch being well-received as a breath of fresh air.

1 Like

Hah! I do love the idea that I’ve accidentally reproduced the very fuzzy and hard to define line between ages.

It’s worth noting, though, that while Heretic is the last successful hero pre-reboot, the Champions of Freedom aren’t actually the last attempt. Eagle-eyed readers may have noticed a gap of about a year and a half between the end of Earthwatch and the launch of Gale Force, during which a space hero that I haven’t detailed yet exists, and the House of Jotu-Kal comic that launched in 2017 also featured new attempts at heroes (who failed.) Every few years, Venture tried a new approach; it just never took.

1 Like

Randomizers:

Approach: 6, 4, 4 [Options: Prideful, Disruptive, Mastermind, Overpowered, Ninja]
Archetype: 3, 3, 3 [Options: Bruiser, Overlord, Fragile]
Upgrade: 4, 3, 11 [Options: Group Fighter, Villainous Vehicle, Power Dampening]
Mastery: 10, 5, 4 [Options: Enforced Order, Mad Science, Total Chaos]

Stillmaker

Real Name: Stillmaker, First Appearance: Stutter #1, March 2019

Approach: Disruptive, Archetype: Overlord

Upgrade: Power Dampening, Mastery: Enforced Order

Status Dice: 9+ Minions: d12. 5-8 Minions: d10. 3-4 Minions: d8. 1-2 Minions: d6. No minions: d4. Health: 35+5H

Qualities: Close Combat d10, Otherworldly Mythos d10, Investigation d8, Imposing d8, Timeless d8

Powers: Speed d10, Teleportation d10, Intangibility d8, Awareness d8

Abilities:

  • Out of the Cracks [A]: Use Otherworldly Mythos to create a number of minions equal to the value of your Max die. The starting die size for those minions is the same as the size of your Min die.
  • Break Destinies [A]: Attack multiple targets using Close Combat. Use your Min die. Hinder each target with your Max die. If one of those targets rolls doubles on their next turn, they take damage equal to the penalty.
  • Steal Time [A]: Hinder multiple targets using Otherworldly Mythos. You and any nearby allies Defend using your Max die.
  • Rewind [R]: Reroll any number of minion saves against the same Attack.
  • Moment to Moment [R]: Redirect an attack to one of your minions.
  • (U) Winding Down (I): While the scene is in the Green zone, all heroes’ power dice at d8 or above are reduced one size. In the Yellow zone, all heroes’ power dice at d10 or above are reduced two die sizes. In the Red zone, all heroes’ power dice are treated as if they are d4. Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, the hero must lose access to a power entirely until this ability is removed.
  • (U) Master of Enforced Order (I): If you have complete control over your immediate surroundings, automatically succeed in an Overcome to organize your minions to accomplish a task.

Common Scene Elements:

  • Lost Seconds. D6 minions. When Lost Seconds roll damage saves, they roll twice and take the better result.
  • Broken Moment. An environment made up of frozen time, through which the Stillmaker and its minions can travel freely.
  • Escape Route. A complex multi-stage challenge required to escape from the environment before the heroes are overwhelmed.

In her first year of comics, Stutter faced threats from two directions. She had to figure out what had broken time in the first place, but her more immediate concern was that she was being hunted, and the more attention she drew to herself, the more the danger of the Stillmaker.

The Stillmaker was a creature that existed outside of time. Its purpose, as near as Stutter could tell, was to remove paradoxes, temporal echoes, and other ‘flaws’ in the fabric of time, allowing the timeline to continue. Repeated meddling in the timeline of the Earth had drawn its attention, and now it was seeking to remove not only Stutter, but anyone who was interfering in the timeline that it viewed as the ‘correct’ one. The problem was that between magic, dimensional technology, and Paradox rewriting the entire timeline twenty years earlier, everyone was a flaw in the fabric of time in Stillmaker’s eyes. The world was supposed to be a devastated wasteland, and its continued existence seemed to cause pain and distress to the creatures beyond time.

So they began solving the problem, by reaching out and yanking people who were meant to be gone into frozen space, hunting them down and erasing them from the timeline. When Stillmaker destroyed a victim, their history was rewritten, vanishing from time. Only Stutter could remember that they had existed.

As a result, Stutter had competing goals - avoid the attention of Stillmaker, whose endless hordes she couldn’t defeat, but also follow it into frozen space to save its victims before they were unmade. The complicated conjunctions that allowed the creature to interact with the world meant that it rarely seemed to target the same person twice, and many of Stutter’s slowly expanding supporting cast were made up of seemingly-normal people that had been targeted for eradication, only for her to save them at the last second. How to stop Stillmaker once and for all, however, was a question she had yet to solve.

Behind the Scenes

Welcome the time-monster!

Stillmaker is bad news. It typically starts with Lost Seconds in play, which lets It create strong minions, then triple-layered protect them with an area Hinder, turn-length massive Defend, and reaction save rerolls while they hunt the heroes down. If you corner it, it lashes out at you and sacrifices minions to escape to a safe distance, at which point it resumes flooding the field. And in Ultimate, the whole time the heroes’ powers are gradually getting weaker as time eats them.

Fortunately, you’re not supposed to kill it. You just have to find the way to escape, while trying to manage the minion situation so that you aren’t overwhelmed.

Thematically, the idea of a monster that steals people whose timelines aren’t what it thinks they should be, and then erases them from history so that everything they’ve accomplished is lost… that freaks me out. Not just dying, but the things that you’ve done being turned into what someone else thinks you should be, and a lot of the time that thing is “nothing”.

4 Likes

Well, you did say that Paradox having successfully changed her own past was a major factor in making her and Stutter’s story different from Visionary and Muse’s…

Definitely an effective premise for a horror comic. Even if it was only trying to “correct” Paradox’s interference, the fact that she was the one who reactivated Flatfoot could potentially put a target on the backs of anyone the Champions of Truth have rescued since then, which at this point is probably “everybody”.

On a mechanical note: Out of the Cracks is missing a quality (probably Otherworldly Mythos or TImeless?). Also, Steal Time seems like a single-use Defend, not round-long (it’s Covering Fire from Disruptive, right?). Still a nasty combo, especially with that defensive reaction and unique minion ability.