The History of Venture Comics!

I like the concept, Skilled Legion is a pairing that needs to play careful and rely a lot on distractions to stay in action and a super-hacker plays into that well, especially with that mastery and an environment he can stay concealed in. Solve the challenge and discover he’s hacking in from the visitor parking lot - now which of those dozens of unmarked self-driving vans with signal repeaters is he actually in?

None of them, of course. He’s in the back of the fake utility services panel truck that’s been “working” on a water main leak for the last few days. :slight_smile:

Fork’s an interesting choice here, and might wind up biting him in the butt if the heroes figure out the way it works and start throwing Min damage multi-target Attacks at his bots repeatedly to force them to split again and again. Wrecks his status die and dings him repeatedly with irreducible damage as they pass saves. They do wind up with a lot more raw Attack damage (1d10 ideally splits to 8d4 over three saves, which would also land 7 irreducible on their boss) so the heroes might pay for it unless they have damage reduction or till-next-turn defenses to rely on (at which point d4s are laughable with the Legion minion drawback) and Databyte is very sad.

Bet he would really like a villain partner with the Domain approach so they can hammer the heroes with the worst of the Hacked Facility twists available. Maybe a Titan instead, although the aren’t as versatile at poking the environment that way and usually have better things to do with their actions. Still, Databyte teaming up with a giant robot hosting an AI villain seems very appropriate somehow.

2 Likes

It’s neat to see villains that lean in to the environment for their scenes, and especially with villains who don’t, themselves, have abilities that directly interact with the environment, since why should Domain villains get all the fun?

Seems about right for a villain whose first appearance has him flummox a bunch of heroes only to be defeated by the Vanguard Trio, given that each of them has one of these abilities in Green. I think that’s an underrated benefit of designing pregen heroes - even if you’re never going to use those hero builds themselves due to players preferring to make their own characters, they can inform the sort of villains they face, giving you statblocks that are likely to be directly used in a game with custom PCs.

2 Likes

Randomizers:
Approach: 3, 8, 4 [Options: Prideful, Underpowered, Focused, Mastermind, Generalist, Tactician]
Archetype: 8, 2, 3 [Options: Inventor, Bruiser, Overlord, Inhibitor, Squad, Domain]
Upgrade: 9, 8, 7 [Options: Quality Upgrade I, Quality Upgrade II, Defense Shield]
Mastery: 1, 12, 2 [Options: Annihilation, Behind the Curtain, Malice]

Fantoccini

Real Name: Stella Russeti, First Appearance: Veilwalkers #3, May 2019
Approach: Tactician, Archetype: Overlord
Upgrade: Defense Shield, Mastery: Annihilation

Status Dice: 9+ minions: d12. 5-8 minions: d10. 3-4 minions: d8. 1-2 minions: d6. No minions: d4. Health: 25+5H
Qualities: Alertness d10, Close Combat d8, Stealth d6, A Mother’s Love d8
Powers: Intuition d8, Object Possession d8, Telepathy d6, Intangibility d6

Abilities:

  • Organize [A]: Boost using Alertness and use your Max die. That bonus applies to every ally’s action until the beginning of your next turn.
  • Spread Strings [A]: Use Object Possession 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.
  • Lost in the Crowd [A]: Attack using Close Combat and use your Max die. Defend against all Attacks against you until the start of your next turn using the number of your minions.
  • Quick Shift [R]: When a nearby ally makes an Attack, you may also Attack the same target by rolling your single Close Combat die.
  • Spread The Blow [R]: Reroll any number of minion saves against the same Attack.
  • (U) Spectral 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 Object Possession die.
  • (U) Restore Shield [A]: Overcome using Intuition. Use your Max die. On a success, remove one success from the deactivating challenge. Alternatively, instead of an Overcome, use the Max die to Recover that much of the defense shield’s Health. This ability cannot be used if the defense shield has been completely removed.
  • (U) Master of Annihilation (I): If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome where a show of overwhelming force can solve the problem.

Common Scene Elements:

  • A Cluttered Environment: A museum, mall, or similar environment filled with innocent civilians and useful objects for Fantoccini to possess.
  • Her Current Principessa, a human child half-possessed by Fantoccini’s imagination of her daughter. She sets up challenges for Fantoccini or the heroes to Overcome.
  • Moppets: d6 minions. When Moppets are Hindered, reduce the final penalty by 1.

Many of the supervillains faced by the Veilwalkers were in some way sympathetic, victims of misfortune who were, unlike the heroes, unwilling to take the steps needed to avoid being a danger to those around them. Of those who appeared in the first year, the most pitiable but also one of the most dangerous was Fantoccini.

Stella Russeti had been an immigrant to the United States in the late 1800s, coming with her family in search of a better life. The Russetis were puppeteers and performers, but they found scorn and prejudice on the East Coast and soon set out along the western trails, hoping to find a homestead of their own. Instead, Stella’s daughter grew sick, and she went to a necromancer of questionable repute to save her - a minor villain drawn from the pages of the 1970s Cryptic Trails. The necromancer bound the soul of Stella’s daughter into a doll, so that she could be with her mother forever.

This, unsurprisingly, did not end well. Stella was obsessed with keeping the doll safe, ultimately killing her own husband when he tried to destroy it and free his daughter’s soul. When she died, she continued to haunt the grounds, keeping the doll safe, and ultimately she was exorcised and bound by the Dusk Rider, who freed her daughter’s soul and sent it on its way. And that was the end of Stella Russeti… until a tear in the veil of spirits woke her, and she returned to the world to seek her daughter once again.

As Fantoccini, Stella found a girl who resembled her lost daughter, and used her magic to fill that girl with her memories, overlaying her Principessa’s desires onto her. She and her daughter began wreaking havoc as they imbued objects with life and played games with no regards to the survival of their play partners. The Veilwalkers responded, and were just barely able to keep Fantoccini and Principessa from killing anyone, and when Veilweaver realized that Principessa was not possessed by a ghost, merely controlled by Fantoccini, she was able to peel the false layers away and restore the girl’s soul. Fantoccini vanished before she could be safely sealed away.

Fantoccini refused to believe that her daughter was gone. She lurked, and she waited, and months later she possessed another child who resembled her daughter, this time seeking revenge against Lostwood for what she believed to be their attempts to keep them apart. The Veilwalkers stopped her again, but the ghost vowed that she would find her daughter, and the two of them would play together forever…

Behind the Scenes

The Veilwalkers seem to run into horror monsters a lot, although they can more or less deal with them. Fantoccini is definitely in the mould; a ghostly mother who steals children and tries to turn them into her long-lost daughter is the exact sort of thing you expect more in a horror movie than in a superhero comic, but also it works really well for magical superheroes to fight.

Mechanically, she’s likely to create tons and tons of smaller minions, forcing the heroes to constantly fight them off as the situation gets increasingly dangerous, while she and her ‘daughter’ play happily in the chaos. She’s not necessarily the most dangerous overlord out there, and the fact that her minions are all literal objects makes them pretty breakable, but she’s a reasonable threat.

3 Likes

This one’s a real loon, for sure. Seriously bad news to run into in a toy store, or the children’s section of a library - both of which are natural hunting grounds for her.

Probably supposed to be Object Possession rather than Animating Spirit there.

Needs a power keyed in there.

“Mister, I just wanted some medicine.”
“But this is much better! You’ll never have to worry about her getting sick again.”
“…You’re not actually a doctor, are you?”
:slight_smile:

1 Like

That’s correct; Animating Spirit was her original quality, and then I shifted some things. Every time I shift some things this happens. :wink:

Look, you work with the tools that you have.

2 Likes

“Hey now, I went to school for six years to earn that M.D. after my name, lady. What? It’s short for Malefic Deathmage, of course. What did you think it stood for?”

3 Likes

Randomizers:
Approach: 2, 2, 1 [Options: Relentless, Skilled, Prideful, Underpowered, Tactician]
Archetype: 6, 3, 3 [Options: Bruiser, Overlord, Loner, Fragile]
Upgrade: 7, 11, 6 [Options: Quality Upgrade I, Brainwashing Zone, Power Upgrade II]
Mastery: 9, 3, 6 [Options: Conquest, Mercenary, Superiority]

Brineskimmer

Real Name: Brefne ap Bres, First Appearance: Starshadow #3, May 2019

Approach: Relentless, Archetype: Loner
Upgrade: Power Upgrade II, Mastery: Conquest
Status Dice: No other villains: d10. 1-2 other villains: d8. 3+ other villains: d6. Health: 30+5H (Upgraded 50+5H)

Qualities: Close Combat d10, Conviction d8, Magical Lore d6, Heir to the Fomorian Dream d8
Powers: Water d10, Strength d8, Presence d6

Abilities:

  • Prove Myself (I): As long as you have no nearby allies in the scene, increase all damage you deal by 1 and reduce all damage you take by 1.
  • Wavecrash [A]: Attack using Close Combat. Use your Max die. If the target does not Attack you on their next turn, Hinder them using your Mid die.
  • Dark Waters [A]: Attack using Water and use your Max die. Recover Health equal to your Mid+Min dice.
  • Tidal Currents [R]: When an opponent moves away from you, you may follow them and roll your single status die as a Hinder against them.
  • (U) Demigod’s Might (I): Increase Water to d12, Strength to d10, and Presence to d8.
  • (U) Master of Conquest (I): As long as you are in command of your own forces, automatically succeed at an Overcome involving seizing an area or capturing civilians.

Common Scene Elements:

  • A Fellow Fomorian: Another villain that Brineskimmer is being forced to work alongside.
  • Atlantean Raiders: A set of D8 minions who get +1 to Attack.
  • A Coastal Target. An environment with confused civilians, military or police presence, and rising waters.

After a two-parter involving a largely forgettable villain that served to establish Starshadow’s family life, situation, and goals, she faced her first major threat in May, in a three-parter involving the return of Atlantean forces acting for the Dark Sea. In the first part of this story, the Huntsman re-appeared, drawing Skybreaker and Cloudwalker away, but Maeve’s precognitive hints led her to an attack by a Fomorian troop against the local harbor. There, she came face to face with Brineskimmer for the first time, and was absolutely wrecked.

Brefne ap Bres was herself basically still a teenager, the youngest daughter of Eochu Bres and his new Atlantean royalty. Bres had plans to conquer the world once again, and had promised to make the most successful of his seven children heir to the throne of Atlantis; Brefne was determined to prove herself by crushing Skyscraper and his family. She was deeply disappointed to realize that she was only taking part in a smash and grab, and that her elder brother was facing off against the hero, but when she realized that Maeve was both a child of Skybreaker and a student of Scathach, she decided to prove herself a different way, chasing the hero down and almost killing her.

Starshadow barely recovered, and was forced to retreat and recover as she worked to figure out the purpose of the Fomorian attacks. After spending an issue dealing with smaller threats and avoiding her new foe, she was able to reunite with her family and launch a surprise attack on the Fomorian base, just as they were planning their own attack on a local museum to recover Fomorian artifacts. There, Starshadow used the internal dissention of the Fomorians against each other, tricking Brineskimmer and her brother into fighting and then swooping in to knock them out. Brineskimmer escaped, but her brother was captured and arrested.

While she was able to blame her brother for most of the loss, causing Bres to disown him and strip him of his magic, Brineskimmer was privately incensed by her failure. She swore that she would be avenged on her new nemesis, and began to lay plans for revenge…

Behind the Scenes

And we have our first mirror. Much as Starshadow inherits the responsibilities of Skybreaker, Brineskimmer inherits the dreams of conquests of Bres and Balor. She’s just as determined to live up to a heavy mantle, and she’s fully capable of fighting to corrupt the world that Starshadow wants to protect.

Brineskimmer is a particularly nasty match for Starshadow; she fights up close and can pursue when Starshadow tries to get some distance, she relies on healing through attacks rather than active defenses so Starshadow’s defense-ignoring Attack isn’t as powerful against her, and where Starshadow is learning to be part of a team, Brineskimmer hates teams and powers up dangerously in a one-on-one duel. On the other hand, against the whole Skybreaker family, she is in a world of trouble, and that’s what took her down the first time.

3 Likes

There are easier ways to cut down on the number of birthday gifts you need to buy, dude. That’s going to get some of your kids killed.

Yeah, Starshadow’s not built to be great against single targets in general. Still, she has Teleportation to get out of a brawl while Brineskimmer’s lacking much in the way of mobility - maybe some wave-riding or pulling enemies to her with Water tricks. There’s also the fact that in Red, Starshadow’s doing attack-and-heal even better than her nemesis here courtesy of Eruption + damage inversion + d12 Red status. If Brineskimmer can’t take her target from low Yellow to Out with a good hit she’s likely to get hit back hard while watching her target heal right back to Yellow - repeatedly, even.

2 Likes

I think that in Bres’s world, having your kids kill each other until all that’s left is the one who’s in charge and the ones who submitted is pretty much the system working as intended. He can always make more kids.

My assumption is that while Brineskimmer doesn’t have lots of mobility, if Starshadow teleports she can use Tidal Currents to flow into the shadows with her and manifest in her new location. Starshadow has to get some distance to be able to teleport safely, and Tidal Currents is designed to keep her from doing that.

2 Likes

Randomizers:
Approach: 2, 3, 3 [Options: Skilled, Prideful, Bully, Disruptive, Creator]
Archetype: 7, 4, 4 [Options: Guerilla, Formidable, Inhibitor, Domain, Titan]
Upgrade: 8, 6, 11 [Options: Power Upgrade II, Quality Upgrade II, Brainwashing Zone]
Mastery: 1, 4, 2 [Options: Annihilation, Mad Science, Behind the Curtain]

Captain Zenith

Real Name: Xuran Gallatros, First Appearance: Celestial Travels #964
Approach: Bully, Archetype: Formidable (Weakness: Psychic Shielding)
Upgrade: Brainwashing Zone, Mastery: Mad Science

Special: Captain Zenith treats psychic-shielding bonuses on his targets as a weakness for the purpose of his status dice.

Status Dice: No weakness-related penalties: d12. Penalties and bonuses related to weakness: d8. Penalties related to weakness: d4. Health: 25+5H
Qualities: Science d8, Alertness d8, Large And In Charge d8
Powers: Telepathy d10, Momentum d8, Deduction d8

Abilities:

  • Destroy Each Other [A]: Attack two nearby targets using Telepathy, using your Max die against one and your Mid+Min against the other. If either target Defends against the Attack, the Defend works against both attacks.
  • Vertigo Beam [A]: Attack using Momentum and use your Max die. Also Hinder that target: if the target has a d6 or less status die, use your Max+Min dice; if the target has a d8 status die, use your Max die; and if the target has larger than a d8, use your Mid die.
  • Domination Field [A]: Boost using Telepathy and use your Max die. That bonus is persistent and exclusive. Also Attack with your Mid die.
  • A Head For Tactics [A]: Boost yourself using Deduction and use your Max die. Boost a nearby ally with your Mid die and Boost another nearby ally using your Min die.
  • (U) Event Horizon (I): While the scene is in the Green zone, all heroes’ quality dice at d8 or above are reduced one size. In the Yellow zone, all heroes’ quality dice at d10 or above are reduced two die sizes. In the Red zone, all heroes’ quality 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 quality entirely until this ability is removed. If a hero is knocked out while this ability is active, you may create a new minion using the hero’s highest power die to represent the controlled version of that hero.
  • (U) Master of Annihilation (I): If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome where a show of overwhelming force can solve the problem.

Common Scene Elements:

  • Cowering Minions. These d6 minions get +1 to Boost or Defend, but take -1 to Attack or Hinder.
  • Broken Minions. These d6 minions get +2 to all actions, but automatically fail their damage saves.
  • Field of Battle. A highly-populated space station, outpost, or spaceship that has been taken over by

After an three-part initial story in which Traveller Team One went to the remote world of Desderios and drove away the pirates who had occupied it, led by the classic Celestial Travels villain Subjugator, the writing team felt ready to introduce a new villain who they hoped would make a splash. Traveller Team One was enroute back to Union space when they received a terrified distress call from a large luxury space-liner. When they arrived, however, everyone insisted that the situation was fine, the problem had been solved, and no interventions were needed. The ship’s captain, a towering and genial man called Captain Zenith, offered to let the Travellers dock and come along for a day or two to verify that everything was under control, and to sample the luxuries of the ship.

What followed was a two-parter in which it quickly became clear to the readers that Captain Zenith was up to something. His mere presence convinced Traveller Team One to listen to him, and both crew and passengers followed his orders without question. It wasn’t until Doctor Glitch became suspicious of her own instinctive reactions and ran tests that she realized that the entire ship was under the effects of a passive psychic field, and that Captain Zenith was the source.

Xuran Gallatros was a scientist from a species with weak psychic abilities, who had experimented in the merger of psychic and gravitic powers to massively amplify his psychic abilities by repeatedly rebounding them off his targets, also using the powers directly to control his momentum and that of others. He had attacked the space liner alone, killed the previous captain, and used his tremendous powers to make the crew too afraid to face him. Now he was enjoying the luxuries of the ship and gradually crushing the wills of the passengers, with the ultimate goal of having them give him their wealth at the end of the cruise.

The second part of the adventure involved Doctor Glitch pretending to be cowed, moving through the ship and using her medicine to inoculate crew members and her fellow heroes, after which the team faced off against Captain Zenith and his still-controlled minions. Zenith was defeated and handed over to agents of peace at the next station, but he was a popular character to appear, and it was likely not going to be long before he re-appeared…

Behind the Scenes

One little trick that hadn’t occurred to me when I did the Diamond Age timeskip is that because I’m only detailing the first twelve issues of each comic, I don’t always know what their second appearance is going to be like. Some of them I’ve written one up, but the further ahead I move the less likely it becomes. In this case, I fully expect Captain Zenith to re-appear in 2020, but who knows in what context.

I’ve sort of inverted Formidable here, which makes Captain Zenith a bit weaker; rather than having a personal weakness, his powers are so psychic-dependent that you protect yourself from him and thus weaken all of his abilities. It’s probably easier to tech up bonuses once you know the trick than it is to stick psychic dampeners directly on him, but I like how it works thematically.

3 Likes

Interesting tweak there. How would he get the d8 “mixed mods” status, add bonuses to himself to offset “psychic shielding” bonuses on the target? Or “psychically vulnerable” Hinders on the target? Or both?

I like the re-imagining of that Bully Stooge-fu ability into forcing two heroes to smack each other, that’s quite flavorful.

1 Like

I would a

Based on his build, I expect he would usually get there by taking actions to enhance the psychic reverberations of his gear to overcome psychic dampeners. I think any attempt to create a “psychically vulnerable” Hinder would really just be tearing down the defensive Boosts the heroes had.

1 Like

Randomizers:
Approach: 4, 3, 6 [Options: Prideful, Underpowered, Disruptive, Focused, Specialized, Overpowered]
Archetype: 8, 1, 2 [Options: Predator, Inventor, Bruiser, Inhibitor, Loner, Squad]
Upgrade: 8, 2, 3 [Options: Hardier Minions, Group Fighter, Quality Upgrade II]
Mastery: 3, 1, 12 [Options: Annihilation, Conquest, Malice]

Azoth the Artificer

Real Name: Azoth the Artificer, First Appearance: Earthwatch (Vol. 3) #4, June 2019
Approach: Overpowered, Archetype: Inventor
Upgrade: Hardier Minions, Mastery: Malice

Status Dice: Based on magical inventions, bonuses, and penalties. 4+: d12. 2-3: d10. 1: d8. None: d6. Health: 45+5H (Upgraded 50+5H)
Qualities: Magical Lore d8, Investigation d6, Ancient Demon d8
Powers: Transmutation d12, Telekinesis d10, Awareness d10

Abilities:

  • Font of Power [A]: Boost using Transmutation. Recover Health equal to your Max die. Each of your nearby allies Recovers Health equal to your Min die. Each of your nearby minions and lieutenants whose die sizes have degraded at all are increased one die size.
  • Instant Artificer [A]: Boost using Transmutation 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.
  • Overwhelming Assault [A]: Boost using Telekinesis. Hinder with your Max die. Attack with your Min die.
  • Retribution [R]: When Attacked, Defend yourself by rolling your single Telekinesis die. Deal that much damage to a different nearby target.
  • (U) Pact of Power (I): When you enter the scene with minions, or deploy minions using your own abilities or the environment, increase them by one die size to a maximum of D12.
  • (U) Master of Malice (I): When you take an action to demonstrate or indulge in cruelty, automatically succeed at an Overcome to inflict pain or fear.

Common Scene Elements:

  • Empowered Agents. D8 lieutenants, each of whom begins play with a +2 persistent/exclusive bonus representing their pact with Azoth
  • Retribution Ritual. A magical Doomsday Device that will pull the heroes into a demonic realm if not dealt with. It counts as an invention.
  • Bound Imps. These minions use the ‘demonoid insect’ profile from page 413 of the Sentinel Comics RPG.

In Earthwatch #4, it rapidly became clear that Merlin was not quite in the clear from his various demonic debts.

The team was in the process of investigating a demon cult that was using dark magic to manipulate the stock market (cue Catharsis asking how anyone could possibly tell the difference) when they realized that the cult wasn’t acting in a vaccuum; the operation was bait for a trap, and Merlin was the target. A massive demon appeared, grabbed the mystic, and left her minions to engage the rest of the team while she dragged him away; if Jitterbug hadn’t managed to slip away and follow, she would have been able to retreat to her dimensional gateway and leave with him.

Merlin reluctantly admitted that he still had quite a few outstanding debts to various extradimensional forces, most of them racked up while he was trying to escape from the previous set of extradimensional forces he owed debts to. He hadn’t expected it to be an issue, because he didn’t think any of them could reach Earth, but it turned out that one, Azoth the Artificer, had clients in this realm and was willing to cash in a few favours to get what she needed.

And what she needed was to get paid. Azoth wanted Merlin’s soul, which she believed she could use to craft a tool to siphon wishcrafting magic from the Sovereign of Silence to make new bargains with. When she arrived at the gates of Earthwatch’s compound, she politely explained that this was perfectly safe, that everyone could get what they wanted, and that anyway the team didn’t have a legal right to keep her from her purchased goods, i.e. Merlin. When Gale Force replied that humans were not purchasable, Azoth told her that it was adorable that she thought that. She proceeded to tear through Merlin’s magical wards like paper and attack Earthwatch, distracting them while her crew set up a ritual that would drag the entire compound back to her realm for retribution. At the last minute, Merlin and The Cloud reversed the ritual, causing it to pull Azoth and her pacts through instead and leaving her minions powerless.

Azoth was far from finished with Earthwatch, however. She was temporarily trapped, but she vowed that she would return, and have what was rightfully hers…

Behind the Scenes

Our first Earthwatch villain is, fittingly enough, Merlin dragging a huge problem down around everyone’s heads. Azoth is a fun sort of demon; she’s utterly without a conscience, but she’s also very upfront and surprisingly fair with the people she pacts with. They get what they want, she gets what she wants, and the people who get hurt aren’t her clients so she doesn’t care. She’s a Master of Malice mainly because that’s how she demonstrates what happens if you cross her, not because she’s having a grand old time causing pain.

She’s also definitely coming back, possibly alongside whoever I write up as the next Earthwatch villain.

3 Likes

That your current homebrew fix for the (dreadful) Hardier Minions upgrade she’s listed as having?

Yeah, I put it in place for Ignition back in the Silver Age, used it once in Bronze, and then proceeded not to have a single Hardier Minions villain come up for the entire Iron Age or the first half of Diamond.

It’s not technically as useful for Azoth, since her core abilities don’t deploy minions, but she tends to appear in environments that do, so I’m using it anyway.

1 Like

Still quite useful for just taking minions as a scene element unto themselves - essentially bumps them up a difficulty level, which is better than the bizarrely lousy rulebook version. And of course there’s the synergy with Font of Power patching up your big minions who’ve managed to pass a save or two.

1 Like

Randomizers:
Approach: 6, 3, 1 [Options: Relentless, Prideful, Underpowered, Disruptive, Focused, Specialized]
Archetype: 10, 2, 2 [Options: Inventor, Guerilla, Squad, Legion]
Upgrade: 9, 7, 3 [Options: Group Fighter, Quality Upgrade I, Calming Aura]
Mastery: 7, 10, 4 [Options: Mad Science, Mysticism, Total Chaos]

Stormseye

Real Name: unknown, First Appearance: Vanguard Academy #6, August 2019
Approach: Specialized, Archetype: Squad
Upgrade: Quality Upgrade I, Mastery: Total Chaos

Status Dice: No other villains: d6. 1-2 other villains: d8. 3+ other villains: d10. Health: 25+5H (Upgraded 45+5H)
Qualities: Ranged Combat d12, Alertness d8, Living In Frozen Moments d8
Powers: Lightning Calculator d10, Agility d8

Abilities:

  • Own the Battlefield (I): Increase the damage you deal by the number of non-minion allies near your target.
  • Snipe From Cover [A]: Attack using Ranged Combat and use your Max+Min dice. Defend yourself using your Mid die.
  • Rapid Fire [A]: Attack using Ranged Combat against one target with your Max die, another with your Mid die, and a third with your Min die.
  • Trick Shot [A]: Hinder one target using Alertness and use your Max die. Attack that target using your Mid die.
  • Overwatch [R]: When another villain is Attacked, Defend against the Attack by rolling your single status die. Boost yourself using the amount of damage reduced.
  • (U) Got Your Number (I): Increase your Alertness to d10. Whenever you Attack a target that you have dealt damage to at least once already in this scene, gain a +1 persistent and exclusive bonus against that target.
  • (U) Master of Total Chaos (I): If you are in a situation where everything is spiraling out of control, automatically succeed in an Overcome to accomplish a task by throwing out the rules.

Common Scene Elements:

  • Ground Pounder, a Focused Bruiser who can build up stone armour and weapons around herself.
  • Overgrowth, a Disruptive Inhibitor who uses plant life to poison and restrain foes.
  • A Decommissioned AEGIS Facility, filled with dangerous technology to loot or deploy against the heroes.

Alongside mercenary supervillains, the major storyline of Vanguard Academy involved echoes of the past dangers the Vanguards had faced. This storyline began in Issue #6, with the reveal of Disaster Recovery. Disaster Recovery claimed to be a team of super-powered international mercenaries who would go into conflict zones to save people or objects that were in danger. However, they were far more flexible than that, and were happy to take on jobs of questionable legality. When Disaster Recovery was hired by an unknown agent to break into a decommissioned AEGIS facility and access a previously-undiscovered sublevel, they set off alarms the Vanguards had left, and Captain Bolt joined two members of his old team (Pulsejet and Mr. Infinity) in responding. Critter and Jackie Frost secretly followed him, and were quickly in over their heads against a highly-competent extraction squad looking to get gear and get out.

Stormseye was the point man for Disaster Recovery’s operations. A hyper-skilled sniper with integrated technology that allowed him to adjust his perception of time, his goal wasn’t to kill the Vanguards or their students. He just wanted the equipment. But he was more than willing to do whatever it took to get his team out, activating the facility’s dormant security systems and taking advantage of the chaos to pick off Vanguards one at a time, leaving them unconscious as his team worked their way through the facility. In the end, Critter and Jackie had to make a choice between letting Stormseye escape and letting Captain Bolt die; they chose to save their teacher, and Disaster Recovery escaped with a handful of the alien technology they’d been sent to steal.

The laconic, chaos-spreading sniper proved to be just the right mix of archetype and weird for readers to latch on to him, and Venture’s editors agreed that he would remain the face of Disaster Recovery, both facing off against Vanguard Academy and in conversation with his shadowy employers. This also left Stormseye as a potential mercenary to appear in other stories, including an appearance in Champions of Truth #619 in which he and Disaster Recovery helped the titular heroes face off against Doctor Roach, in order to save a number of wealthy hostages he had taken as part of his latest attempt at conquest.

Behind the Scenes

Stormseye is probably not the first ‘cool sniper’ that Venture Comics has made, but the literal time manipulation gives him a hook, and the fact that he operates in roughly the opposite way of stereotypical snipers, being at his best when his team is active and causing distractions and loving a chaotic battlefield for its ability to let him set up some truly wild shots, helps him stand out a bit in a crowded field. I particularly like his thematic reaction being one that protects his allies, not himself. His shtick also means that he can show up on the heroes’ side as much as against them, and could even be hired by heroes in the same way that Red Herring was in the past. (It might even transpire that Disaster Recovery was founded by protegees of the Red Herring, who knows?)

Mechanically, he’s what you’d expect; very dangerous and able to dish out some truly wild damage if a player is pinned down by his squad, but much less of a threat if someone pins him down in turn. He can still do some running and gunning; a d12 Ranged Combat means never having to say “I surrender.” And thematically, he creates an opposing storyline to Headmaster and his Outfit; a group of mercenaries working for a shadowy force that might be trying to revive a defunct government conspiracy. Good hustle.

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Glad to hear Doctor Roach is still active. I was afraid he might have retired to work in the marijuana industry following legalization.

Still can’t get over that ad campaign Doctor Bong did, the lousy sellout. :slight_smile:

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Neat to see a villain group that can show up on the heroes’ side from time to time – I know some players who’d love the sort of inter-faction drama and intrigue that would come from the Academy-Headmaster-Disaster Recovery-AEGIS setup.

Something I’ve been meaning to ask – what process do you go through for designing the “secondary” villains for your Squad/Loner writeups? For some of them it seems easy – Ground Pounder and Overgrowth seem like clear foils for Critter and Jackie, and the Vanguards obviously had the advantage of already having builds as heroes – but is there a more general process you follow or is it more of a case-by-case thing?

Mostly case-by-case, but I try to rely on the stats of the main villain and have the others be counterpoints to them mechanically. In the case of Stormseye, I thought “Stormseye is providing overwatch and assistance, so I want someone who can get in heroes faces, and someone who can slow them down to work with him” and then their themes got designed based on the heroes they’d be facing off against.

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