The Randomizers:
Background 3, 3, 5 [Options: Performer, Academic, Upper Class, Struggling, Medical]
Power Source 6, 6, 7 [Options: Nature, Relic, Artificial Being, Cursed, Cosmos]
Archetype 3, 5, 9 [Options: Physical Powerhouse, Blaster, Flyer, Manipulator, Psychic, Minion-Maker]
Personality 5, 6, 9 [Options: Sarcastic, Distant, Inquisitive, Stoic, Decisive, Jovial]
Nightlife and the Savage Defenders
Real Name: Gerry Fielder, First Appearance: Savage Defenders #1, April 1990
Background: Medical, Power Source: Nature, Archetype: Flyer
Personality: Stoic, Principles: Caregiver, Inner Demon
Status Dice: Green d6, Yellow d8, Red d12. Health: 34 [Green 34-26, Yellow 25-13, Red 12-1]
Qualities: Alertness d10, Close Combat d10, Medical d8, Science d8, Finesse d6, Leader of the Pack d8
Powers: Flight d10, Speed d8, Awareness d8, Raven’s Claws d8, Animal Control d6
Green Abilities:
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Flying Tackle [A]: Attack using Flight. Use your Max die.
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Pack Instincts [A]: Boost using Alertness. Apply that bonus to all hero Attack and Overcome actions until the start of your next turn.
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Cunning Evasion [R]: When you are Attacked while Flying, you may Defend yourself by rolling your single Flight die.
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Principle of the Caregiver [A]: Overcome to help someone heal physical or mental pain. Use your Max die. You and each of your allies gain a hero point.
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Principle of the Inner Demon [A]: Tap into your dark psyche to Overcome a problem and use your Max die. You and each of your allies gain a hero point.
Yellow Abilities:
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Flying Grapple [A]: Attack using Flight. 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.
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Swoop and Grab [A]: Attack a minion using Flight. Use whatever that minion rolls for its save as an Attack against another target of your choice.
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Brutal Fury [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
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Reach The Goal [A]: Boost yourself using Flight. Use your Max+Min dice. Then, you may end up anywhere else in the scene, avoiding any dangers between your starting and ending locations.
-
Triage [A]: Overcome using Medicine. Use your Max+Min dice.
Out
- Defend an ally by rolling your single Alertness die.
Principle of the Caregiver {Expertise}
During Roleplaying: You are attuned to the pain of others, and can tell when someone is hiding their suffering.
Minor Twist: What pain are you making yourself responsible for?
Major Twist: What harm is too serious for you to help?
Principle of the Caregiver [A]: Overcome to help someone heal physical or mental pain. Use your Max die. You and each of your allies gain a hero point.
In 1990, as the speculation market began to boom, Venture Comics started rolling out new character concepts that they thought would make it big. Three of these teams were introduced in the span of a year; of those, the first and least successful proved to be the Savage Defenders, and their leader Nightlife.
Gerry Fielder was a paramedic working on the mean streets of Neulyon when she responded to a call about violence at a local nightclub. As it turned out, the club had been attacked by a mysterious animal monster, and while Gerry was helping the survivors, a group of armed men showed up and grabbed everyone who had seen anything, kidnapping almost a dozen people. The creature had been the result of illegal genetic testing, and the survivors became the next round of test subjects.
Some time later, Gerry, now transformed into a bat monster, engineered a breakout. She and three of her fellow captives chose to remain together: Hotblood, a singer who had been given flaming blood that she could unleash against her foes, Depth Charger, a struggling waiter who had been chimerized with a shark and could extrude massive globes of water to swim in and drown foes, and Shock Jock, a drummer covered in an armadillo shell, who’d been given a pistol shrimp’s ability to created pockets of deadly hyper-fast air. Together, they set out across the United States, looking for proof of the shadowy organization that had been experimenting on them and a way to reverse their monstrous changes, and working to save others from a similar fate as the Savage Defenders!
The Savage Defenders might have been a success, but they entered a crowded landscape. Covert Tactics was already investigating shadowy government agencies, and within a few months the Rogue Agents would take up a similar space as black-ops experiments gone wrong. And above all, the Savage Defenders were a bit… goofy. Their style was a bit too silly to appeal to the hard-edge fans of grim and gritty comics, while their stories were far too grim and morose to appeal to four-colour comics readers. Ultimately, after only twelve issues, the series was cancelled. The Savage Defenders were captured by the Vanguards in the Vanguards of Order storyline in 1991, the first sign of the team’s dangerous fall towards authoritarianism. They re-appeared under AEGIS control in the late 90s, but after the fall of AEGIS they vanished. A brief, ironic attempt to revive them as the Savage Offenders in a six-issue miniseries in 2011 was derided both by their original fans and those who’d never heard of them, and they sank back into obscurity.
Behind the Scenes
Someone at Venture was running out of name ideas in the early 90s. Nightlife and Nightguard, Hardline and Razorline… it just happens sometimes.
Anyway, the Savage Defenders are a team that’s just a little too edgy and a little too goofy at the same time, which is just about the only time that I’ll use the word ‘savage’ in a creative endeavor. They might have gotten some traction in a more irony-enjoying time, but then the attempt to do so was too ironic and they failed completely.