The History of Venture Comics!

Did my contribution Shatterfist about two years back. :slight_smile:

DC has had two of their own Shatterfists, both martial artists with disintegration/energy manipulation powers that seem like bad Iron Fist parodies. The first one was apparently killed by Ice of the Justice league at some point, but DC continuity is a mess so who knows if that’s still true?

Marvel has Shatter (a mutant Morlock who was coated in a regenerating crystal armor) and Shatterstar (another mutant, this time genetically-engineered as such). The first one’s supposedly depowered as of House of M. Shatterstar - don’t even get me started about that mess.

Amusingly, the DC miniseries Shatter (mostly recalled these days as the first comic done with digital artwork) doesn’t have any characters named Shatter IIRC. Been a long while though, maybe I’ve forgotten someone.

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And of course, I stole the word Shatterpoint from Star Wars, where it was Mace Windu’s semi-unique Force technique that let him see the weak points in objects, people, and even organizations or events.

But hey, League of Shatters on the rise! New criminal gang. Shatterpoint and Shatterfist seem like they’d be a good team; one is creating distractions by activating the environment and weakening enemies while the other is spawning hordes of minions and hitting just oh so hard. (If Dimensional Shift triggers physically, it could also allow Shatterfist to not only branch off himself, but double the number of Legion minions in play instead of just killing them all.)

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The Randomizers:
Background 6, 5, 6 [Options: Academic, Law Enforcement, Dynasty, Adventurer, Created]
Power Source 5, 2, 5 [Options: Training, Mystical, Powered Suit, Tech Upgrades, Genius]
Archetype 9, 8, 10 [Options: Flyer, Elemental Manipulator, Robot/Cyborg, Gadgeteer, Reality Shaper, Divided]
Personality 3, 1, 8 [Options: Lone Wolf, Impulsive, Mischievous, Fast Talking, Inquisitive, Stoic]

Upgrade

Real Name: Keisha Raffi, First Appearance: Upgrade #1, August 2000
Background: Created, Power Source: Tech Upgrades, Archetype: Gadgeteer
Personality: Mischievous, Principles: Amnesia, Youth

Status Dice: Green d6, Yellow d8, Red d8. Health: 28 [Green 28-22, Yellow 21-11, Red 10-1]
Qualities: Technology d12, Finesse d8, Stealth d6, Android Mimic d8
Powers: Inventions d12, Agility d8, Awareness d6

Green Abilities:

  • Impulsive Activation [A]: Boost using Inventions, assigning your Min, Mid, and Max dice to 3 different bonuses, one of which must be given to an enemy.
  • Scanning Tools [A]: Boost using Inventions. Use your Max die, or use your Mid die and make it persistent and exclusive.
  • Interference Tools [A]: Hinder using Agility. Use your Max die, or use your Mid die and make it persistent and exclusive.
  • Principle of Amnesia [A]: Overcome a situation where a completely fresh perspective is useful and use your Max die. You and each of your allies gain a hero point.
  • Principle of 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/

Yellow Abilities:

  • Combat Gear [A]: Attack multiple targets using Inventions, using your Min die against each.
  • Sneaky Tricks [A]: Change any bonus into a penalty of equal size or vice versa.
  • Adaptation [R]: When Attacked, treat the amount of damage you take as a Boost for yourself.

Red Abilities

  • Detonate Devices [A]: Attack using Inventions. Use your Max+Mid+Min dice. Take a major twist.
  • Solve It [A]: Overcome using Technology. Use your Max+Min dice.

Out

  • Hinder an opponent by rolling your single Inventions die.

As a slightly more cautious Venture Comics continued to recover from the slump of the late 90s, younger heroes were all the rage. With the success of Protean under their belt, the editors decided to dip even younger, and create a new superhero comic explicitly for the 8-12 demographic. The goal was for it to draw in young readers, gradually getting them used to the setting as they aged.

The result was Upgrade. Keisha Raffi was a vivacious young girl living with foster parents in Grovedale; she had been found at the site of an apartment fire, without any memories of her past, and no one had claimed her. Although she was friendly and lighthearted, Keisha was a bit of a troublemaker, raising havoc at school - until, on the way home one day, she was attacked by a robot that was clearly trying to capture her! Keisha discovered that she could easily understand the robot’s circuitry and programming, and quickly disabled it - but in the process, she briefly interfaced with it and discovered that she was an android!

Keisha’s life was thrown into turmoil. Someone had built a robot to look like a kid. What was up with that? She decided to keep going to school and try to figure out the mystery of her creation, while dealing with more robot agents sent to bring her in, taking out each one and using its parts to build herself a super-suit as the young hero Upgrade!

Keisha was not very popular.

Sometimes, a younger comic is able to attract older readers, but Upgrade didn’t go deep enough or interesting enough to hold their attentions. At the same time, it turned out that younger readers didn’t want to be given a kid who was silo’d off from the rest of Venture Comics. They wanted to see Greenheart punch people with vines, but in a kid-friendly way. Upgrade struggled along for sixteen issues, propelled mainly by the editors’ certainty that it would find its footing. A two-part crossover with Protean in February 2001 failed to bring new readers in, and Upgrade was ultimately cancelled without ever having a major impact on the rest of the Venture Comics world or answering the question of who had created her.

Behind the Scenes

Venture Comics doesn’t have a lot of luck with kids. Their teen heroes do okay, but the younger ones, not so much. And this is a perfect example.

Mechanically, Keisha spends most of her time building up Boosts and Hinders, then unleashes some truly nonsense Attack right at the end when things are at their worst. It’s not really a good plan, but it can work.

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Randomizers:
Approach: 2, 7, 5 [Options: Skilled, Bully, Focused, Specialized, Tactician]
Archetype: 7, 8, 9 [Options: Formidable, Inhibitor, Loner, Warden, Calamity, Legion]
Upgrade: 9, 5, 11 [Options: Power Upgrade II, Defense Shield, Power Dampening]
Mastery: 6, 7, 10 [Options: Mercenary, Mysticism, Total Chaos]

Linebacker

Real Name: Tyler Parker, First Appearance: Protean #57, October 2002
Approach: Bully, Archetype: Formidable
Upgrade: Defense Shield, Mastery: Total Chaos

Status Dice: No cold-related penalties d12, Penalties and bonuses: d8, Cold-related penalties: d4. Health: 50+5H

Qualities: Close Combat d8, Banter d8, Inflated Sense of Self-Worth d8
Powers: Elasticity d10, Metal d8, Presence d8

Abilities:

  • Metallic Skin (I): Reduce all damage dealt to you by 2.
  • Touchdown [A]: Attack using Elasticity and use your Max die. Also Hinder that target: if the target has a or less status die, use your Max+Min dice; if the target has a status die, use your Max die; and if the target has larger than a , use your Mid die.
  • All Or Nothing [A]: Take any basic action and use your Max die.
  • Absorb Metal [A]: Boost using Metal and use your Max die. That bonus is persistent and exclusive. Also Attack with your Mid die.
  • (U) Shield of Absorbed Junk (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 Metal die.
  • (U) Restore Shield [A]: Overcome using Metal. 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 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:

  • A School Sports Event. The teams are confused, the bystanders are in danger, and there’s sports equipment everywhere!
  • The Grovedale Goons. D8 minions. The Goons have +2 to save against physical damage.

While most of Protean’s villains related to her extracurricular activities, occasionally trouble followed her to school. One attempt at creating a major opponent for her, which ultimately ended in failure, was the character of Linebacker.

Tyler Parker was a jock at Granite Ridge High, a kid from a poor family who pretended he was rich to hang out with the preppies. He stole and lied to hold his position, but his grades weren’t good enough for scholarships; his only hope was college football, but he wasn’t quite good enough there, either.

Tyler was in the field one day when Protean came crashing through, locked in battle with a dangerous alien threat. He saw what the alien’s tech was capable of, and when Protean successfully detained it he slipped in with the crowd of onlookers and stole what he thought was a pair of strength-enhancing bracers. He didn’t see that they had some of Protean’s blood on them, or that they were in fact a repair item that wasn’t tuned to human genetics. When he slid them on under his gear, they tried to ‘repair’ his blood by adapting Protean’s unique dimensional genetics to him, while also fusing into his body.

The result was Linebacker. Tyler gained the ability to absorb metals into his flesh, using them to stretch and flow unpredictably and to create weapons and objects on the fly. The metals also permanently attached to his skin, and his hopes of a normal future were dashed. Furious and bitter, he attacked the school’s Spirit Day event, determined to wreck the futures of everyone else, too!

It didn’t work, and he was quickly sent to jail, the bracers removed. But it turned out that the bands had permanently altered Tyler, and he was able to absorb the bars of his cell, create a gang of other teen delinquents who blamed the world for their problems, outfit them with impossibly light and flexible metal weapons and armour, and launched a crime wave across the city.

That also didn’t work. And while the writers of Linebacker had hoped that he would be an interesting dark mirror to Protean, in practice he was mostly a boring thug whose first two appearances had completely failed to establish him as a serious threat. Over the next few years, he was used from time to time as a minor opponent working for one of Protean’s more serious foes, but after she went to college his appearances dropped off almost completely.

Behind the Scenes

You can’t have a character going to school without creating a couple school-based villains. Everyone does it! This one doesn’t make a whole lot of sense, and it definitely doesn’t have lasting power. If he’d been made to be a minor villain he probably would have worked better but they wanted him to be the new cool thing, so he got hyped up way past his ability to deliver.

Linebacker is deliberately designed to mostly be using a pair of d8s, with his Formidable d12 and a whole lot of Max die effects making him moderately dangerous when powered up, and almost useless when frozen.

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So, the villainous equivalent of that high school boy/girlfriend you still sort-of-dated for a couple of summers after graduation and then never spoke to again until some reunion decades in the future. Instead of having an awkward conversation about spouses and kids while wondering if you look as old as they do now, you get a lame super-brawl that trashes the school gym for old times’ sake and then have to forcefully explain that he really wasn’t ever a proper “nemesis” no matter what he thought all these years. Probably ends with him crying as the police drag him away.

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does some quick math Protean’s ten-year re-union would have happened during the timeskip, but I could see that as a one-issue World of Wonders story early in the Diamond Age, something that someone writes up for a lark and gets saved to slip in between longer arcs.

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I kind of want to know who the other teenage delinquents are now

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I remember flipping through a story, one of the last stories set in the Milestone Universe before the Milestone Universe was folded into DC Universe and Static was fighting Hotstreak at their 20-year reunion.

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Oh yeah, the Milestone Forever miniseries, right? Think it was the ten year reunion FWIW - by twenty, he’s married and raising two kids that inherited his powers.

Still wish Dakota had been left as its own universe and left as clear of DC’s wonky continuity as possible.

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Maybe a future project will include a couple. I have an idea where they would go. But for now…

Randomizers:

Approach: 2, 6, 6 [Options: Skilled, Disruptive, Mastermind, Tactician, Dampening]

Archetype: 3, 7, 2 [Options: Inventor, Bruiser, Indomitable, Formidable, Loner, Squad]

Upgrade: 3, 7, 11 [Options: Group Fighter, Quality Upgrade I, Power Dampening Field]

Mastery: 4, 6, 10 [Options: Enforced Order, Mercenary, Unfathomable]

Bloodbath

Real Name: Queenie Morton, First Appearance: Heretic #2, December 2005

Approach: Skilled, Archetype: Loner
Upgrade: Quality Upgrade I, Mastery: Unfathomable

Status Dice: No other villains: d10. 1-2 other villains: d8. 3+ other villains: d6. Health: 25+5H (Upgraded 45+5H)
Qualities: Criminal Underworld d10, Acrobatics d10, Otherworldly Lore d8, Self-Discipline d8, Imposing d8, Devil’s Pact d8

Powers: Telekinesis d10, Agility d8, Intuition d6

Abilities:

  • Grandstand [A]: Attack using Telekinesis and use your Max die. Recover Health equal to your Mid+Min dice.
  • Unfocused Devastation [A]: Hinder multiple targets using Otherworldly Lore and use your Max die. If you roll doubles, also Attack each target with your Mid die.
  • Unstable Ground [R]: When Attacked, Defend yourself by rolling your single Acrobatics die. Deal that much damage to another target.
  • Cut Loose (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.
  • (U) Hyper-Focused (I): Increase your Criminal Underworld and Acrobatics to d12, and your Otherworldly Lore, Self-Discipline, and Imposing to d10.

Common Scene Elements:

  • A Criminal Hideout. A secretive environment that spawns crooks, deploys security measures, or creates challenges for captives or innocent employees of the hideout’s front wandering into the crossfire.
  • A Demonically-Empowered Enforcer: One of Bloodbath’s fellows. They will not work well together.
  • Mob Grunts: d8 minions. Mob grunts have +1 to all actions against targets that have penalties on them.

Heretic’s first major story arc was about fighting the mobs that were overrunning Havenwood, bringing hope back to her streets. After establishing the stakes in her first issue, the second opened with her easily scattering mob enforcers and villains, leading the local mob boss to make an ill-advised pact with a demon. He offered up the souls of his five best enforcers, in order to turn them into weapons capable of fighting Heretic.

Bloodbath was one of those weapons. Queenie Morton had been a childhood friend of Grace, a fellow foster kid who responded to their changing world by joining it. She started as a tough, working her way up the ranks through a mixture of loyalty and a reputation for being too crazy to mess with. She hardened her heart, and every time the world tried to beat her down she hit back. And her reward was to be given into the control of a demonic power for a boss she’d only ever been loyal to.

As Bloodbath, Queenie was even more violent and dangerous than she’d been before, a whirlwind of rage that tore about streets and created storms of broken objects to tear apart her foes. She didn’t know that the Heretic she was hunting down was her old friend; she was too busy focusing on her bitterness at having been sold out yet again, as the demon that owned her soul whispered in her ear about how she and he might become good friends…

The original plan for Bloodbath was that, as Heretic took down the other hunters, Bloodbath would learn who Grace was and would turn on her boss, leading a coup that ended with her in charge of the mob - only to have her betray Heretic and become her most bitter foe. However, in the twelfth issue the lead writer of Heretic, Jim Lowe, played his big twist, and submitted a script in which Bloodbath instead quit. Rather than killing the mobsters, Heretic contacted the demon that controlled them, and she and Bloodbath were able to convince him that a set of pacts signed under duress were a bad plan to try to enforce. The demon was intimidated into backing down by his realization that he’d lost complete control of the situation, although he managed to extract a promise for an equivalent favour from Heretic in the future in exchange for leaving the situation without causing more trouble.

Venture’s editors were less than amused with this change of plans, but Lowe had deliberately waited until the last possible minute to submit his script, and there wasn’t time for a rewrite. He promised that the readers would like it, putting his reputation and job on the line, and he was right. The twist ended up being one of the top-selling comics of the year, and cemented Heretic’s reputation as a comic that wasn’t afraid to pull the rug out from under its readers in the best way. This big win did come at the cost of Bloodbath; with her powers removed and the mob in shambles, Queenie quickly faded into the background, only occasionally appearing as a minor supporting character when Heretic returned home to Havenwood in future story arcs.

Behind the Scenes

I really like this one, in part because she’s the result of a bait and switch - someone that was actually written with the goal of becoming a D-Lister instead of a major player. The editors spent a lot of time hyping her up, and were sure she was going to be the new big thing, but the writer had other plans and just barely managed to get his version through. If the story hadn’t been popular, this would probably have gone down in Venture history as the time a writer completely fucked up a promising comic.

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I have to agree, that’s a great ending to her story. :smiley: And it’s so unusual to have comic book stories with actual endings in the first place…

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True of Western comics, especially US ones. European ones are much better about stories with endings, and manga better still. Some stories might go on for most of the lifetime of a given mangaka, but they usually have an ending in mind - at least when they start. Even One Piece. :slight_smile:

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Yeah, the eternal churn is very much a Big Two thing, although it certainly happens in other places. Usually because an ending was planned, but then it was too popular and keeps getting revived over and over and over (side-eyes Dragon Ball)

And speaking of endings… A minor Content Warning: The next three updates will detail the ill-fated Champions of Freedom. Readers may recall that these Champions do not have a happy ending as a team. While I’ve discussed heroes dying in the past, I spent a bit more time on the ending this time around, and so these updates might hit harder. Bear that in mind while reading.

The Randomizers:
Background 5, 2, 6 [Options: Criminal, Academic, Law Enforcement, Struggling, Tragic, Dynasty]
Power Source 1, 10, 10 [Options: Accident, Tech Upgrades, Supernatural, Multiverse]
Archetype 9, 5, 4 [Options: Marksman, Blaster, Elemental Manipulator, Transporter, Minion-Maker]
Personality 8, 6, 10 [Options: Distant, Fast Talking, Alluring, Decisive, Cheerful, Apathetic]

Stormrider

Real Name: Donnie Gates, First Appearance: Champions of Truth #421, Nov 2007
Background: Criminal, Power Source: Accident, Archetype: Transporter
Personality: Fast Talking, Principles: Responsibility, Speed

Status Dice: Green d6, Yellow d8, Red d10. Health: 30 [Green 30-23, Yellow 22-12, Red 11-1]
Qualities: Acrobatics d10, Persuasion d10, Stealth d6, Street Savvy d8
Powers: Stormdeck d12, Strength d8, Presence d8, Weather d8, Flight d6

Green Abilities:

  • Ride the Wind (I): You do not take Weather damage.
  • Heelflip [A]: Attack using Stormboard. Defend against all Attacks against you using your Min die until your next turn.
  • Stall [A]: Boost another hero using Presence. Attack using your Min die.
  • Principle of the Everyman [A]: Overcome when using a bonus made by another hero and use your Max die. You and each of your allies gain a hero point.
  • Principle of Speed [A]: When you successfully Overcome, you may end up anywhere in the current environment. You and each of your allies gain a hero point.

Yellow Abilities:

  • Skate the Storm [A]: Hinder any number of nearby targets using Weather. Use your Max die.
  • Kickflip [A]: Attack multiple targets using Stormdeck. Use your Min die against each.
  • Windburst [R]: When your personal zone changes, Attack all close enemy targets by rolling your single Strength die.

Red Abilities

  • Half-Pipe [A]: Attack using Stormdeck. 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.
  • Show Your Tricks [A]: Make a basic action using Persuasion. Use your Max die. All other heroes who take the same basic action on their turn against the same target receive a Boost from your Mid+Min dice.
  • Scene Stealer [A]: Attack using Acrobatics. 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

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

Heroic Lieutenant: Greensleeves (Lena Kumar)

First Appearance: Champions of Truth #421, Nov 2007

  • D10 Lieutenant
  • Grasping Vines: When you Hinder, you may affect multiple targets close to each other. If you do, reduce the penalty inflicted by 1.
  • Allies of Nature: When you Boost, you may affect all nearby heroes. If you do, that bonus must be used before your next turn.

When Avarice scattered the powers of the Champions of Truth across the world, Kid Liberty travelled to find and recover them. His first stop was Dublin, where he found Donnie Gates.

Donnie was a smart-mouthed eighteen-year-old with a penchant for getting into trouble. Donnie knew what was right, but he didn’t know how to fight back, so he did whatever he could. He looked after his family and his friends, but had a rap sheet as long as his arm; a long list of vandalism against bullying authorities, brawls against gangs who hurt his friends, and minor thefts committed to get back at local business owners who foreclosed on the homes of elderly locals.

Until one day, when a group of local toughs ganged up on him, and threw him into traffic. It should have killed him, but in midair a bolt of lightning hit his skateboard and imbued it with the power of the Spear of Assal, letting him skim the surface of the cars, wrestle control of the winds, and turn them back on his attackers. With his board and his newfound strength, Donnie became Stormrider, the first of Kid Liberty’s new recruits.

Stormrider and Kid Liberty went to India next, where they recruited a shy, reserved nineteen-year-old girl named Lena Kumal. Lena was a gardener and caregiver who inherited Greenheart’s powers, taking control of the plants and animals in her village and using her powers to resolve a famine facing her neighbours; they responded with suspicion that her new powers would bring trouble down on them, and she was more than happy to leave to join the Champions of Freedom.

Stormrider was clearly intended as a foil to Kid Liberty, an angry, uncertain young man with a magic skateboard who evoked a lot of the feelings that Abe himself had felt when he was younger. He was also clearly intended to be the Cool One, showing off his tricks and using what the writers fondly imagined to be up-to-date teen lingo. Fans hated him. He was trying too hard, he was too frequently written as right when he should have been wrong, and he was no Skybreaker. They hated Greensleeves even more; instead of the powerhouse champion that Greenheart had been, she was a damsel, using her powers to help and protect but almost never to attack. The writers had planned for her to slowly come out of her shell, but the backlash was sufficient that instead they just pushed her into the background while they tried to focus on other characters.

Ultimately, when Greyheart and the Dead assaulted Champions Citadel in Kid Liberty and the Champions of Freedom #24, Stormrider and Greensleeves were the first to fall. The two had been slowly developing a romantic connection over the previous twelve issues, and the issue opened with them finding a quiet place in the citadel’s garden to spend some time alone, away from the others. As they talked about the pressures of heroism, Greensleeves noticed that something was wrong with the plants - but too late. Greyheart’s assault withered her precious garden, and she struck down the two heroes before they could raise the alarm. They would be returned as undead monstrosities under Greyheart’s control, used as a weapon to shake the resolve of the heroes that she mocked for leaving children to fight their battles.

In the final issues of Night of Lost Souls, Solace was able to free both heroes from Greyheart’s control, and they joined their counterparts in fighting back the Lost Souls. Before fading away, Stormrider assured Skybreaker that he’d known the risks, and faced them willingly. He was only sorry that he hadn’t been able to pull through in the end. Greensleeves told Greenheart that she’d lived her life without amounting to anything; as Greensleeves, she had saved lives, and made the world a better place. Even knowing the ending, she wouldn’t have given it up. Then the two held hands, and ventured together into whatever would come next.

Behind the Scenes

Two down, four to go. Creating these characters is a unique challenge; I’m still using my randomizers, but I also have a pretty good idea of what I’m looking for. The result is that I’m comparing what I get to what I want, and making adjustments on the fly. In this case, I knew I wanted a high-die Signature Vehicle plus access to weather powers, which was what led to the Accident/Transporter combination.

Skateboarding was in a major revival in the early 2000s; by 2007, it’s already starting to die down, which makes it the perfect time for someone to try to create an entirely skateboarding-focused character. If Stormrider taught the writers at Venture anything, it was to actually have people who know what they’re talking about involved in your projects, which probably saved Starshadow down the line, so he wasn’t a complete loss.

As for Greensleeves… just having your Greenheart equivalent not be a warrior was probably enough to sink her, honestly. If she hadn’t been based on Greenheart specifically, there could have been room for a story about someone gentle at heart learning to wield the fury of nature, and if the rest of the team had been stronger the readers might have had the patience to see her get there, but neither happened, so she was also out.

This also ended up being a bit more sincere in the ending that I anticipated. I think that whoever was writing Night of Lost Souls did have a bit of fondness for the Champions of Freedom, and he didn’t want their deaths to be as derided as their lives.

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Born too late to skate. :slight_smile:

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A strikingly poignant ending at least :open_mouth:

Feel bad for Greensleeves though, since readers weren’t willing to give her a chance to grow.

GET IT

GR

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Pun taken!

In all seriousness, there’s definitely a shame there; Greensleeves got affected by a lot of other writing decisions. But she also probably wasn’t very well-written.

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The Randomizers:
Background 4, 5, 9 [Options: Military, Academic, Tragic, Medical, Interstellar]
Power Source 7, 8, 1 [Options: Accident, Relic, Power Suit, Radiation, Genius]
Archetype 4, 5, 4 [Options: Marksman, Blaster, Flyer, Elemental Manipulator, Wild Card]
Personality 2, 10, 7 [Options: Natural Leader, Stalwart, Inquisitive, Alluring, Nurturing, Naive]

Mathcore

Real Name: Criss Oakley, First Appearance: Champions of Truth #422, Dec 2007
Background: Tragic, Power Source: Genius, Archetype: Elemental Manipulator
Personality: Nurturing, Principles: Defender, Artist

Status Dice: Green d6, Yellow d6, Red d12. Health: 34 [Green 34-26, Yellow 25-13, Red 12-1]
Qualities: Creativity d10, Technology d10, Banter d8, Ranged Combat d8, Investigation d6, Big Brother d8
Powers: Sonic d10, Inventions d10, Lightning Calculator d10, Presence d6

Green Abilities:

  • Dissonant Defense [A]: Defend using Sonic. Use your Max die. Boost using your Min die.
  • Enhanced Shriek [A]: Hinder using Sonic. Attack using your Min die. If you are in the Red zone, you may apply the penalty to any number of nearby targets.
  • Principle of the Defender [A]: Overcome a situation that requires you to hold the line and use your Max die OR use your Mid die and Defend with your Min die. You and each of your allies gain a hero point.
  • Principle of the Artist [A]: Overcome to bring beauty to a grim situation and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:

  • Feel the Beat [A]: Attack using Inventions. Then, if the target of the Attack survived, also Attack that target with your Max die. Otherwise, Recover an amount of Health equal to your Min die.
  • Tear Your Throat [A]: Attack using Sonic. Use your Max+Min dice. Take damage equal to your Mid die.
  • In the Zone [R]: When you are attacked, first roll your single Lightning Calculator die. Defend yourself with that roll. Then, Boost yourself using that roll.

Red Abilities

  • Sound Cloud [A]: Remove a bonus on a target. Hinder that target using Technology. Use your Max die, and that penalty is persistent and exclusive.
  • Loudspeaker [A]: Attack multiple targets using Inventions. using your Max+Min dice. If you roll doubles, take a minor twist or damage equal to your Mid die.
  • Inside The Music (I): If you would take Sonic damage, ignore that damage and Recover that amount instead. Use the value of the damage to Boost yourself.

Out

  • Boost an ally by rolling your single Creativity die.

Heroic Lieutenant: Netizen (T.J. Oakley)

First Appearance: Champions of Truth #422, Dec 2007

  • D8 Lieutenant
  • Adaptable Prosthetics: Whenever you roll the maximum result on your die, gain a +2 bonus for yourself.
  • Hacking Champ: When you Boost or Hinder robotics or electronics, add +2 to your result.

Having assembled the first two members of his team, Kid Liberty travelled to the United States, following the trails of Flatfoot and Fly Boy’s powers. He was surprised to discover that the two had incarnated very close together, but when he found them, he understood why.

Criss and TJ Oakley were brothers living in the poorest neighbourhood of Neulyon. Three years earlier, TJ and their parents had been in a car crash that killed both parents, and left TJ parapalegic and with a missing left arm. Criss had dropped out of school to take care of his brother, managing to convince child services to let him take over guardianship, with the support of a neighbour who checked in on them from time to time but was working two jobs herself and couldn’t do much more.
Criss was always a brilliant young man, an aspiring techno musician who built his own rigs, but when Fly Boy’s powers entered him, his genius was dialed up to an impossible degree. Overnight, almost in a fever, he built a new sound rig, one that could amplify and focus his music to literally stop people in their tracks. TJ was imbued with a digital brain and lightning calculation speeds, allowing him to mentally interface with machinery and command it; working together, the brothers built him new prosthetics that he could use in combat. Together, the pair had already begun to fight crime in their neighbourhood as Mathcore and Netizen when Kid Liberty arrived, and they eagerly joined the team.

Neither Mathcore nor Netizen were particularly popular. Criss was one part “edgy musician”, drawing on musical tropes that the writer of the comic did not understand and misusing slang on a regular basis, and one part “overprotective brother” for the whole team, trying to keep them safe when they were out fighting crime. TJ was a spunky teen, eager to do things now that he had prosthetics that let him get out and fight, and was consistently written as younger than his theoretical age of sixteen. Both were supposed to be cool kids with witty banter and bright ideas, but they typically came off as corny and overblown instead.

In the team’s final issue, it was Netizen who recognized that the Citadel was under attack, as his integrated cameras began to fail in rapid succession. Mathcore signalled the alarm, sending out a message to the Champions to gather and fight their way out, but as TJ raced out of the control room, Criss saw that the dead were too numerous, and were swarming; the heroes wouldn’t have a chance to gather.

Instead of retreating to safety, Criss stayed in the control room, using the Citadel’s systems to blast the Lost Souls with rending sound, his throat bleeding from the effort as he swept corridors clear to give time for his friends to gather. He saw TJ go down, and he saw Kid Liberty save him, picking up the badly injured teen and retreating through a security door that Criss slammed shut behind them.

Then Greyheart entered the control room, and Criss turned to face her. Behind him were the mechanisms keeping her army from surrounding and cutting off the four remaining Champions. Kid Liberty was on the comm, yelling at him to get out of there before it was too late.

“Sorry, man,” Criss said over the comm. “Not your fault. Look after TJ for me.”

And he let out a scream that overloaded the systems, blew out the controls, and killed every Lost Soul in the room along with himself.

In the final pages of the Night of Lost Souls, Mathcore was one of the ghosts that returned to fight Greyheart and save the world. Before vanishing into whatever afterlife awaited, Criss slipped away from Solace, travelling down to the hospital where TJ was recovering. He told his brother that he was proud of him, and that he’d be waiting, and TJ had better not show up too soon. And then he left, and was never seen in the pages of Venture Comics again.

Behind the Scenes

Four down, two to go.

Mathcore is one of those characters who is just a self-evidently bad idea for a comic that’s supposed to be working at the stakes of the Champions. It’s possible that a good writer could have saved him, but he was built to try and chase a trend that was not nearly big enough, by a writer who didn’t understand it nearly well enough, as part of a team that was not nearly popular enough to handle having someone weighing them down. Netizen was probably an easier sell, except that again, his writers couldn’t do a teen particularly well and they probably did not do enough consulting with disabled folks.

My assumption here is that because Netizen was only sixteen, the only actually underage member of the team, there was an editorial mandate not to kill him. Conveniently, I’ve written him up as a supporting character instead of a D-Lister, which means that he can continue to exist in the comics after the end of this, presumably as a Kid Liberty supporting character for a little bit. Since neither Madame Liberty and Kid Liberty have their own comic for the next eight years, being primary characters in the Champions of Truth ensemble and probably popping up in other places on a semi-regular basis, their supporting casts don’t get a lot of fleshing out in the 2010-2018 period, which means that TJ does not have many more appearances pre-timeskip. Post-timeskip… well, we will see.

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Mathcore appears to be using the Elemental Manipulator archetype rather than Blaster.

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You are correct. I did one of those things where I played with a couple builds, and the Blaster version was a bit too Attack-heavy when paired with Genius so I went with the Elemental Manipulator version, but forgot to fix attribution.

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Is the weirdness after Sonic some kind of html coding typo, or does it indicate something else? I can see the Retcon is an extra Red ability, so that’s not it.

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