The History of Venture Comics!

The Bursar

Real Name: Dr. Tilda Zhou, First Appearance: Protean #140, September 2009

Lieutenant Type: Enemy
Die Size: d12
Motive: Power, Approach: Mental

Traits:

  • Power Siphon: When a nearby hero uses a Yellow or Red ability, the Bursar may roll her status die as a reaction and Boost herself with the result.
  • Limited Energy: When the scene tracker advances to Yellow, and each time it advances after that, step down the Bursar’s status die (to a minimum of d4.)

The mid-2000s were a tumultuous time for Protean. After graduating high school in Protean #100 in 2006, Wendy found herself trying to juggle a scientific scholarship to Neulyon University with her superhero career, a new relationship with fellow scholarship student Tim Toretti, the strain put on her friendship with Carlie (who was also at Neulyon working on a business degree) by her increasingly busy life, and her ongoing personal research into dimensional science, which involved frequent crossovers with the Vanguards. None of this was made easier when her second-year physics professor decided to turn into a supervillain.

It started harmlessly enough. Dr. Tilda Zhou was a titan in the field of dimensional research, holding highly sought-after seminars, and Wendy’s papers caught her eye. Unfortunately for Wendy, it took Dr. Zhou roughly two classes to suspect that her brilliant but distracted student was involved in some kind of covert activity, and one more class to build a dimensional photon absorber that siphoned excess energy from Wendy and proved to Dr. Zhou that she was Protean. Zhou was delighted – Wendy was a renewable source of dimensional photons, able to advance her work by leaps and bounds. She began following her student into the field, interfering in Protean’s activities with the goal of forcing her to expend more effort, thereby allowing Dr. Zhou to gather even more dimensional photons and work harder. When Wendy confronted her, she set the young hero with a dilemma – let her continue to harvest the photons, or else Dr. Zhou would reveal Wendy’s secret to the world. She even joked that Wendy could consider it part of her student admission fees, with Dr. Zhou acting as her bursar. Protean was stymied. Dr. Zhou was putting people in danger, but technically she wasn’t committing crimes just following Protean around, and with her secret at risk, she didn’t know what to do. If she tried to destroy Dr. Zhou’s work, she would be the criminal, and if Zhou revealed the truth her own family would be at risk.

But Dr. Zhou hadn’t counted on Carlie. Upon discovering what had happened, she went to her father and laid out a plan. Almost overnight, Randco bought up Dr. Zhou’s research from the university and made an ultimatum – if she continued to interfere with Protean’s work or revealed her secrets, everything that Zhou had ever worked on would be taken from her.

The result was that Wendy and Zhou ended up in a delicate standoff. As the Bursar, Zhou continued to try to steal dimensional photons, but only when lives weren’t at risk. Protean continued to punch the Bursar in the face when she caught her. Neither could push further, leaving the two in a careful state of détente that would persist for some time…

Behind the Scenes:

This one just sort of spiralled out of control.

I started with “I want someone to showcase what Protean’s college adventures look like.” I was going back and forth between ‘fellow student’ and ‘evil professor’, and I really didn’t want ‘evil professor’ to look much like another evil professor in Sentinels fiction, Antimox. Then I got “truly massive die lieutenant” and “unique Boost” and I thought, wait, what about someone who wants Protean’s dimensional energy and just gets in the way a lot, and here we are.

Dr. Zhou is just a pain in the ass. She shows up with a truly massive die, empowered by dimensional science and natural genius, and she does whatever using her d12 to make the situation more of a pain while boosting if the players push themselves into the Yellow. Then her die starts degrading rapidly, and she has to go.

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Ringmaster

Real Name: Carey Davidson, First Appearance: Spectacular Skybreaker #312
Lieutenant Type: Enemy
Die Size: d10
Motive: Wealth, Approach: Social
Traits:

  • Fortune’s Favor: Ringmaster has +1 to any action that directly helps him acquire or retain wealth.
  • Call Forth: Once per scene, Ringmaster can create a “Servant of the Ring” d10 minion as a reaction. They immediately roll their status die and Defend him with the result, and then act at the start of his turn.

2013 saw two major crossover events in the pages of Venture Comics, each of which covered half of the company’s lines. One of them, Casus Belli, was an attempt to shift the galactic status quo that quickly sank into oblivion. The other, Wonderfall, gave limelight to Wonderer and Splendor, unfolding as a six-issue arc that delved into djinni society and the dangers of rampant wishcraft, as villains around the world gained access to djinni wishes and tried to use them to accomplish their goals. Wonderfall itself was decently well-received, but had little long-term impact on the setting despite its theoretically high stakes. Its tie-in comics with Twilight Carnival and Stargazers had similarly positive but short-term effects. One character who emerged from the crossover as a small-time fan favorite, however, was Ringmaster.

Carey Davidson was a small-time crook working for Skybreaker’s old nemesis Locksmith, who accidentally received a djinni ring meant for the supervillain. Upon realizing what the ring was and what it contained, Davidson thought about what he would use his one wish for, and immediately wished for more wishes. The spirit of the ring obliged him by leading him to more djinni rings, each one containing a minor wishcraft spirit, and soon Carey had a full set. He wished to be rich, he wished to be politically influential, and everything was going pretty good until he wished for even more wishes and accidentally called up a much more malicious and active djinn than his previous servants, one who promptly manipulated him into wishing the djinn free and began wrecking havoc across Grovedale.

In Skybreaker #312, Skybreaker had several encounters with Ringmaster, who used his wishes to slow the hero down and escape. Skybreaker was able to track Davidson down just in time to face off with the vengeful djinn, who he battled across the skies of Grovedale before finding a way to trick him back into his bottle and return it to Wonderer to be properly detained. Ringmaster was delighted and relieved to have been saved, and used his wealth to help repair the damage that had been caused by his poor planning, and Skybreaker confiscated his rings.

Except that, at the end of the issue, it was revealed that Ringmaster had hidden one ring – the one that let him find more djinni. And having learned absolutely nothing from the experience, he promptly went out and did it again. Ringmaster would become a consistent minor villain in Skybreaker comics, using his powers for small-minded grabs at wealth. Sometimes he would work with other minor villains, and sometimes he would accidentally unleash something he couldn’t control, but either way he was a consistently genial danger to everyone around him.

Behind the Scenes:

2013 seems like the right time for another minor supervillain who’s a deliberate throwback to the wacky stuff Skybreaker got up to in the 60s, and so we have Ringmaster. Not circus-related. Just loves wishes, and being rich, and using wishes to get rich. And he always ends poorly, but usually comedically poorly, not deadly poorly.

There’s a throwaway mention here of another Skybreaker villain, Locksmith. I have notes for myself to give him more details in the future, but maybe not the near future. Short version: he’s a Skybreaker nemesis from the 60s and a founding member of the Congress of Deceit, which… I also have not discussed. Hoo boy.

It’s okay! The Congress of Deceit will get a bit of discussion in November, and Locksmith is roughly scheduled for me to get to… um… around January 2027…

What even is this project, what am I doing with my life.

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I dig the concept, especially since the guy was nice enough to pay for repairs.

I wonder, do riches gained from wishes count as ill-gotten gains or not? The rules on that seem a little unclear in the stories. Sometimes the djinn are just taking someone’s stuff, sometimes they seem to create it or find unattended loot, and sometimes they’re specifically stealing another guy’s castle or girlfriend or whatever because their master is going out of his way to be a spiteful jerk about things.

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Isn’t that one of the Twelve Steps? :slight_smile:

The other day it dawned on me that I should go back through my roster of heroes and try to even out the number of times I’ve used each given Background, Power Source, Archetype, and Personality so the unloved ones have more representation…because that is clearly a great idea.

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okay, Ringmaster, very good, I love everything about him, but THE CONGRESS OF DECEIT? HELLO!

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I definitely think he’s more exasperating to fight than malevolent. He doesn’t want to hurt people, but he does want easy answers and quick fixes and he’s real bad at learning. He’ll punch Skybreaker to try to keep his money but he’s not going to want to ruin anyone’s life.

I imagine a few “Seriously, again?!” from Skybreaker when he has to go deal with him.

I would say that in Venture it depends heavily on the djinn granting the wish. Wonderer would take the time and effort to create things in a way that doesn’t cause problems. Another djinn will just summon up three million in counterfeit bills with non-sequential serial numbers, which isn’t stealing but is illegal. And a third just flips some numbers in the bank system so that five million people get dinged for a one dollar “service fee” and the money goes to your account.

Ringmaster does not do due diligence in checking where the money comes from.

Step One: Admit you have a problem.
Step Two: Maybe the problem will go away by itself.
Step Three: Is it really a problem, anyway?
Step Four: Blessed Denial.
Step Five: Okay, maybe it is a problem…

In all seriousness, I do enjoy this project, but it has hella gotten away from me. :wink:

Hah, glad you’re excited!

I won’t give full details right now, but: Venture’s version of the Legion of Doom, made up of an alliance of the Champions of Truths’ enemies. Starts as a Silver Age goofy team that’s kind of nonsensical, evolves into a non-aggression pact between a group of villains who are able to work together. Most of the members have already been written up, and when I get to Coven’s terrible D-List Silver Age remake I’ll let folks know who they are. :wink:

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Rogue Howlers

First Appearance: Concrete Jungle #1, October 2014

Lieutenant Type: Enemy
Die Size: d8
Motive: Need, Approach: Physical
Traits:

  • Rogue: Rogue Howlers treat all non-werewolves as enemies.
  • Frenzied: Whenever Rogue Howlers take a basic action and roll an even result, they must Attack a nearby enemy with half the result.
  • Full Moon: When a Rogue Howler defeats a living target, create a d8 Rogue Howler lieutenant.

Minor Twist: Infected. Someone has caught the werewolf plague! Choose a minion or lieutenant that has been damaged by a Rogue Howler, or an Out hero. Remove them from play, and create a d8 Rogue Howler lieutenant in their place.

In 2014, Venture Comics decided to reinforce the blend between their technological and magical worlds through the Concrete Jungle event. Concrete Jungle was both a limited series and a major crossover between Company Town and Twilight Carnival, bringing together two groups of heroes that didn’t interact often to deal with a rapidly-expanding werewolf disaster. In Concrete Jungle #1, the Huntsman was summoned by Headmaster, who wished to put his pupils through a particularly harrowing challenge - proving their worth by competing against the greatest hunter in the world. Two teams were formed, one led by the Huntsman and one led by Jimmy Hix, and the Headmaster unveiled their intended prey: Rougarou, who Headmaster had captured some time ago, and the werewolves he had been turning for weeks!

Rougarou’s newest strain of werewolves were aggressive even by his standards, with some victims transforming within seconds of being brought down. Not everyone bitten turned, but the flood of werewolves that Headmaster unleashed into Ferristown quickly threatened to swell out of control, overwhelming the city’s heroes and throwing the city into chaos. As the Outfit and the Huntsman captured werewolf after werewolf, their tallies rising as they sought to outdo one another, and Headmaster used the calamity to bring more local businesses under his control, the Rogue Agents fought to protect the townsfolk. When the Twilight Carnival arrived in search of Rougarou and discovered the scale of the disaster, they joined forces with the Rogue Agents to save the day. In the pages of Company Town, Flatfoot, Fly Boy, and the Revenant were forced into an uneasy alliance with Steeldriver to try to curb the plague of werewolves swarming the city, while the pages of Twilight Carnival saw Veilwalker and Prometheus trace Rougarou’s steps to uncover more about his curse, fighting the traps that Headmaster had laid for them. Minor crossovers included a Protean story in which Carlie was bitten and Wendy had to find a way to cure her, a Gale Force two-parter in which Gale Force fought to protect clients from a werewolf plague, and a Hidden Champions two-parter in which Heretic and Greenheart clashed with an infected Caliban, who had delivered Rougarou to Headmaster for this dark game!

Concrete Jungle ended with a classic twist: Dawn Rider was able to use the new knowledge that Veilwalker had brought to forge a soul knife that could extract Rougarou’s curse without killing him, passing it to the Hunstman in his place! Rougarou was cured of his lycanthropy, rippling out through the city and saving the howlers, and the Hunstman was cast into the Dark Sea as a werewolf, seemingly solving the Rougarou curse forever.

Behind the Scenes:

Another set of text that probably seems familiar; the rewriting of Concrete Jungle to match the adjusted comics titles. Cryptic Trails and Heretic are gone and Gale Force and Hidden Champions are in their places, so the crossover needed to be slightly adjusted to match.

The Rogue Howlers themselves are a rapidly-expanding zombie plague in werewolf form. How dangerous they are really depends on how many minions the environment is creating, but a scene made up of a few rogue howlers, an environment that spawns civilians, and a villain and their minions on the hunt could get out of control in a hurry. This is one of the few times that I would recommend using multiples of the same lieutenant in a scene.

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Eh, I don’t know about that. Granted, they’re usually unique individuals (including heroes/villains who are making minor guest appearances) but there are lots of situations where you want something non-unique (like actual combat vehicles, big honking combat robots, dangerous alien life forms, etc.) that are tougher than minions but not on par with a full villain. “Lieutenant” is more a definition of threat level and scene importance than anything.

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Yeah, there are definitely lieutenants that it works for. I was thinking back to our earlier discussion about those lieutenants where doubling up their abilities, especially passive and recovery abilities, creates a knock-on effect out of proportion to their individual danger levels.

Speaking of individual danger…

Hank Ferris Sr.

Real Name: Hank Ferris Sr., First Appearance: Deus Ex Machina #2, April 2016

Lieutenant Type: Enemy
Die Size: d10
Motive: Malice, Approach: Technological

Traits:

  • Expend Arsenal: As an action, Hank Ferris can Attack any number of targets, rolling twice and taking the better result. If he does, step down his status die afterwards.
  • Secondary Command Codes: As a reaction, Hank Ferris can roll his status die and add five to the result. One villain target Recovers that much health. Then remove Hank Ferris from play.

In early 2016, Company Town came to an end after three hundred and twenty-five issues. It led into a three-issue storyline, “Deus Ex Machina”, in which the Rogue Agents discovered that Mr. Ferris was planning to bring the Overseer back online for another go. When they confronted him, they discovered that he was done. Hank Ferris was tired. He was old. He didn’t want to reclaim his empire, he wanted to burn everything down with him, and he’d programmed the Overseer to inflict as much harm as possible on the way. The Rogue Agents tried to stop him, but before they could he triggered the rogue AI, removing the Agents from play and introducing the last grand crossover of the 2010s, System Crash.

The Overseer calculated the optimal way to fulfill its objectives, providing information to a variety of villains to attack heroes who hadn’t faced them before while it abandoned the Earth as a lost cause and attempted to conquer the Jotari Authority once again. Unfortunately for the Overseer, the Vanguards were attacked while they were working on a job with Wicker and the Golden Retriever, and Wicker sent his robot friend to “find help.” Somehow, the Golden Retriever found the Wonderer, and the power of the robot’s single-minded focus gave the Wonderer the wishcraft needed to bring together Earth’s heroes to where their foes were rampaging.

What followed were a series of three-issue crossovers between the entire Venture line. In June, Hidden Champions followed Flatfoot and Fly Boy as they joined forces with Knightgrave and Alchymia against Steeldriver and Animaster, while Champions of Truth followed Greenheart, Hyperstar, Madame Liberty and Kid Liberty saving a collection of magical heroes from White Mantis and Iron Will. July saw the Twilight Carnival arrive to save Protean’s campus from the Bog Boy, after which Protean followed them back to Lostwood to prevent it from being overwhelmed by Singularity. And in August, Skybreaker and Solace found themselves stopping Mary Molotov from blowing up the Grand Galactic Union’s headquarters, and then the Celestial Travellers came with them to Grovedale to protect it from Starbooters. At the same time, Hell’s Belles protected Gale Force from Runebreaker, after which she helped them stop Motherland.

The main plot of System Crash saw Partisan and Mindscape finally joining forces to fight the Overseer, save the Rogue Agents, and protect their world, while Vanguards and Champions of Truth focused on the two teams of heroes . In the end, Overseer was shut down once and for all, and Mindscape finally surrendered to his brother and gave up his designs on the Jotari throne.

As for Mr. Ferris, he vanished in the wreckage of his final plan, but whether this was truly the swan song of the ancient villain remained to be seen…

Behind the Scenes:

Editing this down to one page was sure interesting, but I pulled it off!

System Crash was always the trickiest storyline to introduce to Digital Revolution, because it was explicitly Venture’s “every major villain goes after every major hero” event. Every comic gets one! But that meant that whoever I used for it would have to be a returning character, and I didn’t want to eat one of my villain slots redoing the Overseer. Then I had the idea of a lieutenant-level “end of the line” Mr. Ferris, and that seemed perfect, so here he is! Looking a little bit more like Davros with every appearance.

He’s definitely dead, though. No chance we’ll be seeing him again, right? Highly unlikely.

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“Wow, did you get old!” - some damn young whippersnapper hero to Mister Ferris.

Well, of course he did. He’s the Golden Retriever. Always comes back with what you sent him for. It’s right in the name. :slight_smile:

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Bog Boy

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Heh. I missed that. Man-Thing’s teen sidekick?

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Honestly, he’s looking good given that at this point in the storyline he’s canonically over 100 years old. Cutting-edge medical treatments and probably a little bit of magic.

Okay, that was a mistake but I don’t care, it’s canon now. The Bog Body created an offspring at some point and that offspring is called the Bog Boy and is now a canonical supervillain that I will eventually have to write up.

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now you have the tough choice to decide if Bog Boy is dark psychotic child horror or a monster that has goofy moments or a villain that is not as scarry as they think they are.

DC comics Klarion the witch boy is a timeless Lord of Chaos but is so fixed in his/it’s identity as a spoiled brat kid that there are weaknesses the less incarnate Cosmic Lords do not have

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Yeah, it’s something to think about. I have a few thoughts, but they’ll have to wait until the character appears. In the mean time…

Suzie Suzuki, Snowfall Security

Alias: Snowfallen (former), First Appearance: (As Snowfallen) Cryptic Trails #40, February 2006
(As Security) Brave New World #1, December 2016

Lieutenant Type: Ally
Die Size: d8
Relation: Professional Contact, Approach: Physical

Traits:

  • Shadow Warrior: When Suzie takes an action using ninja stealth, add +2 to her roll.
  • Blade-Binding: When Suzie succeeds on a damage save against a nearby target, she may use the result as both an Attack and Hinder against them. If she does, treat the save as failed.

With the conclusion of System Crash and the seeming death of Mr. Ferris, Ferristown was once again thrown into chaos. Steeldriver had been outed as a supervillain as part of the events of the story, leaving Ferris Industries without a CEO, and the company’s secret projects and criminal enterprises were scattered to the winds. This time, however, Paradox didn’t intend to let the situation devolve into chaos. She gathered a new team to hunt down each rogue operation before it could grow into a threat, joining forces with Wildstyle, Revenant, and Caliban to act as a team of heroic thieves. They were a much more proactive team than many superheroes, chasing down leads and confronting potential villains in their own lairs while committing a few crimes against rich businessmen who thought they were above the law, and they ran into various friends and foes. One person who was both was Suzie Suzuki of Snowfall Security.

Suzie had first been introduced almost ten years earlier, in Cryptic Trails #40. An elite Iwanesaku Clan ninja and sarcastic background mook, Snowfallen had clashed with Greenheart during a major raid. At the height of the raid, Snowfallen had almost fallen to her death, only for the woman she’d been fighting to risk her own life to save her. Declaring that she had a debt of honor, she swore to leave the clan and never return, and then realized one panel later that she had no marketable skills outside of ninjutsu. Over the next few years, Snowfallen popped up semi-regularly in Heretic, Cryptic Trails, and Champions of Truth, generally in minor roles over a few pages at most, and usually as part of a joke about a failed attempt for her to integrate her ninja skills into mundane jobs such as office work or pizza delivery.

In Brave New World, however, she found her niche. Gathering together other ex-ninjas who had been cast aside or abandoned their clan, she founded Snowfall Security. Bodyguards who would never be spotted by their charges, warehouse security that would drop from the shadows to scare off intruders, home security that was in-depth and unobtrusive, Snowfall Security did it all – until they came up against Paradox and her team while protecting a major executive who was also, unbeknownst to Suzie, a crime boss. After a brief battle, Paradox was able to convince Suzie to arrest the man and testify against him, which cut down on her client list but felt good.

Suzie would go on to become a recurring fixture in Brave New World, calling on Paradox when one of her jobs ran into trouble, and occasionally standing against her when the team wanted to do something illegal on a job site. She wasn’t entirely comfortable with Paradox’s easygoing attitude towards the law, but she saw her and her allies as highly moral. In particular, she ended up in a very complicated semi-romance with Caliban, trying to convince him to give up heroic crime in favour of security work.

Behind the Scenes:

So I was watching A Ninja and an Assassin Living Under One Roof and the idea of a ninja-based security company came to me, and then it blended with “that one really minor character that people like enough that they change from a joke into a character” and here we are. Suzie’s great. I love her.

Unrelated: I suspect it is for printing reasons, but weapons in HeroForge are so big. I wish there was a size slider for them.

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I’m reminded of Ninjette from the Empowered comic, whose own source of income isn’t readily apparent and probably best not examined closely.

Was wondering about that. Most likely you’re right, printing thin chains and the like would make for a lot of failed prints and rather fragile minis if you did get it to come out okay.

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the problem was she tried delivering pizzas
if she had stuck to burger delivery it would have worked great
Ninja Burger

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Hah, I was more thinking of Ninja Pizza Girl.

There are a lot of ninja-themed goofs out there,

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Widdershins

Real Name: Petunia Morgan (?), First Appearance: Twilight Carnival (Vol. 3) #80, September 2017

Lieutenant Type: Enemy
Die Size: d8
Motive: Personal, Approach: Otherworldly

Traits:

  • Luck Monster: Widdershins has +2 to Boost and Hinder.
  • Forced Balance: When Widdershins Boosts, she also Attacks the target with her result. When she Hinders, she also Defends the target with her result.

By 2017, Twilight Carnival was into its second writer/artist team, with the comic dividing its time between stories in which the team travelled to various far-flung parts of the world to help magical beings in danger and stories in which they stayed in Lostwood, working with their supporting cast of monsters and mystics and protecting them against the threats of groups like the Bickertons and Elysium. A few of these stories were drawn from the popular and semi-accurate Twilight Carnival live-action television show, populating new comics characters with popular TV ones. One of those was Widdershins.

In Twilight Carnival #78, the Carnival travelled Underhill to face off against one of their recurring fae enemies. With the help of Bulwark, they were able to defeat him and save a handful of humans who had been stolen away to the Underhill as children to be raised as servants of the fae. The rescued humans were returned to the human world, settling in Lostwood and learning about the world they had left behind as the Carnival tried to help them find their lost families.

One of those humans was Petunia Morgan, and she was less patient than others. She remembered her family, and in Twilight Carnival #80 she returned home to find a changeling fae living in her place, feigning humanity and living a life of casual pleasure by manipulating luck to her advantage. Petunia confronted her doppleganger in front of their parents, and the truth came out. The faerie, a creature that called herself Widdershins, was furious, but under the terms of her changeling pact, she was forced to abandon the life she’d built up and let the original Petunia have it back. She didn’t even have a court to return to, because someone had set her liege on fire and then stabbed him with several magic knives. She swore revenge – not on the human whose life had been reclaimed, but on the meddling heroes who had ruined everything. And she particularly focused on Moon Angel, a fellow magical being who should have known better.

Widdershins promptly began to try to ruin the lives of the Twilight Carnival, somewhat impeded by the nature of her magic. As a natural changeling, she needed to gift and curse in equal measure. She could create luck that would injure a person while advancing their goals, or throw obstacles in their path that protected them from danger. And when her first attempt to break the Carnival accidentally saved Moon Angel’s life, she was even angrier. She swore an oath not to rest until she had hurt Moon Angel as badly as Moon Angel had hurt her, binding herself to her revenge and drawing energy from her spite, and settled into becoming a constant annoyance and potential threat to the Carnival’s mission.

Behind the Scenes:

What a delightful mess of a character.

Narratively, I wanted a little bit more from Twilight Carnival before I turned the page of the Plutonium Age, and an angry fae was someone that could move into the next era safely. Originally I wanted her to be mad because she didn’t think fae and humans should mix, but that turned into a much more personal vendetta over ruining her life by saving someone else’s, which in turn led into her absolutely absurd power set.

Mechanically… well, she’s got to act tactically, that’s for sure. If you hit someone hard enough the Boost won’t help them, if you Hinder them before a small area attack you’re good, but if she’s just tossing off effects willy-nilly it’s mostly just extremely funny. Especially since I imagine she takes a lot of minor twists herself to keep Boosts and Hinders in play, amping up the whole premise.

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Hinderfending someone that’s not in danger is pretty effective, ideally a target who absolutely has to deal with something via Overcome on their next turn so they’re more likely to be forced to fail or eat a twist - preferably a Major one.

Boosttacking should generally hurt them more than it helps, especially if you’ve got allies who can invert the bonus before it gets used - which seems like a rather fey thing to do, and she probably isn’t the only irate survivor of her former Court.

Cribbing from myself, if you have a fey called Widdershins it’s guaranteed that they have a opposite twin/rival/frenemy named Clockwise, which is also a darned fine name for someone who’s a historian, seer, and/or time manipulator. Those two appeared in several of my old campaigns across multiple game systems, although it’s been a couple of decades now since they saw a tabletop.

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