The History of Venture Comics!

The only comics I’ve read with Hank Pym in them were some of (I think?) Roy Thomas’ Avengers run in the '60s, where he was Giant Man and then Goliath, and a little bit in West Coast Avengers where he was just Hank Pym, scientist and Avengers ally.

In the former there was no hint that I can recall of him being any sort of troubled, and in the latter there was a scene that I liked where he made a speech about how everyone isn’t cut out for the superhero life, and he spent a long time struggling with that, but he’s finally come to peace with it and accepted that he’s a valid and worthy person just as Hank Pym — he didn’t need to be Ant-Man or Giant Man or anything to have value and be a good person.

So, yeah, “my” version of Hank, if you will, is either untroubled Giant Man who banters with Hawkeye or a civilian scientist who’s gone through some stuff but came out of it with self-acceptance.

1 Like

Rocket Vault

Real Name: Harry Dobson, First Appearance: Cryptic Trails #55, May 2007

Lieutenant Type: Enemy
Die Size: d8
Motive: Malice, Approach: Physical

Traits:

  • Dash Bomb: When Rocket Vault Boosts himself, he may also Hinder a nearby target with the result.
  • Improvise: As an action, when the scene tracker is at Yellow or Red, Rocket Vault may Hinder a nearby target and activate a minor environment twist from an earlier zone. It must target the Hindered target if possible.

As the Plutonium Age developed, Cryptic Trails slowly shifted from a Greenheart-focused title to an increasingly broad anthology title featuring several characters. While roughly half the issues were still focused on Greenheart, the other half featured the Drifter, Wonderer, and the former members of the Twilight Carnival. This also meant that Cryptic Trails took on a rotating cast of writers, giving established Venture stalwarts a break between titles to write two or three issues and giving a chance for newer writers to pitch ideas and concepts. Not all of these ideas were successes, of course. Sometimes the title ended up with someone like Rocket Vault.

Harry Dobson was an Olympic track and field athlete whose career was derailed when he was caught taking performance-enhancing drugs. Furious and embarrassed, convinced that all of the other athletes were similarly cheating and he was just the one who had been caught, Harry stumbled across a ring that allowed him to summon a djinn. He wished to have unparallelled athletic skills, and the djinn grinned and granted his wish, promising that he would be a match for any Olympic athlete. The djinn didn’t do this for Harry’s benefit; he was a wish-granter of the monkey’s paw variety, who was trying to teach the athlete a lesson. He knew that Harry would always know that his skill wasn’t real, that none of his achievements were truly his, and expected that Harry would come back and wish to have his own abilities restored.

This is not what happened. Instead, stewing in frustration and envy, Harry decided that he needed to prove that everyone else was just as driven and ready to cheat. He began using his new abilities to become a parkour star, and then took advantage to break into homes and offices, looking for blackmail material to get others under his thumb. Seeing the damage spreading from the wish he had impulsively granted, the djinn who had done so went to Wonderer for help. Wonderer was able to respond, stopping Rocket Vault and sending him to prison – where he promptly broke out and returned to his life of vengeance, having learned nothing.

Rocket Vault’s writer was convinced that he’d created a cool, quipping supervillain who would be an instant fan favorite. And he used parkour! Everyone loved parkour! But while Rocket Vault was entertaining enough for a single issue, he was too shallow and too deliberately overdone for anyone to really enjoy him. Instead of becoming a star, he almost instantly faded into the background, showing up from time to time as a minor thug working for various other people. He was a small part of Shock and Awe, and made an appearance in Wonderfall a few years later, but never made it on the big stage.

Behind the Scenes:

Remember when everyone was trying to shove parkour-themed characters into everything because it was so cool and exciting and the big new sport that everyone was going to take part in?

Venture Comics remembers!

Anyway, that was the entire inspiration for this character - “what if parkour guy who isn’t that cool but boy did his creator think he was cool”. The rest grew up around which title I wanted to write a bit about, which led to adding a bit of Wonderer flair, and I think the idea of a genie trying to teach someone a lesson and just accidentally creating a supervillain is pretty funny so here we are.

Free access to environment twists is powerful, but requiring them to be from earlier zones helps limit it, and there’s a good chance that Rocket Vault will be taken down before he gets to do this more than once.

5 Likes

Yeah, Green twists are usually fairly minor, although having them bundled with a penalty on the (probable) target is annoying. If your players let a d8 lieutenant with no real defensive tech survive until the tracker’s in Red so he can trigger Yellow twists they deserve whatever they get.

Given the timing of his first appearance, I’m assuming Rocket Vault’s creator was one of those people who thought the parkour scene in the 2006 Casino Royale was “kewl” instead of being entirely out of place it what was supposed to be a “more serious and realistic” Bond relaunch. That was one of the prime sources of that dopey Hollywood craze, after all.

2 Likes

Oh yeah, Casino Royale is definitely one of the inspirations. There was a small explosion of similar appearances in 2005-2007, and then it mostly faded into the background and parkouring just became a small subset of action hero moves.

The Sylvan Dagger

Real Name: SL-DR4 (Syl), First Appearance: Celestial Travels #829, March 2008

Lieutenant Type: Ally
Die Size: d12
Relation: Fan, Approach: Technological

Traits:

  • Radiation Baffles: When Syl takes Nuclear or Cosmic damage, she Boosts herself with the result of her damage save.
  • Literally A Spaceship: When acting in atmosphere, Syl rolls twice and takes the lower result.

Celestial Travels wasn’t immune to the pressure to create marketing tie-ins and merchandisable ideas. While the title itself was venerable enough that Zack Murphy was reluctant to mess with it too much, he believed that having a comic title with over eight hundred issues should be something that Venture trumpeted more, making their galactic community a broader part of marketing. He envisioned a spin-off series of science fiction comics, a ‘future of Venture Comics’ setting in the style of New Horizons, and television and video games spin-offs.

One of the first of these ideas was a tabletop battle game called Cosmic Storm, featuring teams of starships based on Venture Comics properties taking part in space battles for control of dimensional gateways. Murphy asked the current writer of Celestial Travels, Terry Lang, to create a ship to be the signature model for the game, with a story based around it that would make up a major fall crossover for 2008. Terry decided to take the prompt literally, and created SL-DR4.

SL-DR4 was the creation of an Argellian scientist who was trying to develop a new automated defense force to protect the Grand Galactic Union. He merged Kel’Thoth robotics, Xur’Tani bio-integration and Uranian energy absorption to create a spaceship able to fly itself, with passenger space but no crew. None of his experiments were authorized, and the Union found out what he was doing only when the Starjammers attacked his orbital base in the hopes of stealing the ship and programming it to be a raider. The Celestial Travellers responded, but while they were able to save the ship, the orbital fell out of the sky, threatening to destroy the planet below.

The ship activated during the confusion, and took offense to the Starjammers trying to steal her. As it transpired, her creator had trained her with files on the Celestial Travellers, and she leaped into action to protect them. At her creator’s urging, she reluctantly destroyed the orbital, saving the planet but killing the scientist. Grief-stricken, the Sylvan Dagger pledged to fulfill her creator’s dream, and ensure that innocents were protected. She journeyed with the Aurora Borealis for a time, learning from the Celestial Travellers, and took to calling herself ‘Syl’.

During the 2008 Cosmic Storm crossover, the Sylvan Dagger discovered a series of unstable dimensional rifts, and became embroiled in a war between rogue powers to control them and gain new trade routes and invasion paths across the Galaxy. The crossover was mildly entertaining, but the attached game (which promised to publish new titles changing the state of the galaxy based on tournament results) was a complete failure, and as a spaceship that couldn’t land, Syl didn’t have a place in many Celestial Travels stories. She stuck around in the background, but mostly faded away. A minor storlyine in 2020 established that she was now the leader of Traveller Team 41, supporting her team from space.

Behind the Scenes:

The background to this one is simple. First I got a d12 support for Celestial Travels. Then I said, “wouldn’t it be funny if she was a spaceship?” And then I said, "But no, Friv, you can’t build a model of a spaceship using Hero Forge.

Unless…"

And some fairly intense kitbashing later, here we are!

The tabletop battle game stuff came afterwards, and it’s pretty funny. Syl probably could have been a decent long-term minor character, but she got pushed as the face of a game that just collapsed, so there wasn’t pressure to use her afterwards, and then she ended up in the background. A fun D-Lister all around.

6 Likes

Of course. Considering some of the thousands of spaceship minis I’ve bought or created over the years, I assure you just about anything you can imagine will work just fine with the more versatile starship combat systems like Full Thrust or Starmada. One of my regular Full Thrust opponents from ten years back had an armada of ships kitbashed out of spare weapons from old Warhammer Fantasy Battles sprues, and I’ve seen squadrons built out of drywall connecters win painting contests.

Most starship games do, indeed, crash and burn in short order, with at best a vestigial fan base left to bemoan their passing, so that part’s very realistic. Seems to be a particular issue with games based on well-known IPs, since the licenses are expensive and prone to having the rights owner refuse to renew them without warning.I hear teh much-touted X-Wing is making a modest recovery from the 2nd edition debacle that nearly killed it, but good luck getting any support for its Star Trek: Attack Wing spinoff, the Battlestar Galactica starfighter game along the same lines (or the dreadful old FASA BSG game, for that matter), or Halo Fleet Battles.

1 Like

That is SO COOL. If I were hired by Venture Comics, while I might get my feet wet with a few Flatfoot stories, my ultimate Nic-Cage-As-Superman vanity project I’d be trying to make happen would be a reboot of the failed Sylvan Dagger property, as a vehicle for a story heavily inspired by my favorite setting about sentient starships, The Culture by Iain M. Banks, and in particular my first ever purchased and read Culture novel, Excession (NOT a super recommended starting point, let me tell you!). That book features a LOT of dialogue between Culture “Minds” which is properly alien and eerie without being complete nonsense; I really feel like I could do justice to a setting like this.

1 Like

Master Ferris

Real Name: Hank Ferris, Sr, First Appearance: Dark Rivers #30, February 2009
Approach: Ninja, Archetype: Formidable
Upgrade: Hardier Minions, Mastery: Enforced Order

Status Dice: No sun-related penalties d12, Penalties and bonuses: d8, sun-related penalties: d4. Health: 45+5H [Upgraded 50+5H]
Qualities: Technology d10, Close Combat d10, Imposing d8, Magical Lore d8, Vampire CEO d8
Powers: Inventions d10, Speed d10, Suggestion d8, Deduction d8, Shapeshifting d6

Abilities:

  • Bloodsucker [A]: Attack using Speed and use your Max die. Boost yourself using the damage dealt. That bonus is persistent and exclusive.
  • Mesmeric Blast [A]: Attack using Imposing. Hinder that target using your Max+Min dice.
  • Master of All Trades [A]: Take any basic action and use your Max die.
  • Technological Augments [R]: When Attacked, Defend yourself by rolling your single Technology die. Boost yourself with the amount of damage received.
  • (U) Blood-Tech Thralls [ 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 Enforced Order [ I ]: If you have complete control over your immediate surroundings, automatically succeed in an Overcome to organize rabble to accomplish a task.

Common Scene Elements:

  • Enthralled Company Men: d8 minions. Blood Bound: Enthralled company men automatically succeed at their first damage save.
  • Bloodtech Evokers: These devices are represented by single-box challenges. While active, all vampire-powered targets in the location may reroll their 1s, and all other living targets take a -1 persistent/exclusive “Bloodlust” penalty to non-violent actions.
  • Ferris Enterprises: A corporate environment remade into a sanctuary, deploying security forces and isolating heroes for Ferris to prey on.

In 2009, George Nguyen was just wrapping up a major Animaster storyline in Dark Rivers, and he wanted to try something different. Looking around at what villains were available to draw on, he noticed that Venture Comics stalwart Mr. Ferris was more or less absent from comics. Ferris had last been seen during Shock and Awe at the end of 2007, leading the charge to capture Flatfoot’s body, but hadn’t made an appearance in either Company Town or Kid Liberty and the Champions of Tomorrow since. After a brief check-in with the authors of those books to make sure that they didn’t have any big plans for him, Nguyen was able to claim the character and integrate him into the dark magic of the comic.

By this point, Hank Ferris was officially over a century old. Hypertechnology and chemical had preserved him, but he felt death approaching and was growing increasingly desperate in his attempts to find a way to secure immortality. Ferris had looked into vampirism, but being turned would put him in the thrall of his master, and he didn’t care for the drawbacks. Instead, he hatched a plan to synthesize vampiric blood, draining it from the immortal Bloodmoon and transforming himself into a half-vampire with all of the strengths and none of the weaknesses of the undead.

In Dark Rivers #30, Ferris underwent his transformation, using a mixture of magic and technology to steal Bloodmoon’s immortality and fuse it with his own chemical protections. The transformation turned the elder vampire to dust, and left Ferris looking younger than he had in decades, filled with superhuman vitality and mesmeric might. Sunlight could weaken him, but even it couldn’t stop him, and he was soon claiming his old companies by taking control of their current leaders. When his corporate takeovers targeted one of Penitent’s businesses, however, Ferris found himself in direct conflict with her allies, a conflict that ended badly for him when Reverie generated magical sunlight to blast the CEO back into his lair.

While he was weakened, Ferris was far from defeated. Moving more cautiously, he attacked the team again in a two-parter in November, this time looking to destroy them out of vengeance. Once again he was defeated; this time the team thought that they had killed him, but the epilogue revealed that he was slowly reforming from dust, the immortality of Varney filling him.

After that, however, Ferris vanished for over a year. Dark Rivers was pulled into the Night of Lost Souls and then Ngyuen was tasked with wrapping the series up at Issue #50, and Ferris wasn’t important enough to be the key player in that storyline. Company Town specifically wasn’t interested, which was why Dark Rivers had gotten him in the first place. Instead, the four-issue limited series Flatfoot: Blood Ties focused on the newly-returned Flatfoot going toe-to-toe with Ferris’s growing vampire army, as Ferris tried to purge himself of vampiric weaknesses but keep his strengths. The attempt failed, and Flatfoot successfully extracted Bloodmoon from Ferris, returning him to mortality. With what humanity he had in him restored, Ferris was shaken by the experience. He vowed not to try to mess with magic any more, but the return of infirmity and the loss of his companies would pave the way for a few years of failed attempts to recover before his self-immolation in System Crash.

Behind the Scenes

I have a rule that I don’t think I’ve actually publicly posted: Mr. Ferris has to appear in every book. He’s the poster villain of the Venture Comics setting, and his twists and turns often reflect what was going on in the comics overall. This is his fourth appearance, and “messed with magic, went real bad” seemed like a great way to set up his upcoming “burn it all down” frustration and definite death never to return in mid-2016.

Giving a Formidable opponent “sunlight” as a penalty is frankly mean for most PCs. If you don’t have a party that can either magically or technologically generate sunlight, it’s pretty much a free d12 status die. But it’s possible, and it was particularly possible for Ferris’s opponents in this storyline, and I really like the idea so here we are.

Bloodsucker is a modified version of an ability that’s usually Max die Boost (P/E), Mid die Attack. Ferris gets a stronger Attack, but his Boost is contingent on actually doing damage because he’s got to drink the blood, so it balances out overall.

4 Likes

Ah ha ha ha ha ha!

Pull the other one, it’s got bells on it! :slight_smile:

Aw, that’s what (probably risky) Overcome actions are for. If you don’t have sunlight where you are, move the baddy to where sunlight is. Mess with time so it’s suddenly daylight. Throw him into low orbit, if you can’t reach the sun itself (it’s really hard to miss, but the trip might take quite a while). Do field mods on your plasma canon so it emulates the energy signature of sunlight. Tweak reality so the weakness is temporarily to son-light and just have some guy wave a flashlight at him.

If you’re a cartoon character, see what Hocus-Kadabra does to him.

I hardly ever worry about “impossible” vulnerabilities, but my play groups back in the day tended to be very, very creative. “Everything is surmountable!” was their battle cry - I think partly because one of the dimmer villains they met early on didn’t understand the meaning of the word and was terrified to find out. Formidable doesn’t always mean smart.

2 Likes

The Scion of Secrets

Real Name: , First Appearance: (reborn) Scion of Secrets #1, May 2009
Approach: Overpowered, Archetype: Legion
Upgrade: Power Dampening Field, Mastery: Unfathomable

Status Dice: 9+ minions d4, 5-8 minions d6, 3-4 minions d8, 1-2 minions d10, No minions d12. Health: 30+5H [Upgraded 40+5H]
Qualities: Conviction d8, Fitness d6, Overwhelming Power d8
Powers: Transmutation d12, Suggestion d10, Vitality d10

Abilities:

  • Fractured Mirrors [ I ]: Whenever a Mirror minion larger than a d4 rolls a save against non-magical damage, if its save is successful, it splits into two dice of one smaller size instead of being reduced a die size, and you take 1 irreducible damage. If it fails its save, the minion is only reduced one die size, rather than being destroyed.
  • Spring Forth [A]: Add two Mirror minions of size equal to one die size lower than your current status.
  • Break The World [A]: Attack multiple targets using Transmutation and use your Max die. Hinder each target using your Mid die.
  • Rebuild It Better [A]: Boost using Vitality. 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 are increased one die size.
  • (U) Wishstarved World [ I ]: While the scene is in the Green zone, all heroes’ power dice at or above d8 are reduced one size. In the Yellow zone, all heroes’ power dice at or above d10 are reduced two die sizes. In the Red zone, all heroes’ power dice are treated as if they are d4. Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, the hero must lose access to a power entirely until this ability is removed.
  • (U) Master of the Unfathomable [ I ]: If you are in a situation involving eldritch and disturbing forces, automatically succeed at an Overcome to reshape the world according to your whims.

Common Scene Elements:

  • Mirror Retinue (d10 lieutenants). These reflections of the PCs each have +2 to a single basic action when using their powers.
  • Slave to Secrets. This villain has been reforged into a willing servant of the Scion.
  • A World Enraptured. An urban environment falling under the Scion’s sway, creating transformed environment minions, Hinders, and twists reflecting sudden changes in reality.

2009 found Venture Comics on increasingly wobbly footing. Several of Murphy’s major branding ventures had failed to draw in the new customers that he had hoped for, and sales of some of the titles that he had most actively pressed for were slumping. In particular, a massive marketing push had been made for Kid Liberty and the Champions of Tomorrow, and the title was already the lowest-seller in Venture’s lineup. In an attempt to turn things around, Murphy decided to lean on nostalgia, announcing a major summer event for the 25th​ anniversary of the original Sovereign of Secrets mega-event: Scion of Secrets.

The storyline itself was relatively straightforward. With the Sovereign of Secrets defeated and sealed away during the events of Ashes to Ashes, their grasp over many of their pocket worlds was shattered. For most worlds, this was a net benefit, making it easier for the Drifter to repair the damage that had been done. But the defeat also released George Van Horne, the former Scion of Silence. George had been resting in a pocket dream in which everything was perfect; when the Sovereign’s power vanished, his dream was torn apart, and he found himself dumped back into the world without his family. Filled with fury, George decided that if his world was to be a nightmare, so would everyone’s. He began to summon twisted mirrors of the heroes of Earth, warping the land into a nightmare with the goal of collapsing everything and everyone.

The result was a major crossover event focused on Heretic #44-46, Dark Rivers #33-35, and Kid Liberty and the Champions of Tomorrow #17-20. While the main event unfolded in the pages of the four-issue Scion of Secrets limited series, each of the three comics saw their respective groups dealing with the fallout of the Scion’s assault, working to develop the tools needed to stop him, and having a series of major crises created by the Scion forcibly revealing their darkest secrets to each other by manifesting twisted reflections of the heroes to tear apart their lives. The Champions of Tomorrow were able to overcome these assaults, saving the heroes who had stopped the Scion the first time and joining forces with them to build a new prison for him, one where he could live with his own mirrored images of his family forever, and never threaten the world again.

Outside of the main event, every other title was also involved in the crossover. The current storylines of Protean, Company Town, and Covert Tactics were derailed by single-issue stories about one of their villains being corrupted by the Scion into a destructive force that needed to be brought down, and Celestial Travels #844 and Vanguards #48 collaborated on a two-parter in which the Riddlemaster intervened to sweep both teams away from the Scion and save them from his wrath, only to be corrupted by his power and set up a new game that threatened to destroy the Moon if the teams of heroes didn’t find the Riddlemaster’s hidden heart.

Ultimately, Scion of Secrets was a disaster. Fans rightly pointed out that the ease with which the Champions of Tomorrow overcame the Scion’s influence seemed like an attempt to make them seem better than the Champions of Truth, who had fallen to the Scion’s wishcrafting. Readers of the comics whose storylines were interrupted were irate about losing a month of the stories they cared about, and George’s motivations were derided as cliched. The failure of the crossover would ultimately lead to both plans to wrap up the Champions of Tomorrow, and to Zack Murphy stepping down as EIC and passing the mantle to Sandra Cho.

Behind the Scenes

No one ever lets a great storyline stay in the past in comics!

The Scion was such a huge success that having him never return seemed pretty impossible. I’d had a third Scion appear as a bit of that, but I thought that a failed attempt to do another super-huge Scion event would be a good choice. Since 2009 didn’t have a major crossover yet, and it would be the biggest Champions of Tomorrow event before they got cancelled in Night of Lost Souls, I combined the two! The name is sort of a joke - I keep mixing up Sovereign of Secrets and Scion of Silence and swapping their names, so now I’ve got a combined one to be even more nonsense.

Scion of Secrets is a bit of a cheater. He’s throwing d12+d12+d10 as his die pool when his minions are cleared out, he creates big minions who are hard to kill, he heals his minions when they’re damaged… this is not entirely a fair fight, frankly. But his health is not massive, so a good team can probably take him down.

5 Likes

Cool, now do a Sovereign of Silence and you’ll get a bingo.

3 Likes

Next up, the Secret Silent Sovereign’s Scion. :slight_smile:

2 Likes

The only actual rules change is shifting the minions from splitting only when taking physical damage to only when taking non-magical damage. Which is better, but only situationally.

How? Like any Overpowered villain, he’s stuck with at best a d8 Quality. d12, d12, d8 is still really good when you don’t look at Min for anything critical (oh well, Mister Allied villain, guess you don’t heal much), but he only gets that if there are zero minions around. The more common d12, d10,d8 is above par but not incredible for a villain - and he mind wind up with a weaker Status die if the heroes have split a bunch of his minions, either accidentally or deliberately.

Split minions plus status restoration is indeed a nasty combination. Used it myself way back when I first started up on making villains. At least you didn’t combine it with that “spawn minions while preventing damage” Legion reaction. :slight_smile:

He’s definitely above average for a villain, but a good team should be able to handle him. He can’t actually put out minions all that efficiently - spending a turn doing so is a turn he isn’t doing Break the World, and if there are any fragmented minions out there already the payoff for adding a pair of d8 minions (or less) is really iffy. His other two action abilities are great, but Rebuild It Better can be played around pretty well by just focusing on him and leaving his minions alone. His upgrade does make him a lot more alarming, since it really needs to be removed ASAP and that messes with action economy severely while also limiting hero options as they temporarily lose powers. But I still wouldn’t call him unfair unless the environment is extremely skewed toward synergies with him.

I heartily approve of any example of company-wide crossover events ending poorly and pissing off readers. Very realistic depiction of how real life usually works out. :slight_smile:

1 Like

You are correct! I was just tired when I wrote the summary and even though I correctly wrote his qualities, I was thinking they were d10, d8, d6.

2 Likes

Night Bird

Alias: Birdie, First Appearance: (hero) Hidden Champions (Vol. 2) #8, Oct 2014
Background: Created, Power Source: Alien, Archetype: Flyer
Personality: Impulsive, Principles: Instinct, Stealth

Status Dice: Green d6, Yellow d8, Red d10. Health: 30 [Green 30-23, Yellow 22-12, Red 11-1]
Qualities: Close Combat d12, Stealth d10, Acrobatics d8, Alertness d6, Owl Lady d8
Powers: Flight d10, Speed d8, Awareness d8, Gadgets d8

Green Abilities:

  • Screeching Strike [A]: Attack using Close Combat. Defend against all Attacks against you using your Min die until your next turn.
  • Shadow on the Moon [A]: Hinder multiple targets using Flight. Apply your Min die to each of them.
  • Principle of Instinct [A]: Overcome a situation that taps into your primal nature and use your Max die. You and each of your allies gain a hero point.
  • Principle of Stealth [A]: Overcome to infiltrate somewhere or avoid detection and use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:

  • Cover The Flock [A]: Boost all nearby allies using Speed. Use your Max+Mid dice. Hinder yourself with your Min die.

Frenzy [A]: Attack up to three targets using Close Combat. Apply your Min die to each of them.

  • Swoop Away [R]: When you are Attacked at close range, Defend yourself by rolling your single Speed die.

Red Abilities

  • Vicious Retreat [A]: Hinder any number of close targets using Close Combat. Use your Max die. End your turn elsewhere in the scene.
  • Rhybidium Plate [R]: Hinder yourself by rolling your single Gadgets die. You are immune to damage until the start of your next turn. You cannot use this ability again this scene.

Out

  • The hero who goes directly after you may take 1 damage to reroll their dice pool.

Principle of Instinct (Identity Principle)
During Roleplaying: You have a set of animal instincts that help to guide your actions, giving you a primal understanding of the world that sometimes sets you at odds with modern society.

Minor Twist: What situation have you misunderstood?
Major Twist: What disaster have your instincts caused?
Principle of Instinct: Overcome a situation that taps into your primal nature and use your Max die. You and each of your allies gain a hero point.

Following the end of Earthwatch Volume 2 in 2013, Venture’s editors were already laying out plans for the next incarnation of the team. This time, the plan was laid out to introduce the new Earthwatch gradually, giving them a pair of smaller appearances to gauge the audience reaction to a new team before rolling out a formal ongoing title as part of 2016’s summer event. Cho wanted a team that would be noticeably different from the former one, and suggested to writer Terry Lang that he lean more heavily on established characters with a history of violence and struggles with their inner natures. After some consideration, Lang developed a team led by Synthesis, and made up of four existing characters and one newcome: Siphon, Twilighter, Fatale, a rogue Kel’Thoth robot that called itself Meatsuit, and Night Bird.

Night Bird had been drifting through Venture Comics for several years. She was a popular antagonist, but never quite found her footing during the Plutonium Age; after being captured and subsequently freed from AEGIS in the late 1990s, she drifted from title to title and from villain to villain, largely continuing her pattern of looking for a good scientist to serve. Lang decided to have Night Bird fixate on Synthesis, a ruthless alien scientist who regretted her earlier actions, and made the uplifted owl the heart of the team. Utterly devoted to Synthesis’s orders, Night Bird kept the rest of Earthwatch in line when they were threatening to fragment, protecting them without hesitation and building a rapport with Fatale and Twilighter in particular.

The new team debuted in Hidden Champions #8, joining Hyperstar in a battle against Hive-Minder and his robot army. From there, they starred in a limited series with three 48-page issues, Earthwatch: Shadow Force. Shadow Force saw the team facing off against SCOURGE, demonstrating their killing intent and placing them against villains that all of them agreed needed to be removed.

Earthwatch: Shadow Force was not a huge success. The characters were tilted too far towards cynicism, without a counterbalancing member to provide lighter moments. The team made a few appearances in other comics over the next few years, but Cho ended up giving the title slot that had been planned for them to Brave New World, and “Passing the Torch” spelled the end for any chance of an ongoing title for them. Siphon appeared in Brave New World, on the run from his former team, and died trying to once again bring down his old foes. When the Diamond Age began, the various members gradually appeared in different contexts: Twilighter was largely retired, Meatsuit was mentioned in Earthwatch #24 as having been a successful graduate, and Fatale would return as a mercenary working for Disaster Recovery. Night Bird herself was absent for 2019 and 2020, before joining up with Black Hat and the Codebreakers as a violent antihero, loyal and determined but without having really learned much from her time on the team.

Behind the Scenes

Night Bird is great, but she’s a villain at heart. I could imagine a redemption arc for her that took, and who knows, maybe the late Diamond Age will see someone else take a kick at the can, but for now her shot at heroism was a short one.

As for the rest of this team, I bet it was really close to working. Fatale had an almost-redemption arc in the past, Twilighter is just annoyed to be there, Meatsuit is not an interesting character and will never receive a writeup but sarcastic robot is often a winner, and Siphon is convinced that he’s already a hero and just needs everyone to recognize it.

The Principle of Instinct is a modified version of the Principle of Savagery, replacing “instinctive violence” with “instinctive missteps”. I have strong feelings about the Principle of Savagery, which I think I’ve discussed in the past, but the instinct-driven part works really, really well for her.

I also decided to make the “perfect defense” action from Technological into a reaction. I love it thematically, but it’s already only useable once per scene, and it applies a penalty, and it doesn’t come with a way to redirect damage towards you. Making it also take up your action felt like it was a bit much unless a player is doing something ridiculous like combining it with Push The Limits and a reaction that redirects attacks to you.

Oh, you tease, you. A supranym like that and everything we’re never getting a writeup? This is going to be your Gun Rat, I tell you. :slight_smile:

Also, you know some lunatic forced the character into an “awkward blind date” story titled “Meatsuit Meet Cute” at some point. It’s as inevitable as Major Major Major Major never getting a promotion.

Agreed, in large part because the ability (“Full Defensive”) is worded so it sounds like a Reaction anyway. Having the defensive effect last until YNT is unusual, but Red abilities can and should be allowed to bend the norms.

“Roll a single P/Q die” is not phrasing that belongs on an action ability in the first place since it implies you don’t roll your usual pool that turn, which in turn messes with abilities like Inspiring Totem. I recall asking if it was a typo through both the podcast and the company email years ago, but of course it was ignored and putting up a FAQ page in all the time they had to do so was too much trouble.

1 Like