The History of Venture Comics, Pt. 2: Places to Go, Supervillains To See

Greetings and salutations, comics fans!

This is the second thread of my increasingly convoluted and wild project, The History of Venture Comics! About two and a half years ago, I started designing an entire fictional publishing company set in the world of the Sentinel Comics RPG, Venture Comics. For those who aren’t aware of it, SCRPG is a fast-paced, action-oriented superhero RPG that uses the setting of the card game “Sentinels of the Multiverse”, which has been dormant for the past few years but might be spooling up again in the near future. Fingers crossed.

Using a series of randomizers and a lot of work, I put together a timeline of the comics running from the Golden Age of Comics all the way through to 2019, through the creation of the setting’s biggest heroes and villains.

Then I added a bunch of D-Listers to fill the series out. Then I went back and added even more heroes and villains, along with a number of key supporting characters and minor lieutenants.

Now I’m moving into the second phase of the project. Over the next two and a half years, I’m putting together three more supplements for Venture Comics: a large collection of environments, fleshed-out information on various supervillain teams and organizations, and finally a supplement fleshing out the mid-tier characters and events of the setting.

(Some people will note that I had mentioned a possible Diamond Age mini-supplement in the past; it’s been absorbed into the other projects in order to let them be a bit more fleshed out.)

But first, I wanted to make sure that people coming to this massive project now can still parse what the hell is going on.

If you want to skip over all of the lengthy development, you can go to my Itch page and find four PDFs, each of which has ninety characters for SCRPG and the finalized timelines of the various ages of Venture Comics. These books are all available as free downloads:

  1. Venture Comics: The Classic Years (1939 - 1969)

  2. Venture Comics: The Dark Ages (1970 - 2001)

  3. Venture Comics: The Digital Revolution (2002 - 2022)

  4. Venture Comics: Deep Cuts

If you want to follow along and see the whole development process, the first thread of Venture Comics is still live! You can find various key points as follows:

  1. The start of the thread here.
  2. The Golden Age
  3. The Silver Age
  4. The Bronze Age
  5. The Iron Age
  6. The Plutonium Age
  7. The Diamond Age
  8. D-Listers
  9. Problems and Retcons
  10. Extra Characters
  11. Lieutenants
  12. Deep Cuts

And if you’d like to see the other site,
here is a link to the same thread on rpgnet, with different comics!

Whew! And that takes us up to the present. The next post will unveil the setup for On Location…

4 Likes

Alright, here we go!

Starting on Monday, we’re going to work our way chronologically through a whopping fifty-four environments, eight to ten for each age ranging from 1940 to 2026, because that’s the sort of person that I am. I’m once again using a homemade randomizer, although I reserve the right to put my finger on the scales whenever there’s a particular Venture Comics event I want to run.

My randomizer uses a set of rolls of d8s, d10s, d12s, and d20s, in three stages.

First, roll 2d8 and 2d10 to determine the environment’s Type and Power. Choose whichever combination of results is most interesting; if you roll doubles, choose either that number or the next highest one on the list. . The options are as follows:

Type

  1. Heroic Location
  2. Standard Location
  3. Strange Location
  4. Dangerous Location
  5. Standard Event
  6. Quirky Event
  7. Dangerous Event
  8. Something Unique

Power

  1. d8 + d8 + d6
  2. d8 + d8 + d8
  3. d10 + d8 + d6
  4. d10 + d8 + d8
  5. d10 + d8 + d8
  6. d10 + d10 + d6
  7. d10 + d10 + d8
  8. d12 + d8 + d6
  9. d12 + d8 + d8
  10. d12 + d10 + d8

In general, I will tend to attach higher Powers to the more dangerous locations, so that I can generally divide environments into Standard or Hostile.

Next, running through Green, Yellow, and Red zones in order, roll 3d20 and 2d12, assigning two d20s to Minor Twists and one d12 to a Major Twist. The minor Twists are:

d20 Green Minor Yellow Minor Red Minor
1 Attack Mid Attack Max Attack Max+Min
2 Attack Mid Hinder Max Hinder Max+Min
3 Hinder Mid Boost Max Boost Max+Min
4 Hinder Mid Defend Max Area Attack Max
5 Boost Mid Area Attack Mid Area Hinder Max
6 Boost Mid Area Hinder Mid Area Boost Max
7 Defend Mid Area Boost Mid Area Defend Max
8 Area Attack Min PE Hinder Mid (Two Actions) Mid & Mid
9 Area Hinder Min PE Boost Mid (Two Actions) Max & Min
10 Area Boost Min (Two Actions) Mid & Min (Two Actions) PE Mid & Min
11 Area Defend Min (Two Targets) Mid & Mid Action Max + Area Mid
12 Create (Min) minions Create (Mid) minions Create (Max) minions
13 Create (Min) minions Create (Mid) minions Create (Max) minions
14 Create big minion Create (Min) big minions Create (Mid) big minions
15 Create big minion Create d8 lieutenant Create strong lieutenant
16 Challenge with penalty Challenge with deadline Two-step challenge
17 Challenge with benefit Challenge with deadline Two-step challenge
18 Challenge with deadline Two-step challenge Challenge with big penalty
19 Challenge with deadline Two-step challenge Challenge with big penalty
20 Unique Minor Action Unique Moderate Action Unique Dangerous Action

And the Major Twists are:

d12 Green Major Yellow Major Red Major
1 Attack Max [Action] Mid+Min Area [Action] Mid+Min
2 Boost or Hinder Max Area [Action] Max Two Area [Actions] Max + Min
3 Two [Actions] Mid & Min (Two Actions) Mid + Mid Area [Two Actions] Mid
4 Two [Actions] Mid & Min (Two Targets) Max + Mid [Action] Max + Area [Action] Max
5 Area Attack Mid Two Area [Actions] Mid & Min Area [Two Actions] Mid PE & Min
6 Area [Action] Mid PE [Hinder or Boost] Max Major Recover Action
7 Create (Mid) minions Create (Mid) big minions Create (Max) big minions
8 Create (Min) big minions Recover Action Create (Mid) big minions + [Action] Max
9 Create Lieutenant Create Lieutenant + [Action] Mid Create Strong Lieutenant + [Action] Mid
10 Two minor effects Challenge + [Action] Mid Dangerous Challenge + [Action] Max
11 Advance Scene Tracker Advance Scene Tracker Advance Scene Tracker
12 Unique Moderate Action Unique Dangerous Action Unique Devastating Action

Our environments will be set up with eighteen environments each for the Golden/Silver Ages, the Bronze/Iron Age, and the Plutonium/Diamond Ages. Within each section, I can choose a given Type up to three times, and a given Power, Minor Twist, or Major Twist up to twice. If I roll a result that’s no longer available, I take the next one down the list.

This is a refined version of the randomizer I built back in the day, and I think it’ll create some interesting concepts. Tune in Monday to see how it begins…

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(nitpick: dormant for one year exactly)

Huh? A “d20”? What’s that?

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Ehn, that depends on your definition of “dormant”.

The last sourcebook released in 2022, which is where I’m counting from. I know that two one-shots were released after that, but I consider the line as a whole pretty dormant during that time.

The most recent one-shot released in August 2024, which is almost two years ago.

The company was shut down about a year ago, and revived a few weeks ago.

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Suggestion: Interested folks might want to bookmark the url at that link, which connects to the start of the parallel rpg.net thread that this one mirrors. It’s a little older than the thread here, has very different comments from the readers over there, and just having it saved will give you a handy backup to the original thread if something untoward should happen to this thread (or the whole GTG forum) - something that isn’t beyond the realm of possibility even now.

Well, you take a d10, then you flip a coin and if it’s heads, you add ten to the die roll for a result of 11-20. Otherwise you just use the roll as-is for a 1-10.

If you don’t have a coin I feel bad for your financial situation and/or lack of pockets, but you could just roll another die of any size (or even the same d10 you just rolled, if you trust yourself to remember what that first roll was) and on even results you add ten to the original d10 result, while on odds you add nothing.

I hear they actually sell twenty-sided dice, but of course that’s just corporate trickery. Biggest scam in gaming, the d20. :slight_smile:

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Oops.

This is the endless pitfall of posting to two sites, that was actually supposed to link to the GTG thread. I have now edited the list to include links to both sites for the curious.

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The other thread started out a little earlier - October 20th, 2023, whereas the one here launched sometime in November. All of the content posts are duplicated between both sites so you don’t get anything new out of reading their twins, but of course the comments (and FrivYeti’s responses to them) are quite different. They’re intersting to compare and contrast, and you don’t have to register or log in to read there.

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Fair, I was thinking of the whole company, not the RPG line, that’s my bad.

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I assume you’d loop back to the top if the bottom of a given list was all used up? Same with (say) rolling double 10s for Power, you’d choose between 1 and 10 there?

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Yeah, that’s my usual go-to for hitting the end of a list.

And speaking of the end… it’s time for the beginning! (Sometimes the transition sentence is a little rough. But not as rough as…)

The Hellish Halls of Zabaranth

Type: Strange Location
Key Appearance: Campfire Terrors #17, July 1940

Traits:

  • Twisted Geometry d12
  • Blistering Chill d8
  • Haunting Cries d6

Green Zone

Minor Twists

  • Imploding Stonework: A wall collapses, falling upwards in a clattering storm. Roll the environment dice and Attack one target who is in the open with the Mid die.
  • Curious Crawler: A demonic creature crawls into the Halls from the frigid waste beyond. Roll the environment dice and create a minion with a status die equal to the size of the Max die.

Major Twist

  • Arctic Gusts: A blast of arctic wind slams through the area. Roll the environment dice; Hinder one target with the Mid die and Attack another target with the Min die.

Yellow Zone

Minor Twists

  • Infernal Temptation: A rush of hatred and corrosive power floods the area. Roll the environment dice and Boost all targets with the Mid die. A hero who uses this bonus should consider having it create narrative complications the next time they take a twist.
  • It’s Reggie! Reggie the newsboy has followed the heroes into the Halls, and is already in danger! Create a new challenge:
    Save Reggie!
    If the scene enters the Red Zone before this challenge is resolved, Reggie is lost in the Halls forever.

Major Twist

  • Demonic Incursion: Drawn by the scent of human souls, demons swarm into the area. Roll the environment dice, and create a number of d10 “Ice Demon” minions equal to the Mid die.

Red Zone

Minor Twists

  • Rocky Road: The Halls twist and shake, throwing up barriers between the combatants. Roll the environment dice and Defend every target present with the Max die. Each target is Defended once.
  • Cold Comfort: The cold of the Halls settles into the bones of the combatants. Roll the environment dice and Hinder two characters, one with the Mid die and one with the Min die. These penalties are persistent and exclusive.

Major Twist

  • Flickering Portals: The realm does not wish for you to be present, and begins to shake and collapse. Advance the scene tracker. If the scene ends without the PCs succeeding at their goals or escaping, everyone is ejected from the Halls into the frozen wastes beyond.

The Penitent’s first few appearances took place strictly in the mundane world. While he battled against demonic cultists and dark magicians, these battles took place in small towns and hidden alleys, not in stranger realms. But it wasn’t long before his creators, emboldened by the popular support for his character, decided to start trying stranger things. The first such place were the Hellish Halls of Zabaranth.

In Campfire Terrors #17, the Penitent arrived at a college where a group of researchers were intended to use a collection of ancient relics to pierce the veil between worlds. They held the Hand of Zabaranth, which they believed would allow them to freeze space itself and open a pathway. Unfortunately, they were right. As the Penitent arrived to stop them, their ritual was complete and they were pulled into a frozen mirror of the college, its towers twisted and tucked within each other. Icy demons stalked the halls, sniffing the warmth of human blood.

The Penitent quickly entered the Halls of Zabaranth behind the would-be explorers, defeating the first demons who threatened them. But his efforts to lead them back to safety were quickly complicated when he discovered that he had been followed. In Campfire Terrors #16, he had saved a young newsboy named Reggie from being sacrificed to the Cult of the Blood Tide. Unbeknownst to the Penitent, Reggie was a clever and alert young lad, who successfully tracked his saviour and came to thank him and offer his aid. Instead, he was sucked into the portal behind the Penitent and lost in the Halls himself.

Over the course of the issue, the Penitent was forced to shepherd the academics to safety while also tracking down and saving Reggie, who in turn saved the Penitent when a particularly powerful ice demon ambushed him and knocked away the protective amulet he had been using to ward off the region’s bitter chill. Reggie risked himself to recover it, and soon enough everyone was back in their own world. The Penitent claimed the Hand of Zabaranth from the chastened explorers, and made them swear never to seek out dangerous magic again.

He tried to extract the same promise from Reggie, who cheerfully told him that he would see the Penitent the next time he was in the area. Reggie would go on to appear in roughly a quarter of the Penitent’s stories, staying carefully out of the darker or more brutal tales in favour of the ones in which the Penitent was able to save everyone.

Like many of the Penitent’s early stories, Zabaranth wasn’t intended to re-appear. It was just a strange demonic place that allowed for both complicated art and haphazard layout. But the storyline was popular enough for the frozen realm to appear a few more times over the course of the 1940s, and the Hand of Zabaranth became one of the relics that the Penitent drew on when he needed to cast spells of cold.

In 1954, the realm vanished along with Campfire Terrors, but it returned in Vanguards #156 as part of the return of Ignition. Here, the realm’s nature was retconned; it had once been an ordinary dimension until it was invaded by the Empress of Ash, and the inhabitants had worked a vast magic to expel all flame from their realm to defeat her. They were successful, but the cost was their civilization and their natures, turning into frosted creatures that hunted for heat to remove from their home. When the Vanguards successfully lured Ignition into Zabaranth, her magical flame was quickly extinguished, forcing her to flee. After that, the realm would appear periodically, usually when someone needed some ice demons in a hurry.

Behind The Scenes:

And here we go!

I had planned to give our first strange location to the Penitent, but I didn’t expect it this quickly. There’s some symbolism to the first hero getting the first environment. It works out well, fleshing out a bit of his stuff while also being very Golden Age.

5 Likes

Red zone scene tracker advance is just plain mean, but I suppose you can always just opt not to use it. Good place to have an immunity to or inversion of Cold damage, although it won’t help with everything.

I’m sure Penitent is far too serious and responsible a hero to ever use the Hand of Zabaranth to chill his drinks or temporarily avoid having to pay for refrigerator repairs. One does wonder if the Hand’s former owner/operator occasionally comes looking to reclaim it - or if it belonged to someone like Marvel’s Equinox and there’s an Other Hand of Zabarath that does Fire-related shenanigans.

Amusingly, my first random roll for an environment seems to have duplicated quite a few of your results. I shall have to consider how to approach that.

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Given that his original deal was “hey kids, don’t use dark magic or you’ll end up like me”, yeah, probably not. That seems more like something Heretic would do if she got hold of it.

It definitely didn’t happen in the Golden Age. Most likely, the Hand was lost when the Penitent sacrificed himself. There might be a storyline in the Iron Age in which the second Penitent goes around reclaiming her father’s artifacts from people who have found and misused them, though.

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You know, it took me an embarrassingly long time to register that this is probably an ice cream flavor reference. I’m going shopping tomorrow and will buy a quart as penance. :slight_smile:

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So I made a little error. I was so busy rushing around on Friday that I forgot to actually upload the environment I’d written up the day before.

That means we get three environments this week to get us back on schedule. I sure hope you don’t want to riot over it!

The Rationing Riots

Type: Standard Event
Key Appearance: Cryptic Trails, July-Sep 1942

Traits:

  • Aura of Discontent d10
  • Crowds of Civilians d10
  • Narrow Streets d6

GREEN
Minor Twists

  • Drunker Rioters: Part of the crowd turns violent. Roll the environment dice and Attack one target with the Mid die.
  • Sneaky Urchins: A group of local street kids are using the riots to grab anything they can! Roll the environment dice and Hinder all non-environment targets with the Min die.

Major Twist

  • Frustrated Cabbie: A cab driver makes the mistake of trying to force his taxi through the crowd and hits someone. Roll the environment dice and Attack one target with the Max die.

YELLOW
Minor Twists

  • The Riot Spreads: The crowd gets increasingly out of control! Roll the environment dice and create a number of d6 “Rowdy Rioter” minions equal to the Mid die.
  • Shoved Into A Corner: The crowd is trying to get to the storefront before supplies run out, and they’re not paying attention to who’s in their way! Roll the environment dice and Hinder one target with the Max die.

Major Twist

  • Formorian Influence: The Formorians show their hand more openly, stirring the rioters to hatred and directing them at their foes. All environment minions become villain minions as soon as they are created. They will use all of their actions to Attack and Hinder the heroes, and gain +1 to attempts to do so for the rest of the scene.

Heroes can attempt to counteract this influence by solving the following challenge:
Counteract the Fomorian Influence
If they succeed, reduce the “Aura of Discontent” die to a d6.

RED
Minor Twists

  • Surge of Anger: Formorian hatred settles into someone’s bones. Roll the environment dice and Boost one target with the Max+Min dice. If they use this Boost, the next hostile action against them gains the same bonus.
  • Caught in the Brawl: People are fighting everywhere, and others are catching strays. Roll the environment, and Attack one target with the Max die and another target with the Min die.

Major Twist

  • Rage-Fueled Vitality: The riot can’t be stopped! Roll the Environment dice. Create a number of d6 “Rowdy Rioters” equal to the Min die, then step up the status die of all environment and villain minions and lieutenants once (to a maximum of d10). All Villains Recover equal to the Mid die.

As the United States entered World War II, businesses scrambled to show their support for the cause, putting out comics loudly declaring their patriotism and support. Venture Comics had been actively supporting the Allied Powers for over a year already, first through their Covert Tactics stories and then with the development of Madame Liberty, but there was always room for more, and in 1942 Skybreaker began to face off against Nazi plots and Fomorian tricks designed to weaken the morale of the brave American soldier and the populace that supported him. These storylines were neither particularly nuanced nor, in many cases, particularly well-written. They were mostly chances for Skybreaker to investigate a mysterious situation, discover a dark creature at the heart of it, and then throw his spear at it.

Occasionally, however, Skybreaker was given a chance to use his charisma and drive instead of just fighting, and one of the most famous of these stories occurred in “The Rationing Riots”, the main story for Cryptic Trails #42. In this story, Lewis Lamont returned home to discover simmering discontent over recently-applied rationing for the war effort, with even longtime friends that he believed would support the cause of fighting fascism talking about how annoyed they were not to have enough sugar for their tea, or rubber for their tires. Immediately suspecting Fomorian activity, Lamont set to work investigating.

It wasn’t long before Skybreaker’s efforts uncovered a two-pronged assault on American morale. Nazi spies were stealing rations, artificially limiting supply even further than expected and leading to people being unable to turn in their ration coupons, while Sluagh lurked at the rationing centres and subtly pushed the minds of the citizens to focus only on what they were missing, and not on what it represented. As the discontent began to explode into violent altercations, Skybreaker was forced to confront a riot on the waterfront, fighting to keep innocent people touched by Fomorian power from hurting each other and themselves while he rounded up the Nazi perpetrators.

Ultimately, Skybreaker threw his spear into the clouds, creating a thunderstorm that washed away Sluagh’s hold over the people, and then he faced off against the Nazi spy that Sluagh had empowered and killed him with a single blow of his spear. Sluagh managed to escape, mocking her Nazi master for falling so easily and swearing that she would have another chance to show Skybreaker that he was no better than any other human.

The story wasn’t particularly groundbreaking, but the underlying message would help to set the tone for Skybreaker through the war era – that people who were scared or angry were likely to be manipulated by a few dangerous individuals, rather than being cruel as a group. It helped to cement Sluagh’s relationship to Skybreaker and established the disdain for her would-be masters that kept her from becoming a Nazi villain and fading away, and it provided a classic example of Skybreaker simply creating storms, something that he rarely remembered he was able to do even in much more dangerous situations. And, of course, it expressed public support for rationing and sacrifice on behalf of a greater purpose, without delving into pure hatred of the enemy.

Behind The Scenes:

Thinking about what the superheroes were up to during the war, and of course a lot of it was ‘fighting Nazis’, but I wanted something a little bit unusual for Skybreaker. This served the purpose. Rationing was really kicking off in the US in late 1942, so it would seem like a topical thing that readers would look at and say, “Oh, yeah, I’m also annoyed about this but I’m not going to let myself be tricked into complaining!”

Pure propaganda, but not necessarily in a bad way.

5 Likes

Electric Bay

Type: Standard Location
Key Appearance: Flatfoot Adventures #7, January 1943

Traits:

  • Whirring Machinery d10
  • Eager Fair-goers d8
  • Flashing Lights d6

GREEN
Minor Twists

  • Midway Gift: Seeing the trouble, one of the carnies grabs a midway prize and tosses it to a hero to use. Roll the environment dice and Boost a hero with the Mid die.
  • Trapped On a Ride: One of the rides breaks down, leaving fair-goers trapped and terrified! Create the following challenge: Save the fair-goers

Until it is resolved, each time you roll the environment dice, also Hinder one hero with the Min die.

Major Twist

  • Criminal Carnie: One of the carnies decides that the heroes and villains have to go before something bad happens, and he grabs his hammer and gets involved. Create a d8 “Carnival Strongman” lieutenant.

YELLOW
Minor Twists

  • Panicked Crowd: A line waiting for an event realizes there’s a fight on and stampedes! Roll the environment dice and attack all nearby targets with the Mid die.
  • Crooked Carnies: Skilled bruisers hiding among the staff come out swinging. Roll the environment dice and create a number of d10 “Fairground Security” minions equal to the total on the Min die.

Major Twist

  • Runaway Ferris Wheel: The Ferris Wheel breaks off and begins rolling across the fairgrounds! Roll the environment dice and Attack one target with the Mid die, then create the following challenge: Safely stop the Ferris Wheel.

Until it is stopped, each time you roll the environment dice also Attack one target with the Mid die.

RED
Minor Twists

  • Furious Carnies: The carnies deploy in force to shut everything down. Roll the environment dice and create a number of d6 “Fairground Staff” minions equal to the Max die.
  • Electrical Overcharge: The advanced electrical systems running the fairground begin to short out and overload. Create the following challenge: Shut down the power.

Roll the environment dice and create a “Strobing Lights and Blaring Sound” penalty equal to the Min die. It is persistent and exclusive and affects everyone present until the challenge is resolved.

Major Twist

  • Full-On Stampede: No one is sticking around, but there’s no safe way out. The crowds are stampeding everywhere. Roll the environment dice, and attack all targets on the ground with the Mid+Min dice.

The launch of Flatfoot Adventures in 1942 led to a growth of more brightly lit, technologically-fancy Ferristown locations, many of which were later retconned into being part of Ferrisville. One of the more enduring was Electric Bay, a glittering amusement park on the edge of the lake fueled by the latest in electrical technologies.

Electric Bay first appeared in a storyline featuring the Company. In Flatfoot Adventures #7, the amusement park opened its doors for the first time, showcasing the latest in Ferris Industries technology with a collection of brand new rollercoasters and rides. Ferris hired the best technicians and carnival staff from around the country, but the true purpose of Electric Bay was to cover large-scale smuggling operations from the lake. The crowds and constant trucks of supplies for the midway served as a distraction that would allow Ferris to smuggle in weapons, alcohol, and machinery for his operations.

Flatfoot, on the trail of guns being brought into the city, soon found his way to Electric Bay, but when he discovered a shipment in progress the smugglers immediately opened fire, causing the park’s advanced technology to go a bit haywire and turning the situation into a near-disaster. Fortunately for Flatfoot and unfortunately for the Company, Ferris had failed to understand the carnie mindset. The workers that Ferris had assumed would rally to his troops cared more about the park than they did about their paycheques, and after a brief tussle with the robot lawman (who they instinctively distrusted) the staff of Electric Bay ended up rounding up the smugglers who had damaged their equipment and helped Flatfoot turn them in.

This became a trend for Electric Bay over the next several decades. Re-introduced in the 1960s under new management, the amusement park was a frequent setting for dates, covert meetings with informants, and running battles with supervillains.

Led by new manager Carmine Galbadi, a low-grade crook with aspirations of going straight, the park started to take in other crooks and hoodlums who were tired of the life but didn’t have a way to reintegrate into society easily. The staff of the park carved out a neutral space, fending off attempts by the Company to take over while also holding off the law from inspecting their rides and shipments. Sometimes they would take money to let the Company move goods through their turf, as long as it wasn’t anything too dangerous or liable to bring superheroic eyes on them, and sometimes they would acquire a bit of dangerously advanced technology and immediately integrate it into a new ride to draw in the crowds, but most of the time Electric Bay was more of a backdrop than a faction. Carmine himself was constantly frustrated by Flatfoot, alternating between reluctantly lending the robot a hand and actively getting in the way of his work.

In the Iron Age, Electric Bay would become an ally across the lake for the Rogue Agents, helping them to keep the Company and the Table from spreading back into Ferrisville. While the inhabitants weren’t particularly interested in heroics, they were very interested in maintaining the sanctuary that they’d built for outcasts and the marginalized, and Wildstyle ended up spending quite a bit of time there sprucing up their artwork and helping out with the rides.

Behind The Scenes:

This is one where I controlled one roll! One thing that I knew I wanted the moment I started working on locations for Venture Comics was an amusement park with a Ferris Wheel in Ferrisville, and I also knew I wanted it early. I rolled up all of the twists randomly, but the environment type and trait dice were pre-determined this time.

I went back and forth between “the staff are Company agents” and “the staff are their own thing”, and landed on “their own thing” because I think it’s a more interesting story and makes for better comics. This amusement park turns into a nice neutral meeting place for people under the watchful eye of a lot of heavily-armed carnies. Useful for a hardboiled superhero setting!

5 Likes

Inclined to agree. I like carnies as their own faction rather than being clearly on the hero or villain side of things, with their main interest being to make sure the show as a whole survives. For most of them it’s not just their paycheck, it’s their home, and their coworkers are found family for many, especially in travelling shows. You get exceptions where the whole show is a front for some nefarious enterprise but those don’t tend to last too long before some hero busts them up. Weirdly, there never seem to be whole carnivals of heroes, despite being potentially useful as “cover” for significantly inhuman-looking supers and a mobile base to boot. More common to see a lone hero (or sidekick) with a carnival/circus background, especially in Golden Age books.

My own closest attempt at this was more complicated and narrowly focused on a single attraction, notably a big “permanent” Ferris Wheel - which, as I recall, was inspired by discussion of the Ferristown/Ferrisville thing as well.

1 Like

Hidden Uranian Lab

Type: Dangerous Location
Key Appearance: Champions of Truth #16, August 1944

Traits:

  • Deadly Alien Technology d12
  • Unshielded Nuclear Reactors d8
  • Robot Workforce d8

GREEN
Minor Twists

  • Robot Support: Sensing danger, the lab diverts robots to support the Uranian forces. Roll the environment dice and boost all villain targets with the Min die.
  • Sound the Alarm: An alarm sensor is tripped, threatening to call back Uranian scouts! Create a new challenge: Shut down the alarms

If the scene enters the Yellow Zone before this challenge is resolved, create (H) d8 “Uranian Scout” minions and remove this challenge.
Major Twist

  • Restructuring: A series of walls suddenly springs up, dividing the heroes. Create (H)-1 new zones, and move one hero character to each of them.

YELLOW
Minor Twists

  • Radiation Ray: Automated defenses blast a hero with radiation. Roll the environment die and Hinder one hero target with the Mid die. This penalty is persistent and exclusive.
  • Alien Assault Suit: The Uranians pull out their specialized equipment. Roll the environment die and Boost one villain target with the Mid die. This bonus is persistent and exclusive.

Major Twist

  • Nuclear Cannons: The lab’s automated nuclear-powered weapons get a shot in. Roll the environment dice and Attack one hero with the Mid+Min dice.

RED
Minor Twists

  • Collapsing Equipment: A section of the lab collapses on someone! Roll the environment dice and Hinder one target with the Max+Min dice.
  • Robot Retribution: The lab’s robot workforce turns violent as the situation worsens. Roll the environment dice and create a number of d8 “Robot Worker” minions equal to the Mid die. They have +2 to their damage saves.

Major Twist

  • Escape Pods: The lab’s staff begins to flee at high speed, detonating sections of the lab in the process. Roll the environment dice and Attack all targets in a single zone, then create the following challenge in each other zone: Countdown to launch

When the scene tracker advances, Attack all targets in any zone that still has a challenge and then remove all challenges. Each escaped pod contains Uranian soldiers and technology that have escaped.

In its early years, Champions of Truth mostly avoided stories that were directly about World War II. Vincent Chambers felt that those stories were well-represented in Covert Tactics, Madame Liberty, and occasional issues of Flatfoot Adventure and Cryptic Trails, and largely left Greenheart and the Steward to face more fantastical foes. For Greenheart, this meant battles against flamboyant supervillains and dark magic, and for the Steward it meant an array of aliens with designs on taking advantage of planet Earth.

Released in August 1944, Champions of Truth #16 was unusual in that it lacked a backup story; the entire issue focused on a single storyline that would help to canonize two of the Steward’s persistent opponents, “Nest of the Night Bird”. The villainous Night Bird had appeared twice in 1943, first in her introduction and then in the story in which the Steward stopped her from kidnapping humans for an alien scientist. This time, she appeared at the start of the issue raiding an experimental lab working on uranium power, grabbing a prototype uranium engine and flying away with it. Believing that Night Bird was part of something bigger, the Steward chased her, only to discover that she was roosting on top of a hidden alien laboratory, using radioactive materials to hide herself from detection by blending into the surrounding radiation levels the lab was putting out.

As the Steward approached the area, the alien scientists panicked and opened fire, revealing themselves as Uranian invaders! They had settled on top of an old uranium mine and were digging out its radioactive materials for their research, and mistakenly believed that the Steward was after them. The Steward quickly responded, but the radiation in the building made it hard for him to fight against the secretive intruders, as did Night Bird’s attacks as she tried to stop the superhero from wrecking her nest. Joining forces with the Uranians, she fought him to a standstill while waves of robots smashed themselves against him.

Ultimately, the Steward was able to reach the power core of the base and destroy it, collapsing the facility and sending the Uranians fleeing. Night Bird vanished in the confusion, and the Steward believed that she had been crushed by falling rubble, but she would return soon enough. The fleeing Uranians would next be seen in November, when the scientists were picked up by Overlord Trake during his first invasion of the Earth.

“Nest of the Night Bird” would help to establish personalities for both Night Bird herself and for the Uranian fleet. In her case, it established an uncanny ability to track down alien technology and situate herself alongside it, making it easier for writers to explain why she was present without needing to have aliens out looking for her. For the Uranians, the existence of secret outposts and hidden bases would quickly become a core aspect of the radioactive aliens, giving them a reputation for trickery and surprise rather than the merely rampaging invaders they had been in their first appearance. This would become a signature trait of Overlord Trake, a sneering superiority coupled with a reluctance to fight fair that would make him such a popular Silver Age character. Other hidden Uranian labs would become a common battleground throughout the history of Venture Comics, blossoming like mushrooms whenever the Uranians could get a foothold on Earth.

Behind The Scenes:

I had originally said that the second appearance of the Uranians was when Overlord Trake appeared in November 1944, but this was too perfect a place to use them, so they get two smaller appearances before becoming a big deal.

Evil alien labs are a big thing in the Golden and Silver ages, and this one is no different! Lots of nasty tech, painful penalties, and dangerous enemies to go around, plus a fun major twist that seeds future plot threads if you don’t deal with it!

Side note - I’m grabbing public domain comics art for some of my Golden Age stuff; this will stop working pretty fast once I’m through the fifties but it’s fun for now!

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March Of The Panzergeist

Type: Dangerous Event
Key Appearance: Covert Tactics #62, March 1945

Traits:

  • Nazi War Machines d10
  • Stormy Weather d8
  • Broken Rubble d8

GREEN
Minor Twists

  • Shelling: Outlying panzers shell the area. Roll the environment dice and Attack all heroes with the Min die.
  • Relay Station: A Panzergeist relay is discovered! Create a new challenge: Override the relay station. When the challenge is resolved, step down the status die of all villain minions in play.

Major Twist

  • Mind Ray: A hero is struck by the Panzergeist’s Mental Ray Gun! Roll the environment dice and Attack and Hinder one hero with the Mid die.

YELLOW
Minor Twists

  • Mind-Controlled Civilians: The Mental Ray Guns strike civilians in hiding!. Roll the environment die and create a number of d8 “Brainwashed Citizens” villain minions equal to the Mid die.
  • Mental Bombardment: The Panzergeists radiate their power across the field! Roll the environment die and Hinder all hero targets with the Mid die.

Major Twist

  • The Battle Lines Collapse: The Panzergeists rumble forwards towards the city! Advance the scene tracker one space.

RED
Minor Twists

  • Will Power: The passive power of the Panzergeists emboldens the Nazi menace. Roll the environment dice and Boost all villain targets with the Max die.
  • Surrounded! The Panzergeists surround and assault the heroes. Every hero must make an Overcome as a free action to avoid danger. A hero who fails takes a Major Twist.

Major Twist

  • Overwhelming Mental Energy: A weakened hero is targeted by Iron Will for conversion. Roll the environment dice and Attack one hero with the Min die. Also Hinder that hero with the Mid die. The penalty is persistent and exclusive, and if the hero is taken Out while the penalty persists create a villain lieutenant with a status die equal to their highest power die to represent their compelled state.

By early 1945, it was clear to the writers of Venture Comics that the end of World War II was on the horizon. After the liberation of Paris the previous year, Madame Liberty and Covert Tactics had both begun focusing on pressing the advantage, taking down Nazis and fighting against Japanese soldiers across the Pacific. Writers rushed to get a handful of big events in to sell comics before the war ended, with a series of major stories taking up full issues of the comics instead of the more common multiple stories per issue up to that point.

In March of 1945, Covert Tactics #62 saw the last of these major events during the “March of the Panzergeist” story. As the German lines crumbled, Iron Will unleashed the last of the great Nazi war machines. His Panzergeists, amphibious tanks able to project hypnotic rays alongside their powerful artillery, evaded the Allied lines and began to cross the English Channel, with the goal of landing on the shores of Britain and collapsing Allied morale as the population was driven into a frenzy of Nazi patriotism through the hypnotic power of Iron Will!

Madame Liberty discovered the threat and stowed away on the Panzergeist fleet with her sidekick, but as they began to sabotage the enemy from within it became clear to them that they would never be able to stop the fleet before it reached Dover, and the Allied forces were too locked in to fall back in time. Madame Liberty sent a desperate radio message to her sometimes ally Jonah Drake, a supersonic underwater hero known as the Living Torpedo. The Living Torpedo was in America at the time, but he was able to receive Madame Liberty’s message, rendezvous with another Madame Liberty ally, the Italian freedom fighter known as the Partisan; the two heroes arrived on the shores of England just as the first Panzergeists breached the waves.

Together, the four heroes battled across the shores of Dover, fighting tanks and pulling mind-controlled civilians out of the line of fire. The Human Torpedo crushed the panzers before they could land on the beaches, while the Partisan led the charge against the Nazi tanks. Madame Liberty and Kid Liberty sabotaged the relays the Nazis were using to amplify their powers, confronting Iron Will as he threatened to turn the entire population of Dover into Nazi spies!

The story ended in an Allied victory, of course. Iron Will’s plans were shattered, his forces were killed or rounded up, and the villain himself was shot dead by the Human Torpedo, falling off the cliffs of Dover into the sea. With the surrender of Germany two months later, it would also prove to be the final storyline in Covert Tactics about the Nazi threat; while Madame Liberty would continue to hunt down leftover Nazi super-science for the next few years, most of them hastily-rewritten stories that had originally been about the Reich, Covert Tactics shifted its attention to the Pacific, with the Human Torpedo sinking Japanese ships until the sudden surrender of the latter later that year.

“The March of the Panzergeist” marked one of the largest superhero crossovers in the Golden Age, and there was some discussion about forming a team out of the four heroes permanently. But the slow decline of superheroes would lead to Madame Liberty increasingly being relegated to their own comics, and the gradual disappearance of the the other three heroes; by the time the true Champions of Truth were formed in the 1960s Jonah Drake was in a very different role, the Partisan was replaced by his Jotari legacy, and Kid Liberty had moved on. Iron Will would return as a Soviet agent a few years later, with no real explanation for how he survived his fall off the Cliffs; later stories suggested that he was saved by one of his mind-controlled minions, without really bothering to interrogate the situation.

Behind The Scenes:

I wanted to fit one good “fighting Nazis” environment into this book, and this was pretty much the last chance to get it there. When I saw that March 1945 was already listed as the final appearance of Iron Will, it seemed like the perfect chance to write up a mind-control tank Nazi invasion of Britain just as the Allies are winning the war.

This environment also marks the first appearance of two more Golden Age superheroes, both of whom will get writeups in the future. I’m not actually sure what Partisan’s powers are; he’s sort of the Venture version of the Human Torch or Manhunter, a hero whose name gets grabbed for a totally different person in the Silver Age and thus never really appears again.

But the Human Torpedo will be showing up again later. Much later. So much later, sorry. I thought about taking time to explain his whole deal, but I was at the edge of pagecount already, so “he’s sometimes Madame Liberty’s ally, he swims at supersonic speeds, he’s a bit of an asshole and he does not get his own comic again post-Golden Age” pretty much covers it for now.

But if you’re curious: Imagine if Namor was also Doc Savage.

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when you get there, partisan is also a type of medieval polearm in addition to factional politics

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