The History of Venture Comics!

Randomizers:
Approach: 3, 1, 7 [Options: Relentless, Underpowered, Bully, Focused, Mastermind, Overpowered]
Archetype: 8, 1, 4 [Options: Predator, Guerilla, Formidable, Inhibitor, Loner, Legion]
Upgrade: 4, 7, 10 [Options: Villainous Vehicle, Quality Upgrade I, Calming Aura]
Mastery: 2, 1, 8 [Options: Behind the Curtain, Mad Science, Profitability]

Witchfinder
Witchfinder

Real Name: Caleb Bickerton, First Appearance: Veilwalkers #12, Feb 2020
Approach: Mastermind, Archetype: Inhibitor
Upgrade: Quality Upgrade I, Mastery: Mad Science

Status Dice: Based on heroes with penalties. 3+: d10. 1-2: d8. None: d6. Health: 30+5H (Upgraded 50+5H)
Qualities: Ranged Combat d10, Stealth d8, Science d8, Magical Lore d8, Investigation d8, Revenge Is Best Served Hot d8
Powers: Lightning Calculator d12, Fire d10, Speed d8

Abilities:

  • Anti-Magic Adjustments [A]: Boost yourself using Science and use your Max die. Either make that bonus persistent and exclusive, or Boost yourself again using your Min+Mid dice.
  • Backdraft [A]: Attack one hero using Fire. Hinder all heroes using your Max die.
  • Widdershins [A]: Select a nearby target. Either turn all bonuses on that target to equivalent penalties, or move a penalty from that target to another target that you can see.
  • The Beast Burns [R]: When Attacked by someone with a penalty you created, Defend by rolling your single status die, and the attacker also suffers that much damage.
  • (U) The Family Genius (I): Increase your Ranged Combat to d12, and your Stealth, Science, Magical Lore, and Investigation to d10.
  • (U) Master of Mad Science (I): As long as you have access to materials, you can automatically succeed when Overcoming a challenge by using scientific principles and inventions.

Common Scene Elements:

  • Bickerton Security. d8 Minions. If any other minions or lieutenants are nearby, this minion has a +1 to their actions. If not, they have a -1 to their actions.
  • Anti-Magic Devices. This complex challenge gradually weakens the magical powers of heroes until found and disabled.
  • A Heavily Trapped Environment, which will mostly unleash Attacks and Hinders against unprepared targets. The Witchfinder does not hunt unprepared.

While the Veilwalkers worked to deal with the problems created by the world’s new leylines, they were not the only people affected, nor the only people looking for answers. Unfortunately, one of the other groups involved was far less devoted to the good of the common person.

Bickerton Security, despite its name, was not controlled by the dwindling Bickerton family. Their dwindling fortunes and numerous setbacks at the hands of their ongoing feud with Lostwood ultimately led the company to be purchased by their rivals, and while a handful of extended family members continued to work there, the agency was a shell of its former self, hiring out tech-empowered security officers to celebrities or politicians terrified of the threat of super-powered individuals. When a new series of magical events threatened some of their clients, however, one of Bickerton’s top researchers saw an opportunity.

Caleb Bickerton was a descendant of the Bickerton family, albeit one whose grandfather had married against the family’s wishes and who had been raised without access to the shrinking family fortune. He was also a genius, devoting his life to the studies of extradimensional phenomena. In the new ley line eruptions, he saw a chance to gain revenge both on the main family branch for shunning his parents, and against the magical creatures that he held responsible for humanity’s sorrows. He began work on a new line of Bickerton security products, testing them in person and violently closing ley lines. The backlash would echo through the lines, affecting people elsewhere, but that just meant more customers in the future. Caleb became known as the Witchfinder, a man with an unerring ability to seek out magical forces, outfitted with genetic upgrades that let him vent his own adrenaline as flames, enhanced by scientific formulas to be particularly harmful to magical forces.

In Veilwalkers #12, a Bickerton Security contract led Witchfinder directly into conflict with the Veilwalkers, as they tried to solve a fractured leyline that he was simultaneously trying to detonate. The resulting battle was the first major setback for Caleb, with Veilweaver undoing his forces, Harbinger chasing off his men, and Adamant and Eli confronting him directly and forcing him to retreat. Swearing vengeance, Witchfinder set about learning the full details of his enemies’ magic, planning to return with carefully-crafted counters to each of their abilities…

Behind the Scenes

We haven’t seen the Bickertons since the 70s, although they’ve probably been around a little bit here and there as background elements or as minor Twilight Carnival villains. I like the idea that they had mostly faded away, until someone wanted a new threat and grabbed a classic enemy of Lostwood to bring back!

Witchfinder is a fairly standard villain, a scientific mastermind who weakens enemies to let his minions pile on them and who has nasty tricks if people come at him anyway. His Widdershins is pretty nasty against the Veilwalkers, who tend to stack up bonuses, but otherwise he’s mostly doing normal things and acting as a distraction for his challenges and minions.

4 Likes

Pretty nasty, really. Good to see Bickerton Security back even in a diminished role (maybe especially in a diminished role, they deserve it) since they make such easy villains to hate. The idea of a relative from a cadet branch of the family looking to show them up is pretty appealing too - let the bad guys fight each other.

If your heroes are anything like the ones I’ve seen as PCs his anti-magic gadgetry might lead to some serious surprises and personal re-evaluation as supers who thought their powers were “just” scientific or mutation or whatever discover they aren’t. Or equally, someone who thought they were mystically empowered or using a magic relic discovers Clarke’s Law and Witchfinder gets an unpleasant surprise of his own.

Dig the hat, too. Best headgear in a while, showing up Azoth pretty handily. :slight_smile:

EDIT: Occurs to me that the latest bit of villainy on my blog would be the kind of thing people hire the Bickertons to protect them from. Also the kind of thing a sufficiently ruthless mastermind villain might deliberately encourage to simultaneously drum up future business and make his supposed superiors look bad for not stopping.

“Don’t let what happened to Smoking Ruinville happen to your home town! Hire new, improved Bickerton Security! Now with more Witchfinder!”

1 Like

Randomizers:
Approach: 5, 3, 5 [Options: Underpowered, Bully, Mastermind, Overpowered, Adaptive]
Archetype: 1, 1, 1 [Options: Predator, Inventor, Domain]
Upgrade: 10, 9, 12 [Options: Calming Aura, Brainwashing Zone, Hardier Minions]
Mastery: 7, 2, 9 [Options: Behind the Curtain, Mysticism, Superiority]

Demi Gog

Real Name: Demi Dallas, First Appearance: Madame Liberty #1, March 2020
Approach: Overpowered, Archetype: Predator
Upgrade: Calming Aura, Mastery: Superiority

Status Dice: 0-1 Engaged Opponents: d10. 2-3 Engaged Opponents: d8. 4+ Engaged Opponents: d6. Health: 50+5H (Upgraded 60+5H)

Qualities: Close Combat d8, Alertness d6, Fueled By Emotion d8
Powers: Telepathy d12, Strength d10, Speed d10

Abilities:

  • Drink It Down [A]: Boost yourself using Fueled By Emotion. Use your Max die. That bonus is persistent and exclusive. Defend using your Mid die against all Attacks until the start of your next turn.
  • Psychic Spike [A]: Hinder using Telepathy and use your Max die. Attack that target using your Mid+Min dice.
  • Unleash [A]: Attack using “Fueled by Emotion”. Use your Max die. If the target has a penalty you created or is in the Red zone, use your Max+Mid dice instead.
  • Who Are You Attacking [R]: When Attacked, Defend yourself by rolling your single Telepathy die. Deal that much damage to a different nearby target.
  • (U) Emotional Dominance (I): The heroes act as being in the Green zone for status die, access to abilities, and for the purposes of all abilities. Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, you may use a reaction to Hinder them by rolling your single Telepathy die.
  • (U) Master of Superiority (I): As long as you are manifesting effects related to a power you have at d12, automatically succeed at an Overcome involving usage of those powers.

Common Scene Elements:

  • Living Batteries. d8 minions. A Living Battery may roll to both Boost and Recover Demi Gog. Remove it from play afterwards.
  • Exhausted Civilians. A complex challenge to get the people Demi has already drained out of the area; they can’t help themselves!
  • A Major Festival. An environment filled with celebrations and activities, which can both empower or hinder Demi or the heroes.

While Passing the Torch launched with ten titles, matching the ten titles that were in place before, the company had always hoped that they would be able to rebuild their line if things were moderately successful. Early results were promising, and in March of 2020 two more classic titles were revived for classic comics fans: Into the Green (Volume 2) and Madame Liberty (Volume 2). Both focused on the classic stalwarts of the Venture line, exploring their individual places in a post-timeskip world. Madame Liberty had returned to her shapeshifting roots during the Plutonium Age, and her comic was designed to be a fairly classic one, with cruel villains seeking to throw the world into chaos simply because they could.

The first major foe that Madame Liberty faced was, therefore, designed to stand in opposition to her. Demi Dallas was a corrupt news reporter who delivered whatever story her clients wanted, covering up shady business practices, falsely accusing innocent whistleblowers, and otherwise damaging the lives of innocent people for the benefit of the powerful. One day, however, her life caught up to her. One of her clients, facing a major police investigation, decided that Demi was a loose end that needed to be removed before she could be coerced into testifying, and used an experimental device that was meant to cause a psychic stroke on-air, permanently putting her into a coma without leaving evidence that could be traced back to him.

This, of course, failed dramatically. Instead of falling comatose, Demi’s psyche was blasted, and reached out desperately to her surroundings, draining the emotions of her cameraman and knocking him comatose. The reporter fled the scene, soon finding that she could reach out and steal strong emotions, using them to fuel her physical and mental strength. Too much emotion was painful and overwhelming, but individuals in the throes of strong feelings were irresistible.

Overwhelmed by the surges of emotion around her, Demi declared herself to be the Demi Gog, an avatar of ruin who would bring down civilization. She began lashing out, attacking the city’s St. Patrick’s Day events to try and reduce the amount of emotion on the scene, but the fear of her victims only intensified the problem, creating a self-fulfilling feedback loop.

Madame Liberty, with the help of her friend and former sidekick Liberator, was able to stop Demi, but by this point she was ranting and raving that nothing could stop the oncoming storm, and that she would find her Magog and bring waste to the world. With the villain behind bars, Madame Liberty was left to wonder - had Demi seen something true in her psychic visions, or was she simply overcome by the emotions she had drained? And just who had designed the device that had created her?

Only time would tell.

Behind the Scenes

Our final villain is going back to the well and then reversing it - a psychic who, instead of controlling minds, eats feelings. I may have worked backwards a bit when I thought of Demi Gog as a “demagogue” joke; she has the ability to whip people into a frenzy and a vague idea that she wants to break society, but she’s more of a psychic predator.

Of course, literally one month after this debut is COVID, so the timeline for Madame Liberty gets more than a little messed up. Maybe there are enough stocked issues that they can start up again in May. Time will tell - by which I mean, if I come back to this in the future I will tell!

Anyway, tomorrow is our Diamond Age wrap-up. Looking forward to seeing you there!

3 Likes

Is Emotional Dominance meant to be a renamed Brainwashing Zone? The game text is actually for Calming Aura, which seems to fit the character concept better.

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Yes, good catch! I started at Brainwashing Zone, swapped out the actual ability for one that fit the concept better, and did not swap out the upgrade summary.

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History of Venture Comics, Pt 15: New Horizons

The first year of Venture Comics’ new lineup proved to be a highly popular one, revitalizing the line and bringing in new readers curious about the change in status quo, something that was rare in the comics world. Debates raged over whether this change would last, or whether the editors would reverse course in five years, or whether the new heroes would find their footing and join the more venerable Venture lineup.

Continuing and revamped comics Champions of Tomorrow and World of Wonders continued to keep popular characters active, joined in 2020 by Madame Liberty and Into the Green. New readers were introduced to the Venture world through Starshadow, Vanguard Academy, and Venture into the Unknown, while continuing readers were introduced to payoffs for long-time character progression as Gale Force and Veilwalker took on their own teams in Earthforce and Veilwalkers. Venture dipped its toe back into horror with Stutter, and continued its space opera roots through Celestial Travels.

And of course, readers were introduced to…

Your Comic #1, March 2019.

In Your Comic, your heroes were ready to stand up alongside the other luminaries of Venture Comics. What does that team look like? Was it something new, or drawing on old Venture traditions? Did it explode in popularity, remain a cult classic, or get cancelled during COVID because no one could meet to write it?

That’s up to you. But whatever the case, the future of Venture Comics was bright. There might be troubles on the horizon, but with new readers and new writers, the company was in a good place to meet them.

Behind the Scenes

Eagle-eyed readers may have noticed that I said that Venture launched ten comics in early 2019, and then I proceeded to only write up nine of them. That’s because I had to leave a space for the canonicity of whatever group someone wants to play in this setting!

And realistically, we all know that’s the one that has a lot of delays and everyone makes jokes about how it keeps missing deadlines and scheduling, but it’s a ton of fun anyway.

And with that, the Diamond Age draws to a close, and the History of Venture Comics is complete. Thank you all for taking the time to read through the highs and lows of this wild experiment. It’s been a great ride, and that’s… why I’m not actually stopping here.

See, right now we have eighty heroes and seventy-two villains for Venture Comics, plus a handful of heroic lieutenants. I think I’d rather have an even hundred of each, and if there’s one thing I know, it’s how to pour way too much energy into a project for my personal amusement with no other benefit! Except, I hope, the benefit you all get from reading it.

So: next week, I’ll be putting up a brief post-mortem on the project and my thoughts on Monday, and then on Friday I will follow up with the rules and structure of the next stage of this project…

D-Listers.

See you then!

5 Likes

GTG could take some lessons from that idea.

Glad to hear it. I wasn’t looking forward to this forum going back into the doldrums. My own excesses are behind me I think, although I’ll probably manage to cough out a few more blog posts now and then.

Every comic publisher needs a good roster of chumps to make the A-list characters look good. :slight_smile:

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oh boy, time for the most exciting part :smiley:

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The Post-Mortem
Whew!

A hundred and fifty-two characters, eighty years of comics, a handful of heroic lieutenants and a lot of scene elements. Eight months of real-time development. This is a hell of a project, and it’s not even done.

So what did I learn, and how can it help you?

First off: this is a hell of a project. Unsurprisingly, developing an entire comics universe from the ground up is not for the faint of heart. Things started pretty simply, but before long I was juggling multiple spreadsheets and timelines, making notes of which issues I’d earmarked, looking ahead to try to align potential new characters with the direction things seemed to be going, and designing entire new subsystems just for publishing company creation. It got a little out of hand, and I barely even touched on the metaverse writers and artists and editors that are, in the real world, such a big part of the direction that various comics take. So if you decide to take it on, be warned, this is going to be a huge part of your life. And it will go in weird directions, when you get a totally wild set of randomizers in the middle of a set that you think you know. Just like real comics.

I may be thinking about how to do a metaverse artist generator to design storylines as I delve back in. That might be taking it too far.

Secondly, and this is probably not going to be a huge surprise: the guided method doesn’t work for a project of this size.

It just can’t get the high numbers. Backgrounds and Personalities weren’t too bad; the 3d10 revision (including using doubles as 10+X) I put together for Backgrounds worked to keep high numbers rare, but not unique. But using Power Source and Archetype dice to guide your progression, while it’s a cool idea, really blocks off the high numbers. For future projects like this, I’m just going to use 3d10 straight.

I’m not sure where that leaves the villains. d10/d8/d8 should have a similar effect to 3d10, but in practice I didn’t roll a single Ancient or Leech for the entirety of the Iron or Diamond ages. d10/d4/d4 gives fairly reliable access to every Archetype, but at the cost of wildly over-representing the first four. In previous runs, I accounted for this with pretty strict limits on how many of each type I could create, and I’ll probably do that with D-Listers unless I have a brilliant idea in the next two days, but for the longer term, I don’t know what the plan is. Maybe just create a few homebrew Approaches and Archetypes that I really like and want to use frequently so I can get both up to 20?

Thirdly, while I like the high concept of it, my “if two out of Background/Power Source/Archetype match, it’s a reboot” plan was actually terrible and I do not recommend it.

The problem is twofold. The first problem, which I had anticipated and actually thought was a good thing, is that by the end of the project I can potentially hit the Archetype stage and have up to sixteen choices blocked off for reboots only. It doesn’t usually get that bad, but there were multiple times that I hit characters for whom five of the six Archetypes would be reboots, and because it was happening at that stage I’d already gotten halfway through building a character concept that I didn’t want to trash. There were two different times that I built full characters without remembering to double-check something, and then discovered they weren’t legal under my rules and had to start over. Tracking which pieces had been paired with what was a lot more complicated than just tracking the heroes - I needed to have separate tables for Background/Power Source, Power/Souce Archetype, and Background/Archetype, and then I needed to make sure I updated them correctly if I shifted ideas around. Most of my tables were slightly wrong by the end because I made changes and forgot to record them.

The second problem was that when I did want to reboot a character, I usually didn’t want them to be that similar to their original version, so I didn’t end up using the rules for most of my reboots anyway! It’s more interesting to see a character adjusted to only have one, or even none, of their original traits.

One other thing that I do recommend is to deliberately pace out your villains for the different comics. Villains don’t have nearly as strict a set of rules about qualities and powers, which means that it can be harder to figure out what options to pick if you don’t know what heroes they’re up against. Setting up “okay, this next one is going to be the new Skybreaker foe” made a lot of things slot together better.

And with that - if anyone has questions about the process or the characters, now’s the time to ask them! I’ll be updating next on Friday with the schedule for the next phase.

P.S. One fun side fact - the final villain of the main phase of this project was posted in Post #666 of this thread.

5 Likes

None of the groups I’ve played with have liked the Guided Method much, and a lot if it comes from that same probability curve that’s plagued you here. There’s a really obvious fix - draw up a chart that assigns each possible outcome per step (20 of each for heroes, and IIRC an 18-14-12-12 split for villains if you don’t add any homebrew) to single card in a plain old deck of poker cards. You’ll never need more than 20, so pick the appropriate number to use and set aside all the spares. As you go through each step, draw three cards and pick one, then shuffle everything back in and draw again for the next stage.

You could obviously use a d20 instead, but I’d advise rerolling any dupes so you always have three options to pick from. Ignore the book completely when it tells you to roll dice to determine options, just carry the appropriate dice forward to the next step the way you would with Method Two.

If you want to be more thematic you could use cards from some superhero card game instead, assigning them “values” the same way. Somehow, I imagine most SCRPG players might be able to find enough of them to do the job. :slight_smile:

That completely eliminates any kind of curve and makes every option equally like while keeping the randomness and actually slightly increases the overall number of options (since you’ll never be shafted by duplicate/triplicate rolls). No more getting to the personality step and rolling double ones…

2 Likes

The main issue is that I do actually like the idea that, with a guided method system, some options show up more than other ones do, and the top-level options are things that you see more often in superhero stories. It means that players aren’t likely to have a completely wild build unless they’ve chosen in advance to build one. I just don’t like how big the difference is.

I have, for a while, been discussing the idea of essentially having a set of d12 Power Source and Archetype tables, and you would roll on a table that most fits your previous step. And while there are twenty Power Sources, some of them show up on more tables than others, and some tables are more common than others, so you get uneven distribution without totally vanished distribution.

I just haven’t sat down to do that, because I’m not sure what I want the individual tables to be.

1 Like

Well, you could still go with the card approach and salt the deck with duplicates of whichever results you want to be more frequent - which would really let you fine tune things, more than any combination of dice will achieve. I’ll certainly agree that by RAW some of the high-end results are ridiculously rare, especially with the steps where you’re only rolling 2d10 normally. There’s nothing so special about an Arrogant personality that it deserves to appear one time in a hundred, and Created heroes aren’t all that scarce, right Aaron? Red? Captain Marvel? SPLIT! :slight_smile:

2 Likes

D-Listers . We know them (occasionally.) We love them (rarely.) We consider them amazing trivia references for deep cut fans to goof around about. And while the current state of Venture Comics includes all of its successes, we haven’t delved into the failures.

This project is going to examine Venture Comics’ most semi-popular deep cuts, a selection of heroes and villains who just never made it. Some of them were too derivative, some were too weird, others just kept almost making it before sinking into obscurity.

So, how’s this going to work?

The Criteria

In order to write D-Listers, I need to define them. The rules of D-Listers are as follows:

  1. A D-List hero has to have managed at least twelve issues as a main character, and have gotten no more than thirty-six across all of Venture Comics. It’s okay if they’ve made minor or supporting roles elsewhere; people love to reference deep cuts, after all. So heroes who were in two issues of Venture into the Unknown in the 1960s do not count, and neither do people like the Remnants, who despite their relatively short run managed a TV show and are effectively C-Listers of the Venture world.
  2. A D-List villain has to have had six or fewer major storylines, regardless of whether those storylines were one issue or a full trade paperback. Like the heroes, they can have made small appearances all over the place.
  3. Neither a D-List hero nor a D-list villain can have gotten a successful reboot as a different character later, either in a new role, as a legacy character, or by flipping from hero to villain (or vice versa). The Silver Age Shadowspear would have been a D-lister, but her Iron Age incarnation pushed her into prominence and would bar her from this list.
  4. When I write a team of D-Listers, I will only be writing up the most ‘successful’ member of the team, with the other members relegated to the summary writeup. There may be one exception to this in the Plutonium Age: I haven’t decided just how many hero slots I’m willing to give to really underscoring the Champions of Freedom yet.

The Process

I’m planning to write twenty D-List heroes, and twenty-eight D-List villains. I will updating four times a week rather than five, working my way chronologically through Venture Comics rather than doing all heroes and then all villains. The numbers by age will be:

  • Golden Age: Two weeks (four heroes and four villains)
  • Silver Age: Two weeks (four heroes and four villains)
  • Bronze Age: Two weeks (three heroes and five villains)
  • Iron Age: Three weeks (four heroes and eight villains)
  • Plutonium Age: Three weeks (five heroes and seven villains)

The Iron and Plutonium Ages are getting a bit more, because they were both the focus of big pushes in terms of how many comics Venture was pumping out. Diamond Age isn’t getting anything, because it’s too soon to tell if any of the characters introduced in its first year are going to fail.

For heroes, I will be using the Venture Comics creation rules, except that I will use 3d10 as my generation for each stage. If any element gets picked by two heroes, it will be rendered ineligible and rolling it will slide down to the next eligible option.

For villains, I am doing something slightly different! For Approach and Archetype, I will be using 3d10 as my generation for each stage, but the table that I’ve created will treat 17-18 as a single result, and 19-20 as a single result. The tables will look as follows:

Result Approach Archetype
1 Relentless Predator
2 Skilled Inventor
3 Prideful Bruiser
4 Underpowered Guerilla
5 Bully Indomitable
6 Disruptive Overlord
7 Focused Formidable
8 Mastermind Inhibitor
9 Specialized Loner
10 Overpowered Squad
11 Generalist Fragile
12 Tactician Thief
13 Creator Invader
14 Ninja Domain
15 Adaptive Warden
16 Dampening Calamity
17-18 Leech Legion
19-20 Ancient Titan

Eagle-eyed readers may notice that there are four archetypes listed that are not in the core book. These archetypes will be revealed when they’re drawn! After all, why not use D-Listers to experiment with nonsense?

Upgrades and Masteries will be randomized using 3d12, as with the previous villains.

We’ll begin on Monday, in the early days of the Golden Age. I have a very rough idea of what some of these heroes and villains will look like, because I’ve got spots open in the timeline for a lot of them and I already know which comics are around in each age, but there’s a ton of variety possible. So I hope you will enjoy as we delve into the world of D-Listers!

4 Likes

So I should be hoping for Villain Archetype rolls of 12, 13, 15, and 16, then. Let me see if I can get one of my more mystically-inclined supers to hex your dice for you. :slight_smile:

Looking forward to seeing what awful ideas for characters you manage to come up with over the next twelve weeks. Justifying their inevitable failures ought be tricky with some of them. Part of the reason IRL D-listers are often belatedly beloved by fans is that sometimes an intriguing concept gets handed to an incompetent or uninterested creative team and never gets a fair chance. Hope we get some blatant character assassination like Byrne’s treatment of Star Brand (and ultimately the whole New Universe) after Shooter left, that kind of petty, spiteful BS is always a good way to enrage fans.

FrivYeti for this phase or after would you be willing to accept a small challenge?

Summary

Take one of your older random builds or one of Chief_Lacky_Rich’s builds and squeeze the backstory a little to force them into Venture continuity to represent the comic company buying a rival and cannibalizing the one popular character they get

3 Likes

Or do a published IRL character. Venture Comics doesn’t have a Captain Marvel yet. All the cool companies have a Captain Marvel, even if they occasionally have to use stupid names for them that real fans ignore. Sometimes they have several Captains Marvel, even. :slight_smile:

Bonus points for doing the alien android version. Part Detachment was practically written with him in mind.

2 Likes

It’s an interesting idea that I will think about. I don’t know if Venture was ever big enough to buy out other publishers like that, and my existing characters were all designed to be modern SC characters, but it might be doable.

I don’t think I will do a major real-world name, though. Only the smaller ones that aren’t big deals.

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The Randomizers:
Background 3, 7, 10 [Options: Performer, Law Enforcement, Unremarkable, Medical, Anachronistic]
Power Source 1, 9, 8 [Options: Accident, Powered Suit, Radiation, Tech Upgrades, Extradimensional]
Archetype 2, 9, 9 [Options: Shadow, Elemental Manipulator, Sorcerer, Reality Shaper, Divided]
Divided Archetype 8, 4, 4 [Options: Blaster, Flyer, Psychic, Minion-Maker]
Personality 5, 1, 10 [Options: Lone Wolf, Sarcastic, Distant, Alluring, Stoic, Jovial]

Mistress Eve

Real Name: Millie Eden (Eve), First Appearance: Campfire Terrors #28, June 1941
Background: Unremarkable, Power Source: Extradimensional, Archetype: Divided (Psychic)
Principles: Split, Business, Health: 32 [Green 32-25, Yellow 24-12, Red 11-1]

Mild-Mannered Nurse
Qualities:
Alertness d10, Medicine d8, Investigation d6, Protector of the Weak d8
Powers: Intuition d10, Animal Control d6, Precognition d8
Personality: Lone Wolf, Status Dice: Green d8, Yellow d8, Red d10.

Goddess of the Garden
Qualities:
Alertness d10, Persuasion d8, Investigation d6, Otherworldly Lore d6, Protector of the Weak d8
Powers: Suggestion d12, Infernal d10, Intuition d10, Animal Control d6
Personality: Alluring, Status Dice: Green d6, Yellow d8, Red d12.

Green Abilities:

  • Split Form (I): Your Qualities and Powers are split across your two forms (see above.)
  • Unlock Spirit [A]: Transform from your civilian form to your heroic form, or vice versa. Then take a basic action using your Min die.
  • Two Souls As One [A]: Boost yourself using Intuition. That bonus is persistent and exclusive. Damage dealt using that bonus is all Infernal.
  • Nephalim’s Insight [R]: After rolling during your turn, you may take 1 irreducible damage to reroll your entire dice pool.
  • Principle of the Split [A]: Overcome a situation that benefits from having a completely new outlook and use your Max die. You and each of your allies gain a hero point.
  • Principle of Business [A]: Overcome in a situation related to the medical business or knowing patients. Use your Max die. You and each of your allies gain a hero point.

Out:

  • Boost an ally by rolling your single Alertness die.

Mild-Mannered Nurse Abilities:

Green:

  • Bad Feeling [A]: Boost using Precognition. Apply that bonus to all hero Attack and Overcome actions until the start of your next turn.

Yellow:

  • Good Feeling [R]: After an ally rolls dice to take an action for their turn but before using the result, Boost that ally’s roll using your single Precognition die.

Red:

  • Save the Day [A]: Overcome using Medicine. Use your Max+Min dice.

Goddess of the Garden Abilities:

Yellow:

  • Call of the Damned [A]: Attack multiple targets using Infernal. Then, take irreducible damage equal to the number of targets hit.
  • Serpent in the Garden [A]: Attack using Suggestion. Hinder that target with your Mid die. Hinder yourself with your Min die.
  • Seductive Gesture [A]: Attack a minion using Suggestion. If that minion would be taken out, you control its next action, and then it is removed. Otherwise, Hinder it using your Min die.

Red:

  • Fallen Angel’s Scream [A]: Attack using Infernal. Use your Max+Mid dice.

In the summer of 1941, Venture Comics had three successful superheroes under their belts, all of them men. As part of a concerted effort to expand their market share, the editors put out calls for female superheroes who would be attractive to the core readership. While the most successful of these would debut a month later, the first woman to lead a comic was actually the Mysterious Mistress Eve, introduced in the pages of Campfire Terrors in June.

Millie Eden was a mild-mannered nurse working in an unnamed, crime-ridden city. One night, as she returned home, a pair of men with knives tried to mug her, and in the confusion, she was stabbed - only for her body to be possessed by Mistress Eve, the Queen of Hell! Mistress Eve swiftly dispatched the mugger and healed Millie’s wounds, but there was now a bond between the young woman and the ancient spirit. When she wished to, Eve would take control of Millie’s body, using it to exact vengeance against criminals, Nazis, and anyone who would abuse and hurt those weaker than themselves.

The relationship between Millie and Mistress Eve was an odd one. The two were able to speak to each other, and in at least two stories, Millie took control after a battle to give medical care to injured civilians, showcasing her compassion against her alter-ego’s vengenace-driven rage. Their differences of opinion often led to clashes, but they came together to fight evil in the end. Despite her name and title, Mistress Eve never claimed to be the Eve, and her exact backstory was vague. She only said that she had been damned for the sins of others, and that she wished to seek vengeance.

Mistress Eve was very briefly very popular, with eight appearances in the pages of Campfire Terrors between June 1941 and May 1942. But audiences weren’t quite sure what to do with her, and her strident feminist violence was off-putting to the comic’s mostly-male audience. Her appearances gradually dwindled over the next two years, with her fifteenth and final story gracing the pages of Campfire Tales in September 1944. After that, she vanished from the pages of Venture Comics for over thirty years.

A brief attempt to revive the character along with the rest of Venture’s magical lines was made in 1979, in the five-issue Garden of Eden miniseries. There, Mistress Eve returned, attached to Millie’s daughter Margaret, and took the lead against a dangerous cult, which she fought alongside Dawn Rider and Prometheus. The miniseries failed badly, and Mistress Eve vanished again. She would return occasionally as a minor supporting cast member for Knightgrave, and then later for the Twilight Carnival in the early 2000s, but writers were never able to find a way to make a compelling idea into an interesting character.

Behind the Scenes

Well, my 3d10 strategy is already paying off in a big way, opening up Extradimensional and Divided for my very first hero. I had to go for it; my first thought was to have the other half be the spirit of Queen Cleopatra, but I decided to forego Egyptian stuff even in the failed heroes.

Mistress Eve is very Golden Age, and is very loosely patterned on the Golden Age Black Widow, another extremely short-lived character. In this case, she’s someone who might have been successful if she’d debuted in the 1970s with an another who knew what the hell they were doing, but she wasn’t and they didn’t, so she ends up in the bargain bin.

Mechanically, she’s not the strongest (Extradimensional and Psychic overlap quite a bit, and my dedication to having a few unique tricks to encourage her to shift back to nurse mode meant limiting her Eve mode’s abilities a touch) but she’s certainly unique, and I think she would be interesting to play. I think my upgrades to Divided (an extra d8 in each form, and a slight upgrade to the transformation power) make it more viable without flipping over to overpowering it.

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I was think of “Claire Voyant” and her alter ego the moment I started reading the origin. With 15 Golden Age appearances Millie (is that a nod to the model that Fashion was inspired by?) did much better than poor Claire, and her origin is less…I guess “morally confused” would be the right term? Somewhat surprised you didn’t give her the multiple costumes the IRL character was known for, but I guess doing 15 images might be a hassle, eh? :slight_smile:

Even with the improvements I don’t think you’re in danger of being OP by a long shot. Going by the somewhat similar Form-Changer you could easily make the Green “change” ability a regular basic action and still feel kind of weak - Divided still has no stronger alternate change abilities to choose from, no complete reallocation of power dice between forms, and even the bonus d8s are still arguably weaker than F-C’s two die step upgrades (often to d10s or d12s) in their Yellow form. Of course it’s a bit apples and oranges - and you could play a Divided (Form-Changer) if you really wanted.

Putting some of her abilities under the civilian ID is the best argument I’ve seen for not going with Uncontrolled Transformation. I like that, wish there was more mechanical encouragement for it by the book.

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You’re missing the RP quality I think, which should be available in both forms.

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