The History of Venture Comics!

It really just depends on how you level up. Our 5e group ignores the expectations of 5e. The current campaign has had 108 completed sessions and they are at 7th level. (We basically level when everyone feels like it’s appropriate and they’ve explored everything they want to at that level.) We just decided that was how we wanted to do it, and established that at our Session 0. :slight_smile:

A SCRPG campaign could be similarly established as saying something like “For now, we only want to use one collection per session.” Then later, they can all agree to use two, etc. IF everyone is in agreement on it, that could be a fun campaign! :grin: But it really does depend on the group and how they approach role-playing. :blush:

1 Like

Granted, but simply slowing the rate you get collections isn’t a perfect solution either. While they’re very powerful and versatile, Collections aren’t the cluster of smaller improvements you see in 5e or most modern level-based games where there aren’t any “dead” levels where you just add some hit points and maybe improve a couple of other numbers. They’re just a growing pile of metacurrency. A really good metacurrency, but there’s no decision points involved in gaining them they way you get with feats/spells/whatever - and because of the genre, there’s also no real expectation of accumulating and replacing gear the way you do in fantasy and (to a lesser degree) scifi. Maybe that’s what people are really looking for in advancement for Sentinels - more micro-changes and decision-making than the Collection system allows, no matter how fast or slow they come in.

There’s also clearly some difference of opinion on what a long campaign even is. I’ve been roleplaying for close to half a century and never personally had a game last more than 5-6 years of more-or-less weekly play, and my definition of “long campaign” is around the 3 year mark, with the average being closer to 1-2 years (which my SCRPG experiences fall into, albeit not entirely voluntarily). But that’s me. I know people who have campaigns older than their grade schoolers, and less extreme ones who still regard anything under 5 years as being kind of pointless. At the other end of things there’s folks who aren’t interested in anything beyond a few months before they want to switch systems, and there seem to be an increasing number of folks who only play one shots or 3-4 session stories. It doesn’t even appear to be a generational thing like you might expect - that guy running a fourteen-year old game is in their early thirties and has only been gaming for a couple of years longer than their campaign. The variation in “how long is long” is another factor makes it hard to design your system to suit expectations.

The supers genre (and SCRPG in particular) also has the quirk of low-or-no mortality risk, which leads to characters lasting as long as their player is interested in running them even when defeated in combat regularly - and not everyone wants to move on at the same rate. You just don’t see that in most other RPG genres, and not even in most supers games - V&V can be quite deadly, and I’ve certainly heroes die in Champions when I didn’t really want them to.

Sure, and I think in most cases the longer campaigns I cited above do something similar to throttle advancement. That’s actually pretty easy to do by RAW with many older systems - it really did take years to legitimately earn the XP to reach even double-digit levels in TSR era D&D, and anyone who was telling you about their totally legit 24th level character in the early 80s was almost certainly a cheat or a liar. Mortality was also a bigger factor - even since 3rd edition death is less common, and (barring the OSR school of design) most of the industry has followed that downward trend. As long as you didn’t TPK long campaigns could usually soldier on with some continuity, and having a steady turnover of characters extended the overall campaign’s lifespan.

But again, this is derailing.

2 Likes

If Doctor Despair walked so that Doctor Freak could fly (his freak flag), then I guess I can’t be upset that he didn’t last very long. What a fantastic meta-story for that guy.

2 Likes

The Randomizers:
Background 3, 4, 6 [Options: Performer, Military, Upper Class, Law Enforcement, Tragic, Unremarkable]
Power Source 8, 8, 7 [Options: Relic, Powered Suit, Genius, Cosmos, Unknown]
Archetype 10, 1, 6 [Options: Speedster, Close Quarters Combatant, Armored, Robot/Cyborg, Sorcerer, Form-Changer]
Personality 1, 8, 2 [Options: Lone Wolf, Natural Leader, Impulsive, Fast Talking, Inquisitive, Alluring]

Professor Integrity

Real Name: Edward Ellis, First Appearance: Venture into the Unknown #1, Jan 1958
Background: Upper Class, Power Source: Genius, Archetype: Form-Changer
Personality: Inquisitive, Principles: Hero, Mask

Status Dice: Green d6, Yellow d8, Red d10. Health: 32 [Green 32-25, Yellow 24-12, Red 11-1]
Qualities: Science d10, Investigation d10, Banter d8, Close Combat d8, Stealth d6, Fortunate Heir d8
Powers: Lightning Calculator d10, Density Control d10, Inventions d8, Presence d8

Green Abilities:

  • Change Forms [A]: Take a basic action using Density Control, then switch to any available form.
  • Dashing Hero [A]: Attack using Density Control and use your Max die. Then change to any available form.
  • Principle of the Hero [A]: Overcome in a situation in which innocent people are in immediate danger and use your Max die. You and each of your allies gain a hero point.
  • Principle of the Mask [A]: Overcome using knowledge from your civilian life and use your Max die. You and each of your allies gain a hero point.

Green Form: Super-Solid
Powers:
Vitality d10, Density Control d10, Lightning Calculator d8, Strength d8

  • Sturdy (I): Reduce any physical or energy damage you take by 1 while you are in the Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.

Green Form: Light And Nimble
Powers:
Lightning Calculator d10, Agility d10, Inventions d8, Density Control d8

  • Quick [A]: Boost or Overcome using Agility. Use your Max die.

Yellow Abilities:

  • Science Strike! [A]: Attack using Inventions. Then, if the target of the Attack survived, also Attack that target with your Max die. Otherwise, Recover an amount of Health equal to your Min die.
  • Quick Planning [R]: When you are attacked, first roll your single Lightning Calculator die. Defend yourself with that roll. Then, Boost yourself using that roll.

Yellow Form: Gaseous Shape
Powers:
Lightning Calculator d10, Density Control d10, Intangibility d8, Presence d8

  • Untouchable [A]: Attack using Intangibility. Defend against all attacks until your next turn with your Min die.

Red Abilities

  • Serum [R]: When hit with an Attack, changing to any form before resolving the Attack. Take a minor twist.
  • Power Through It [A]: Overcome using Vitality in a situation that requires you to be more than humanly capable. Use your Max+Min dice. Boost all nearby allies with your Mid die.
  • Zip Along [A]: Attack using Agility. Use your Max+Min dice. Ignore all penalties on this attack, ignore any Defend actions, and it cannot be affected by Reactions.
  • Dissolve [A]: Defend using Intangibility with your Max+Mid dice against all Attacks against you until your next turn.

Out

  • Choose an ally. Until your next turn, that ally may reroll one of their dice by using a Reaction.

As the new superhero boom began, Venture Comics launched its new flagship anthology comic. At the time, the plan was to have a different hero in each issue, and the first hero chosen was the paragon of justice, bastion of virtue, and defender of society Professor Integrity!

Edward Ellis was a hard-working student from a very wealthy family who attended Dryden University, a fictional Ivy League school in an unnamed midwest state. Working late one night, he was experimenting with chemicals without knowing that his students had been playing around, and had put several key components back in the wrong places. The resulting explosion should have killed him, but instead he developed the miraculous ability to change his state - turning super-tough, becoming as light as air, or even dissolving into a gas. Determined to use his new powers for good, Ellis left school and returned home, balancing his time between his role as an executive of his family’s local business and fighting crime as the mysterious Professor Integrity!

Professor Integrity’s creator loved him, and was certain that he would become a major part of Venture Comics, but the breakout success of Skybreaker only one month later put him on the back burner. It wasn’t that the Professor was unpopular, exactly. He just wasn’t popular enough. He appeared three times in the first year of Venture Comic, then twice more in 1959, and each time sales were simply middling.

The problem was that the character was kind of an asshole. Professor Integrity liked to deliver monologues on the failures of character of his foes, which were always correct according to his comic. He was patronizing, although his writer was convinced that he was a mentor. His powers weren’t flashy. In the end, after a final attempt to boost his sales in 1960 failed, Venture put the character aside and moved on. Of the characters introduced in Venture into the Unknown, Professor Integrity was probably the longest-lasting one not to get a comic of his own, which was a badge of sorts.

Two attempts would be made to revive the character, both of them disastrous failures. In 1973, he would appear as one of the Heirs of Atlantis, retconned to have Atlantean heritage that had been triggered by the chemical blast and to be nigh-immortal. This led directly into a three-issue Professor Integrity miniseries in September, which failed dramatically. In 2009, he would return for a three-issue arc as a Heretic antagonist, a pompous, speechifying fool of a superhero whose unwillingness to listen to the root causes of the situation Heretic was investigating nearly led to the destruction of his hometown. He would return as a minor Heretic antagonist a few times over the next ten years, always in the role of “overly rigid superhero so focused on his own self-righteousness that he doesn’t see what’s really going on”. This led to him being a minor fan favorite among Heretic readers, who were themselves already a small sub-section of the larger Venture reader base, but he never broke through to the wider comics landscape.

Behind the Scenes

I almost designed this character to be more of a “Dial H For Hero” character, who comes out with a totally new set of powers every session, but I’m not actually sure how to do that using Sentinel Comics aside from “bring a new sheet each session” so I did this instead.

So here is Professor Integrity, the first superhero introduced in the Silver Age. I can’t imagine why “guy who explains to his villains why he’s better than them, and also he’s rich and smart and handsome and athletic and has no flaws” wasn’t wildly popular in the age when superheroes were just starting to turn into soap operas.

3 Likes

Love the idea of an insufferably self-righteous hero being revived as a de facto villain decades later. Feels like the kind of deconstruction I generally find mean-spirited in comics but at the gaming table I think it’d work great.

That’s an interesting challenge - much more interesting than the actual Dial H stories were, really. :slight_smile: If it were a point-buy system like Champions or M&M it would be easy-peasy - huge pool of points set aside for the GM to hand you powers sets with, with hard limitations on how you access those powers. Here - I think you’d need to lean hard into the generally abstracted nature of powers, or maybe use a custom Hallmark (“Hero Dial” or something). Is a Dial H hero a Divided archetype with Item Merge? Maybe backed by Form-Changer for maximum power variety?

There’s just nothing like the Hero Dial in the Sentinels canon setting and it’s weird enough that it’s hard to find a really good fit.

You’re probably going to need a lot of GM buy-in no matter what. That’s true for point-buy systems too, though. They’re being asked to cope with random supers showing up, possibly multiple times in a session, and to emulate the source material they really shouldn’t be balanced with one another at all, with a fair chance of narrow or even situationally useless powers. That doesn’t translate well from comic to game.

Tricky. And maybe not worth thinking about too hard, although a cooler version of the original concept and execution isn’t impossible. DC made a valiant effort at updating Dial H not too long ago, although I’m not sure it went over well.

2 Likes

Oh my god, I hated him immediately. :smiley: “Integrity” is a marvelously bad name for a superhero name, and it gets even worse when you realize it’s a double entendre! XD Love the arc of his story, though, a heel-turn that couldn’t have happened to a nicer guy.

1 Like

He only had six early appearances so that limits how many villains he had, but I’d love to know what they were since that would really determine the content of his monologs. I’m guessing at least one actual (gasp) Communist infiltrator from an unnamed foreign nation, perhaps responsible for the existence of one or more Communist dupe villains. A group of juvenile delinquents (motorcycle gang?) with a villain who’s leading the Youth of America astray would be period appropriate. A villainous union organizer would fit Prof’s wealthy businessman background elements, since of course anti-capitalism is anti-American - maybe actually a Communist dupe while we’re at it, or simply an ungrateful working man biting the hand that feeds him? Likely some poorly-defined organized crime figure, almost certainly using some ghastly ethnic stereotype and maybe so dated it feels Golden Age. Oh, and an alien spaceman villain of some kind, neatly blending multiple paranoid fears with scifi.

Maybe a baddie with some gonzo schtick that reflects some personal lunatic belief of the creator’s, eg a soccer-themed villain bent on ruining other sporting events to make people turn their backs on good all-American sports like baseball and US football. Prof strikes me as the kind of person who’d be enraged by the idea that soccer is just the American name for it and football would need that “US” qualifier to differentiate it from the real game.

Some of them might even have ironically outlived Integrity and become minor baddies for other heroes’ rogues galleries, maybe even getting successful re-imaginings in future ages - especially after their original hero’s heel turn.

1 Like

While these are great ideas, I think you are giving the Professor’s writers a bit too much credit! You got a couple of my ideas, but for the record, here is the list of Professor Integrity’s opponents:

  • In Venture into the Unknown #1 , Professor Integrity fights a gang of thieves, and delivers a speech about how with hard work and moral fortitude, even dregs such as these could become productive members of society.
  • In Venture into the Unknown #6, Professor Integrity fights an evil super-scientist who wants revenge against the college for spurning his ideas. He delivers a speech about how even those of brilliant minds must keep watch lest their baser instincts drive them to evil.
  • In Venture into the Unknown #9-10 , Professor Integrity fights the same gang of thieves again, only this time they’ve given themselves super-powers somehow. After getting his butt kicked in #9, he discerns their weaknesses and overcomes them, only to have them all die from the side-effects of their unstable powers. He delivers a very sad speech about how they might have been saved had they not let their lust for vengeance consume them. This was probably supposed to be his breakout storyline, but it does not succeed, so…
  • In Venture into the Unknown #19, after several issues away, Professor Integrity faces off against Iron Will, who is infiltrating the United States, and handily defeats him. He delivers a speech about how those who hold to ideals will always defeat those who are motivated only by power, an oblique reference to Iron Will turning coat from the Nazis to the Communists alongside a more straightforward thumbs-down to communism as a whole.
  • In Venture into the Unknown #23, Professor Integrity faces off against an alien seductress who has come to Earth to conquer its leaders. He convinces her to become a good guy through a speech about liberty and truth, and she leaves to reform her people and is probably never seen again.

And then…

Randomizers:
Approach: 9, 6, 4 [Options: Underpowered, Disruptive, Specialized, Overpowered, Creator, Adaptive]
Archetype: 1, 10, 3 [Options: Predator, Bruiser, Guerilla, Squad, Fragile, Invader]
Upgrade: 1, 3, 7 [Options: Mook Squad, Group Fighter, Quality Upgrade I]
Mastery: 10, 8, 9 [Options: Profitability, Superiority, Total Chaos]

Great-Ape

Real Name: Alfie, First Appearance: Venture into the Unknown #26, Feb 1960
Approach: Overpowered, Archetype: Invader
Upgrade: Group Fighter, Mastery: Superiority

Status Dice: Based on environment minions, lieutenants, and/or challenges. None: d10. 1-2: d8. 3+: d6. Health: 55+5H (Upgraded 75+5H)
Qualities: Close Combat d8, Stealth d6, Mind Thief d8
Powers: Telepathy d12, Strength d10, Leaping d10

Abilities:

  • Psychic Storm [A]: Attack multiple targets using Telepathy and use your Max die. Hinder each target using your Mid die.
  • Steal Intellect [A]: Boost using Mind Thief. Use your Max die. One environment minion becomes a villain minion. It acts at the start of your turn.
  • Collateral Damage [A]: Overcome using Strength. Use your Max die. Attack an environment target with your Mid die. Attack any target with your Min die.
  • Gorilla Rage [R]: When Attacked, Defend yourself by rolling your single Strength die. Deal that much damage to a different nearby target.
  • Move Fast and Break Things (I): Reduce physical damage by 3 while the scene tracker is Green, 2 while it is Yellow, or 1 while it is Red.
  • (U) Group Fighter (I): When you take an action that lets you make an Attack, also make an Attack using your Mid 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:

  • City Streets: A simple environment about to be overrun by civilians out and about, challenges that make the situation more complicated for both heroes and villains, and targets of opportunity.
  • Mad Monkeys: d8 minions. Mad Monkeys have [A]: Grapple. Attack and Hinder a target with the same roll. That penalty is persistent and exclusive as long as you are in play, and does not apply to actions taken against you.
  • Mind-Swept Mortals: d6 minions. Whenever a mind-swept mortal acts, they also give a +1 bonus to Great-Ape.

Villain Archetype: Invader
Suggested Approach Pairings: Creator, Relentless, Tactician

Invaders are here to kick ass and take names. They only move in when they have specific goals that need to be accomplished, whether that means conquering an area or stealing key equipment.

Status:
0 environment minions, lieutenants, and/or challenges: d10
1-2 environment minions, lieutenants, and/or challenges: d8
3+ environment minions, lieutenants, and/or challenges: d6

Health: +20

Abilities: Choose three of these abilities:

  • Break and Enter [A]: Move to a new location in the current scene, and then Attack or Overcome with [power]. Hinder with your Max die.
  • Double Agent [A]: Boost using [quality]. Use your Max die. One environment minion becomes a villain minion. It acts at the start of your turn.
  • Move Fast and Break Things (I): Reduce [physical or energy] damage by 3 while the scene tracker is Green, 2 while it is Yellow, or 1 while it is Red.
  • Ready for Anything [R]: When a new environment target or challenge is created, Boost by rolling only your [power] die.
  • Spread Confusion [R]: When the environment targets you with an Attack or Hinder, redirect it to a hero or environment target.
  • Wipe The Slate Clean [A]: Overcome using [power]. Use your Max die. Attack an environment target with your Mid die. Attack any target with your Min die.

With sales for issues featuring Professor Integrity slowly dropping, the editors of Venture Comics made one final attempt to build enough support to earn him his own titles. They decided to pull out the big guns, so to speak, invested in making their first new hero a success.

They put a gorilla on the cover.

Alfie the gorilla was a simple creature, living a pleasant life - until a mad scientist kidnapped him from the zoo and used him as an experiment in mind transference. The scientist’s goal was to develop technology to allow beings to share thoughts. Instead, he accidentally turned Alfie into a powerful psychic receiver, who could steal the memories and skills of everyone around him. The first mind stolen was that of the scientist, who imbued Alfie with his own rage at the world, and the gorilla immediately went on a psyche-fueled rampage, tearing through the streets and trying to absorb the voices of everyone he met. Professor Integrity found the beast, and after getting soundly drubbed, managed to draw Alfie away from minds that he could steal and wear him down, while delivering a monologue about how no matter what knowledge they claimed, an animal could not match the breadth of human intellect and will.

Needless to say, beating up a gorilla did not work out for Professor Integrity, and this proved to be his final issue. Great-Ape however, would return a few years later in the pages of Covert Tactics, as a prime example of the sort of super-science disaster that the team was trying to deal with. This time, Great-Ape was more calculating, hunting down scientists to absorb their minds. In the climax, it was revealed that Great-Ape hoped to become smart enough to reverse what had been done to him and go back to the simple life of a gorilla. Using their super-science, Covert Tactics was able to give Great-Ape psychic blockers, allowing him to return to his tribe without fear of harming them. And that was the end of Great-Ape.

Until 2010, when he returned as a Heretic villain, inexplicably still alive and seemingly up to his old tricks. Heretic and Professor Integrity clashed over whether Great-Ape needed help or a good punch to the snout, but ultimately she was able to discover that the gorilla was being blackmailed by a larger threat, and use her magic to dampen his powers and save him. Alfie the gorilla could still skim minds and pick up knowledge from them, but he was no longer a vortex of psychic destruction, and while he was disappointed to retain human intellect, he ended up becoming a minor supporting cast member for Heretic from 2010 through 2018, helping her with the occasional investigation or weird science problem.

Behind the Scenes

The model here is based on “Gorilla M”; I’d love to claim credit, but most of the work was done for me.

So, it’s definitely not Gorilla Grodd. innocent whistling

In all serious, super-intelligent apes are a staple of comics. Venture didn’t have one yet, and while they might get a different one if I ever come back to this project, for know we get the ape that absorbs memories and thoughts from people and uses them to get smarter and stronger, but who hates being smart and psychic because it’s complicated and bad. And who does not make a big splash, until he becomes another minor supporting character for Heretic. Most likely, the Silver Age version of “Great-Ape wants to be normal” is more of a direct “innocence of animals” thing, whereas in the Plutonium Age we delve more into anxiety and the pressures of big-picture thinking.

Heretic is picking up a few D-Listers today. I like it.

And we get our second custom archetype! Invader is essentially the Domain opposite. One thing that I thought was a bit lacking in terms of archetypes was “the villain who is specifically here to tear the environment to shreds or take its stuff”, so I tried to put one together. The Invader destroys environment minions and solves challenges, which means that you need a good environment to pit them against, one that either spawns challenges anyone can solve or specifically spawns helpful things that villains will try to wreck.

5 Likes

oh no ;_; LET ALFIE BE A GORILLA AGAIN! I love him

2 Likes

Pretty neat backstory there. Glad he got a revival and supporting cast role. The universe needs more gorillas on heroic back-up duty.

No one’s judging you, man. Everyone has the right to make a psychic super-gorilla at least once in their lifetime. And yours has a better name than most.

You can’t just leave that one hanging. How do you blackmail a gorilla? Tax fraud? Former Communist Party member? Really into boy bands? Compromising photos? “I was young! I needed the money! Ook, ook.”

Whoever this greater threat was better show up as a D-lister. :slight_smile:

Now I’m trying to think which published heroes have salvaged the most D-listers from oblivion. A lot of Flash’s Rogues Gallery would probably never be seen again if it weren’t for their association with him, but Spider-Man might have him topped for that with all the goofball animal-themed baddies. Who has two different Kangaroos in their roster? And more importantly, have they ever met Boomerang?

Invader looks like it presents whole new set of things to consider when building an environment. You could go with a hero-friendly one the Invader is here to wreck like you said, or race them to finish beneficial challenges (easier to do for villains as long as they have minions to throw into twists). They might also perform well in an all-around hostile one that generates a lot of targets and timed challenges that hurt everyone if they time out. Put pressure on the heroes to deal with it all for you (effectively helping your status die for you) while you fort up behind your Invader reactions and Move Fast and Break things. You’d need real offense from your approach pairing with that setup, though.

I wonder if an ability that let Invaders more directly mess with heroes’ ability to solve environment challenges might be an idea. As it stands now they can solve e-challenges out from under the PCs to deprive them of any benefits from completion but something that let them, say, tick off a timer box or add an empty box to the completion track would have a very different feel.

Oh, they will. steeples fingers

By which I mean - I know what slot they’re going in, but absolutely nothing else about them because the randomizers will decide, so right now your guess is as good as mine. :wink:

That is an interesting idea, but I felt like it ran against the strategy of “Invaders want to break the environment” so I moved it… somewhere else.

1 Like

I think that, pound for pound, Krakoa-era X-Men has resurrected more D-Listers, both literally and figuratively, than most superheroes have managed in their whole runs, and given a lot of them leading roles in various comics!

Nanny, Orphan-Maker, No-Girl, Goldballs, Darwin, Loudres Chantel, Kid Omega, Gorgon… even Doctor Nemesis and he’s not even entirely a Marvel character!

1 Like

Good point. My disinterest in modern X-Men has left me with a growing blind spot where they’re concerned, but from what the internet tells me the Krakoa era stuff is leagues ahead of even Roy Thomas’ body of work when it comes to dredging up the lost and forgotten.

1 Like

I still can’t solve the mechanics for this but by sheer coincidence, the Comics Archeology site just concluded their lengthy Dial H For HERO retrospective today. If you haven’t been following along and want a good reminder of what Dial H has been like over the decades, this is probably the best place on the net for it. The only thing it skips is the brief 2012 relaunch, which I don’t think i even saw on the shelves anywhere and which was apparently more horror-themed and disconnected from the rest of the lore.

Just a generally fun site for looking at older, generally lesser-known titles.

1 Like

Randomizers:
Approach: 8, 3, 10 [Options: Prideful, Mastermind, Overpowered, Generalist, Creator, Leech]
Archetype: 7, 1, 5 [Options: Predator, Indomitable, Overlord, Formidable, Inhibitor, Thief]
Upgrade: 8, 12, 10 [Options: Quality Upgrade II, Calming Aura, Brainwashing Zone]
Mastery: 7, 4, 9 [Options: Enforced Order, Mysticism, Superiority]

Clockworker

Real Name: Lady Cassandra Tempus, First Appearance: Vanguards Annual #1, 1963
Approach: Prideful, Archetype: Indomitable
Upgrade: Brainwashing Zone, Mastery: Enforced Order

Status Dice: Always d8. Health: 45+5H (Upgraded 55+5H)
Qualities: Technology d10, Imposing d10, History d8, Otherworldly Lore d8, Noble Birth d8
Powers: Intuition d10, Cosmic d10, Inventions d10, Vitality d8

Abilities:

  • Etherian Rifle [A]: Attack one target using Inventions and use your Max+Min dice. If that Attack causes the target to change zones, Boost using your Mid die. That bonus is persistent and exclusive.
  • Harmonic Dissonance Engine [A]: Attack multiple targets using Technology. Hinder those targets using your Min die.
  • Time Like An Arrow [A]: Attack using Cosmic and use your Max die. Recover Health equal to your Min die.
  • Destabilizing Field [R]: If an opponent ends their turn near you, you may roll your single Cosmic die as a Hinder against them.
  • (U) History Rewritten (I): While the scene is in the Green zone, all heroes’ quality dice at d8 or above are reduced one size. In the Yellow zone, all heroes’ quality dice at d10 or above are reduced two die sizes. In the Red zone, all heroes’ quality 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 quality entirely until this ability is removed. If a hero is knocked out while this ability is active, you may create a new minion using the hero’s highest power die to represent the rewritten version of that hero.
  • (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:

  • Castle Tempus, either at the height of Clockworker’s power or painstakingly rebuilt in the modern era, with soldiers, ancient traps, and archaic technology.
  • Men-At-Arms: d8 minions. Men-At-Arms have +1 to their rolls when at least three of them take the same action.
  • Time Machine: A fairly dangerous doomsday device attempting to rewrite history or trap the heroes in another time.

The Vanguards faced off against a number of foes in their early years, from dimensional threats and Jotari villains to homegrown super-scientists and supervillains created by dimensional incursions. But as Venture Comics began dabbling in new stories for its annuals in the early 1960s, a particularly strange villain was devised for them to face.

Lady Cassandra Tempus was an Italian aristocrat in the late 16th century, obsessed with discovering the nature of what she saw as ‘etheric flows’ and ‘dimensional conjunctions’. Using clockwork machinery of her own devising that integrated some unnamed interdimensional technology, she successfully harnessed dimensional energies and tore open a portal in time, pulling the Vanguards out of time and capturing them. Lady Tempus planned to use the Vanguards’ advanced technology to conquer her own time, and set about creating a global order that would, as she put it, ‘run like clockwork’.

The Vanguards successfully defeated Lady Tempus, destroying her machinery and returning to their own time, and that was the end of that. But she would make three more appearances in the Silver Age in 1964, 1966, and 1967, first trying to recapture the Vanguards, and then engaging in two stories in which she travelled to the modern age, becoming disgusted at its libertine ways, and seeking to rewrite all of history so that her Renaissance never ended! In her final story, she joined forces with the Dark Dynasty, working to create a world in which the Dynasty was undefeated, only to be stopped by Madame Liberty and the Vanguards.

After Dimensional Devastation, however, the Venture desk mostly forbade any time travel stories that didn’t act as stable loops, which was at odds with how Clockworker had behaved. She made a brief appearance in Company Town #25 in 1990, in which she tried to steal Paradox in order to once again rewrite history, only to be completely unmade instead; a dire warning to the superhero about what might happen if she continued to meddle in fate. Only time will tell if she will make an appearance in Stutter.

Behind the Scenes

I have mentioned that, pre-Iron Age, there is a dearth of time travel in Venture Comics, so I’m fixing that a bit with a D-Lister who managed a bit of popularity for a few years, then ran afoul of editorial and vanished. It’s also a chance to remind people that annuals exist! Silver age annuals weren’t as common, but I’ve got a short list of them now.

Clockwork dimensional scientists are a rarity, and it’s a shame that Lady Cassandra didn’t catch on, but them’s the breaks!

4 Likes

Interesting model, looks like it could easily have come from Privateer Press and their Iron Kingdoms setting. Guess the software caters to that subcommunity as well.

Depends on what you’re looking at. Aside from Wells’ Time Machine (where the Time Traveller’s demo model was literally clockwork) these days the steampunk community has kind of beaten that horse into a coma, if not to death…although in 1963 that wouldn’t have been a factor. Moorcock’s trippier time-travel stories (some with a retro-VSF feel to their tech) hadn’t even been written at that point, although they were coming next decade. If he exists in the meta-continuity he might even have been inspired to write Dancers In Time by reading Lady Tempus.

1 Like

True. What I should have said is that “pure” clockwork dimensional science is rare; it’s usually tacked on as part of a steampunk element, and that’s a good two centuries ahead of the aesthetic of a pure clockwork creation.

The Randomizers:

Background 4, 1, 5 [Options: Blank Slate, Military, Academic, Upper Class, Tragic]

Power Source 8, 1, 2 [Options: Accident, Training, Genetic, Powered Suit, Radiation, Tech Upgrades]

Archetype 9, 6, 1 [Options: Speedster, Close Quarters Combatant, Armored, Elemental Manipulator, Robot/Cyborg, Wild Card]

Personality 2, 10, 4 [Options: Natural Leader, Mischievous, Distant, Alluring, Nurturing, Decisive]

The Venturers


Real Names: Seamus Pool, Loretta Pool, Peter Wolfe, and Jane Malcolm, First Appearance: Venture into the Unknown #56, March 1964

Background: Academic, Power Source: Training, Archetype: Wild Card, Personality: Decisive, Primary Principle: Liberty

Status Dice: Green d8, Yellow d8, Red d10. Health: 34 [Green 34-26, Yellow 25-13, Red 12-1]
Qualities: [Mental] d12, [Physical] d10, History d8, Banter d8, Part of the Team d8
Powers: Intuition d10, [Athletic] d8, Presence d8, Vitality d6, Gadgets d6

Unique Traits:

  • Seamus: Investigation, Close Combat, Strength, Principle of the Mentor
  • Loretta: Conviction, Acrobatics, Speed, Principle of Speed
  • Peter: Creativity, Finesse, Vitality, Principle of Mastery
  • Jane: Alertness, Ranged Combat, Agility, Principle of the Tactician

Green Abilities:

  • Put Your Mind To It [A]: Take any two different basic actions using [Your Mental Quality], each using your Min die.

  • Get In Their Faces [A]: Take any basic action using [Your Athletic Power]. Then roll a d6. On 1, Boost with your Min die. On 2, Hinder with your Min die. On 3, Defend with your Min die. On 4, lose Health equal to your Min die. On 5, your basic action uses your Max die. On 6, your basic action uses your Min die.

  • Principle of Liberty [A]: Overcome in a situation where you are restricted or bound and use your Max die. You and each of your allies gain a hero point.

  • (Seamus) Principle of the Mentor [A]: Overcome a challenge that someone else younger already tried and failed. Use your Max die. You and each of your allies gain a hero point.

  • (Loretta) Principle of Speed (I): When you successfully Overcome, you may end up anywhere in the current environment. You and each of your allies gain a hero point.

  • (Peter) Principle of Mastery [A]: Overcome in a situation that uses your powers in a new way and use your Max die. You and each of your allies gain a hero point.

  • (Jane) Principle of the Tactician [A]: Overcome when you can flashback to how you prepared for this exact situation. Use your Max die. You and each of your allies gain a hero point.

Yellow Abilities:

  • Here To Fight [A]: Attack multiple targets using [Your Athletic Power]. If you roll doubles, one nearby ally is also hit with the Attack.
  • Always Be Ready [A]: Boost yourself using Intuition. That bonus is persistent and exclusive. Then, Attack using your Min die. You may use the bonus you just created on that Attack.
  • Quick Thinkers [R]: When you are attacked by a nearby enemy, the attacker also takes an equal amount of damage.

Red Abilities

  • Problem-Solvers [A]: Overcome using [Your Mental Quality]. Use your Max+Min dice. Hinder all nearby opponents with your Mid die.
  • Inspire The Team [A]: Make a basic action using Banter. Use your Max die. All other heroes who take the same basic action on their turn against the same target receive a Boost from your Mid+Min dice.

Out

  • Boost an ally by rolling your single Intuition die.

In 1964, with their lines rapidly expanding and the company back on solid footing, the venerable editor-in-chief of Venture Comics, Joe Manzetta, decided to pitch the team that he knew would be the next grand success to build on the growth of the previous year. He delivered a set of notes to the team behind Venture into the Unknown and informed them that it was high time that Venture had a set of heroes named after the company, and what better place for it than the pages of the anthology that had put them back on the map?

And so the Venturers were born. Led by square-jawed anthropologist Seamus Pool, the four were a team of researchers and explorers searching the forgotten corners of the Earth, tangling with dangerous aristocrats, cruel cults, and mysterious monsters as they used their wits and their science to solve problems and save the day.

In addition to Seamus, the Venturers were made up of his sister Loretta, their good friend Peter Wolfe (who carried a torch for Loretta), and the brilliant but cold-hearted administrator attached to the team, Janet Malcolm. When danger threatened, they would climb into their custom jet and respond - or they would simply be investigating some forgotten temple only to find it under attack by enemy scientists or magicians.

While the Venturers were interesting enough as a high concept, they had two major problems stacked against them. The first was that, despite having roles on the team staked out, they were essentially the same character personality-wise - four archeologist-adventurers with quick wits and gadgets who reacted to trouble with decisive certainty and a love of liberty. Janet was the closest to unique, being more of a foil to the other three, but even then most of her dialogue was interchangeable with her peers.

The second problem was that the Venturers were closer to pulp heroes than superheroes, and the readers of Venture Comics just weren’t that into the pulps any more. Fancy toys and trick shots didn’t measure up to Celtic demigods and robot suits, and even if the opponents of the Venturers were more traditional supervillains, they just weren’t that exciting on the page.

Despite this, most issues of Venture into the Unknown featured the Venturers either as the main story or a backup throughout 1963-1964, and they appeared in crossovers with Skybreaker, Wonderer, and Reverie during that time. Finally, as sales for Venture into the Unknown began to slump, Manzetta accepted that his dream simply wasn’t going to happen, and he allowed the Venturers to be quietly retired in late 1965, leading to the comic becoming almost exclusively a venue for heroic crossovers. The experience was rumoured to be shattering to the man, leading to his retirement and replacement by soon-to-be-legendary editor-in-chief Harold Mossby the next year.

As for the Venturers themselves, no one was really excited enough about them to revive them in the Bronze or Iron Ages. Individual members appeared in various places in Plutonium Age comics, ironically more interesting than when they were together, but always in smaller supporting roles.

Behind the Scenes

I’m being weird again! I specifically said that I wasn’t going to do this. But I did. I built four heroes in a single hero slot.

The Venturers function by just overwhelming the field with low-level actions until everything is swept away. Some of them will create small boosts so that when the group hits Yellow everyone can develop a big boost, at which point they can constantly decide which Min die effects become viable. Some of them will Attack and Hinder. Some of them will just do a random thing. And it’s never the same someone in any given role. In theory, they each have a team purpose; Seamus gets up in people’s faces and figures out situations, Loretta races through, Peter hangs back and applies creative solutions, and Jane keeps overwatch and provides support. But in practice? Anything goes.

I honestly think this might be a playable team, although it would definitely be a weird experience. They’re one part Challengers of the Unknown and one part Fantastic Four… but without anything to really set each of them apart from one another.

5 Likes

Steampunk’s well known for historical anachronisms, as Sir Reginald Pikedevant noted in song.

I’m something of a Challengers fan myself but honestly, there wasn’t all that much differentiation between their personalities either - at least not in the earlier part of the original run. They each had a thing they were known for, but functionally their behavior was almost identical a lot of the time. Sounds like the Venturers have captured that nicely.

2 Likes

Yeah, the Venturers are closer to the Challengers than to most other groups. If Venture was a DC-sized company they might have had a similar run; I expect that having fewer titles also means that Venture has less of a base to keep struggling concepts afloat.

1 Like