The History of Venture Comics!

I think that post-Silver Age, he can ‘feed’ on non-physical conflict, but there needs to be real stress, anger, and confrontation going on, and he needs to be involved in the confrontation, not just witnessing it.

So he could probably play Street Fighter, but it would have to be hyper-competitive and angry, and he’d have to be physically present. He’d have to actually go to the arcade and get in a bunch of machismo-driven competitions with guys who hate to lose, he couldn’t just play a friendly game with henchmen or troll on the Internet. He could go to a sports game and start screaming matches with fans of the other teams, but there’s an even chance of that turning into a fight (and also he’s got a horned mask on him at all times, which makes it tricky to blend in.)

1 Like

He’ll be fine, he just needs to stick to games where the Bulls or the Vikings are playing. Blend right in. :slight_smile:

2 Likes

Lacey Long, World International News

Real Name: Lacey Long, First Appearance: Covert Tactics #36, February 1965

Lieutenant Type: Enemy

Die Siz e: d8

Motive: Malice, Approach: Social

Traits:

  • You’re On Camera: As an action, create a “Live Feed” challenge. While it is in play, all characters in the scene have -2 to all stealthy actions and Lucy has +1 to Boost or Hinder.

One of the most pernicious enemies of Covert Tactics was not a supervillain or foreign agent at all. It was the intrepid, muckraking team of reporters at World International News, and their underhanded lead correspondent, Lacey Long.

Lacey Long was first encountered in Covert Tactics #36, during a storyline in which Covert Tactics was investigating an illicit combat robot manufacturer in London. As they planned their infiltration, the team was ambushed by Long and her cameraman, who bombarded them with questions about the planned raid. Long’s demands for information were loud enough and obvious enough that the factory’s mastermind recognized the team and deployed his robots, turning a stealth assault into a pitched battle on the streets of London, and Lacey Long was able to capture footage by being at ground zero. This footage was then cut together to portray Covert Tactics as incompetents who had deliberately assaulted a supervillain without clearing the surrounding area first, and Long blamed them for the damage to local buildings and threats to civilians.

This would become her primary mode of operations. Lacey was devious, intelligent, and masterful at tracking down sources. She loved to show people in the worst possible lights, tearing down celebrities and sniffing out controversies, and if she couldn’t one she was happy to make one up. And along the way, she gained more fame and wealth, allowing her more access to more sources. She had a knack for showing up when Covert Tactics was involved in their most subtle and dangerous missions, throwing everything into chaos and blaming them for the ensuing problems. She was kidnapped by supervillains and used the opportunity to gain exclusive interviews, and then blamed the heroes who rescued her for not being quick enough. She was a persistent thorn in the side of major heroes around the world, treating them all as just one more set of celebrities for the tabloids.

Lacey wasn’t entirely without redeeming qualities. She was absolutely fearless, willing to throw herself into danger to get a good scoop. She was willing to play ball with heroes who offered her access, and was sometimes able to help them track down villains or discover plots they’d had no idea were in the making. But in the end, what she really wanted was to see powerful people brought down, and there was no one more powerful than a superhero. She had no grand motivation, no ideological or mercenary goals. She just liked the way that it felt.

Behind the Scenes:

Evil reporter, of the tabloid variety! Lacey is halfway between a J. Jonah Jameson and a G. Gordon Godfrey. She’s absolutely terrible, with no journalistic ethics to speak of, but she’s also not part of a grand conspiracy or secret supervillain plot. She’s just here to make your life kind of miserable and get some great footage of you messing up.

I almost called her challenge “Live Feed”, but those didn’t exist in the 60s. That’s a problem for future Lacey. And Lacey is definitely around forever and a day.

5 Likes

I don’t see her getting through the 90s and early Oughts intact, not when some edgy villain decides she knows something about a hero or villain and tries to torture it out of her, or just plain chooses to make an example of her for the kicks. Of course, a horribly scarred and crippled post-2010s Lacey is going to be even more awful toward the heroes that let that happen to her, even they weren’t even heroes when it happened. Doesn’t strike me as the type of person to take responsibility for the consequences of her own behavior.

1 Like

Actually, I think what happens to her in the 90s is AEGIS mind control, turning her into part of the Agency’s propaganda arm. When Covert Tactics frees her, she gleefully reveals AEGIS’s secrets to the world, then promptly goes back to being the worst just as Covert Tactics thinks she’s changed.

She probably starts a podcast.

3 Likes

Splendor

Real Name: Kasmina the Swift**, First Appearance:** Champions of Truth #35, October 1966

Lieutenant Type: Ally
Die Size: d10
Relation: Family Member, Approach: Magical

Traits:

  • Rush In: When Splendor Attacks, she may take a +2 bonus. If she does, she takes -2 to damage saves until her next turn.
  • Elemental Kaleidoscope: When Splendor would take energy damage, she may reduce that damage by 2 as a reaction. If she does, she and all nearby targets reduce that type of damage taken by 2 until the start of her next turn.

Over the course of the mid-1960s, the Champions of Truth fought many supervillains, but they didn’t build up much of a supporting cast. In part, this was because the title was running bi-monthly, without time to build up characters. In part, it was because each of the Champions had their own titles, which meant that when supporting cast members were needed writers would simply draw from there. And in part, it was because they had no base of operations or central location; the Wonderer simply summoned them with his magic when trouble arose.

In Champions of Truth #35, an enterprising young writer decided to solve all three problems at once with the introduction of Splendor. Kasmina the Swift was another djinn, a ‘young’ niece of Wonderer who was merely a few centuries old. Headstrong and impetuous, she followed the affairs of the Champions with great interest, and finally decided that she was going to join the group and help protect the Earth from danger. She appeared unannounced as the team prepared to clash with Overlord Trake and his latest invasion, determined to use her powers to shield the team from his nuclear fury.

Unfortunately, while Splendor’s heart was in the right place, she was far too quick on the draw. She rushed into danger, trusting in the power of her magic to attack Trake without consequence, and quickly found herself in over her head. The team was forced to rapidly adjust their plans to save her, while keeping Trake’s forces from overrunning the city they were protecting.

This would prove to be a common trend for Kasmina. Impetuous and free-spirited, she ignored Wonderer’s advice and threw herself into danger, trusting that her admittedly impressive magic would protect her from consequences. Sometimes, this allowed her to appear in time to save the Champions from danger. Other times, though, it left her as one of the people that the Champions needed to save, after a villain evaded her initial assault and struck back hard. Kasmina tried to learn from her mistakes, but in the heat of the moment, she tended to repeat them.

Outside of the Champions, Kasmina began to appear in other stories. She would make appearances in Wondrous Adventures, but she also had a fascination with Greenheart and sometimes appeared in her stories, or manifested to try to help Skybreaker deal with his problems. She had a crush on the hero, which he steadfastly ignored.

Behind the Scenes:

I wanted to have an idea of what the Champions were up to in the mid 60s, and so I threw up a new lieutenant! I was originally thinking of making an armorer or technician who would become support staff at Champion Citadel, but instead we got an immortal sidekick. I find something funny in the idea that Kasmina is actually a very powerful lieutenant, but she applies it poorly and things go wonky on her.

3 Likes

Bulwark

Real Name: Autumn Jefferson**, First Appearance:** Liberty’s Dream #46, March 1967

Lieutenant Type: Ally
Die Size: d10
Relation: Professional Contact, Approach: Physical

Traits:

  • Sworn Defender: Bulwark has +1 to Attack and Defend.

In its early years, Liberty’s Dream was a story without much of a supporting cast. While she had started her work in Ferrisville, Reverie had quickly become a traveling superhero, moving across the United States in search of those misusing fae oaths. She had the attention and friendship of Robin Goodfellow, who popped up to direct her towards problems or to help her out, but while the occasional victim of the month would return in a later issue to lend a hand (or to have gotten into trouble in a new way), the fact that Reverie stayed on the move meant that her ongoing supporting cast was minimal.

In 1967, a new writing team for Liberty’s Dream formed. Led by the first woman to be a lead writer at Venture Comics, Beth Horton, the team decided to build a support network for Charlotte, combining some of the people that she had helped, people who had helped her, and new characters who would join her in her mission to protect people from faerie oaths and dark magic.

The nucleus of this network was Bulwark. Autumn Jefferson was a professional contact of Charlotte’s, a friendly lawyer who had gone to school with her, and who hadn’t seen her in years as her magical affairs increasingly overshadowed her legal ones. Autumn spent her own time fighting for civil rights in the legal court. When a local businessman tried to use a fae pact to enslave the minds of his workforce, Autumn and Charlotte investigated the situation from opposite sides, with Charlotte trying to keep Autumn from learning about the magical truth of the situation. When she got in over her head, however, Robin Goodfellow approached Autumn, offering her what oath-power he could scrape together in order to save his friend and pact-mate.

Autumn was filled with power, and became Bulwark; in her heroic form, a shroud of yellow and brown energies settled over her, granting her near-invulnerability and the ability to strike directly at the souls of her enemies, harming only those with darkness in their hearts. After saving Reverie, and taking a moment to chew her out for trying to keep Autumn in the dark even to protect her, she decided to start a new network of allies. From her office in Ferrisville, Autumn began to gather hedge witches and minor sorcerers to make agreements with the fae that didn’t entrap them, building up a network that would once again deal fairly with their supernatural allies, and drawing in allies and contacts to help Reverie find human and fae alike who were abusing the power of their oaths. She would become a stalwart ally, frequently appearing in the pages of Liberty’s Dream as she organized and helped Reverie both quietly and directly.

Behind the Scenes:

Reverie as a wandering hero is interesting, but given what she represents it seemed like she should have been building a community. Bulwark takes on the heart of that community, which probably needs a name but is an informal thing at this point. Her powers are pretty directly brick-like, with a bit of magical flair; this lets Reverie stay the fancy one in a fight. But you could also use hero points to call her up for information or connections.

3 Likes

Dischord

Real Name: Wallace Walker, First Appearance: Madame Liberty #305, May 1967

Lieutenant Type: Enemy
Die Size: d8
Motive: Destruction, Approach: Social

Traits:

  • Disharmony: When Dischord Boosts to create dark emotions, apply the bonus to anyone who can hear him. Then activate a minor environment twist in its current zone.

Following the failure of her Vietnamese adventures, the decision was made to keep Madame Liberty closer to home. 1966 and early 1967 saw the heroine on safe ground, fighting against Iron Will, the Dread Dynasty, and other clearly villainous manifestations of authority and villainy, but after a couple years of playing it safe, her writers were chafing to touch on current politics again. This time, mindful of how the previous attempt had gone, the team decided to present a more complex approach that would discuss events without villainizing them.

As a result, May of 1967 saw the heroine investigating a series of counter-culture protests in England and France that had turned violent, seemingly a result of the hippie movement currently sweeping the United States. It soon became clear to Madame Liberty that the riots weren’t happening by accident; peaceful sit-ins were becoming filled with rage, only for the police assigned to watch them to overreact to the first stirrings of anger and lead to bitter brawls between protesters and government groups. She was able to track down the cause of the riots – a mysterious musician who appeared just before things went sour, only to vanish the confusion.

The villain in question was Dischord. Wallace Walker was a professional agitator of an unusual stripe. Rather than building up protest movements, he would simply infiltrate them, using specially-crafted songs to stir up anger and paranoia in everyone who heard them. The sounds of his music would drive protesters and police alike to violence, turning even the most peaceful demonstration into a riot and driving wedges between people. Walker was secretly working for an arms manufacturer who hoped to discredit the rising pacifist movement before it was able to gain group, in order to heighten tensions and start wars. Madame Liberty defeated the plotter, and put an end to the riots.

But Dischord himself escaped in the chaos, having a knack for slipping away from trouble. He would return again as a mercenary for hire, using his power to create chaos in order to cover thefts, discredit politicians, spark border wars and even create cover for assassinations. He was heartless and cold, never showing any real emotion, and seemingly immune to his own powers, and while he was never powerful enough to be a singular threat to Madame Liberty, he was a persistent thorn in her side.

Behind the Scenes:

The Music Meister sings the songs that the world wants to hear!

In all seriousness, music villains are fun, and we don’t have a lot of them. I think that five years later, this guy would have been secretly selling tainted drugs, but we can’t do that yet so he’s using music to undermine peaceful protests and incite retribution from the police. I believe there was a Batman villain doing something similar, if somewhat less complimentary towards the hippies. I cannot recall the name, though. I just remember Robin liking the music and Batman being really derisive of it.

Mechanically, Dischord has a really powerful ability, but it’s mitigated by the fact that he also has to Boost the heroes to use it. They’ll have to find ways to narrate using the rage stoked in them for good rather than evil (or just hit him a little too hard), but that’s a cool visual.

I imagine that Dischord could have a few stories where he is the big bad, and gets a full villain sheet. Usually, though, he’s working best when surrounded by chaotic environments and lots of minions; while he’s the inciting incident, taking him down only stops things from getting worse, and he’s not the primary obstacle to the chaos.

3 Likes

Minstrel played by Van Johnson dressed like a classic bard playing a lute
Louie the Lilac played by Milton Berle tried to manipulate the flower children

3 Likes

Doctor Idelson

Real Name: Major Levi Idelson, First Appearance: Vanguards #118, July 1968

Lieutenant Type: Ally
Die Size: d8
Relation: Mentor Figure, Approach: Mental

Traits:

  • Battlefield Medicine: As an action, Dr. Idelson can Boost a nearby hero in the Yellow or Red Zone, adding +2 to his result. That hero Recovers equal to the bonus granted.

In the aftermath of Dimensional Devastation, there were significant shakeups in the Vanguards and the Reactors. Given the opportunity to explore a new world, Doctor Cosmos and Wavelength left their respective teams, joining up with Neutrino to form the Celestial Travelers and explore the sector of space surrounding Earth. Fission remained in Santa Juanita to clean up the damage caused by the Empress of Ash, still hoping that he might find Ignition one day, and Nucleon replaced Doctor Cosmos as the Vanguards’ team scientist.

However, while she was a phenomenal scientist Nucleon was not a doctor, and both Captain Bolt and Mr. Infinity still had significant and highly specialized medical needs. Given the Vanguard project’s secretive nature, the doctor chosen would need high-level security clearance and familiarity with strange situations. Captain Bolt decided to pull some strings, and put in a call to his old unit doctor from his flying days, Levi Idelson to take over as base administrator and doctor for the team.

Dr. Idelson had seen a lot of strange things in his time, but the Vanguards were a new level of strange. The gruff old doctor was quietly awed to meet Partisan and learn about the Jotari, and was able to impress Nucleon with his ability to at least track most of what she was saying. Soon enough, he was integrated into the team as the leader of their support structure, able to offer advice as easily as he provided medical care. He tended to be a bit taciturn and old-fashioned, but was a good listener who gave the team time to talk about their problems with him – even if his suggested course of action was usually either “suck it up” or “just tell them what’s wrong”, courses of action that were not often taken.

In those instances when the Vanguards’ secret base at Fort Neulyon was breached by enemies, Dr. Idelson proved that he still had enough fire to fight back. Armed with a modicum of experimental weaponry, he focused on keeping soldiers standing and helping members of the Vanguards recover from serious injuries on the spot. Idelson didn’t have to wade into battle particularly often, and he grumbled the whole time when he did, but he was an unflinching ally and backer of the team.

Behind the Scenes:

Here we are with a bit more support structure! It occurred to me that Doctor Cosmos leaving the Vanguards meant that they needed a doctor, and the randomizer gave me Mentor Figure, so instead of a young doctor itching to prove themselves we get an old hand who offers advice and grumbles about the youth of today. Idelson will be active through the 70s and early 80s, but he probably retires early in the Iron Age, paving the way for AEGIS to replace him with a plant who helps to take over the Vanguards. Old, retired Idelson probably re-appears briefly after the Vanguards return and pops up occasionally during the Plutonium Age; I don’t know yet if he dies during the time skip, or is very old and crotchety in the Diamond Age. He would be in his early 80s according to the adjusted time scale, so either is possible. I’m leaning crotchety.

5 Likes

Formatter

Real Name: Xavar Farr**, First Appearance:** Celestial Travels #355, September 1968

Lieutenant Type: Enemy
Die Size: d6
Motive: Conquest, Approach: Technological

Traits:

  • Swarm of Shells: Formatter has +2 to damage saves against single-target attacks.
  • Sparks Fly: When Formatter fails a damage save, use its save result as an Attack against a nearby target.
  • Shed Husk: When Formatter is destroyed, create a d6 “Husk” minion.

Having finally, successfully made his way back to Earth, Neutrino and his new friends didn’t stick around long. Scott stayed long enough to check in on his friends and family, and to repurpose an old Uranian base into a warp gate that the Aurora Borealis could use to return to the Solar System, far enough from Earth to provide plenty of warning if someone else came across it and small enough to be useless for large-scale invasion, but his years of wandering had left him with a drive to learn more. Joining forces with Wavelength and Doctor Cosmos, he decided that the best way to scratch that itch would be to explore the sector of space surrounding the Earth, known as Sector 39 to the ITG. Filled with planets that had been ruined by the Empress of Ash or abandoned by their peoples, the Empress’s fall had left the region a thriving and chaotic hub of lawlessness, filled with refugees, rogues, ancient ruins and abandoned technology.

The Celestial Travelers were not the only people drawn to Sector 39. An alien scavenger named Xavar Far was among the pirates, archeologists, and opportunists moving into the region, and he narrowly beat the Travelers to a centuries-old ruined space station, which they believed had valuable historical data but which he wanted to loot for its robotics. He both succeeded and failed; his body was digitized and uploaded into the station, and he found his consciousness split across its robot operatives. Taking on the name Formatter, Xavar fled the station with a squad of ancient robots, which he began to reproduce before offering his services as a one-man mercenary company.

Formatter was a dangerous foe largely because of his ability to hack, disassemble, and reform machinery into more robot bodies; the process was too slow to be used in combat, but Formatter was fully capable of seizing control of a station and then beginning the process of producing more of himself. His damaged robot bodies would often become hostile, half-broken robot husks, striking at everything around them, and he could reform the shape of his bodies at will, taking on forms suitable for the current tasks. At the same time, he could only control a handful of bodies at a time, and his goals were modest; he fought on behalf of alien warlords, taking control of locations and technologies on their behalf, but he had no grand schemes of his own. He would prove to be a persistent enemy to the Travelers, working for many of their greatest foes.

Behind the Scenes:

Celestial Travels has a huge gap in its timeline right now. After they go to start exploring the galaxy in 1968, I don’t have any notes about them for ten years; they meet Hyperstar in 1978, then the World-Maggot plotline starts in 1982. Supporting characters will help me fill in those gaps; I’ve got this one, and then something in the early-mid Bronze Age.

I like the idea of having a “pulp space archeology” arc for the Travelers; it fits with the Empress of Ash aftermath, with Wavelength’s background, and with the need to build up the team’s new framework. Formatter is just a fun enemy who can show up in a lot of places through that. I don’t want him to be important enough to be a real villain, after all. He’s a swarm of robots operating remotely, and he gets in the way a lot. Like many of these minor villains, Formatter probably has one or two stories where he hacks something particularly dangerous and gets upgraded to a full-scale Legion villain, but he’s usually not nearly powerful enough to qualify for villain status.

5 Likes

Is that a robotic office plant shell in the back there? That’s different.

Thinking about how I’d do this guy in physical miniatures form, there are several things that come to mind:

Mantic Games has a really adaptable plastic kit in their Asterian Marionettes.

Gates of Antares also has some nice plastics - although I don’t think Warlord Games makes them any more and I forget who the current owners of the game are.

When it comes to variety and looking like salvaged wreckage, it’s hard to beat Old Glory’s make-your-own robot set - which are also really cheap if you sign up for their discount program - and they make a big range of supers minis that benefit from the same discount.

1 Like

now that’s a really unique villain :smiley:

1 Like

It really looks like it, doesn’t it? But no, it’s just a bit of luck.

HeroForge has required background monoliths with plants growing on them if you don’t have a premium account. Usually, I just rotate the models so that the monoliths aren’t visible, but with doubled models I have less flexibility in terms of where people are placed. So what’s happening there is that I turned the rear robot’s gun sideways to cover the glowing runes, which makes it look like the plants are growing out of a console. I will choose to state that the console back there is a thing that Formatter is stealing matter from. :wink:

3 Likes

Prismatica

Real Name: Elena Lumos**, First Appearance:** Into the Green #80, October 1969

Lieutenant Type: Enemy
Die Size: d10
Motive: Personal, Approach: Raw Power

Traits:

  • Light Shield: When Prismatica Boosts, she also Defends the target of the Boost with a value equal to the bonus created.
  • Rainbow Repair: At the start of Prismatica’s turn, she may step a nearby minion up one die size (to a maximum of d10.)

As the Silver Age wore on, many of Greenheart’s foes began to fall into one of three broad patterns. The first were enemies of the natural world – often greedy, technology-driven foes who wanted to exploit the plants and animals that Greenheart protected. The second were magically-driven foes, such as Coven or Dr. Freak, who wanted to gain access to the supernatural powers that Greenheart also protected from those who would misuse them. And the third, such as Caliban and the Tempest Crew, were simple thieves misusing the powers that had been gifted to them, acting as foils to Greenheart by showing what she could have been if she weren’t virtuous. Prismatica and the Rainbow Rowdies fell into two of the three categories at once.

Elena Lumos was a simple burglar, a greedy thief with a lust for jewels who was part of a larger gang that Greenheart tangled with. When Elena discovered a set of three beautiful jewels while robbing the home of a rich collector, she felt them calling to her; she seized the jewels and was filled with the mystical power to control, direct, and manipulate light, using it directly as a weapon or suffusing others with it to grant them their own light-based powers. Taking on the name “Prismatica”, Elena initially gathered a few of her old gang to use her abilities to become even wealthier, only to be roundly crushed by Greenheart and sent to jail.

Unfortunately for Greenheart, the bond that Elena had formed with her jewels allowed her to summon them back to her after her arrest, and she swiftly broke out of jail. Seething with resentment, she made it her mission to demonstrate her superiority over Greenheart, offering superpowers to ordinary henchmen to lure them to her new gang. The Rainbow Rowdies were soon a consistent annoyance in Grovedale, using their abilities to cause trouble for Greenheart and working for other supervillains to pay the bills. Prismatica was not a particularly loyal boss; when one of her rowdies was arrested, she simply found a new one to replace them. Quick-tempered, greedy, and short-sighted, she never had the power to be a significant threat, but she was also stubborn, resilient, and good at slipping out of trouble, and she would prove to be a recurring menace to the heroes of Grovedale.

The Rainbow Rowdies: Prismatica’s gang of light-empowered goons are d8 minions. When a Rainbow Rowdie fails a damage save, the flare of light from their defeat allows them to treat the roll as a Hinder against their attacker.

Behind the Scenes:

Prismatica serves as a middle-ground villain; she’s technically capable of being a threat by herself, but she’s mostly a threat because she can bolster her minions and make them more dangerous.

Typically, if I were using her in a scene, I would have Prismatica plus (H/2) minions as one scene element, and then another (H) minions as a second scene element, giving her a strong gang of Rowdies to be a focus problem. She can power them up one at a time, and she’s got solid defensive skills, but she’s not generally villain-level on her own.

And that’s in for our Silver Age lieutenants! Stay tuned - I’m spending the weekend doing some final editing, and then Monday will see the release of Venture Comics: The Classic Years!

4 Likes

Nice. I always like a gimmicky Silver Age villain with a solid schtick.

2 Likes

Those minions serve as a good hard counter to multi-target sweep abilities, since actually succeeding against a crowd of them will leave the hero absolutely buried under penalties - even a slew of -1 results add up fast, and the harder the hit being dealt the bigger the potential Hinder becomes.

I’ve often wondered how the art crew feels about rainbow-themed supers. The penciler doesn’t have it so bad, but the poor colorist is earning their paycheck something fierce - even worse back in the early days without modern coloring techniques and computer assists.

2 Likes

Yeah, it can get nasty - although the penalties aren’t persistent, so it’s mostly just costing the hero a turn. But you’re probably better off spreading out the hits a bit and letting everyone soak a few penalties.

I think colorists generally dislike them; there’s a reason most supervillains are mostly built on one or two colours.

2 Likes

probably purple and green
Kurt Busiek had something in Wizard magazine talking about how since so many heroes use red and blue there are a ton of villains in purple and green. Batman doesn’t even wear those colors, and Joker is in purple and green. This lead to him creating Infidel for Astro City who only took a decade or two to get in print

3 Likes

The hero colours are red, blue, and yellow (not coincidentally Superman’s look), of which Batman does have the latter two, and the villain colours are purple, green, and orange.

3 Likes