The History of Venture Comics!

Godmother

Real Name: Lucette Rhodopis, First Appearance: Heirs of Atlantis #1, February 1973

Lieutenant Type: Ally
Die Size: d10
Relation: Student, Approach: Raw Power

Traits:

  • Breath of Fresh Air: As an action, activate an environment twist in its current zone, choosing its targets.
  • Change of Heart: As an action, turn an environment minion into a hero minion. Step it up one die size (to a maximum of d10.) It acts at the start of your turn.

The Drifter was not the only survivor of Atlantis, nor was he the only one to sense its return. In the aftermath of the success of Darkest Depths, a limited series was rolled out to introduce more Atlantean humans, building on their history and mythology and integrating them into the world of Venture Comics. Mossby handed the task to Tony Geisman, a stalwart of Venture Comics who had been working on Vanguards, and Geisman decided to take the opportunity to link some of the line’s unexplained powers to this new setting reveal. Geisman laid out an Atlantis that had been populated by humans and fae, and whose blood carried a unique mixture of magic, dimensional energy, and otherworldly power. When Bres had cast down Atlantis thousands of years before, a handful of people had escaped, slipping out into the world; many of them had passed their powers on to children, and now hundreds of thousands of people around the world had the potential to develop Atlantean-derived powers in exceptional circumstances. The vast majority never did, but occasionally someone like Iron Will or Revenant tapped into their latent genetic powers, developing unique capabilities.

In Heirs of Atlantis, the Drifter was pulled back into the centre of the world he’d tried to leave behind when one of his former students from Atlantis called him for help. Lucette Rhodopis had studied magic and philosopher under Ezekiel, and after Atlantis fell she put her knowledge into practice, quietly travelling the world and helping people in need by offering subtle gifts or telepathically encouraging empathy and connection, while also using her abilities to punish those who were cruel and greedy; her actions had formed the basis of fairy tales as widespread as Cinderella and Baba Yaga. When Lucette learned that another Atlantean, Pythagoras, was attempting to gather the children of immortal Atlanteans for a ritual of his own – an attempt to expel Bres and reclaim Atlantis, returning it to magical supremacy over the world – she began to gather allies and heirs of her own. The Drifter reluctantly returned, and the people of Atlantis divided between Pythagoras’s supporters and those who stood for the ability of the people of Earth to make their own choices.

In the end, Godmother’s faction was victorious, and she assembled her allies to work on a new Atlantean Council, one that would work to make the world a better place. She encouraged the Drifter to do the same, returning to the world he’d hidden from for so long, and reminded him that he was the reason that she’d been able to come so far. Geisman carried the Drifter into Dark Rivers in 1974, bringing the Atlanteans into Veilwalker’s ongoing work to calm the magical world, and Godmother and her council followed along.

Behind the Scenes:

Heirs of Atlantis is one of those things that I originally tossed off as an aside, but which ended up being a big shift in how a lot of things at Venture Comics operated. It creates the Venture version of metahumans, it starts the Drifter on the path to becoming an active hero, and it retcons a lot of heroes’ backstories, so I thought it deserved to create at least one major character.

As for Godmother herself, she exists because (a) I like the idea of a student who looks older than her teacher, (b) I’m always a sucker for a little old lady who’s actually really powerful, and (c) I wanted someone who was doing the same sort of background telepathy/telekinesis as the Drifter, but in a slightly different way.

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Interesting combination of abilities there.

The Golden Oldie is canon, I tell you! Canon!

I still want a team-up special with Adam Warren’s Galacta going to May for help with her dad. :slight_smile:

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Not a dream, not a hoax, not an imaginary story… it may however be assistant editor month

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Speaking of assistant editors, the History of Venture Comics Vol. 1 is now updated with typo fixes, adjustments to remove the blank pages between sections, and an index of heroes, allies, villains and lieutenants! If you downloaded it already and want the better version, now’s the time. :slight_smile:

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Larcenemo

Real Name: Vernon Gabriel**, First Appearance:** Celestial Travels #414, Aug 1973

Lieutenant Type: Enemy
Die Size: d12
Motive: Wealth, Approach: Technological

Traits:

  • Countermeasures: When Larcenemo is Attacked, he may react to Attack his attacker by rolling his status die.
  • Hackable: Heroes may Overcome to shut down Larcenemo’s armor. While his armor is shut down, his Countermeasures can’t be used and he takes -2 to all rolls. At the end of his turn, Larcenemo may Overcome as a reaction to restore his armor.

In the 1970s, the problems that the Celestial Travellers faced gradually escalated as new threats emerged into Sector 39. Alongside their previous difficulties with pirates and looters, the team began to see the incursion of the Uranian Empire and the Kel’Thoth, an empire of robots that had long ago overthrown their meat-creators, and believed that only machine life was capable of rational self-replication, dominating and strictly controlling organic life within their domain. The Xur’Tani Republic began to send its own forces into the area, but Sector 39 was far from their homeworld and difficult to govern.

Into this chaotic mess, the Kel’Thoth began to study the Earth in particular, sending scout ships to determine how much force would be needed to bring it to heel. One of these ships captured a handful of human mercenaries – criminals who had been drummed out of their respective militaries and were now bodies-for-hire. Unfortunately for the Kel’Thoth, they underestimated the sheer capacity for violence that their captives maintained. Led by Vernon Gabriel, a former British special forces agent, the captives overwhelmed the ship, seizing its weapons and destroying its robotic masters before piloting it into the stars to seek their fortune.

Vernon renamed his new ship the Astronautilus, and took on the name Larcenemo, a joking reference to both 20,000 Leagues Under The Sea and to his new criminal career. He and his crew wielded their new Kel’Thoth power suits and weapons to plunder shipping lanes and cause problems across Sector 39, clashing repeatedly with the Celestial Travellers. Larcenemo’s goals were twofold: earn enough wealth to buy himself a planet, and prove that humans were the baddest species in the galaxy and not to be messed with. While he was happy to work with aliens and recruited several to his crew, he demanded absolute obedience and was convinced of the supremacy of the human spirit; both of these traits caused clashes with fellow pirate gangs like the Starbooters when he refused to cede territory to them.

The Astronautilus and its crew didn’t have grand goals, but they had the numbers to be a threat and the drive to hit rich targets and vanish into the stars. They would be a perennial thorn in the sides of every major player in the region for decades to come.

Behind the Scenes:

New pirate, who dis?

Larcenemo exists because I thought of having a ship called the Astronautilus and it was just far too stupid not to. He’s another really beefy lieutenant with a fairly serious weakness; most of the time, he and his crew will serve as a good secondary threat to a major problem. They’ll show up when a planet needs to be saved to steal its money, or raid a space station where the characters are trying to manage a peace summit. And he’s just enough of an asshole to be a pain, without being a full-on genocidal monster.

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There are few better reasons to make a super than coming up with a cool/lame piece of wordplay for a name. : D

Wait, why did a ship that used to belong to a bunch of machines have humanoid-usable power suits? Were they left over from the Kel’Thoth’s creators? Just robotic drones that Larcenemo & co. hollowed out and put on? Or were they power suits that the robots wore?

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Beat me to it. My first thought was that they’re wearing cored-out, re-engineered Kel’Toth corpses as power-armored skin suits.

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There is actually an easy answer for this. Despite being robots, the Kel’Thoth had swappable external suits for the purpose of external versatility. Conveniently, the psychic control mechanisms interface with human brain waves as well as Kel’Thoth computations. Does this make sense? Not really! But then, the Kel’Thoth never really become a big deal.

The suits probably do not have internal oxygen, which is why Larcenemo doesn’t have a helmet. His power suit is not actually spaceworthy.

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As a follow-up to this, I just hit Hive-Minder in my writeups as I’m filling in Bronze Age book stuff, and I couldn’t help but notice some similarities between the psychic robot swarm that attacked him, which he was able to reverse-engineer and psychically command, and this story.

So Hive-Minder is getting modified to have been attacked by a Kel’Thoth robot weapon, which hopefully will help with the idea that Kel’Thoth tech is at least partially psychic in origin. :smiley:

(I’m also adding a bit where Hive-Minder is developed by Charles Morris, the creator of Earthwatch, specifically because he liked Larcenemo but wanted something a bit different, so he worked with the Celestial Travels writers to create another human who was affected by Kel’Thoth tech in a way that fit with the storylines they were developing.)

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Yeah, that makes sense. Just 'cause robots are machines doesn’t mean that they can’t use other machines; it’s probably a lot easier to just put on a modular power suit than modify one’s own robotic form for a particular task.

Yeah, that doesn’t seem super sensical, but you can kinda justify it using bonkers comic book science, methinks. Maybe the original creators of the Kel’Thoth were trying to make AIs that perfectly mimicked the reasoning and problem-solving capabilities of organic brains, so their computer circuitry matches the electrical impulses of neural pathways of the brains of organic life-forms, so their Wi-Fi is basically compatible with brainwaves.

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I could see a more modern story where the “Robots that killed all the biologicals” and have a psychic component to their tech find out that they are not programed but uploaded consciousness. Possibly the story where a modern writer wants to cut down on the space factions. “We did not remove the creators we are the creators, and we forgot, we cannot continue” - entire race self-destructs.

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Groove

Real Name: Grover Taft, First Appearance: Venture Christmas Annual #1, December 1974

Lieutenant Type: Ally
Die Size: d8
Relation: Fan, Approach: Physical

Traits:

  • Former Burglar: Groove has +1 to burglary-based actions.
  • Surprising Knowledge: When Groove is in the scene, all nearby heroes have +1 to Overcomes.
  • Powerless: Groove has -2 to any Attacks or Defends made against super-powered targets.

From 1970 to 1973, all of the annuals published by Venture Comics were reprints of popular stories, rather than new adventures. Things changed in 1974, as growing demand led Mossby to begin introducing new annual titles. He began with what would become a tradition for much of the 1970s, with Venture Christmas Annual #1, which also saw a tongue-in-cheek return of a classic Venture character who hadn’t been seen in twenty years.

Venture Christmas Annual #1 promised a “New Christmas Carol” on its cover, with an elaborate image of newly-returned Hank Ferris Sr. confronted by Jacob Marley. This confrontation proved to be extremely quick; on the first page of the comic, Marley appeared before Ferris to promise him a visit from three ghosts, and Ferris promptly pulled out a fancy energy weapon and blasted Marley right out of the panel into a black page. Marley stood up, dusted himself off, and with a sigh decided to go and find someone more capable of redemption.

He found Grover Grover. Grover was a small-time burglar working for the Company, paying off his gambling debts by breaking into industrial facilities. Marley manifested before him, and led him on a Christmas Carol to visit three ‘ghosts’. First, he and Grover went back to France in World War II, where Grover learned Madame Liberty’s own criminal past and her dedication to fighting evil despite her background. Then they visited the present, and went to a local homeless shelter where Greenheart was working as Val; Marley explained that even with her power, Greenheart knew there were other ways to do good. Finally, Marley disguised Grover and brought him to the future, where he found Flatfoot standing over his own grave. In this timeline, Grover had become a supervillain named Highrise who had finally died in battle with the robot hero. Grover expected Flatfoot to hate him, but the robot explained that he was mourning the man that Highrise could have been, saying “There was always time to pick a different path.” Returning to Christmas evening, Marley left Grover to think about what he’d seen, and the man chose a new path. He showed up to the homeless shelter, saying that he’d heard they could use an extra hand.

It was meant to be a one-off, but Grover Taft was popular enough to become a regular. The information he’d learned from Marley gave him surprising insight into the Champions of Truth, and every so often he would suit up and help out in a crisis under the alias of ‘Groove’. He even saved Flatfoot’s life in a critical moment, telling the hero that Flatfoot had helped him turn his life around once, and it was only fair that he return the favor. Grover also stayed in touch with Jacob Marley, who began to appear in other magic-themed titles again now that he had been re-established as part of Venture Comics.

Behind the Scenes:

I’ve been toying with this one for a while! Way back in the D-Listers, I came up with the idea of Mr. Ferris vaporizing a Christmas ghost as a small aside to the first Christmas Annual. When I added Jacob Marley to the cast, that seemed like the perfect hook to return him to Venture Comics, but I needed his new Scrooge.

So here we have Groove! He’s really just a guy with a bit of tech, but he’s got a good heart and he’s turning his life around. Working out the three ghosts meant slight changes in terms of who the stories in the annual were about, swapping out Madame Liberty for Skybreaker, and giving us someone who ends up being a Champions of Truth supporting cast member. I like the idea that Jacob just occasionally shared various fourth-wall-breaking facts with Grover, which leaves him knowing things he absolutely shouldn’t, including Greenheart’s secret identity.

This also means that our entry for Groove is mostly serving as the Christmas Annual story, but I can live with that.

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Brilla

Real Name: Brilla Glowrilla, First Appearance: Champions of Truth #133, May 1976

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

Traits:

  • Flare: When Brilla Hinders, add +1 to the result.
  • Bright Punch: When Brilla Attacks, she may apply the result to two nearby targets.
  • Solar-Powered: When Brilla takes a penalty from darkness or cold, increase it by 1.

Throughout the 1970s, the popularity of Champions of Truth began to wane, in large part because of growing editorial squabbles between the desk in charge of the title and the ones where the solo and team books for the various individual Champions were taking place. With every member of the team already being in another book, coordination was nearly impossible, and Champions of Truth couldn’t make big changes to the status quos of its characters without the permission of writers who already had their own ideas for where these characters were heading. This left the comic relying on flashy set pieces to draw readers, and its sales suffered.

In Champions of Truth #133, one of these flashy set pieces was engineered that nearly turned things around. The Champions were shocked to be contacted by their old nemesis Doctor Freak, asking for help. Doctor Freak explained that a group of his experiments had broken loose, dubbed themselves the Chimera Commandos, and were kidnapping people to transform them into animal-men under the command of a solar-powered gorilla woman named Brilla, who had the ability to gather light and then blast it forth, blinding foes or scorching them with heat. Without the Champions, he feared that Brilla would create an army of mind-controlled animal-folk.

It was, of course, a trap. There was no breakout; Doctor Freak had promised his creation an army of her own in exchange for luring the Champions into a trap, and he used the attack as a chance to see how his latest creations would perform in adverse conditions. But Doctor Freak had underestimated his minion. As her forces were taken out one by one, Brilla saw clearly that her creator had no intention of giving her freedom or a force of her own; she was merely an experiment to him, and he intended for it to end in her death. At the climax of the issue, Brilla betrayed Doctor Freak, allowing the Champions to defeat him and save the civilians that she’d kidnapped, and escaping with a handful of commandos.

If the Champions had hoped that this might lead to a new peace with the freed animal-folk, they were disappointed. While Brilla was more loyal than her creator, she had still been created to be aggressive and cruel, and she demanded absolute loyalty from her rescued forces. She set about building her own army of former experiments and super-science creations, positioning herself as queen of the jungle through personal charisma rather than pure might. Her army would become a persistent foe to the Champions of Truth, Covert Tactics, and Doctor Freak, making alliances where necessary but largely simply trying to seize what they could and declare their power over mere humans. For his part, Doctor Freak considered her a failure. Obedience, after all, was more important than power.

Behind the Scenes:

And here we have our second evil ape. I knew I could do it.

Brilla is a very different sort of evil gorilla than Great-Ape was; she’s also an experiment, but she’s more traditionally evil and prone to gathering armies of mistreated super-science experiments to… be evil. She’s a real obstacle to Covert Tactics as the Champions continue to fade across the 1970s, presenting an alternative to the people that they’re trying to convince to turn over a new leaf. This also means that she’ll often show up as a minor obstacle in a scene where the team is dealing with a more powerful villain, trying to convince them to change sides. She’s not the most powerful person in her army, just the one organizing things.

This also helps underline one of the ways in which Doctor Freak is very different from our other major “making supervillain stuff” villain Dr. Strife. Strife would have loved that Brilla was showing that kind of independence and drive, as seen later with Jitterbug. To Dr. Freak, though, she’s a threat.

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Yay! More apes! You can never have too many of them.

Hmm, Brilla does seem to share some similarities with Citizen Dawn, both being light-manipulating leaders of superhuman groups.

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Hah, I didn’t think of that. i can see it, though.

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Tangentially, I’m still holding out hope for a DC/Marvel crossover event where Gorilla Grodd and Stegron turn the entire world into apes and/or dinosaurs. Bonus points if Randy Bowens’ Kongzilla makes a guest appearance.

I rarely suffer from seller’s regret, but getting rid of my painted Kongzilla resin statue is something I could still kick myself for. That thing served me well in Vor: the Maelstrom and various RPGs for years.

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“I don’t want to cure cancer, I want to remake Kong vs Godzilla”

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Aquila

Real Name: Julius Calavius, First Appearance: Into the Green #161, August 1976

Lieutenant Type: Ally
Die Size: d10
Relation: Reluctant Ally, Approach: Magical

Traits:

  • Summon the Legion: As an action, Aquila can create a d8 “Ghost Legionnaire” minion. He may not use this action again until the scene tracker changes zones.
  • Formation Tactics: When Aquila Boosts to create a tactical advantage, he may apply the result to all nearby allies.
  • Zeal: When Aquila has a penalty related to doubt or fear, he cannot use his other traits.

It’s Aquila!

You’ve already got his backstory, sorry. No real need to change it up, and it fits almost perfectly on the page so I don’t need to add anything. This is the formal downgrade of the character to a proper supporting cast member, keeping his minion-creation and strong Boost capabilities, and reflecting his principles as a free ‘twist’ that forces him to retain his conviction in order to use his powers.

Aquila is a neat guy, and I’m glad to keep him around, but yeah, he did not really end up becoming important enough to be a lead. I’d had the idea that he would get his own title or join a major team later, and things just never really came together.

I think Aquila is the only lieutenant that won’t be seeing an expanded writeup; while I’ve got a few Remnants and Champions of Freedom to write up as allies, they’re going to see notably expanded bios that lean into the fact that they’re a little goofy and right on the verge of D-List status.

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Well, at least they aren’t Atlantean ghost legionnaires. Don’t know about you, but Ray’s had enough of those guys. :slight_smile:

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Yes, True Roman ghost legionnaires are a bit less aggressive.

Only a bit, mind you.

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