The History of Venture Comics!

Father Fathom

Real Name: Connor Wells, First Appearance: Skybreaker Stories #260, Dec 1979

Lieutenant Type: Enemy
Die Size: d10
Motive: Destruction, Approach: Mental

Traits:

  • Pressure of the Depths: When Father Fathom uses a bonus, as a reaction he may Hinder any number of nearby targets using his single status die.

The aborted rise of Atlantis gave birth to a new slate of Fomorian-derived villains for Skybreaker to fight, alongside his existing gangsters and gimmick-driven enemies, but not all of them were aligned with their dark creators. While Skybreaker Stories largely eschewed the complicated mystical stories being pushed by other magical titles, preferring more classic tales of heroic figures going toe-to-toe with vile villains, the title occasionally dabbled in the sort of weird creatures that were more popular in Into the Green or Dark Rivers. Father Fathom was one such villain, a minor but recurring presence in Skybreaker’s adventures.

Connor Wells was an oceanographer and diver who became obsessed with Atlantis after seeing the island’s rise, convinced that there was an ancient city of treasure below the waves. Believing that humanity had failed and the world was dying, he sought to transform himself into something that could live beneath the sea, using his intellect and expertise to discover the ancient city in the hopes of learning how its people had lived beneath the waves. Unfortunately for Connor and his followers, the answer was ‘dark magic’. The expedition was attacked by Fomorian forces, and Skybreaker barely saved them from being fully consumed by the Dark Sea.

But Connor was not grateful. He and his followers had already been tainted by Fomorian magic, turning into half-aquatic creatures, and he blamed the superhero for failing to save him in time. Harnessing his newfound powers, he took the name Father Fathom, and began to grow his Church of the Deep – a cult that he believed would grow to stand against both humanity and the Fomorians, casting down everything of the surface and creating an undersea empire that could defeat the Dark Sea on its own terms. Father Fathom learned how to transform willing supplicants in a dangerous ritual, and began to organize his followers, launching raids on coastal cities and carrying off more technology and magic to enhance his empire.

Father Fathom’s powers were limited; he had strength and endurance that allowed him to survive the crushing depths, and he could creating waves of pressure that would slow or injure his foes. His primary threat was in his intellect – he knew exactly how to apply his limited powers and followers to their best effect, wrecking havoc in excess of the power that he held. He rarely appeared as a lone enemy, preferring to arrive during catastrophes or create a third front during a battle against Fomorian forces, attacking demonic invaders and human civilians alike.

Behind the Scenes:

This was a real “working backwards” sort of situation.

The name “Father Fathom” popped into my head, and I wanted him to be a minor villain. Originally I thought he might be a Reactors foe, but their main villain was already an elementally-aligned cult leader, so I pushed him back into the 70s. Then I had Atlantis, and I thought he might be a Fomorian lieutenant, but I wanted something a little different, and so here we are.

Evil cult of fishmen probably ends up drawing on Lovecraftian themes occasionally, but Father Fathom is more of a dangerous third front in Skybreaker’s ongoing war. He turns willing cultists into fishmen, uses them to attack people, and retreats where people can’t follow him. He’s not very subtle and he’s not very complex, but he’s fun to write I bet.

4 Likes

What? He may what? Guessing Hinder or Attack or both? Unusual reaction, anyway.

You just know there’s that one writer who takes every single opportunity to work in fish-related wordplay, no matter how awkward and forced.

2 Likes

Yeah, it’s Hinder. I don’t know how it got deleted, must have been a weird editing thing.

And yeah, I thought it would be interesting. He can drop area Hinders as a reaction, but he has to set up with a Boost first (or have someone do it for him), and then he sends out pressure to weigh people down.

2 Likes

Neato fishy dude. With a name like that, surely some story he’s been in has referenced Shakespeare’s “Full fathom five thy father lies,” either in dialogue or as a story’s title — as “Full Fathom Five Father Fathom Lies,” perhaps.

2 Likes

Covenant

Real Name: Sarah Larson**, First Appearance:** The Drifter #2, November 1980

Lieutenant Type: Ally
Die Size: d10
Relation: Romantic, Approach: Otherworldly

Traits:

  • Fill With Hope: When Covenant Boosts, she may affect multiple targets.
  • A Better Path: Once per scene, if the scene tracker is Yellow or Red, Covenant may Overcome to turn a villain or environment minion into a hero minion.
  • Pacifist: Covenant cannot Attack.

In late 1979, a small comics publisher that had been struggling for decades finally gave up on its small superhero line. Cryptid Publications had exclusively focused on pulp-adjacent and magical heroes, but had dwindled steadily over the course of the 1960s and 1970s until its last few series were cancelled in 1978. As it happened, the editor of Venture’s Mystical desk, Lewis Maron, had grown up on the Golden Age incarnations of some of those heroes, and convinced the publisher to buy the rights to them, arguing that they could be successfully incorporated into Venture’s own setting without issue. Most of the attempts to introduce Cryptic characters to the publishing line were unsuccessful, but a few managed to get enough purchase to make an impact.

Covenant was one of those few. In 1980, disastrous sales led to the collapse of both Cryptic Trails and Champions of Truth; in an attempt to staunch the bleeding, H.R. Randell approved a twelve-issue Drifter miniseries while he decided on more permanent replacements. The series dealt with the Drifter’s attempts to seek out and contain a set of eight mystical artifacts that were bound to various powerful emotions, and which threatened to overwhelm their possessors. Sarah Larson was a social worker and political activist who tried to help a dying man on the street, only for him to pass the Mantle of Hope to her. With the Mantle, she could share her ideals and experiences with others, inspiring them to hope for a better world – but the Mantle also threatened to overwhelm her, hollowing her out and turning her into an empty shell forever seeking to inspire others regardless of where their inspiration would lead.

Delving into Sarah’s mind, the Drifter helped her align the Mantle with her own ideals, channelling its power for good. Along the way, he shared his own fears and doubts with her, and she was inspired by the man that she saw. She chose to take on the name Covenant, acting openly to inspire people to help the Drifter stay in the background where he was more comfortable, and joining him in seeking out and either saving or confronting the other wielders.

The rest of the ‘emotion artifacts’ proved not to be enduring, but Covenant was a popular character, and her teasing relationship with the Drifter was an entertaining one – always leaving the more powerful hero just slightly on the back foot, while simultaneously encouraging and helping him. While their relationship was on and off again depending on the time period, Covenant would remain a major character in his stories and an important part of his life.

Behind the Scenes:

Another Cryptid hero enters the playing field!

This one was a bit of a reverse-engineer. I want Runesword to become a supporting character later, so that they can be part of Knightgrave stories, but I didn’t want to have to wait to explain the Cryptid buyout that long, and the hero who originally explained it was a D-Lister. So I had to pick a couple more Cryptid people to get integrated in the timeline, and Covenant seemed like a perfect pick. Her vague origin story is very Golden Age, updated here for her new appearance, and she ties into a Drifter storyline that doesn’t go big places but may get referenced again. Covenant’s ultimate “turn someone good” power is less powerful, requiring an Overcome and potentially adding complications to the scene rather than just working, and it can only be used once. I think those changes make it a fun supporting role ability rather than a PC’s ultimate technique.

Minor funny fact - I had originally named Covenant Sarah Lawson, and I expect that was her name in the Cryptid era. But with Flatfoot now going by James Lawson, it’s probably a family name that Venture doesn’t want to reuse, so she got a shift.

4 Likes

Professor Phlogiston

Real Name: Bertha Giles, First Appearance: Covert Tactics (Vol. 2) #225, January 1981

Lieutenant Type: Enemy
Die Size: d8
Motive: Need, Approach: Technological

Traits:

  • Transfiguring Flame: When Professor Phlogiston Attacks with fire, she also Hinders her target with a result equal to the damage they take.
  • Shielding Currents: When Professor Phlogiston Attacks with lightning, she also Defends herself with a result equal to half her roll (round down.)

The acquisition of Cryptid Publications brought a slew of minor villains from forty years of comics into Venture’s stable. Most of these villains never made their way onto the page, or appeared only as deep cut references in single issues – they were either too generic, too close to existing Venture villains, or didn’t line up well with current storylines. However, the writing team for Covert Tactics was in the middle of a storyline in which the team was rounding up an entire organization of enemy super-scientists, and Bob Abraham, the team’s current lead writer, decided to simply look the Cryptid catalogue wholesale rather than going through the trouble of creating a dozen-odd mad scientists. He made a few adjustments, especially since most of Cryptid’s old Golden and Silver Age scientists were men, and tossed them onto the page to be taken down one by one by Corporal Liberty’s newly-focused team.

Most of these villains never appeared again after 1981, but Abraham discovered that he was particularly enjoying writing one, and he began to give her extra page-count and lines. In the Golden Age, Cryptid had created a villain named Professor Phlogiston as a nemesis for their hero the Artificer – a bombastic man who sought to prove that his wild theories were scientific fact. Abraham leaned into this, creating Bertha Giles. She was a research scientist whose wild theories on physics and matter were roundly mocked in the scientific community. With a burning need for fame and recognition, she set about putting her theories into practice, creating a chain of highly unstable transmutations using her Phlogistionium – a powerful fire that used poorly-understood dimensional energies to transform matter. Combining it with her Etheric Engine, which generated physics-warping electricity, she set about creating grand acts of crime simply for the goal of proving that the science worked and humiliating her foes.

Professor Phlogiston was sharp-tongued, quick-witted, and prone to rolling her eyes at her fellow super-scientists and their clearly inferior products. She also needed funding, and demonstrations. As such, she ended up working as a lieutenant to a number of more powerful mad scientists, providing her services to local despots, and generally making the world a worse place. At the same time, she had some limits. In 1983, her brief employment with Animaster came to a crashing end when she intervened to stop him from breaking open the Earth’s crust under Neulyon to swallow the Eastern Seaboard in magma. As she told Reverie at the time, “Good science requires sacrifices, but a girl’s got to draw the line somewhere.”

Behind the Scenes:

One last Cryptic Publication character… or is it?

The name might be tickling the back of people’s brains, but it is true that Professor Phlogiston was not, in fact, one of the supervillains I wrote for my test runs of the randomization system. Rather, Bertram Giles was Doctor Cobalt, a former supervillain who had worked under the title of “Professor Phlogiston” who was put on a work-release program as a reluctant superhero after saving a bunch of people during Oblivaeon.

The gender swap is mainly because I wanted another woman here, and grabbing an old Golden Age character and switching up their gender is a thing that the comics did. As for whether we’ll ever see Doctor Cobalt… I mean, yeah. I wouldn’t bring the character in if I wasn’t going to do that eventually. :wink:

5 Likes

I’m still on vacation this week, but I had to pop in with a reveal. I have received Venture Comics’ first official piece of fanart, courtesy of longtime Sentinels fan @Faralis!

Behold… Nightbird!

6 Likes

Fantastic fanart for Friv, Faralis. Cool, cute chibi composition. Absolutely amazing artistic ability, as always.

2 Likes

Okay, first things first: the elephant in the room. The recent announcements about FRG and Greater than Games strongly suggests that the Sentinel Comics RPG is now dead media. I spent some time on vacation thinking about what this means for Venture Comics, and… you know what? Heck with it. If I end up being the only person publishing material for this game, that’s a fate I’m willing to take on. So the project continues apace.

And with that said, here’s the last of our Plutonium Age villains, albeit one you may recognize…

Greyheart, Queen of the Dead

Real Name: The Heart of The Depths, First Appearance: Kid Liberty and the Champions of Tomorrow #24
Approach: Overpowered, Archetype: Invader
Upgrade: Minion Squad, Mastery: Unfathomable

Status Dice: Based environment minions, lieutenants, and/or challenges:
None: d10, 1-2: d8, 3+: d6. Health: 55+5H
Qualities: Stealth d8, Alertness d6, Queen of Death d8
Powers: Necromancy d12, Toxic d10, Strength d10

Abilities:

  • Font of Death (I): At the start of your turn, create a “Risen Undead” minion.
  • Rise from the Grave [A]: Move to a new location in the current scene, and then Attack or Overcome with Toxic. Hinder with your Max die.
  • Death and Rebirth [A]: Boost using Queen of Death. Use your Max die. One environment minion becomes a villain minion. It acts at the start of your turn.
  • Wipe The Slate Clean [A]: Overcome using Necromancy. Use your Max die. Attack an environment target with your Mid die. Attack any target with your Min die.
  • Aura of Death [R]: When Attacked, Defend yourself by rolling your single Necromancy die. Deal that much damage to a different nearby target.
  • (U) Endless Undeath (I): Whenever you create or convert villain minions, create an additional d6 “Risen Undead” minion.
  • (U) Master of the Unfathomable: If you are in a situation involving eldritch and disturbing forces, automatically succeed at an Overcome to control and compel necromantic forces.

Common Scene Elements:

  • Risen Undead: d8 minions that have +1 to save against physical damage.
  • Revenants. D10 lieutenants who were once powerful superhumans, with special actions based on those powers.
  • The Culling Field: A populated environment that spawns minions that Greyheart is targeting and challenges related to the necrotic energies overwhelming it.

Our final Plutonium Age villain is Greyheart! The necromantic version of her discussed in Night of Lost Souls is really using an entirely different skillset than the rampaging plant and animal monster from earlier ages, so I thought she deserved a glow-up. On top of that, I’m currently working out how I’m planning to lay out the Plutonium Age, and part of that is going to involve integrating the crossovers I discussed into individual writeups. So Greyheart gets to be the writeup for the fall of the Champions of Tomorrow. It’ll be a few months before I arrange all of that, so for now you can just imagine that her writeup details how they get taken down and the stage is set for the return of the Champions of Truth.

As a villain, she rampages into areas at the head of an army of minions, and generates more minions every turn plus even more when she kills and resurrects the forces the environment is trying to create. Combined with her massive health and nasty defense, she is bad news in a straight fight, and she’s incredibly mobile on top of everything. She’s definitely an “all hands on deck” sort of villain. She also has a unique Ultimate, which uses the health calculations of Mook Squad but just creates smaller undead whenever she creates any, making the situation that much worse.

Also, you have probably noticed that I have changed the name of our short-lived Champions from “Champions of Freedom” to “Champions of Tomorrow”. This is largely because while I always hoped for the team to be short-lived, Venture did not; there was probably hope that eventually both teams would exist at once, which is why they didn’t just keep “Champions of Truth”, but the Champions of Tomorrow were intended to stick around. I can’t imagine them deliberately renaming their headline team something that close to the Freedom Five, so I made an adjustment.

4 Likes

Hey now. Considering that eventuality probably includes my death, I’d prefer if it held off a bit. My blog may have slowed down a lot but it hasn’t quite stopped, especially with a new PbP game to inspire me.

1 Like

good for you.
now that you have read the adventure would you remake any characters as the meh that is “Shardborn”?
will you add Shardborn to your randomizer for any future heroes?

when I can get enough spoons I will (re)post at least one of my characters with expanded character and meta lore and the first season of the game I ran

2 Likes

I did my level best to play Devil’s advocate for Shardborne over here on the purple site, but I couldn’t even wholly convince myself it was worth experimenting with.

1 Like

Short answer: probably not, no.

The longer answer is that there are some Venture heroes that the power source might narratively fit. Power-shifting would be a neat choice for Alchymia or Protean, and unstable powers make sense for Stutter.

But mechanically, the source is underwhelming. I’d have to make more houserules than usual. I’m also not fond of requiring stuff other than the core book and mine for hero creation.

I’ve noodled around with adjustments for my home table, if I run again, but for Venture, probably not.

1 Like

I’d also think that’s the one power source so far that’s really tied to the setting. If you’re not having deep-cut crossovers with Sentinel Comics, how would it factor in?

3 Likes

I don’t know, it’s pretty easily reskinned into something like the terrigen mists in Marvel, the Silver Storm nanotech plague in Mutants & Masterminds, or the alien virus in Wild Cards. The problem is more that it sucks so bad it’s not worth the minimal effort to do so.

If anything, Modular feels like the most “this exists solely because of one Sentinels character” to me. You can force other concepts to fit, but it’s ugly and awkward. I’ve done one of them as a test sample, and I doubt I’ll ever do another.

2 Likes

Yeah, as Rich says: while the Shardborne power source is tied to a Sentinel Comics event, it can be reasonably adapted to any power source where you’re getting exposed to a powerful and dangerous source of unstable energy.

In Venture, it would probably stand in for the various times that people have tried to mix different kinds of energies to create particularly powerful superheroes, with dangerous results - sort of a blend of Accident, Cosmos, and Experimentation all in one. It’s not necessary, but it’s closer to the setting than, say, Multiverse is (and if I did swap it in, I’d probably do it by removing Multiverse as a guided method option, since I’m already doing something with doubles.)

1 Like

OTOH, the mechanical guts of Multiverse are okay (aside from that wretched d6 power in place of a Green ability that should be at least a d8), so maybe just erase the name, replace it with whatever Venture might call Shardborn and call it a day? Maybe adjust the available powers from Multiverse or replace them with Shardborn’s? Or ditch the bonus power and give it the Shardborn Greens?

Might as well get some use out of the skeletons the two archetypes. :slight_smile:

I see the ability to swap [ENERGY/ELEMENT] damage type as the most interesting option, but the “best” use would be having a multitarget attack and the rest of your team all having the abilities that are based on taking [ENERGY/ELEMENT] damage (heal instead, boost, mirror damage to an enemy). My brain then swirled into who that would be in Venture comics-
In one of the pocket mirror dimensions a heroic Animaster= an out of touch academic leading a group of naïve construct companions. cough Will Magnus and the Metal Men cough

1 Like

Yeah, I mentioned that at the purple site link. It’s more trouble that it’s really worth though, since your allies could just all zero/invert/boost off of the same E/E type, avoiding the need to swap in the first place. And Improved Immunity is Red, so you’re not getting the really juicy heal+boost until you’re in dire shape.

Does that ability only work on E/E category stuff, or is it swap to any power in that category? I’ve only read a friend’s copy and can’t recall, but if it’s any category there’s some real versatility from taking it on (say) psychic or self-control.

Outside of that, the most interesting new offering from the power source might be the (I) ability that gives you a +1 bonus at the start of your turn if you don’t have any bonuses. It’s probably not quite strong enough to merit being a Yellow, and obviously dis-incentivizes you from wanting P+E bonuses, but as a Green that’d be pretty hot - in a better list of abilities, anyway.

The exact ability reads as follows: “When you use an ability that uses a power, you may take 1 damage to use a different power from the same category, even if you don’t have that power.”

Reading that, it’s actually a bit unclear what the limits are. I had read that as only applying to abilities that say “do a thing with [power]”, but you could read it to apply to any ability that uses a power die. I’d also have to check whether triggering reactions and inherents counts as using an ability - under a very permissive reading, it might let you heal and/or boost of of every energy type, which would sure be a dramatic power increase.

2 Likes