Showing posts with label superhero. Show all posts
Showing posts with label superhero. Show all posts

Monday, July 8, 2019

Zauberina [ICONS]

Art by Chris Malgrain
ZAUBERINA

Abilities:
Prowess: 4
Coordination: 4
Strength: 3
Intellect: 5
Awareness: 5
Willpower: 5

Stamina: 7

Specialties: Magic Expert

Qualities:
Raised in Vulthoor
Mistress of the Mystical Arts
In Love with Ultranaut

Powers:
Magic (Blast, Force Field, Illusions): 8

Background:
Alter Ego: Zabrina Zauberer
Occupation: Adventurer
Marital Status: Single
Known Relatives: John Zauberer (father, deceased), Rose Zauberer (mother, deceased)
Group Affiliation: Former general of Vulthoor; ally of the Super-Sentinels
Base of Operations:
First Appearance: SUPER-SENTINELS #37
Height: 5'7"  Weight: 130 lbs.
Eyes: Green  Hair: Red

History:
Zauberina was the daughter of the magician and adventure John Zauberer, known as Zauber the Great, and the "ghost-breaker" Rose Buchanan. Zauberina was kidnapped when she was an infant by her father's greatest enemy, Jada the Green Sorceress, ruler of the subterranean city of Vulthoor. The Green Sorceress told Zauberina she was her mother and that her father had abandoned them.

Zauberina possessed her father's aptitude for the magical arts, and she was tutored along these lines by the Green Sorceress. She soon rose in the ranks of her foster mother's magical forces, until she commanded them. She lead in Vulthoor's attempted invasion of the surface world.

Zauber and the Super-Sentinels repelled the invasion. They were aided by Zauberina, who learned that the Green Sorceress had lied about her father, and switched sides.

Zauberina became an ally of the Super-Sentinels and aided them in several of their adventures.

Thursday, June 20, 2019

Heroic Headshots!

I've been busy with real-life stuff, projects have been backburnered for a bit now, but looking back over art done for the Armchair Planet Who's Who I've posted to the blog before makes me eager to get back to it. Just take a look at these team headshots done by Agus Calcagno:

Branded as anomalies--beings who were dangerous simply because they were outside their proper timestream--they were imprisoned in an extra-temporal prison. They escaped and now survive as crosstime soldiers of fortune... The Tempus Fugitives!


They are the source of our legends of fairies, trolls, and goblins, but the truth is they are a genetically altered subspecies of humanity with incredible powers. They are the Abhumans, and they have remained hidden...until now!

Monday, June 10, 2019

Superheroic Hooks

While not exhaustive, this is a list of recurring story hooks common in superhero comics from the Silver Age on, though focused on the Silver and Bronze Ages. They are geared toward teams of heroes and those of moderate power level, as "street level" heroes can get into adventures just by going on patrol and spotting mundane crime. Still, they are probably useful at any level.

Assault: the heroes are attacked, either individually or as a group.
Challenge: An NPC challenges a hero to some sort of contest, be it combat, a chess match, etc.
Clandestine Attack: Heroes are plagued by some something not immediately recognizable as an attack (poor public relations, bad luck, problems with powers), but actually is.
Clash of Cultures: A misunderstanding or disagreement leads to conflict with heroes from another nation/world.
Crasher: An NPC of uncertain motivation appears in or invades the heroes' base/home.


Disaster: Sort of a natural or unnatural disaster occurs. This may also be a Clandestine Attack.
Doppelganger: A duplicate of one or more heroes or supporting cast members appears, either amnesic or claiming to be the genuine article.
Framed!: A hero or supporting cast member appears to be guilty of a major crime.
Gift: Heroes receive a mysterious item, base, or job offer.
Harbinger/Messenger: A stranger arrives either announcing the arrival of a greater threat, or to seek the heroes' help in stopping this threat.
Invasion: An attack by a force from another world, country, or time.

Invitation: Heroes are invited to a research facility, upscale party, movie studio, foreign country or the like.
Kidnapped: One or more of the heroes is kidnapped.
Manipulation: The heroes are being maneuvered into a course of action advantageous for the villain.
Masquerade: Someone is pretending to be one or more of the heroes.
New Hero: A new hero of uncertain motives appears either as a rival or aid to the heroes.
Quest: Similar to the challenge, but the heroes must overcome some challenge to acquire an item or achieve some other goal.


Return: A long-missing hero reappears.
Siege: An Assault of some sort traps the heroes in their base or home.
Shutdown: A political/public relations issue leads to authorities threatening action against the heroes.
Villain Multiplied: Previously solo villains form a team.
Upgrade: A villain or hero has a mysterious increase in power.

Wednesday, June 5, 2019

Wednesday Comics: Social Histories of Comics

A bit of a depature for this Wednesday, a couple of books about comics and comics history. Despite the similarity in stated goals and the basic facts they cover, the works have different perspectives that make both valuable.

Comic Book Nation: The Transformation of Youth Culture in America (2002) by Bradford W. Wright is more of a social history. He shows how the messages conveyed by comics shift from the Depression to the Cold War. Like traditional comics histories, he places some importance on EC, but particularly to note how their comics countered "the prevailing mores of mainstream America." Western comics are left out of his analysis--perhaps he feels they are better analysed in general discussions of the Western genre? He also omits underground comics from his discussion.

Of Comics and Men: A Cultural History of American Comic Books (2009) is by French academic Jean-Paul Gabilliet. Despite the title, Gabilliet deals less with prevailing cultural attitudes and their relationship to comics, but is more rigorous and analytical regarding the events of comics history, often citing sales figures and the like. Retail and distribution play a bigger role here than in popular comics histories; for instace, Gabilliet makes a persuasive argument that the Comics Panic of the 50s and the emergence of the Comics Code hurt comics, but really only the smaller publishers and even there perhaps only because sales were already on a downward trajectory from an all-time high. He also describes how Watchmen and the Dark Knight Returns represented a renewal for DC and were important the trend that saved the industry from the decline throughout the seventies.

Wednesday, May 22, 2019

Wednesday Comics: Charlton Action Heroes

Since I've covered the MLJ/Archie characters recently, and the Tower Comics T.H.U.N.D.E.R. Agents back in 2017, it's time the Charlton Comics "Action Heroes" got there due. Charlton had published superheroes in the Golden Age, but what they are remembered for (well, besides what DC has done with their characters since) is their Silver Age publications.

Like Archie Comics' hero universe, Charlton's had an early, false start. In the wake of DC's Silver Age success in the late 50s, Captain Atom by Joe Gill and Steve Ditko debuted in the science fiction anthology series, Space Adventures, starting in 1960. Captain Atom last appeared there in 1961 and by the end of that year, his artist was doing seminal work for Marvel.

In 1965, with Marvel and DC enjoying great success with superheroes, Charlton revived Captain Atom with reprints. The Golden Age Dan Garrett Blue Beetle had been reworked and re-introduced in 1964, but that character and Charlton superheroics really took off in 1966 when Dikto returned. His renewed work with Captain Atom and his introduction of a new Blue Beetle led Charlton editor Dick Giordano to debut the "Action Heroes" line. Along with these two Ditko characters (and later the Question), Giordano included Peter Morisi's Peter Cannon...Thunderbolt, Frank McLaughlin's Judomaster, and Pat Boyette's Peacemaker.

Unfortunately, the Action Heroes were not a resounding success. By the end of 1967, all the series were cancelled. After the demise of Charlton in the 80s, DC would acquire the characters. It's thanks to DC that we have any of the Action Heroes material collected at all. Maybe we'll eventually get an omnibus due the Watchmen connection?

Peter Morisi's estate owns Peter Cannon. Dynamite Comics currently has the license for him and has published two series since 2012, the latest is currently ongoing.

Thursday, March 28, 2019

Armchair Planet Who's Who


I haven't posted an update on this in a while. The project is still on-going, it's just been moving slower of late due to real life stuff for both myself and my collaborator. Here's another piece of art for it, though: another look at Futura by Julian Shaw.

Monday, March 25, 2019

Just Another Omniverse Monday

Gameroom in Progress.
I spent most of my weekend packing books and assembling a new gaming table, so all I've got for you today is two new previously only available on Google Plus Omniverse posts.

These delve into the lesser known periods: the secret vigilante past of the future Commissioner Gordon of Gotham and the heroes who combated the monster surge of the 1950s, the Monster Hunters.

Sunday, February 3, 2019

Hellion [ICONS]

HELLION

Abilities:
Prowess: 5
Coordination: 6
Strength: 4
Intellect: 4
Awareness: 5
Willpower: 5

Determination: 3
Stamina: 9

Specialties: Athletics, Martial Arts, Investigation, Stealth

Qualities:
Something to Prove
"I'm nobody's sidekick"
Hotheaded

Powers:
Hellfire Bands (Strike Device Bashing): 6
      Extra: Burst, (Degrades, Burnout)
Swinging Device: 3

Background:
Alter Ego: Robert Chase
Occupation: Graduate student, musician
Marital Status: Single
Known Relatives: Nick and Nora Chase (parents, deceased)
Group Affiliation: Former partner of Devil-Man
Base of Operations: Arkham
First Appearance: (as Imp) STRANGE DETECTIVE COMICS #42; (as Hellion) ARMCHAIR PLANET PRESENTS #71
Height: 5'10"  Weight: 175 lbs.
Eyes: Blue  Hair: Blond

History:
Robert Chase is the son of Nick and Nora Chase, Occult Investigators and friends of Devil-Man. When they died to the reckless actions of a group of cultists, young Robby was seriously injured and Devil-Man gave him the "invitalizing draught" (which had heightened Devil-Man's own physical abilities) to save his life. In his identity as Kurt Ward, he became Robby's guardian. Devil-Man began training the boy, who soon debuted as the first Imp.

When he entered college, Robby's activities as Imp decreased. He began to want to separate himself from his mentor, with whom he had began to disagree on methods. The final break was over the use of the Hellfire Bands, which Devil-Man felt were too dangerous. Robby took on the new identity of Hellion.

Sunday, January 20, 2019

Abhumans: Kobold [ICONS]

Art by Agus Calcagno
This is a continuation of this post.

KOBOLD

Abilities:
Prowess: 5
Coordination: 4
Strength: 7
Intellect: 3
Awareness: 4
Willpower: 5

Stamina: 12
Determination: 2
Specialties: Wrestling

Qualities:
The only giant gnome
Steadfast as rock

Powers:  
Blend into Rock (Transformation Rock, Disguise Only) 7
Rocky Integument (Damage Resistance) 7
Rock Phasing (Burrowing, Rock Only) 6


History:
Kobold is unusual among his kind (the Abhuman subrace known as gnomes) for his large size. He is a staunch supporter of the royal family in exile and an opponent of the Abhumans supporting the Frozen Führer.

Thursday, January 17, 2019

Abhumans [ICONS]

Art by Agus Calcagno
ABHUMANS
First Appearance: FANTASTIC TALES #56

History:
The Abhumans are a hidden human subspecies created around two hundred thousand years ago as a result of exposure to an accidental dumping of Otherworldly toxic waste. An archaic human tribe was genetically altered by the wastes, developing superhuman abilities and extended lifespans.  Certain traits common among them—such as severe allergies to iron and silver and sunlight sensitivity—led them to a more nocturnal and subterranean lifestyle, further separating them from the rest of humanity. Brief encounters with these hidden folk gave rise to legends of fairies, trolls, dwarfs and the like among primitive humans.

By the end of the European Middle Ages, a group of Abhumans decided to withdraw as far as possible from human civilization. They trekked into the Arctic where they discovered an abandoned city that appeared to be made of ice. This was the former domain of another offshoot of humanity, the Hyperboreans, whose civilization had fallen into decadence, then died out. The Abhumans took refuge in the abandoned city and made it their own.

In 1950, the Abhumans discovered young Arno Kaltmann (see Frozen Führer) in the Arctic after his escape from the custody of the United States government. Kaltmann had been genetically modified through use of Hyperborean technology and was adapted to extreme cold. Curious, the Abhumans took him back to their city and nursed him back to health.

When Kaltmann’s link to the Hyperboreans was discovered, a group of disaffected Abhumans (who believed they were heirs to the Hyperboreans and destined to plunge the world into a new Ice Age) came to view him as a messiah-like figure. Aided by power-hungry members of the Abhuman elite, the cultists staged a coup and installed Kaltmann as their ruler, though in fact, he was mostly a figurehead.

The previous monarchs, King Oberon and Queen Titania were forced to flee with their close allies the trickster Hobgoblin, the dwarf engineer Brokk, and the lumbering gnome, Kobold. Later, with the help of the Kingdom of Sub-Atlan the exiles were able to establish an underground community beneath the British Isles with other Abhuman refugees. Though Kaltmann, as the Frozen Führer, has been defeated and imprisoned at various times, his adherents still maintain power over the Hyperborean Abhumans.

KING OBERON
Abilities:
Prowess: 3
Coordination: 4
Strength: 4
Intellect: 6
Awareness: 7
Willpower: 7

Stamina: 11
Determination: 1
Specialties: Leadership, Occult Expert, Magic Expert

Qualities:
Abhuman Leader in Exile
More Scholar than Warrior

Powers:
Magic (Extras: Blast, Force Field, Illusions, Phasing): 7
Telepathy: 6
Nullification (Magic Only): 7

Friday, January 4, 2019

Dungeonmaster! [ICONS]

DUNGEONMASTER

Abilities:
Prowess: 3
Coordination: 4
Strength: 3
Intellect: 5
Awareness: 4
Willpower: 5

Stamina: 8

Specialties: Geek Pop Culture

Qualities:
A Lonely Nerd, Deep Down
Impulse Control Issues
"I'm the Dungeonmaster, here!"

Powers:
Icosahedron of Ioum (Magic Wizardry Device): 8
Images (Programmed)
Spatial Control (Shaping)
Teleportation (Portal)
Probably Control (When a situation doesn't go his way, he can "re-roll" the Icosahedron, i.e. utlizie this power. Either the will of the device or a psychological quirk of Dilbert's considers this cheating. After each use he must test his Willpower against his Probability Control Power level, with a failure meaning loss of his powers for a number of pages equal to the degree of failure.)

Background:
Alter Ego: Arnold "Arnie" Francis Dilbert III
Occupation: Former college student; Professional Criminal
Marital Status: Single
Known Relatives: Arnold and Patricia Dilbert (parents)
Group Affiliation: Masters of Menace
Base of Operations: Mobile
First Appearance: SUPER-SENTINEL TEAM-UP #85
Height: 5’10” Weight: 156 lbs.
Eyes: Green Hair: Light Brown

History:
Arnie Dilbert was a capable college student, but performed poorly due to the time he spent playing the role-playing game Monsters in Mazes with his few friends. Unhappy with his real life, Arnie began to immerse himself more and more into fantasy. He convinced his friends to act out their game characters’ exploits in a small cave system near their university. Annoyed by Arnie's increasingly demanding behavior, the others ended the session and left him alone in the cave.

Trying to find the exit, Arnie became lost. He later claimed to have found a hidden chamber where he discovered the large, crystalline Icosahedron of Ioum. This artifact obeyed his commands, giving him apparently magical powers, but whether by design or Arnie's own psychological quirks, it limited him to mimicking powers analogous to those wielded by a Monsters in Mazes referee.

Arnie, now calling himself the Dungeonmaster, used these powers to settle scores with his neglectful parents and former classmates before embarking on a criminal career. His modus operandi was to create a "dungeon" in the location the crime was to take place and force bystanders to achieve his goals for him, coercing them with monsters and traps of his making. At a comic book convention in Southern California, he attempted to force a group of costume contest participants to steal valuable memorabilia for him, but he was defeated by the second Rocket. Since that time, the Dungeonmaster considers her his archenemy, though Rocket does not reciprocate.

Monday, December 17, 2018

Rocket [ICONS]


ROCKET 

Abilities:
Prowess: 5
Coordination: 6
Strength: 4
Intellect: 4
Awareness: 4
Willpower: 5

Determination: 1
Stamina: 9

Specialties: Athletics

Qualities:
Queen of Speed
Legacy Heroine
"Let's Go!"

Powers:
Magic Roller Skates (Super Speed Device): 9
Extras: Air Control: 6, Fast Attack, Defending, Surface Speed

Background
Kelli Cross was a college student, but she preferred to spend her time with her roller derby team. When she discovered her grandfather Walt had been the costumed crime-fighter, Rocket, during World War II, using a set of magical roller-skates that he supposedly come from genie—well, it all sounded pretty hard to believe, but skating and fighting crime just seemed like the thing to do!

Kelli began fighting crime in Southern California as the new Rocket and later became a member of the Super-Sentinels.

Sunday, December 2, 2018

Devil-Man [ICONS]

DEVIL-MAN

Abilities:
Prowess: 6
Coordination: 6
Strength: 4
Intellect: 5
Awareness: 5
Willpower: 6

Determination: 3
Stamina: 10

Specialties: Athletics Expert, Investigation, Martial Arts Expert, Occult Expert, Stealth

Qualities:
The Curwen Curse
Hellfire Harrier of Evil-Doers
Wealthy Dilettante, Kurt Ward

Powers:
Gadgets: Binding. Dazzle, Life Support 4
Devil-Darts (Stunning Device) 6
Devil-Line (Swinging Device): 3

Background:
Alter Ego: Kurt Ward
Occupation: Philanthropist; amateur occultist and antiquarian
Marital Status: Single
Known Relatives: Charles and Mary Ward (parents, deceased), Dane Ward (brother, possibly deceased), Libby Knight (neice), Roderick Curwen (ancestor)
Group Affiliation: Super-Sentinels
Base of Operations: Arkham
First Appearance: STRANGE DETECTIVE COMICS #20
Height: 6’1” Weight: 210 lbs.
Eyes: Blue Hair: Red


History:
Kurt Ward was born to an old and wealthy family, but one long considered cursed by the people of Arkham. They saw the death of Kurt’s parents in a strange automobile accident (and the presumed death of his older brother under mysterious circumstances) as the most recent evidence of this supernatural misfortune. Legend blamed the curse on the Wards’ ancestor, infamous occultist Roderick Curwen, who made a Faustian deal with the Devil but reneged on his part of the bargain.

Kurt spent years investigating Curwen and the supposed curse. One night, he discovered a secret cave beneath the family estate. There he found a journal that proved the old stories about his ancestor were true, at least in part. Roderick Curwen had indeed made a pact with a member of an extradimensional race he took to be the Biblical Devil for scientific knowledge. Curwen had used this knowledge to fight injustice as Doctor Diabolus, striving to find a way to escape his bargain.

Kurt decided to follow in his ancestor’s footsteps, using the equipment and knowledge Curwen had left behind. Drinking an “invitalizing draught,” he soon found his capacity for strength, agility, and endurance greatly increased. Fashioning a dramatic disguise from an old costume once worn by his father to party, he became a weird avenger of the night, a frightening foe of evil—and Devil-Man was born!

At first, Devil-Man was pursued by the Arkham Police, but eventually the Crimson Crusader came to terms with Police Chief Steve Harrison. Devil-Man became an official consultant to Harrison on his department’s weirdest cases.

Several years later, Ward took in young Jim Chase, whose occult detective parents had been murdered by a cult. Ward sensed in Jim the drive and raw skill to become his successor, but the eager young man wanted to be his partner. In a devil costume of his own, Jim became the first Imp.

Ward eventually discovered that Roderick Curwen’s contract with the Devils did indeed forfeit the soul of anyone who took up his mantle. Ward has not wavered from his fight against evil, but has began to seek a way out of his ancestor’s bargain.

Jim eventually ended his partnership with Devil-Man and took a new crimefighting identity as Hellion. Ward has recently acquired a new partner, his niece, Libby Knight, who has become the second Imp. Devil-Man and Imp continue to work with the Super-Sentinels.

Thursday, November 29, 2018

The Armchair Planet Marvel File


Since I've shifted to posting mostly ICONS stats now (since that's what I'll be using in the actually book), it seemed a good time to collate the FASERIP stats I did for the Armchair Planet characters.

Earth's Greatest Heroes:
Big Man
Cosmic Knight
Futura
Rocket

and Bring on the Bad Guys:
Black Void
Cougar
Dungeonmaster
Negastar
Professor Fright

Monday, November 26, 2018

Imp [ICONS]


















IMP
Abilities:
Prowess: 5
Coordination: 5
Strength: 4
Intellect: 4
Awareness: 5
Willpower: 5

Determination: 3
Stamina: 9

Specialties: Athletics, Investigation

Qualities:
Devil-Man's Sidekick
Wisecracking Teen Heroine
Daughter of Demoniac

Powers:
Trident/Staff Device: Strike, Blast 4
Swinging Device: 3

Background:
Alter Ego: Elizabeth "Libby" Knight
Occupation: Student
Marital Status: Single
Known Relatives: Dane Ward (father, possibly deceased), Kurt Ward (paternal uncle)
Group Affiliation: Partner of Devil-Man
Base of Operations: Arkham
First Appearance: DEVIL-MAN #362
Height: 5'4"  Weight: 105 lbs.
Eyes: Blue  Hair: Reddish blonde

History:
Orphaned Libby Knight discovered a serious of startling family secrets. Not only was her biological father the super-villain cult leader, Demoniac, but her uncle and guardian was the superhero Devil-Man! Libby joined her uncle in crime-fighting, replacing Jim Chase as Devil-Man's partner, the incredible Imp!

Sunday, November 25, 2018

Professor Fright [ICONS]

Art by Dean Kotz
PROFESSOR FRIGHT
Abilities:
Prowess: 3
Coordination: 4
Strength: 3
Intellect: 5
Awareness: 5
Willpower: 5

Stamina: 8

Specialties: Science

Qualities:
"My genius will be recognized!"
Hammy TV Horror Host
Sadistic Streak

Powers:
Fear Broadcast (Emotion Control Device, victims must be able to hear and/or see the broadcast): 7
Mind Control Device (Broadcast, hypnosis--can only make victims do actions that would arise from fear, must be seen and/or heard): 6

Background:
Alter Ego: Zachary Graves
Occupation: Former television personality and psychology professor
Marital Status: Divorced
Known Relatives: None
Group Affiliation: Masters of Menace
Base of Operations: Arkham
First Appearance: FRIGHTFUL TALES #1
Height: 6'0"  Weight: 174 lbs.
Eyes: Gray  Hair: Black

History:
Zachary Graves was fascinated with fear from a young age. He pursued a career in psychology  was a specialty in research into fright. Though concern about the direction his studies were taking drove him from academia, he found work as a horror movie host on a local television station, creating the character "Professor Fright." There he perfected his broadcast device for causing frightening hallucinations in the viewer, but was he fired when an intern was injured tampering with the device. Graves attempted to sell this invention to a defense contractor, but reputation as a television personality led them to dismiss him as an eccentric. Angered at the world he perceived as failing to reward his genius, Graves used his device to get revenge on those who wronged him as Professor Fright!

Monday, November 19, 2018

Champion [ICONS]

art by Chris Malgrain
CHAMPION
Abilities:
Prowess: 6
Coordination: 5
Strength: 9
Intellect: 4
Awareness: 5
Willpower: 6

Determination: 1
Stamina: 16

Specialties: Journalism

Qualities:
Earth’s Mightiest Man
Powers Granted by Otherworld Magic
Big Boy Scout

Powers:
Damage Resistance 3
Otherworld Shield Belt Buckle (Device):

  • Flight 7
  • Damage Resistance 6
  • Life Support 4 
  • Super-Senses 4 (Extended Hearing, Enhanced Taste, Enhanced Smell, Extended Vision)
  • Super-Speed 6
Notes: Deprived of his magic shield belt buckle, the powers it confers disappear in 2 pages (Damage Resistance drops to 3). His Strength drops a point a page until it reaches 6.

Background:
Alter Ego: Thomas Trent
Occupation: Reporter/Radio Personality
Marital Status: Single
Known Relatives: Ethan and Sarah Trent (aunt and uncle, deceased)
Group Affiliation: Super-Sentinels
Base of Operations: Empire City
First Appearance: CHAMPION COMICS #1
Height: 6'2"  Weight: 220 lbs.
Eyes: Blue  Hair: Blond

History:
While hiking in the woods near his home with his dog Galahad, young Tom Trent fell into the opening to a cave. Unable to climb back up the way he came, Tom discovered light coming from a narrow passage. He passed through it and came into another cave where strange monsters seemed to menace a gnomic figure, apparently asleep on a stone slab. Believing the little man to be in danger, Tom bravely ran through the circle of creatures, evading their talons and jaws. When he reached the stone slab, the monsters dissolved away.

The little man awakened and explained that the monsters were the embodiments of fears, and through courage, Tom had conquered them. The little man was Zyrd, an ancient wizard (later revealed to be one of many from the extradimensional realm of Otherworld) tasked with identifying and empowering champions against the forces of evil. Zyrd declared Tom worthy of being such a champion. In ages past, Zyrd had bestowed swords upon his champions, but he declared the age of the sword passed, so instead he gave Tom a shield, which he magically shrank down to the size of a belt buckle. This shield would be a source of magical strength and power for the boy.

When Tom placed his hands on the shield and mentally called upon its power, he found himself dressed in a strange uniform. Zyrd bid him go forth and use the powers for good. Tom did so, earning the name the Boy Champion, then later simply the Champion, as he grew up.

Zyrd would continue to act as an advisor to Tom, but the irascible and absent-minded wizard perhaps caused trouble as much as he helped. Later, Galahad also gained powers, including heightened intelligence, through a magical shield on his collar, but eventually retired to mind Zyrd full-time.

Tom moved to Empire City and became an investigative reporter and radio host, seeking to root out public corruption and champion the common man. He often worked with investigative reporters Grace Gale and Billy Dolan—and the Champion often rescued them from danger.

Monday, November 5, 2018

Damselfly [ICONS]

Art by Dean Kotz

DAMSELFLY

Abilities:
Prowess: 6
Coordination: 5
Strength: 4
Intellect: 4
Awareness: 5
Willpower: 5

Determination: 1
Stamina: 9

Specialties: Aerial Combat; Investigation

Qualities:
Alien Law Enforcer
Branded as an Enemy of Zurrz-Zann
“Compassion guides my pursuit of justice”

Powers:
Flight (Wings) 5
Mind Control (Insects only, Burst) 4
Shrinking 7
Stinger Gun: Blast 5, Stunning 5 (Extra: Burst)
Law Enforcer Armor: Damage Resistance  4

Background:
Alter Ego: Xazandra Zaantarz alias Cassandra “Cassie” Saunders
Occupation: Former Zurrz-Zannian Law Enforcer, now Social Worker
Marital Status: Single
Known Relatives: None
Group Affiliation: Super-Sentinels
Base of Operations: Lake City
First Appearance: GUTS AND GLORY #67
Height: 5’7” Weight: 122 lbs.
Eyes: Blue Hair: Black

History:
Xazandra Zaantarz was born on Zurrz-Zann, a technologically advanced world in a other-dimensional microverse where the dominant lifeforms have both insectoid and mammalian traits. Shortly after Xazandra joined the ranks of the law enforcers, a psychic breach from Earth’s dimension affected the minds of many Zurrz-Zannians, causing them to engage in criminal behavior and civil unrest. The Ruling Council ordered Enforcer Zhaan Katar to go to Earth and end the psychic assault. Xazandra was assigned to assist him. Zhaan expressed irritation at being assigned such an inexperienced partner, but he would later admit he was strongly attracted to her from the start, a feeling that was mutual.

On Earth, the two disguised their alien features and assumed the cover identities of John Carter and Cassandra Saunders in Lake City. There, they successfully tracked down Mut-Ant, whose birth had been the cause of the psychic assault. They were able to infect the Mut-Ant swarm with a chemical that dampened its psychic signal, freeing Zurrz-Zann from its influence, though ultimately Mut-Ant escaped.

Confessing their feelings for each other, Xazandra and Zhaan decided to stay on Earth, so they could be together more easily (given the rigid hierarchy of their home), and build a life in this new world. Having made connections with the Lake City police department in tracking down Mut-Ant, the pair were able to continue crimefighting on a quasi-legally sanctioned basis as Dragonfly and Damselfly, while maintaining their cover identities. They were eventually invited to join the Super-Sentinels.

Over this time period, Zurrz-Zann fell under the sway of a dictatorial regime. The pair were ordered back home, but they disagreed on how to handle the summons; Zhaan felt it was their duty to return, while Xazandra wished to stay on Earth. They were unable to resolve the dispute before a trio of Zurrz-Zannian enforcers arrived to retrieve them.  Zhaan agreed to return with them, but Xazandra fought back. In the ensuing melee, Zhaan and two members of the retrieval team were apparently killed.

Xazandra, now regarded as a traitor to Zurrz-Zann, continues her life on Earth. Recently, she has encountered Hornet, a masked Zurrz-Zannian operative who she believes may be Zhaan--  although how he may have survived, and why he does not seem to remember her, remain unknown.

Thursday, November 1, 2018

Gostya [ICONS]

Art by Chris Malgrain

GOSTYA

Abilities:
Prowess: 5
Coordination: 4
Strength: 7
Intellect: 9
Awareness: 6
Willpower: 6

Stamina: 13

Specialties: Scientist, Technology Expert

Qualities:
Uplifted Soviet Space Probe
"I am superior to biological life"
"You will be cataloged and preserved...after disassembly."

Powers:
Blast: 7
Damage Resistance: 5
Immortality: 6


Background
Alter Ego: None
Occupation: Gatherer of Information, Would-be World Destroyer
Marital Status: Inapplicable
Known Relatives: Inapplicable
Group Affiliation: Masters of Menace
Base of Operations: Mobile
First Appearance: ASTOUNDING COMICS #299
Height: 5’9” Weight: 425 lbs.
Eyes: Red Photoreceptors Hair: None

History
Gostya (“Visitor”) was the nickname given a Soviet deep space probe. While crossing the orbit of Jupiter, the probe fell into a wormhole. The probe emerged in a distant solar system where machine life had taken over after the passing of its ancient, biological creators. The machine intellects were amused by the primitive probe and upgraded it to sapience so that it might better accomplish its mission of exploration.

Gostya began a journey that would eventually lead her back to Earth. Along the way, her newly evolved mind perhaps began to slip into madness. Fixated on her mission, she began molecularly disassembling lifeforms and artifacts she encountered so that she might acquire and preserve information about them to the atomic level.

When she finally arrived back at Earth, she was horrified to find no intelligence she judged worthy of receiving the information she had collected. After an encounter with a group of astronauts, she concluded the biological beings that built her were inferior to her in every way. She decided that Earth, too, must be disassembled and cataloged and that she alone would preserve knowledge.

Her scans of Earth did detect energy signatures similar to her own. Curious, she investigated and found that it was the temporal link used by Futura. Gostya came into conflict with the heroine when she tried to acquire it. At the end of their battle, Futura believed she had destroyed the invader, but Gostya re-assembled over time and has continued to menace the Earth, showing particular interest in the technology of Futura’s future, which she is certain is derived from her own in some way.

Monday, October 22, 2018

Armchair Planet Who's Who: Imp

It's great to come back from out of town and have new art to show off. Here's Libby Knight aka Imp, the Teen Devil, by Dean Kotz.