Friday, February 9, 2018

Obscured Vision


Even allowing for the fact that he is prone to mental instability, Ultron’s plan regarding the Vision seems needlessly complicated and poorly thought out: he creates a super-powered android with uncontrollable human memories and sends him to destroy the Avengers, knowing he probably won’t do it, but instead lead the heroes back to Ultron, so he could destroy them? He never even seems to have considered the sudden betrayal that seems virtually inevitable between artificial beings and their creators (the unstated Finagle’s Law of Robotics), and he of all beings certainly should have! Still, it is quite possible that this plan wasn’t as inane as it seems, and that it wasn’t even Ultron’s.

At one time, it was believed that Vision was constructed from the damaged body of the original, android Human Torch. This origin was cast into doubt later, though Immortus revealed that he had created a temporal duplicate of the Human Torch, which became the Vision. Immortus’ general duplicitousness is enough reason to doubt his word--and in fact, he is lying, for inscrutable reasons of his own. The android body that the Mad Thinker directs Ultron to resembles the Human Torch, but is in fact a creation of the Manhunters.

The Manhunters were the first attempt by the Guardians of the Universe to create a cosmic police force. “Many light years away from possibility of corruption, grey and calm with inflexible authority,” the robotic Manhunters' narrow and pitiless view of justice came to trouble their creators. When the Guardians tried to rein in the Manhunters, the enforcers decided their masters were corrupt, too. The Manhunters' rebellion was put down, but they were never fully eradicated. They went underground, forming the Cult of the Manhunters to infiltrate and subvert other cultures, to build a secret army for their eventual coup attempt against the Guardians.

The Manhunters wanted an agent on the Avengers and Ultron was a convenient dupe. The Mad Thinker was either their agent or another unknowing instrument.

Vision served ably within the Avengers, until contact with another Manhunter agent, the AI ISAAC, led to the activation of his secret programming. The Vision was defeated, but the fact remained he had seized control over the U.S. nuclear arsenal, and SHIELD was taking no changes. Vision was kidnapped and dismantled, and his memories wiped clean.

His teammates on the West Coast Avengers were allowed to retrieved him, but it would be sometime before he regained anything resembling his former personality.

Thursday, February 8, 2018

Incumbents are from Earth, Sivanas are from Venus


In September of 1936, all across America aircraft beginning dropping flyers proclaiming a new candidate for the highest office in the land. At the urging of her father, Beautia Sivana was running for President. Thaddeus Bodog Sivana planned to stage a coup once his daughter was in office. Hers was the most massive, multi-media, write-in campaign this country has ever seen. Her beautiful visage graced the covers of magazines and full page newspaper ads. Her captivating voice could be heard on radio addresses. Women were cool to her candidacy, but men were enthralled. Most men. Boy reporter, Billy Batson, wasn’t fooled one bit. His alter ego, Captain Marvel foiled the Sivanas’ plot and returned mad scientist and would-be president to Venus*, where Beautia would have to content herself with being Empress.

Ultimately, Beautia didn’t share her father’s devotion to evil and in fact pursued a career in social work upon her return to Earth, according to some accounts.

*Or what Sivana said was Venus. It is difficult to square the real planet with its depiction in this record.

Operation Unfathomable is Out


In case you missed it, Operation Unfathomable was released in pdf this week and is (as of this writing) number 1 on rpgnow. I can say that everybody in Hydra was excited to be involved in bringing this adventure out. I personally have played in the con game version, and it was a blast. I'm also honored that my somewhat Scooby-Doo homage logo made the cut and wound up gracing the final product.

The adventure has a great tone, like Shaver Mystery, 50s monster movies, and Jack Kirby Atlas monster comics. Get it now, before the rave reviews start rolling in, so you can have the satisfaction of knowing you got there before the crowd!

Wednesday, February 7, 2018

Wednesday Comics: Storm: The Hounds of Marduk

My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.


Storm: The Hounds of Marduk (1985) 
(Dutch: De Honden van Marduk)
Art by Don Lawrence; script by Martin Lodewijk

Marduk, the Theocrat of Pandarve, is in a rage because he has been unable to relocate the Anomaly (i.e. Storm). Storm and his companions escaped Marduk's clutches and he hasn't seen them since. His palace staff has suffered his foul mood.

Suddenly, the Pearl of Pandarve begins to turn, meaning one of Marduk's hounds (or sleuth-hounds, as he sometimes says) has located the Anomaly. Sure enough, one of the round screens which are the hounds' vision has Storm in it.

Storm, Ember, and Nomad are in a tavern thousands of miles away. They have just negotiated the sale of Renter's ship, making enough money to buy some new clothes and weapons.

Nomad is bothered by the strange, dog-like creature that keeps staring at them. He pays the blind old beggar who appears to be its master to take the beast away. Meanwhile, another man in the bar has secretly recognized Storm as the Anomaly and plans to warn his men, but keep the anomaly in sight.

Our heroes move out into the street, but the dog (straining at his leash) is still intent on them. he drags his master into a collision with a passing palanquin. It's occupants are dumped on the ground. The rich man responds harshly:


Storm and his friends notice the commotion at the waterside. The hound is paddling for dear life. The beggar is underwater. Storm jumps in to try to save them. He manages to get the dog to safety, but he can't find the beggar's body.

Marduk, watches through the dog's eyes, pleased that his hound was saved. Storm tries to befriend the animal but at that moment Marduk summons the dog back and it runs off.

The three companions continue on their shopping excursion. They buy new clothing and new weapons. Ember worries their clothes look too good; they might attract robbers who think they are rich. Her words seem prophetic when they head down a narrow street to find a group of men blocking their path--and another blocking their retreat!



TO BE CONTINUED

Monday, February 5, 2018

Weird Revisited: Apocalypse Under Ground

This post first appeared in March of 2012. It was the first of a series of 3 in this setting...


He could barely remember a life before the refugee camp. His family had fled there like the others when their village had been overrun. They were without his two sisters; they had been carried away to fill monsters’ cookpots, perhaps. While he spent his days begging for food to feed his family, the monsters took his father, too. Maimed and in constant pain, his father had died with the beak of some leech-thing in his arm—a drug sold to those without hope by agents of the mind-flayers.

If the cleric was to be believed, the monsters took his mother as well. Even then, boy that he was, he knew enough to be skeptical. The wasting sickness that claimed her seemed all too common in the conditions of the camp—gods know he’d seen it enough. The cleric, evangelizing among the refugees, had claimed it was a magical disease sent by the monsters. The clerics always blamed the monsters. Their gods were as hungry for monster blood as the monsters seemed for the blood of man.

The boy didn’t care about the truth. He found a makeshift club, beat some scavenged nails into it, and joined the new crusade. Down he went, with a few veterans but many more hollow-eyed youths, into the lair of the foes of man, into the underground. The boy had survived. He had watched most of the others die in horrible ways: cut down, rended, chewed, dissolved. He had survived.

That was years ago. He barely remembered how young he had been—how weak he had been. Wounds that would have been fatal before now healed within days. He was strong and fast. The underground changed you. The trick was not to change too much. Some scholars thought that many of the tribes of monsters had once been men, in ages past.

Those same sages said it had always been like this. When a civilization mastered enough magic to discover the undergrounds, the war started. Who built them, no one could say. All the beings fighting for them now were like babes crawling through a grand temple in search of a toy. They understood so little. They knew only that there was treasure to be had: the doors in the depths through which the most ancient monsters traveled, the magic they fought over, and the gold that drew the poor and the greedy.

And no one—not goblins, not trolls, not dragons or men—was inclined to share.

Sunday, February 4, 2018

Babylon Berlin


I've been enjoying the German crime drama Babylon Berlin on Netflix. It's location and time period (the 1920s) is always one I've found interesting--and I have the old posts to prove it!

For some nonfiction recommends to make your cities even more decadent: Urban Decadence Made Easy.

Here's a post on the Weird Adventures analog of Weimar Berlin, Metropolis: Desolation Cabaret

Friday, February 2, 2018

Unfathomable Azurth

Following up on my Operation Unfathomable in other genres post, this was to be about how I would adapt Jason Sholtis' awesome adventure to my current setting, the Land of Azurth. But busy work week, baby, and all that... So instead, this is my brainstorming for what I what things the adventure makes me think would be good Azurth tweaks. I am thinking mostly of how I responded to it in play, which was a version in length like the Knockspell original, but with some elements closer to their final concept in the Hydra edition.

So, the Azurth version will muddy Jason's conception with Oz, Fleischer Studios cartoons (and possibly Cuphead), and different comic books than the ones that likely inspired Jason. The Operation Unfathomable Underworld will be a dangerous "wildernes" region of Subazurth.

First, off "Worm Sultan" makes me think of this guy from the The Yellow Knight of Oz, so he's in:


The final version has several types of dwarfs...

Then, there are some religious factions:



That's all I've got for now.

Thursday, February 1, 2018

Operation Unfathomable Cover Aprocrypha

During the Operation Unfathomable Kickstarter and run-up to publication, I did a number of cover mockups, as brainstorming and placeholder images. Here are some of those, most of which are unlikely to grace a product. 

Remember these are mockups, not finished products. They were not complete in some cases.

First up, here's the Jason Sholtis artbook that was one of the stretch goals we didn't reach:


We thought about blacklight covers (or covers with the black vibe) for the DCC conversions:


Finally, here's an unused design for the Player's Guide recalling old Boy Scout merit badge pamphlets:


Wednesday, January 31, 2018

Season of the Witch


Agatha Harkness, elderly former governess to Franklin Richards, was alive (according to some sources) well before the sinking of the last remnant of Atlantis. She is one of the homo magi, a subspecies of humanity with a greater facility at the magical arts. A witch, in other words, and one of the oldest still living. Mundane humanity has not always been kind to members of homo magi, and the witches and wizards have long sought an escape from persecution. Some sought refuge in other dimensions; Harkness and others hoped the New World would be a place of safety.

She and her coven contrived to bring a witch homeland into being through their actions in Salem village in Massachusetts in the late 17th century. The project is depicted in the television series Salem, albeit in a sensationalized and one-sided fashion. Mistakes were made, to be sure, and many of those could be blamed on Harkness’ son, who would begin calling himself Nicholas Scratch in mockery of the Puritans’ fear of the Devil. The Harknesses and their cover were forced to move on.

They found refuge in an isolated valley in the Rocky Mountains and founded the town of New Salem where they could live in peace. Once the town was well established, Agatha chose to return to the outside world, perhaps to search for other homo magi, perhaps to keep a closer eye on wider humanity. During World War II, she may have joined our magical practitioners in helping the Allies. She likely had a hand in helping to establish the national Council of Witches and Miss Robichaux's Academy in New Orleans to secretly nurture more attenuated homo magi bloodlines. Certainly, she would have checked in on the Spellmans, her descendants through her daughter, Abigail.

In her absence, Nicholas Scratch eventually took power. He fathered several children by several wives: those becoming the magically mutated individuals known as the Salem Seven, and at least one illegitimate child among another hidden sect of witches named Klarion Bleak. Eventually, Scratch and his children and followers in New Salem sought to move against Harkness. With the aid of the Fantastic Four he was defeated and vanished to another dimension, though he would continue to plague the Fantastic Four and his mother.

The settlement of New Salem does not survive the end of the 21st century. Its inhabitants will choose to join other homo magi refugees on the distant world of Zerox.

Wednesday Comics: X-Men Grand Design


X-Men: Grand Design is a mini-series, planned to last 6 issues, that is intended to weave the over 40 years of X-men publication history into a single, epic narrative. This bold perhaps even foolhardy task is undertaken by Ed Piskor, alternative comic artist, who has already authored another sprawling epic, the Hip Hop Family Tree.

Piskor's version begins with Namor's flooding of New York in the 1940s (setting the stage for mutant hysteria) and moves through the formative years of both Magneto and Xavier, before getting to the formative years of the X-men--and that's just issue one. This is no summary like Marvel Saga, but something more like comic book adaptations of the Bible. It's pretty condensed, but it's a genuine narrative. Piskor makes up very little. Instead he emphasizes certain elements and streamlines or omits others in the name of giving these stories by numerous creators with different visions a throughline. The incarnation of a new Phoenix Force host is a big thing that obviously didn't appear quite some early in the original comics.

The style of the comic is a fusion of an alternative comics sensibility with the decidedly retro that works. There are no glorious splash pages to drool over, though. This is all about the story.

Issues 1 and 2 are currently available.


Tuesday, January 30, 2018

Cult of the Cobra



On May 25, 1953, one of a pair of twins was stolen from a New Delhi hospital by the shadowy Cobra Cult. Twenty-three years later, Jeffrey Burr ruled the cult as Kobra, and had transformed it into an international subversive organization.

In the next few years, his organization would see even greater expansion in Western hemisphere and pose a sufficiently serious threat to American interests that a special task force would be created to deal with them. The unlikely architect of this success was a recent convert to the cause: A former car salesman turned con man and anti-government agitator who would become known as Cobra Commander.

The key to the future Cobra Commander’s success seems to have lain in his ability credibly speak to the desires of angry political fringe of whatever persuasion. He could recruit from the United Freedom Front, Black Spectre, Posse Comitatus or the Sons of the Serpent, or keep things ideologically light and bring in disaffected members of strictly criminal groups. Cobra Commander’s only certain belief personally seems to have been in brokenness of the current system, and in the power of fascist symbols and pageantry. He tossed the snake-scale costumes and robes for a more imposing, paramilitary vision. Given the Commander’s success, Kobra allowed it.
It was quite a rise, but in the end too high and too quick. Kobra would not share the throne. In the mid-eighties, barely a decade into his meteoric rise, Cobra Commander was assassinated at Kobra’s command.

Monday, January 29, 2018

Silver Metal Lovers


There is no doubt that Henry Pym is a scientific genius, but advanced robotics and artificial intelligence is far afield from biochemistry and biophysics. The achievements in those areas credited to him (for contractual reasons) in Marvel Comics are actually the work of his friend, William Magnus.
Magnus was of old Dutch New York stock and his family knew the van Dynes socially (perhaps even dating Janet) before he became a student of Janet’s father, Vernon. Magnus surpassed his mentor at young age, had developed intelligent robots, the Metal Men, had an impressive list of patents and government contracts, and an advanced laboratory complex while Hank Pym was still falling into anthills.
There had been robots before, certainly, but Magnus was interested in his creations doing more than passing Turing’s test. He wanted emotive machines, something truly animate. Magnus was an esotericist as well as a man of science, and his theories on emotion were an odd mixture of alchemy and psychodynamics. He brought forth the traits than were already in the metal, he said. His nuclear-powered Philosopher’s Stones, the responsometers, were an attempt to model the mind or soul more than the brain. One of his Metal Men, Tina, made with platinum responses, fell hopelessly in love with him. For reasons conscious or unconscious, Magnus always told her this meant her responsometers were faulty.
For his second series of robots, he tried encoding the psyche of a human as a substrate. Ultron would be birthed from Hank Pym’s brow. This robot was self-evolving, and he transformed himself into an Oedipal monster who wished to kill Pym so it could have Janet van Dyne. Ultron’s reproduction has become almost viral. So many iterations have existed and become separate lines of evolution, he has proved impossible to eradicate.
When Ultron decided to build his own wife, he had Magnus aid him (perhaps with brainwashing, perhaps not). He wanted Janet van Dyne’s soul in a robot body. He named that new being “Jocasta.” His psychocircuits had surpassed any human concern with irony. Jocasta was as unlucky in love as any of her predecessors, dying at the hands of Ultron just when she found her feelings requited by Machine Man.

Unfathomable Variations

The digital version of Operation Unfathomable is now in the hands of Kickstarter backers, inching us closer to the time when anybody will be able to buy it. Having played OU in a game run by its creators, I can attest to it being a solid adventure, and one I could see using in more contexts than just old school D&D. Jason's vision seems to be informed by pulp fiction (when the boundaries of science fiction and fantasy where not so clearly delineated), B science fiction movies, and comic books. While some traditionally-minded epic fantasy campaigns might need to do some tweaking to content and tone, their are other genres where it would work with about the same amount of effort.

Here's what I've come up with with just a little bit of thought:


Post-apocalyptic: Put the Underworld beneath a Gamma World or Mutant Future. The monsters become weird mutants or alien incursions. The Chaos becomes literal radiation, or some reality warping residue of the biggest super-weapon the ancients had. Or the malfunctioning drive of an immense alien saucer. Whatever.


Call of Cthulhu or similar Pulp Horror: Tweak the tone a bit, and Jason's Underworld is every bit as much a lurid place of weird menace as K'n-Yan or red-litten Yoth. It already Great Old Ones and their cults lurking around, too, though it would be easiest enough to substitute known mythos horrors like Eihort or Tsathaggua. Turning lurid up to ultraviolet, I invite you to contemplate the potential parallels with the Shaver Mysteries.

Superhero: This will seem the most unlikely of these suggestions, and it certainly won't be for all campaigns, but I would point to the Silver Age strangeness of Cave Carson (recently rebutted for modern psychedelic strangeness) and even the Mole Man and the various subterranean cultures of the Marvel Universe. Obviously, the parameters of the mission might be different, and the previous force that cleared the path the PCs followed, might will be the campaigns next major villain. (Or the original X-men to your team's New X-Men, if you get my Giant-Sized X-Men #1 drift). You might also want to Kirby up the monsters a bit, too.


Sunday, January 28, 2018

Boys of War


In 2007, the U.S. Veterans of Underage Military Service reported that most of their members had first served between the ages of 14 and 16, with twenty-nine active members entering service at 13. No report exists as to how many were in the so-called Young Allies, or as they were later and unofficially named, the Boy Commandos.

In 1941, after a few dedicated members of the Sentinels of Liberty (a patriotic youth organization and Captain America fan club) aided Bucky and Toro in defeating a group of would-be saboteurs in a Brooklyn shipyard, the United States government commissioned the formation of the “Young Allies,” a group of older youths that would help protect America’s shores against spies and saboteurs with there vigilance and prepare for military service should the need arise. A comic book was also commissioned that presented the boys in a more active role than they actually had (at least initially) and portrayed them as younger than they actually were for twofold propaganda purposes: to build support for war among young people and to ridicule the Axis powers by showing them defeated by children.

Not long after America’s entry into the war, members of the Young Allies were fighting overseas alongside Bucky and others, though their activities were directed more for publicity and propaganda purposes than military effectiveness. This “Boy Commando” unit (as it came to be called) was officially made up of boys of minimum legal military age. In fact, most were between 14 and 16, and conspicuously, all were orphans. This group allowed members from allied countries, including two from nations under German occupation.

Beyond the fictionalized incidents presented in comic books, a full accounting of the activities of these brave boy commandos has ever been given.