Wednesday, July 12, 2023
Wednesday Comics: DC, October 1982 (week 2)
Monday, July 10, 2023
Creepy Spheroids and Mutant Manticores
Gladhand was captured by one of the Junk City's gangs for some reason. They threw him in this cell, but then stopped coming a few days ago. The group sends Gladhand off to an end to meet up with him later. This proves to be a mistake.
Shortly before freeing Gladhand, they had encountered a folksy talking but very creepy spheroid being. He had asked to touch them with a sucker-ended tentacle. They had obviously declined. He disappeared.
The group had explored much farther before they here Gladhand scream. They return to find unconscious but otherwise apparently unharmed. They assume it was the ball face, but the thing is nowhere to be seen.
They pick up Gladhand and carry him back to an inn. Looking to save time, they use a back alley. That's a mistake too, when a weird manticore flies down to attack. The creature is toxic and makes a few of the party sick before they are able to kill him.
Friday, July 7, 2023
Weird Revisited: High Flyin' Hawkman
STATISTICS
F EX (20)
A RM (30)
S GD (10)
E EX (20)
R RM (30)
I EX (20)
P EX (20)
Health: 80
Karma: 70
Resources: GD (10)
Popularity: 20
BACKGROUND
Real Name: Henry Carter Hall
Occupation: Inventor, adventurer
Identity: Secret
Legal Status: Citizen of the United States with no criminal record.
Place of Birth: Chicago, Illinois
Marital Status: Married.
Known Relatives: Susan Sanders Hall (wife)
Base of Operations: New York City
Group Affiliation: Partner of Hawkwoman, Avengers
KNOWN POWERS
Winged Flight: His artificial wings and nth metal belt (Unearthly material) allow Hawkman to fly at Remarkable speed.
Avian Communication: Cybernetic circuitry incoporated into his cowl allow him to command birds at Remarkable ability.
TALENTS
Hawkman has Remarkable knowledge of aerial combat. He is a brillaint scientist skilled in Electronics, Physics, Biophysics. Orinthology, and Engineering. He also has the Repair/Tinkering talent, and is an armchair Egyptologist.
History: Henry "Hank" Hall, scientist and inventor, was experimenting with a metal of extraterrestrial origin that could be used to produced antigravity effects. He dubbed "nth metal" which had been recovered from a meteorite in Africa. He attended an exhibition of newly discovered artifacts at a local museum to investigate his theory that the Ancient Egyptians had utilized nth metal in tools.
At the exhibition, Hall surreptitiously exposed a ceremonial dagger he suspected of being nth metal to high frequency sound waves. Energy emitted by the dagger caused Hall to experience a vision of the distant past that felt like he had lived it. He was an ancient Egyptian prince who was slain along with his betrothed by a treacherous and power-hungry high priest. Unknown to Hall, two others present experienced that same vision. Susan Sanders saw it through the eyes of the Prince's wife to be, and Anton Hastor, a Soviet agent who had been monitoring Hall's research, felt he had been the high priest.
The three left somewhat disoriented, but Hastor kidnapped Sanders on her way home, planning to use her to coerce Hall into turning over his nth metal research, then kill the both of them as he believed he had done in his previous life.
Hall agreed to meet Hastor and turn over his notes, but instead donned his experimental wings and nth metal lift belt, a cybernetic helmet he had been working on to communicate with birds, and a makeshift costume. He rescued Sanders in the guise of Hawkman.
Hall and Sanders instantly fell in love. She suggested he continued fighting crime as Hawkman and had him build fight gear for her so that she could assist him as Hawkgirl.
Wednesday, July 5, 2023
Wednesday Comics: DC, October 1982 (week 1)
Monday, July 3, 2023
Swords Against Sorcery: On Wings of Night!
Last night, we continued the playtest of Swords Against Sorcery, the Bronze Age comic book Swords & Sorcery system I have been working on. Paul was out, but everyone else could make it, and we were joined by Tug from my Azurth group. The scroll of glory:
- Oriax the Red, Gladiator Champion (Aaron)
- Thunda, Barbarian Acolyte (Andrea)
- Korag, Primitive Warrior (Jason)
- Zanjar, Gallant Thief (Tug)
Thursday, June 29, 2023
On to Junk City
Our Land of Azurth game continued on Sunday with the party still in the midst of fighting the Wheeler marauders in an isolated Sang fort. They manage to capture the leader of the gang, Hatch-Head, and interrogate him a bit. Unfortunately, he doesn't know anything about the Princess.
They also take a couple of things from him. A fist-sized metal ball and a glass vial of some substance.
Heading on into the city, they find it aptly named as the city is made from and built into caverns of junk. At the only entrance to the city, they are accosted by the formidable leader of the guards who sizes them up as "adventurers" and warn them against looking for gold and experience around here. They assure her that they will be on their best behavior.
And they promptly start looking for trouble to get into. Using Waylon' owl familiar Celestie as a scout, they identify areas of interest within the city. One of them is a weird, giant shallow bowl. They approach it and find several bodies lying outside. They decide to explore the interior.
Wednesday, June 28, 2023
Wednesday Comics: DC. September 1982 (week 4)
Burkett and Tuska bring back one of the most "what now?" villains in the DC rogue's gallery: the Composite Superman. Xan, the alien who helped the original Composite Superman get his powers back, turns himself into a second Composite Superman and travels to Earth to eliminate his greatest foes. Batman is attacked by his friend, Superman and almost killed. In the same evening, Superman is attacked by Batman in Metropolis and the Man of Steel barely escapes from a Green Kryptonite trap. When the heroes confront each, Composite Superman II reveals himself and the two heroes are unable to defeat him. After failing to catch Composite Superman in a trap, Superman abandons his ally, apparently seeming to turn coward, but really he's traveling to the future to get help from the Legion of Super-Heroes.
Monday, June 26, 2023
Godless in the Outer Planes
The Archons of the Cosmos and their lesser progeny have the comfort (or curse) of an unshakable belief that there was something different before. Their separation and conflict is based on different ideas about how to regain what once was and what precisely the characteristics of that thing was but they know it existed.
Mortal souls, even planar dwelling ones, don't share that faith or knowledge.
Mortals on the Material Planes are generally unaware of the wider conflicts in the Cosmos, but Planar ones, particularly those dwelling in the Concordant Opposition cannot help but be aware. In the city of Sigil, very mortal philosophies have emerge or at least congregated to explain the clash of realities around them.
The Athar deny or at least doubt that the gods and Archons have any privileged knowledge of the multiverse compared to mortals. An elephant might seem godlike to an ant, they say, but it has no greater insight into how or why the sun rises. In fact, some Atharan thinkers have argued that the certainty experienced by the Powers (as they call them) is a barrier to their rational examination of the Cosmos, suggesting that, whatever their puissance, they may be less capable of reason than mortals. Athar sages see the simplistic duality of Law and Chaos with their ill-defined and contingent categories, for explain, as proof for this line of thinking.
In general, Athar adherents seek to free mortal minds from the tyranny of the Powers, for only then can anyone ever hope to understand the Cosmos. Some Atharans believe that a Godhead does exist that undergirds or perhaps created reality, but the nature of such a conceptual being is only conjectural, while others feel such assertions are at best premature.
Friday, June 23, 2023
CowBoy Bebop the RPG
The pdfs for the core book and quickstart for the Cowboy Bebop RPG went out to Kickstarter backers today. I haven't had a chance to read it, but on a quick perusal, it's certainly a nice looking game. The rules are pretty simply and borrow a bit from Blades in the Dark (and apparently Monsterhearts, which I'm not familiar with). It uses a lot of thematically flavored names for attributes and mechanics, which I like in general, but at first blush seems a bit overdone here.
One interesting thing I saw along these lines is that ever character has a trait called Memory, which can come into play as a bonus, but also adds to "Bullets" which is a Stress track of sorts. When Bullets run out, the past comes back to haunt you, which is very in keeping with CB.
Anyway, I probably will give it a whirl at some point, though I confess Outgunned (the successor to Broken Compass) looks like a strong contender to be my go-to game of choice for something Cowboy Bebop-esque in the future.
Wednesday, June 21, 2023
Wednesday Comics: DC, September 1982 (week 3)
Monday, June 19, 2023
The New Marvel Universe
In 1986, Marvel launched the New Universe. It was envisioned as a more realistic setting--"the world outside your window." There were to be more subdued and limited super-powers, no gods, magic, or aliens. Jim Shooter argued this was similar to how Lee had thought of the Marvel Universe at it's inception: "the original Marvel Universe -- Stan's conception of it -- instead of doing something Superman or Green Lantern, he was really trying to do science fiction. The Fantastic Four didn't have costumes in the first issue. He was trying to be down to Earth."
Before they created the characters and books of the New Universe they had pitched a reboot of the Marvel Universe, something like the Ultimate line to come along decades later. There is no indication this reboot had the same mission statement as the New Universe, but what if it did? A more realistic Marvel Universe starting in 1986 would be interesting as a supers rpg setting, I think.
What would that look like? I have some thoughts:
Fantastic Four: The crew of an experimental space shuttle are on their test flight when a strange white light fills the sky. They come back changed. Reed Richards has his genius intellect boosted to superhuman levels. Sue Storm develops the power to turn invisible and telekinesis. Johnny Storm develops pyrokinesis. Ben Grimm is transformed into a monster. The four stay together to fight alien threats and other strangeness as a team more Challengers of the Unknown than the original FF.
Iron Man: Iron Man probably works the best in this lower key format, you just make the armor bulkier to seem more realistic. He is never able to reproduce the armor for the military due to some change in his physiology due to the White Event, so lesser exoskeletons and armor suits show up, but nothing on Iron Man's level.
The Hulk: The experiment that created hm would be a genetic one rather than a strictly radiation one. Perhaps something akin to the tv show? Obviously, his strength would be toned down.
Thor: An amnesiac being who has memories of another world roams the world looking for his "brother," a being he calls Loki who is head of a criminal empire. He is able to summon or create his "hammer" a weapon of pure energy to wield against his brothers minions. Thor is one of the hardest for this format, but I think he can be toned down enough to work.
Spider-Man: The White Event occurs while Peter Parker is visiting a science lab and he gets bitten by an altered spider. This one could wind up with a very different, darker tone than the original. There might be a tinge of body horror to Peter's spidery condition.
Wednesday, June 14, 2023
Wednesday Comics: Things I Read Recently
My review of 80s DC Comics is taking a week off. Instead, here are a couple of things I enjoyed recently that you might as well.
Incredible Hulk Epic Collection: Crisis on Counter-Earth: I hate that the Big Two don't number a lot of collections these days, but if it matters this is volume 6 of the Hulk Epic Collections, apparently. These are stories from the early 70s, written by Englehart and Thomas and drawn by Trimpe and they are crazy. The Hulk wanders from one situation (and fight) to another, often running into people he knows no matter where he is. The Marvel universe seems really small!
It opens with Hulk returning to Earth after a sojourn in Jarella's microverse world, which he accidentally kicked out of orbit when he grew big again. He's briefly reunited with some of his supporting cast, but then he's attacked by the Rhino being mind controlled by the Leader. He pursues Leader/Rhino into a spacecraft and keeps trying to fight him as the ship veers off course and takes them to Counter-Earth. They are there for 1 issue and get involved in conflict with factions of New Men, before grabbing a rocket back to regular Earth. There, Hulk goes looking for Betty who's marrying Talbot. Ross sends Abomination to fight him, but Hulk beats prevails, and Abomination has a breakdown over the fact he had ben unconscious for 2 years (since his last appearance where Hulk punched him out of space). And all this isn't even halfway! The Hulk goes to Counter-Earth again before it's all over and bears witness to the death and resurrection of Adam Warlock.
This the sort of flying by the seat of the pants comics storytelling we don't get in this age of decompression.
Solar, Man of the Atom (1991): Valiant wasn't on my radar when it started and by the time it was it was the darling of Wizard. I was skeptical and avoided it. So, 32 years later I'm getting around to reading it's second title. And I'm actually pretty impressed.
Shooter is definitely still cogitating on the concerns that led to the conception of the New Universe. Valiant is realistic superheroes. Where for Moore realistic means a whole lot of sexual fetishes, for Shooter it means them having to deal with problems like the unexpected difficulties of flying (it's like a motorcycle but worse) or what to do if your powers keep destroying your clothes. Shooter's protagonists in this realistic mode, from Star Brand to Solar, have a hard time figuring out how to do the superhero thing--the sort of stuff that somehow just seems to happen for people when they get powers in most comics.
Shooter's protagonist, Phil Seleski, definitely can't get things right. He gave himself powers Dr. Manhattan-style in a fusion mishap, but then something bad happened that resulted in the deaths of a lot of people. So, now he's back in time trying to stop that. Maybe he'll kill his past self--but then he accidentally creates his childhood superhero fav Dr. Solar from parts of his psyche, and now that guy is convinced future Phil is a super-villain. Which, in a way, he sort of is.
Eventually, all of this resolves into more standard stuff, but it's a pretty interesting origin, perhaps given additional resonance by the sense of foreboding Windsor-Smith's art creates with the flashback backstory--though maybe this is only for me since I last read his stuff in Monster. For some reason, comics in the 80s and early 90s at least tend to do interesting things with nuclear test related heroes: Dr. Manhattan, the Bates/Weisman/Broderick Captain Atom, and this. Firestorm is perhaps the odd man out.
Anyway, I look forward to checking out more old Valiant stuff.
Friday, June 9, 2023
Swords Against Sorcery: Claw the Unconquered in Action
After the first playtest session of Swords Against Sorcery, the Bronze Age of comics Sword & Sorcery rpg I have been working on, I went through 1975's Claw the Unconquered #2, by Michelinie and Chan, and broke it down in game terms just to see if I thought the rules as I'm currently envisioning them could handle it. Here's one fight scene from that issue.
The story up to this point: Claw and a former would-be assassin turned ally Gofflok climbed a rope to escape dog creatures and find themselves in a floating city. A beautiful maiden, Myrallya, appears and welcomes them to K’Dasha-Dheen. She invites the two to her palace to partake in food and rest. As the two visitors are eating, Myrallya reveals that her city hangs suspended between two separate planes of reality. It also grants its inhabitants immortality but this enchantment has to be renewed through the sacrifice of a god. Since no gods are available, the two men are informed that they will have to suffice...
With so many blades pointed at him, the guards are clearly out to intimidate. Claw's player makes his reaction roll of his dice in his Might Attribute and Swords Domain, counting a 5-6 as a success. Claw succeeds! Now it's on, He's going to enter combat, despite the odds.
The GM says since the guards still have the drop on him, they attack first, meaning Claw will react to their attack. Claw's player plans an acrobatic evasion that will morph into an attack, and wants to use Daring+Deeds for the Reaction. The GM agrees, but adds he'll have a penalty of -1 die for being seated. The guards attack as Tough foes, meaning 2 successes are need to avoid their attack.
Against the odds, he succeeds! Now, it's his Action, and he uses Might+Swords to make his attack roll, looking again for 2 successes as they have a Tough Defense too. It works and the guards sustain Blows.
It's Grofflok's turn and he gets his Action first thanks to the Surprise Claw gave the guards. His coming up behind his target assassin-style, rolling Cunning+Swords for his attack with one die bonus.
The two continue to fight side by side, getting in some different maneuvers:
Claw uses Daring+Swords to improvise a ranged attack. Then, he uses Might+Swords to heave a piece of furniture in their way, spending a couple of Momentum he's generated from extra success in this scene to get catch multiple guards in its delaying condition.
Anyway, that's one way all that could have gone.