Wednesday, May 20, 2026

Wednesday Comics: DC, August 1985 (week 4)

I'm reading DC Comics' output from January 1980 (cover date) to the end of Crisis! This week, I read the comics on sale on May 23, 1985.


Batman and the Outsiders #23: Barr and Davis send most of the Outsiders to the Gotham Zoo where Rex and Sapphire have a tense meeting with Simon Stagg over their wedding plans. A group of armed men attack, and the Outsiders have to deal with the chaos they cause. In the aftermath, it's revealed the attack was cover for the attempted assassination of Stagg orchestrated by his assistant. After Rex saves his life, Stagg warms on the idea of the hero marrying his daughter.

Meanwhile, Halo is in the city by herself and encounters a friendly hippie guy in a van who calls himself Brother Abraham. Meanwhile, he offers her a place stay and drives her to a secluded commune called Eden.


Blue Devil #15: Truly the DCU most be overrun with geniuses because an inventor on the level of Cassidy just winds up doing special effects and theme park animatronics. In this issue, as Blue Devil contends with Verner's Vanquisher (Verner's chaffeur that he had empower by scientists as a superhero), the two fight a King Kong-esque robot running amuck that Cassidy made for the studio tour. The process that created the Vanquisher seems to have made him mentally unstable, and he kidnaps Marla with whom he's infatuated.


Green Lantern #191: Engelhart and Staton/Patterson reveal the Predators identity at last, and it is certainly unexpected. After Hal's discover of Carol's perfume lingering in the Predator's hideout, he also finds the reporter's videotape showing the meeting between Green Arrow, Black Canary, Carol, and himself, that on one else involved with seems to remember. Hal calls Ollie, Dinah, and John Stewart, but no one's home, so he heads to Carol's place and shows her. Even with the reveal, I'm still not sure why the Predator doesn't want them to remember this, but luckily, I don't have to think about that long, because the Predator shows up and kidnaps Carol. He takes her to his old theater hide out. Powerless Hal suits up for battle and confronts the villain. He gives a good showing, but he can't stop the Predator from playing the old organ (something Carol thinks is important). When he does, Carol declares her love for the Predator, as he does for her. Then they merge into one being: Star Sapphire!


Infinity, Inc. #17: The Thomases and McFarlane/DeZuniga introduce the rest of Mr. Bones crew, and they are an odd bunch. I don't know quite what to think about Thomas and DeZuniga creating Arak as a historical S&S hero then doing a modern, minor villain that bears his name but is unrelated presumably other than being Native American. Does him calling himself (or someone else naming him) Arak suggest that the original Arak is a well-known historical figure in the DC Universe? 

Anyway, Fury finds herself prisoner of this team who call themselves Helix. They want to ransom her for millions from Carter Hall. Hector tries to rescue her but gets defeated.


New Teen Titans #11: Wolfman and García-López/Tanghal continue the story from last issue. After sleeping on it, Joe is still weirded out by the mutated bug people, and I mean, who wouldn't be? He and Kole get the other Titans and they head out to the mansion where we follow the familiar pattern to this title of our heroes getting captured so they can talk with the villain while he puts them in one trap, then they escape and end up in another, then they escape and the bad guy is neutralized in some way. In this case, Weathers and his mutant followers (including his own grasshopper mutant wife) expose themselves to a gas that turns them completely into bugs so they can survive the nuclear devastation he's sure is coming, and they let the Titans go. Other than following the typical Titans formula, this story is just weird. With its Hellstrom Chronicle vibe and schlocky mutants, it feels like something from a 70s Marvel comic, or done a different way, one of DC's now-defunct horror/sci-fi anthologies.


Sgt. Rock #403: The main story by Kanigher/Catan involves Rock and an Italian resistance fighter pursuing a German officer guilty of war crimes to a church in Terza, Italy, where the officer has asked for sanctuary--and Pope Pius XII. This story is another one that has that weird story beat that comes up on occasion where Rock seems to really want to capture a German officer (it's always an officer) to make him stand trial instead of killing him. And this is after the guy just shot the Pope. Rock's hesitancy leads to the resistance fighter getting shot. Rock then pursues the Nazi into the church's bell tower where in the scuffle, the German gets knocked out of the tower by the bell and falls to his death.

The second story is the first publication of Tom McWeeney, who will go on to do a lot of work in the 90s, particularly at Wildstorm. This goofy story is not a career high point, though, and would have made more sense in Weird War Tales, if anywhere. Soldiers die and are burnt to a crisp on a deserted battlefield. Is it nuclear war or at least are they caught in a nuclear test? No, it's a pizza in the oven and they're...anchovies? 


Saga of Swamp Thing #39: Moore and Bissette/Totleben continue the story with Swamp Thing walking into the reservoir covering Rosewood to deal with the vampires. The vampires aren't a threat to him, that is until the next generation is born. The survivor of the brood is an inhuman monster that rends Swamp Things body apart. That doesn't stop Swamp Thing, though. He just moves through the Green and becomes a whole hillside of vegetation. He moves and diverts the water of the reservoir into the river again (likely flooding places downstream, but anyway...) and the vampires die in moving water. Before all that, the parents of the boys who went missing come to Rosewood, and one of them is killed by their own vampire son, but the rest escape. Constantine tells Swamp Thing he didn't take care of things quick enough. Now word will get out, and people will believe in vampires. That's what the enemy he's trying to defeat needs. Constantine tells Swampie to meet him in Maine.


Warlord #95: I reviewed this issue here.


Talent Showcase #18: The editorial reiterates the reason for the name change and tells us that the next issue will be the last. This issue is a weird mix of sci-fi stories done by established pros (Bruce Jones, Shawn McManus, and Dan Adkins) sometimes with the assistance of relative newcomers that could have been anthology book inventor stories from a few years ago. Then there are several short, humor cartoons, and even a text piece by John Constanza. The only complete newcomer story is a superhero humor piece with everything but the lettering done by Kerry Callen, who will go on mostly to work for Mad.


Who's Who #6: We're into the D's and we get Darkseid, the Demon, DeSaad, Doctor Bedlam, and the Deep Six courtesy of their creator, Jack Kirby. Atari Force is well represented with Dark Destroyer and Dart by José Luis García-López. García-López also does Deadman, perhaps because he's the artist on the limited series that will be published at the end of '85. Amethyst's Dark Opal also shows up with art by his original artists, Colon. Marshall Rogers renders Deadshot who will become more prominent in the next few years. Deimos shows up from Warlord, courtesy of Grell. The then-recent Demolition Team is here, courtesy of their co-creator, Dave Gibbons. There are, of course, a lot of "Doctors." Giffen and Mahlstedt give us Doctor Fate instead of whoever's drawing All-Star Squadron this month.

Monday, May 18, 2026

Bringing it Into Focus


There are a lot of opinions about setting in rpgs and how much is the right amount or too much. Consequently, a lot has been written about it by a lot of people, me included. As readers of this blog likely know, I am pro-setting, in the sense that I personally like thinking of and writing about them, but one might also have intuited that I enjoy them as a player or GM. They are a major part of what gets me into a game, a fundamental part of supporting imagining the game world. I realize there are people who like their settings merely implied or at the least as light as possible, and that's their right, but to me that would reduce an rpg to the same sorts of pleasure I might get from a board or arcade game, and that would not have been enough to sustain my longterm interest.

As I have been working on the setting for my new campaign, I've talked with my players for the first time about how I feel about GM creation vs. player creation of setting material. It's not that it was a secret before, but it never game up in an explicit way. My personal observation is that while most players don't want to be given a lot of homework to play a game, they also don't tend to be told impromptu to imagine things for a world. A framework to inspire their character creation tends to be what most of my players are looking for, though how much they intend to flesh things out varies.

Encouraging this sort of engagement, though, means that the world is a bit out of focus until we get into the playing of it. I can have thought of a lot of things, but a lot of details I have in mind stay flexible on until the players get their hands on them. In the end, the worlds winds up being a collaborative process even if it mostly starts in my mind.

Here's an example. In creating Azurth, I clearly called out that despite a number of animal people in the setting, there were no cat people. Now, the fact that I noted that and didn't mention a whole list of other animal people that would never appeared in Azurth was meant to suggest "something's going on here." And it was. 

However, my friend Jim, in creating his bard Kully missed that. Jim did a very flavorful, brief character write-up, nailing the Ozian sort of vibe. The only problem was he mentioned Kully encountering a Cat Man at a pivotal moment.

I could have suggest a change to that detail and in some circumstances, I might have. Here though, because I had already intended something to be going on with that point, I used what Jim came up with. I told him that Kully had had that encounter, which was odd because there aren't supposed to be Cat-folk in Azurth, and so no one believes him. Jim was creating a little mystery in his characters backstory, which wound up tying into a minor mystery of the entire setting. Kully's backstory became setting material supporting a future reveal that at least one player was going to care out.

Not all instances of a player's view of the world and my own having a discrepency turn out so serendipitously, but I think it's worth looking for those opportunities and leaving things just a little fuzzy to facilitate those clarifications.

Friday, May 15, 2026

[Parsulan] Mayura


The tale as it's told in Mayura (a city, it should be said, that never chooses truth over a good story) is that an aged, latter-day Wizard-Kings, Mordrey, upon his death split his kingdom among his children. For reasons known only to himself, he bequeathed rulership of his capital to his most unassertive son. While Mordrey had seen fit to place powerful wards upon city so that no one of his blood could rule if they took the city by force, the timid Prince despaired that one or another of his grasping and ambitious siblings would find some indirect means kill him and take the prize. Fearing any day might be his last, he threw himself into pleasures to live life to the fullest. He began spending his inherited fortune on distractions. Entertainers and artists flocked to the city to partake of his largesse.

The prince died young and without an heir, though not at the hands of his siblings but as a result of his sybaritic pursuits. By then, he had inadvertently placed the city on the course it holds to this day, passing through the end of the Age of Magitech, the Demon War, and the darkness that followed, largely unchanged, if not unscathed. 

It is true that, despite popular depictions (often popularized by the troubadours and theater troupes of Mayura, itself), a city of its size and importance must have citizenry beyond artists and performers. Of course, there are craftsmen, merchants, beggars, and servants. But how many artisans are only supporting themselves until the quality of their verse is recognized and rewarded? How many moneylenders or soldiers are perhaps actors researching a role? 

Mayura is still a monarchy technically, though its ruler is not of the line of Mordrey. Instead, a grand, annual, nonlethal fighting tournament held at the Aristeion colosseum used to select who will serve as the ceremonial ruler for the next year and a day. Competitors are drawn from all over Parsulan, and the event is bolstered by matches and demonstrations by the professional gladiators in the arena's training schools. The Mayura citizenry feel that having such a formidable and dynamic public representative helps deter otherwise bellicose neighbors. They also appreciate the coin brought in by the spectators to the competition.

The work of running Mayura is done by an elected council of citizens interested in that sort of drudgery. The actual ruling in the sense of setting a course for the city's future is currently done by an unelected former dancer, the Lady Petalutha. The paramour of a former four-term King, Petalutha has parleyed her celebrity into a position of real power, and no one sense has been willing to brave public disapproval to make her give it up. By all accounts, however, she is a capable leader, bolstering Mayura military, leading to a quelling of the coastal pirates, and pushing for trade deals that have benefited her city. She is not well liked by the old nobility who control the lands around the city-state, however, who would prefer a more tractable head of state.

Wednesday, May 13, 2026

Wednesday Comics: DC, August 1985 (week 3)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at comics that were published on May 16, 1985.


Batman #386: This was the subject of the last recorded but to date unreleased episode of The Bronze Age Book Club and an episode I am fond of. Moench and Mandrake set out to create a new major Batman villain, and they are more successful here than Moench's attempt with Nocturna and Night-Slayer at least to the extent that Black Mask continues to appear and has even been in a movie.

We're introduced to Roman Sionis scion of a wealthy family and subject of childhood trauma in parallel to Bruce Wayne. After his company releases a poorly tested cosmetic that has horrible potential side effects, Sionis is ruined and snaps, becoming the masked crime boss Black Mask and contesting with Batman as the head of the False Face Society of Gotham. Black Mask uses his toxic cosmetic to kill his enemies, and Bruce Wayne is his next target.


Jemm, Son of Saturn #12: Potter and Colan/MacLeod bring the series to an end, if not a definitive one. The Red Saturnians storm the one remaining ship of the White Saturnians and Synn, grieving the death of her lover, distractedly agrees to end hostilities, but in no way indicates a willingness to make peace with Jemm. In fact, Jemm's own people are still ambivalent about his actions. He flies to Earth to save Luther from the Kamah, the last belligerent Koolar. His fight with her is sort of perfunctory, but its decisive. Meanwhile, Lincoln and Crazy Eddie find Bouncer still alive in the rubble. They offer him to come with them to find a place to live and he agrees. They reunite with Luther along the way, but not before the boy and his alien friend say their goodbyes. Jemm returns to his people even if they are not yet ready to embrace him.


Amethyst #8: I have this issue, but I didn't remember anything about its contents. Mishkin/Cohn and new artistic team Jurgens/Kesel (though we're told Colon will return to the title he co-created next issue) finish the Fire Jade arc. After her identity is revealed to Princess Emerald, Fire Jade attacks, but Prince Garnet appeals to her, and she hesitates, allowing Amethyst to take out the demonic creature commanding her. Then, what's left of Lady Emerald in Fire Jade, sacrifices herself to stop the grim reaper from taking Citrina. It's doesn't have the old woman, but it does give her enough time to pass on custody of Gemworld to Amethyst before dying.

Meanwhile, Prince Topaz and Lady Sapphire are caught in a storm and seek refuge in an isolated city which is under the leadership of White Opal, brother to evil overlord.


Arak Son of Thunder #47: Arak and friends are in a harbor in China and Arak is unsettled by all the dragonboats given the beef he's got with the Serpent. Seemingly confirming his suspicion, a real dragon attacks some ships and Arak dives in to save a woman, but Arak himself is knocked out. He's rescued by his old ally Haakon who is in China possessing as a Byzantine ambassador as part of a scheme. After all that, Valda and Arak get some time alone, but then Mu-Lan attacks, and it isn't the Disney version!


Flash #348: After seeing the footage Frye recorded, the Flash believes Reverse Flash is back. He tells Cecile, who starts an investigation of her own. Meanwhile, Reverse Flash keeps taking down the Rogues, and some in the police force wonder if the Flash is responsible.

While all this is going on, the jury in the Flash's trial deliberates. They are deadlocked until Nathan Newbury steps in. Contrary to my expectations, he actually seems to be trying to help the Flash. He uses a device to show the jury what really happened: that the Flash is Barry Allen and so had a good motive reason to murder use lethal force to stop Reverse Flash. They jury members are all going to vote for acquittal, but then Reverse Flash appears in the strange realm Newberry has taken them to and somehow possesses him. He then uses Newberry's power to make the jury vote unanimously "guilty."


Legion of Super-Heroes #12: Levitz and Lightle/Mahlstedt send Timber Wolf and Karate Kid's Sensei to Lythyl, a planet like a combination of a deadly martial arts tournament and a bondage club, to fulfill a request from their dead friend. Things get bad enough that some other Legionnaires have to come to the rescue, but they managed to rescue a boy named Myg.


Omega Men #29: Klein and McManus/Mitchell continue the Omegans' trying to get out of the Psions' research station. Their benefactor, the mysterious Artin, through robot minions requires them to complete a task on their way out. The Omega Men penetrate the Psion temple of the Four Questions with Kalista projecting an image of the Psion leader Malthus. In the end, the identity of Artin is revealed, and its Primus, only he doesn't look like the Primus we've known.


Red Tornado #2: Busiek and Infantino/McLaughlin continue on from last issue in pretty much the same mode. The Construct gloats while civilians reject Tornado even as it helps them, and Superman shows up to enforce that the JLA meant their prohibition of Tornado's heroics by tearing the android limb from limb. He self-repairs but in the end he's had enough and says he's never going to help humans again. The Construct takes control of electronic devices across the globe. T.O. Morrow figures out the Construct is behind all this and begins formulating a plan to fight back.


Star Trek #16: We get a new writer this issue, L.B. Kellogg, with a same artistic team. This story is less like a TOS episode and more like something we would have gotten in a later series. Sulu, Uhura, and Bryce go on an undercover mission in a capture ship to make contact with a dilithium smuggler on a space station who happens to be an old flame of Uhura's. Meanwhile, Kirk and the Excelsior discover the mining is being done by slave labor. Uhura and Sulu take down her old lover, putting an end to slave trading and illegal mining, and Kirk promises to relocate the aquatic native species whose environment has become untenable.


Superman #410: Bates and Swan/Williamson give us another one of those action-free puzzle stories so common to Superman comics in the era. Superman stops a satellite falling toward Hawaii by kicking it into a volcano, but after Clark Kent writes the story evidence goes forward that it didn't happen, and Clark's fired in disgrace after (as Superman) he's forced deny being the source of the story to keep Earth's trust in Superman. It's all a hoax contrived by Lex Luthor in a plot to take down Superman, but how it plays out we'll have to see next issue.

Monday, May 11, 2026

Faceless Howl


Faceless Howl
is an adventure from Kabuki Kaiser for the rules lite, dark Sword & Sorcery system Many Sought Adventure, but is easily useable with any D&Dish system with a bit of work and a lot of other systems as well given it isn't a rules heavy adventure.  I received a review copy of the pdf. I don't do a lot of reviews here, but previous publications from Kaiser have received praise from quarters I trust so I wanted to check it out.

The adventure involves "malign entities of pure oblivion" known as the Faceless who are devourers of information and have been drawn to an ancient repository. Not only is this bad for said repository, but it's also bad for the townsfolk of the neighboring of Bec de Corbin ("Raven's Beak") who have their identities and knowledge eaten by the Faceless, turning them (eventually) into Howlers. Complicating matters (if they were already complicated enough) are the Ragshadows, who are subterranean evil, fairy-tale-ish goblin sort of creatures who opportunistically operate alongside the Faceless to steal physical physical valuables.

That's the set up. The adventure is broken into two parts not counting getting the PCs involved: the village and figuring out what's going on, then a crawl through the repository. There's a clock to ensure the situation escalates. The presentation is fairly terse with prose that is informal, generally evocative and occasionally staccato delivery.

It's style and the overall graphic design place it in the tradition of things like Mörk Borg and the sort of NSR/OSR stuff you find on itch. Like those sorts of publications, it values brevity but supplies you with random tables and other necessary tools, and atmosphere, but expects the GM to bring it to life. Beyond aesthetic, this isn't standard, D&D fantasy either, so people looking for that find not find it's weird, horror sort of approach to their taste. 

For me, though, Faceless Howl, is the sort of adventure I tend to look for when I don't have any other particular thing in mind. It isn't particularly combat heavy, and its atmosphere and bit of mystery is the sort of thing that intrigues my players. Its brevity would make it easier to reskin to make it fit whatever setting I'm running at the moment.

If that sort of stuff sounds appealing to you, you should check it out. It's available on drivethu.

Friday, May 8, 2026

[Parsulan] Scavengers and the Field of the Fallen Colossi

Art by Guy Wurley

The ramshackle boomtown called Salvage by its inhabitants and the Scrapyard by outsiders is built amid the fallen combatants of an ancient battle. The colossi are named for their color. Red Knight lies on its back, reaching for a sword that is out of reach. Blue Knight fell forward. Its weapon is long gone, but one hand is raised. The plains have made half-hearted attempts to reclaim the giants, and the knives of time have marked them, but they remain, tempting those interested in making a quick fortune or simply curious about their enigma. The colossi are unusual treasure troves, or above ground mines, made as they are from rare materials and magitechnologies unreproducible in the current age. 

All the prospectors, adventurers, scholars, and thieves looking to claim their own piece of the colossi, and the merchants, dealers, entertainers, and bandits looking to get rich off them, crowd into haphazard buildings constructed along and amid the fallen giants. It's a dangerous place. There is no law in Salvage and plenty of desperate characters. Guns are more common that elsewhere given the relative abundance of both artificers and the raw magitech materials.

The danger isn't just from the inhabitants. There are caustic fluids, poison gases, and other environmental hazards to be sure, but also the colossi are not as dead as they appear. They haven't moved in ages, but not all of their internal parts have been stilled like their limbs. Component constructs, perhaps something like immune system elements, sometimes react violently to scavengers crawling through a colossus's insides. Some grow independent and feral and prowl outside the bodies as if their look for prey or raw materials to affect repairs.

Wednesday, May 6, 2026

Wednesday Comics: DC, August 1985 (week 2)

My mission: to read DC Comics' output from January 1980 (cover date) to the end of Crisis. This week, I'm looking at the comics that were on stands in the week of May 9, 1985. 


Warlord Annual #4: This was the first Warlord Annual I bought off the stands, because it has a map of Skartaris in it, which will appear again in Who's Who. I reviewed this issue here.


Atari Force #20: Baron and Bareto/Villagran give the Martin Champion and by extension the rest of the Atari Force their day in court on New Earth. Thanks to Morphea and Targg the court gets a good look at the malevolence of the Destroyer through his psychic residue. Though they are exonerated, there are still powerful forces in New Earth society arrayed against them, so Champion and friends choose to use a device to jump to a new universe to see what else is out there. There's also another humorous Hukka story by Fleming/Giffen/Kesel.

Helfer tells us in the editorial that Atari Force isn't getting canceled because of sales (it's a middling seller) but because it was decided this was the right ending for the characters. I have to say, I'm a little skeptical. I buy it's middle of the pack on sales, but it is a licensed book. Surely a middling wholly DC owned book would be better for the company than having a publishing slot taken up by a licensed book? I do think, though, that the creative teams they've put on the book couldn't figure out anything more to do with the characters. Conway's later issues and Baron's entire run have mostly relied on them being on the ship but not encountering much interesting. No "strange new worlds and civilizations" here. The only mystery is why they didn't have anyone would better ideas, particularly when they were giving the book great artists?


Crisis on Infinite Earths #5: Wolfman and Perez/Ordway open with the Antimatter a bit confused. He thought he destroyed Earth-One and Two, but he hasn't gotten the victory he should have gotten. He lets Psycho-Pirate play the Flash while he investigates. Earth-One and Two have sort of merged and different eras in time are bleeding over. Harbinger and Alexander Luthor assemble a group of heroes to explain what is happening: the Monitor gave his life to power a transfer of the Earths to a netherverse to hide them from his Adversary, but now they now are trying to occupy the same space which will destroy them anyway. The only choice is to re-integrate them as a single universe as it was in the beginning.

We get a lot of cameos, and Travis Morgan, the Warlord, even gets some dialogue. 

The Adversary adapts to these developments, though. He takes control of Red Tornado (In a limited series on sale now! Or then, I mean.) and transforms the android for his own purposes. Flash briefly breaks free of the Psycho-Pirate, and we get a glimpse of the shadowy Adversary's face, and he names himself as the Monitor, though he doesn't look like the Monitor we have seen.


Fury of Firestorm #38: Conway and Kayanan/Akin/Garvey have Stein arriving at Vandermeer University in Pittsburgh to start a new position only to find the campus afraid and under siege due to mysterious and vicious killings of facility members. Stein is in danger of becoming the next victim as he is attacked by the Weasel in his apartment. The Weasel keeps ranting about once he kills Stein, he'll be out of danger. Ronnie is out for a date with Doreen where Cliff accuses him of cheating, thanks to his uncharacteristically good grade on a test, when he is summoned to form Firestorm.

Thanks to poor vision and bumbling, both Stein and Raymond are captured by the Weasel and put in a deathtrap with molten steel about to pour on them.


Jonni Thunder #4: Thomases and Giordano bring this detective story/superhero hybrid to a conclusion. First, Jonni has a confrontation with "Slim" Chance which she only wins by wielding the power of the Thunderbolt without the idol. Then after some uncertainty and romantic tension with Harrison Trump, the rival PI, they are ambushed by Red Nails and her crew. Luckily, Jonni has now figured out that the power is in her, not the statue, which gives her the element of surprising, keeping them alive along enough for Detective Sanchez to swoop in with the police. The series ends with a hope for more Jonni Thunder adventures. We'll see how that goes.


Justice League of America #241: The Tuska/Machlan combination on art doesn't do this issue any favors, but mostly it's tough to get back into the New League after the disruptions. A conversation with Vixen prompts Aquaman to head out without telling anyone to find his estranged wife, Mera. Vibe agrees to let Steel date his sister then gets a new less garish (slightly) costume. Then the team under J'onzz's leadership heads off to Canada where Amazo is on a rampage. J'onzz splits the party, and he and Dale are almost immediately attacked by the android.


Tales of the Teen Titans #56: Wolfman and Patton/DeCarlo bring Raven and the Fearsome Five (minus 1!) into the story. Agents of Gizmo assault STAR Labs to steal Neutron who has been brought in in a containment capsule. Raven shows up and deals with them ruthlessly, but when she realizes what she's doing, she instead uses her power to heal the patients there. Meanwhile, Gar greets Jericho and his mom at the airport to bury the hatchet, and Cyborg undergoes surgery to replace his obviously mechanical limbs with more natural looking ones. The rest of the Titans deal with an attack by the Fearsome, uh, Four, and are defeated in two engagements. The Fearsome Folks make off with a another encapsulated super-being from Tri-State Prison.


Vigilante #20: Wolfman/Kupperberg and Smith/Maygar reveal that giving up the Vigilante identity may not prove so easy for Chase. The Vigilante is still in the streets, more violent than ever, including killing a cop. Meanwhile, Chase seems like he's having a nervous breakdown as he is tormented by nightmares where he is the Vigilante committing these acts. He wonders if he might somehow have lost his mind and actually be responsible. Nightwing fights with the murderous Vigilante in the streets, but winds up getting thrown off a bridge. Later, he crawls in through Chase's window to confront him.