Wednesday, January 22, 2025

Wednesday Comics: DC, April 1984 (week 3)

My mission: read DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm looking at the comics Santa might have stuffed in a stocking that were published January 19, 1984.


Green Lantern #175: Weirdly, part of this is a replay of the events of last week's Flash that Jordan participated in just from Jordan's perspective. Even the dialogue is the same. Beyond that, the Shark is on a mind-absorbing spree in Coast City. Clay Kendall's Psi-Chair experiments accidentally make contact with the creature, but the contact is fleeting, and the Shark moves in on STAR Labs instead. Green Lantern tries to intervene but in a fight the Shark gets the better of him and leaves him unconscious on the ground. 

Meanwhile, Jason Bloch is stewing over the failure of Javelin to get the revenge for his family on Ferris Aircraft thanks to the action of Green Lantern. gets a visit from the mysterious Mr. Smith from Continental Petroleum (Con-Trol) who asks him to stop cease or at least delay his vendetta until Con-Trol his company can conclude their business. Bloch refuses, and when Smith is gone, reviews his file revealing he knows Green Lantern is Hal Jordan.


Legion of Super-Heroes #310: Levitz, Giffen, and Mahlstedt really up the action this issue. It's made all the more frenetic (and honestly, more than a bit hard to follow) thanks to Giffen's new, ragged art style. On Khundia, the Legion has a showdown with the Omen and the partially controlled Prophet, even as Ambassador Relnic, per the Khunds' demands, orders them off the planet. Ultimately, Omen reveals that the Khunds have constructed a "negaton bomb," a weapon spacetime-puncturing weapon. As Omen easily defeats the combined powers of the strongest Legionnaires, Dream Girl detonates the bomb, sucking Omen and Prophet out of the universe--and disgorging back into it the original Invisible Kid! Meanwhile, Brainiac 5 thinks he's discovered a way to cure Danielle Foccart.

The Prophet and Omen storyline sort of ends abruptly with us never really understanding their conflict or motives. In a way, that's an interesting approach: a cosmic menace that remains an enigma. I think to make that work the story needs to feel like it has a bit more of a payoff, though.


New Talent Showcase #4: Perhaps editorial felt like they have to have more at least superhero adjacent material to sell this title? We get a whole new batch of features and most of them are. Margopoulos and Steve Lightle/Gary Martin introduce Ekko, a hunky, pipe-smoking MD-PhD who developed an ultrasound-powered superhero suit. Just in time, too, because superhuman assassins in employ of the Crimeking are after his no-account older brother. This one reminds me a lot of 80s smaller press/indie stuff. It's clear Margopoulos' knowledge of medicine comes from TV, but I don't hold that against him.

"Who is Feral Man?" by Ringgenberg and Brigman/Magyar is similar but a bit more amateurish. I could have easily seen it being a late 70s/early 80s TV show as it has a Man from Atlantis or Manimal vibe. A Altered States-esque experiment unlocks the primal essence of our hero giving him animalistic heightened abilities. The shadowy government agency wants to make him a weapon, so he's got to escape and fight back.

"Bobcat" by Tiefenbacher and Woch/Kessel gets making me think it's going to turn horror, but nope it's a little hearted tail of a bullied kid with a perhaps unhealthy fixation on big cats who turns homemade costumed vigilante to scare his bully--and winds up befriending him. Similarly, "Full Circle" by Tillman and McManus/Alexander is about an older guy (the story says he's "near retirement" and some characters call him old, but he's only 51!) who feels like his life is effectively over, until a moment to be a hero fighting for an old homeless woman preyed on by street punks. He takes a beating but makes a friend. 


Sgt. Rock #387: This feels like an unusually grim issue. The Kanigher/Redondo main story has Easy getting two new soldiers after a tough battle: one's gung-ho and the other is a conscientious objector. They wind up being able to work together--and dying in the same foxhole. The reprint from '73 by Kanigher and Estrada has George Washington taking the time to talk with a boy who tried to desert at Valley Forge. Washington convinces the boy to be brave--as he meets his end in front of a firing squad. Then, there's a one-page humor strip to round out the issue.


Supergirl #18: Supergirl takes her new headband out on the town for the first time and gets into conflict with a storm-causing alien named Kraken. He entered Earth-One's dimension years ago, tried to conquer Argo City but repulsed and almost killed. When he returned years later, he found Argo City depopulated but vowed get its last survivor in gain revenge. He boasts that is magical powers will easily defeat his target, Supergirl. Turns out his magic is really the product of super-science devices in his belt and bracelets. Supergirl melts those with heat vision, and Kraken is easily subdued. It's interesting just how different Infantino's art looks under Oksner's inks than McLaughlin's.


Warlord #80: I discussed the main story here. In the Barren Earth backup by Cohn and Randall, the slavers pursue Jinal and her friends. With the help of their the Harashashan, they set traps for the slavers, destroying their force and allowing Jinal to retrieve her weapons.

Monday, January 20, 2025

Crunch and Complexity


Last week, consideration of the new HârnMaster: Roleplaying in the World of Kèthîra and a blog post I came across in defense of heavy rules sets got me pondering what constitutes complexity and/or crunch in a rpg. Though the terms are often used interchangeably, I feel like it might be worthwhile to differentiate them. 

Complexity I think speaks to the level of detail. Games tend toward greater complexity when they have one or more of the following:

  • Multiple rule subsystems/exceptions to standard mechanics
  • Multiple rolls required to resolve tasks/events
  • Larger numbers of character qualities, particularly when they each have their own mechanics
  • Figured/derived characteristics needed in play
  • Tracking of multiple characteristics/variables
  • Required consultation of charts

So what's crunch? I had initially thought of it essentially as math related: quantization, calculation, use of formulas, etc. Discussion with Ian of Benign Brown Beast made me reconsider. He viewed crunch as "character builds, optimal play, and interaction with the rules on their own terms (as opposed to thru the fiction)."

"Optimal play" and "interaction with rules on their own terms" are about approaches to systems, not the systems themselves, so I think those are separate phenomena. Perhaps they are a signal for the existence of crunch, though? Melding Ian's thoughts and my initial ones, I now think crunch relates to number of mechanical decision points within a system. This would show up on the player-facing side as character creation and tactical options, resulting in the potential for optimal builds in games like 3e D&D or Lancer. It also shows up in games intended to "realistically" (or at least consistently) model a wide range of genres or setting elements, like Hero System or GURPS.

In this way of viewing things, crunch can (and does) lead to complexity, but there are also factors that would lead to lengthier procedures but not necessarily options or decision points.

Friday, January 17, 2025

Two Lawful Neutral Religions


 My "Hidden Religions of D&D" posts got me thinking about a new way to view alignment in D&D, and that is not as personal ethics or even (necessarily) cosmic forces, but rather as placeholders for religions within a campaign setting. Old D&D gives us some detail on the generic "Church of Law" so it would be interesting to expand that idea to other alignments--however many one wants to use. 

A Lawful Neutral church would be one that holds to the supremacy of cosmic order. They would focus on the duties of individuals and society to uphold and harmonize with that cosmic order. Here are Lawful Neutral faiths that would represent these ideas in different ways.

Universal Harmony

This faith believes there is an Eternal Order that has always existed on some idealized plane, but through the process of Law that encompasses both the working of the cosmos and the virtuous behavior of the beings with that cosmos, must be made manifest. The obligations of the humanity in this work are laid out in the religion's holy text, the Formicarium.

The common person is urged to be content with their roll in life and work to make society as whole more orderly and harmonious. The contemplation of greater mysteries is left to ascetics who sometimes provide guidance on important issues to the communities they serve. Those involved in the legal system and the formulation of laws are likewise members of the clergy as law flows from and is a facet of perfect cosmic Order.

The Formicarium mandates that the ruler of a state should be a dispassionate vessel for law. Their job is to insure those under them proceed with honest and transparency, and punishment for transgressing the law is swift and impartial.

Upon death, adherents look forward to an ultimate oneness with the universal process, so that they neither suffer nor desire.

Zurthonism

Zurthon is viewed as the first principal, the transcendent god of time, space, and fate. Zurthon is sometimes called a "machine god"--a being without passion or compassion, and above concepts of good and evil. The faithful seek to divine the path Zurthon has predetermined for them from the beginning of the universe by the study of the Heavens. Zurthonist astrologer-priests plot a child's horoscope from birth. The faithful do not seek to avoid or change ill-fate but rather use this for knowledge to allow them to prepare for the future, the better to display their submission to Zurthon's divine plan. 

There are heretical sects of Zurthonism that view predetermination as an excuse for licentiousness or abandon (and thus become a cult of Chaotic Neutral), but orthodox belief promotes a stoicism in all things.

Wednesday, January 15, 2025

Wednesday Comics: DC, April 1984 (week 2)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! This week, I'm reviewing the comics released on the week of January 12, 1984. 


Amethyst: Princess of Gemworld #12: Mishkin/Cohn and Colon reach the conclusion of this first Amethyst saga. Our heroes are hard pressed against the increased power of Dark Opal, but the villain's treachery and madness cause his former allies Sardonyx and finally Carnelian to turn against him, which seals his fate. Despite her budding romance with Prince Topaz and the rulership offered her, Amethyst feels the need to return to Earth and her life as Amy Winston. She is reunited with her family and resumes life as a normal teen. For now. In Gemworld, Opal's scowling broach lays in debris--and we see it's expression change.

While I didn't give the series any attention in my youth, I found it enjoyable now, and it might have been even more enjoyable if I hadn't read it as one among a stack of 80s comics a month. While Mishkin's and Cohn's story is good, Colon's art is probably what really makes it work.


Tales of the Teen Titans #41: Sorry, Wolfman and Perez, but I find this one a bit silly. We pick up where last issue left off with the Titans (except for the brainwashed Dick) in a deathtrap as Brother Blood gloats. Raven tries psychically to free them, but Blood defeats her. Thanks to Terra, the Titans escape, but then there's another trap, where again they may die, but no, they defeat the monster. At every turn, we have Brother Blood either gloating or thinking that he is sooo powerful that he could kill them any time, but he just doesn't want to.... Then they are captured again and wake up in another (guess!) deathtrap (like the cover) with Dick again supposed to push the button to kill them. They escape, of course, and Brother Blood appears to have died, but there's the hint he's really still doing some Xanatos Gambit. The initial and final deathtraps are even very similar in appearance. Ending and beginning with pretty much the same set piece makes the issue feel like the padded installment of a modern streaming TV series.

In the letter column, Wolfman explains the title's name change--though he states the new title (which he says won't begin until the next issue) is just The Teen Titans. I can only assume they thought better of it and added "Tales of" but didn't think the change was big enough to redo the column. The name "New Teen Titans" will now go to a Baxter paper (though Wolfman doesn't use that term) direct market series.


Arak Son of Thunder #32: The Thomases and Randall.Maygar get up to some old-fashion comic book Sword & Sorcery big monster fighting. Arak and Satyricus are in the Lebanon Mountains and come upon an abandoned village that would remind the reader of Jurassic Park if that were around a decade away. The villagers are hiding in a cave an about to sacrifice a traveling alchemist's daughters to the saurian beast. Arak vows to fight it instead. Ultimately, the alchemist is eaten but turned to gold by his formula mixing with the "dragon's" saliva, but Arak manages to kill the beast. However, he is thrown off it's back and appears to have died in the fall.


Batman #370:  Moench and Newton/Alcala continue the relatively tight plotting between the bat-titles as we open with a solo Robin patrol as Batman is still out of town. He runs afoul of goons working for Dr. Fang and hurries back home to report. Meanwhile, Bullock is pursuing his undercover operation and meets with the eccentric crime lord who is an ex-boxer who dresses like a pro-wrestler with a vampire horror host gimmick. He's sort of Kingpin by way of Zacherley Anyway, he agrees to work with Bullock, but doesn't fully trust him and has him followed. He's aware that Bullock has revealed his plans to rob the Wayne Foundation and plans a trap. Batman and Robin attack Fang's base first and manage to round up the gang, forcing Fang to flee.


Flash #332: Continued from last issue, Flash's super-speed manages to keep his lawyer from dying in a bomb blast, at least immediately. He's at the very least severely injured and will need time to recover. The celebrity lawyer Redik somehow gets word of this quickly as he's immediately working through various means to get the gig as the Flash's attorney. Flash, unaware of these maneuvers meets with Cecile Horton, Peter's law partner. Flash hears Fiona got released from the hospital and gets frustrated with a flyer offering a reward for information on the missing Barry Allen, but then the Rainbow Raider kicks off a crime spree, so he has to deal with that. Ultimately though, it's Green Lantern who happened by the see how his friend was holding up with the whole murder charge thing who takes down the villain.

Bates' story is already beginning to show signs of dragging things out, and it's nowhere near done. This sort of longterm story is probably tough for comics to pull off successfully even today, but in the late Bronze Age where scene decompression isn't employed, you can't just stretch it out with dialogue. It lends a very soap opera effect with scenes always ending on cliffhangers. Infantino's increasingly abstract art (under McLaughlin's inks) probably isn't the best for this sort of story, either. It's ambitious, though, and deserves credit for that.


G.I. Combat #264: No Mercenaries this issue. Instead, we have just one Haunted Tank yarn and a Kana story, plus some nonserial tales. The Haunted Tank story is a bit schmaltzier than most. The Stuart's Raiders are on their way to check out a place called the Grotto of the Saint where there's a German fuel stash, which they need badly. Along the way they (without Jeb's permission) pick up Rick's brother who has been blinded in combat and believes the Saint will heal him. After a fight with some German tanks, it appears the Saint does or at least his vision gets better and also the fuel the Germans were to use is replaced with water--which may have been the saint again or maybe the partisans.

The "AWOL Army" by Drake and Yandoc is a humorous tale of two soldiers fed up with spam who go AWOL to sneak into Paris and have a good meal, run into lots of trouble, but manage to make it out alive, just without a Parisian feast. "Boy in the Bomber" with Talaoc is Kanigher where he is comfortable: gritty heroism. A boy lies about his age to serve on a British bomber run, manning the guns as the crew is whittled down by the mission, refusing to parachute out even when only he and the captain are left. They both die, crashing into the cliffs as the wounded captain can't keep the altitude to get them home.

The Kana story by Kanigher and Cruz is supposed to tell his origin, but so far gives the bit we already know regarding his parents, then detours into time travel to the Japanese feudal era induced by ninja meditation. 


Omega Men #13: Slifer and Smith/DeCarlo deliver an issue more focused on character then events which is atypical for most of the run of this title to date. Much of this issue is devoted to Broot coming to terms with the fact that his wife and the miner Changralynians she ministers to are content with their life of toil for others and early death, preferring its predictability to the unknown. Broot and his wife say their goodbyes with acceptance of each other, if not understanding. Broot is left with at least a little hope for the future as one of the young Changralynians approaches him to say he will at least think on the Omega Man's words.

Meanwhile, Primus gets a new eye, but is still mourning the loss of Kalista, and Shlagen blunders by making an accidental transmission contact with the Gordanians. 


Star Trek #3: Barr calls this one "Errand of War" which echoes the ST:TOS episode "Errand of Mercy" and foreshadows where the plot is going. Both Starfleet and the Klingon Empire are pushing to war and we discover (though our heroes don't know it yet) that some sort of rock monster alien(s) are behind it (Excalibans if you know your ST lore). There's even a jingoistic Federation propaganda broadcast. Kirk and his crew, realizing something isn't right, disobey orders and head for Organia rather than the Romulan Neutral Zone where they have been sent. Why Kirk thinks going to Organia is so important isn't really well laid out in the story, but it appears he believes the Organians would be actively enforcing their treaty on the Empire and the Federation unless something had happened. 

As anti-Klingon sentiment among the crew builds (pertinent because they took on a Klingon defector last issue), Enterprise arrives at Organia to find it enclosed in some sort of black void--and Klingons ready to attack. Kirk manages to convince now-Admiral Kor (the Klingon Captain from "Errand of Mercy," who is now depicted as bumpy-headed) that something's going on and they join forces. Before they can do anything, an Excaliban appears and threatens them.


Superman #394: The thumbnail synopsis of this one on the DC Database conveys its basic weirdness: "Superman and Valdemar clean up some industrial polluters, political humorist Bucky Berns finds that he can predict future events in his column, and Superman endorses Berns for president." This one is by Maggin and Swan/Hunt. If you are wondering who the hell Valdemar is (as was I, even after reading the issue) he's a Viking who hides a giant hawk who lives in some hidden Viking valley. He previously appeared in some Maggin penned stories in the early 70s, but not since. Berns is presented oddly too (and I'm not talking about his super-powers), like we are supposed to know him. The Database helpful supplies that he's a stand-in for Washington Post humor columnist Art Buchwald. Why does Superman support him for President? It doesn't seem like he's completely sure, so perhaps a reveal is coming. Berns' powers are caused by a cabal of wealthy men who wish to destroy America by destroying Superman who they feel symbolizes what Americans see as right and good about their country. No motive is provided here, but it's a continued story. This plot seems an odd one to graft a somewhat didactic story about polluters and how to combat them through media and legislation that happens to feature a magic Viking. 

I have more to say about how Superman is written in this period, but for space reasons I did that over on the Flashback Universe.

Monday, January 13, 2025

Ergodic RPG Setting Presentations


Going back to the Greyhawk Folio has made me realize how it differs from modern setting material and perhaps why I bounced off of it when I first encountered. I believe it falls into a category of published setting I would call "ergodic settings." Ergodic settings are analogous to ergodic literature, that is that are settings whose form of presentation requires nontrivial effort on the part of the reader to make sense or understand the setting.

I'll concede that "understanding" in this context can be kind of fuzzy. Different perspective DMs likely have different expectations and desires of a setting. I'm sure there are a lot of people that loved Greyhawk from the moment they encountered the Folio or the Wilderlands of High Fantasy, to name another setting I find ergodic. But I don't think that changes the quality of ergodicity, it's more about how much work you're willing to do (or have already done) to meet the setting where it is.

So what do I mean by ergodic? Well, Greyhawk in its initial present is brief, which is often touted as a virtue, but in that brevity its ability to develop an easy sense of place is impaired. It also consistently refuses to take the modern route of focusing on "juicy" details or hooks. It's not that there aren't things going on in the Flanaess, but as far as we know from the Folio, they aren't really things for low-level treasure seekers. When seeds of adventure are there, they tend to be more Game of Thrones clash of armies and intrigues. There's also perhaps a focus on wargame realism over fantasy. A careful read with an eye toward history can suggest Gygax's models and sources, but he doesn't make it easy, like say, Robert E. Howard or the first introduction to the Known World in Isle of Dread (which just tells you the inspiration, so you don't even get to feel smart!)

Well, I don't know the primary export, but these places seem cool!

 Wilderlands is similarly fairly opaque in that department, but at least you can read hexes with a crashed spacecraft, mermaids or giants. And lots of them. The Folio is dressing your set with backdrops and a few props, but with scant actual prompts for adventure and very little enticing fantasy spectacle. This is just the facts; you do most of the fantasy.

But modern settings require work because they are often too completist and too wordy! Getting through all that cruft requires work! Sure, but it's a different sort of work. It's the work of separating wheat from chaff, perhaps, or just the work of reading homework, it isn't the conceptual work of "what does this mean and what do I do with it?" The Folio approach makes it harder to distill "the good bits" for your own thing, if that's what you're after.

This Strange Stars OSR has a good approach. Wonder who wrote this?

Now, this can be a virtue for the seasoned DM. It's easier to make it your own, perhaps, or even run it differently with the parameters that exist in different campaigns. And if all you need is the barest background to sink your dungeons into, it doesn't matter. But looking at the more recent DMs Guild Greyhawk presentations, there's more of an effort to put player-engaging material in, even as they hew fairly traditionalist.

Friday, January 10, 2025

Greyhawk: Rel Astra


Rel Astra is one of the major port cities of the Great Kingdom. It is an old city of the Aerdy, the original seat of the early Aerdian Church of Law and once a capital of an Aerdi kingdom until the crowning of the Overking. Once the Great Kingdom was declared in Rauxes, control of Rel Astra was given over to a ministerialis who served as constable and mayor in the Overking's name. The post continues, but it now belongs to a hereditary noble line whose interests have diverged from those of the Malachite Throne.

Like the lords of the Iron League region, the Constable's financial interests lie with the burghers and trade, and he resents the grasping and peremptory ways of the Overking. He is also wary of the covetousness of Medegia's Holy Censor.

While the more fierce-tongued members of the city's council urge swift action, the Constable chooses to slowly build his forces and bide his time.

The original Folio had an apparent editing mistake that listed Rel Astra as the capital of Medegia, so a thought it was worth making a nod to that in the history. Though the Folio never mentions it, the title of Overking suggests their were (at least once) subordinate kings. I figure there must have been multiple, petty Aerdian kingdoms that were united.

Wednesday, January 8, 2025

Wednesday Comics: DC, April 1984 (week 1)

My mission to read DC Comics' output from January 1980 (cover date) to Crisis enters its fifth year. This week, I'm looking at the comics that were at newsstands on the week of January 5, 1984. 


Atari Force #4: Conway and Andru/García-López continue pulling their team together (this is positively modern, decompressed storytelling), but this issue does deliver some backstory in terms of Martin Champion and why he's now on the outs with New Earth leadership, as well details of Chris Champion's and Dart's origins. Martin believes he has proof that the Dark Destroyer is still out there, but no one is ready to believe him. Meanwhile, Morphea gets Babe away from the pirates and Rident Oly captures his brother, Packrat.


Blackhawk #269: Blackhawk is dodging German soldiers and trying to get out of Germany alive after his failed assassination attempt against Hitler. He winds up seeking out the assistance of Helga the barmaid he met previously, but that brings attention from Germany High Command to her, and Frau Bulle comes to recruit her for the Leipzig Project. 

Meanwhile, the other Blackhawks are in the newly named La Resistance, France. Gaynor secretly executes a group of German prisoners. Chuck is on to him, but doesn't get a chance to confront him, as Killer Shark retakes the town and takes the Blackhawks prisoners.


DC Comics Presents #68: Conway is still promoting his creation Vixen, left out in the cold by the DC Implosion. He's supported this issue by Swan/Anderson. Vixen seeks out Superman's help after her nephew vanishes into a hot new arcade game "Galaxy Starfighter." It turns out Jimmy Olsen has been tracking other such disappears. Our heroes discover the kids are in the clutches of Admiral Cereberus, a renegade U.S. military man who previously oversaw a program of psychic research but decided to use his discoveries for himself. He siphons the psychic energy of special teens to give himself super-powers, but it's not enough to defeat Superman and Vixen. Some elements of this story (an arcade game as a test for some other purpose and "Starfighter" in the name) suggest The Last Starfighter (1984) as inspiration, but the film and comic book tie-in from Marvel are months away, so Conway would have needed some special access.


Fury of Firestorm #22: Broderick is back on art and Carla Conway gets a co-writing credit for this mostly flashback issue retelling Firestorm's origin. In the framing sequence, Firehawk wants to get to know Firestorm better so she pressures him to reveal his identity. After some disagreement between Ronnie and Stein, they do tell her about the accident that made them Firestorm. Somewhat surprisingly, I think, in the end Lorraine is trouble more by the fact that Ronnie is younger than her than that Firestorm is a composite being made of a two very different men. Firestorm points out that if you average Ronnie's and Stein's ages, then he's older than her. In the end, she decides it doesn't matter and continues their relationship. Ronnie's high school friends who happen to see the two super-beings frolicking above Manhattan and wonder where Ronnie might be.


Justice League of America #225: Cavalieri and Patton/Marcos tell a forgettable story about the demonic cult of Fiatlux who is trying to get their hands on the substance, Luciferase (the story never addresses whether this is the bioluminescent chemical of the same name, but I assume not) to unleash the demon Hellrazer. The JLA tries and fails to prevent this, so the resolution is continued until next issue.

There are a couple of things beyond the basic story that are interesting about this issue to me, though. One, none of the "Big Three" are present. In fact, none of the "Big Seven" are present (depending on who you think the 7th is) because Flash, Green Lantern, and Aquaman are out too. I don't think this is completely accidental given Batman officially left the team, and the group recently voted on whether to keep the Flash. There seems to be a move in this period to lower the profile in this book of the characters with their own solo titles. Interestingly (and perhaps related), a response in the letter column hints at changes coming to the book wherein new characters with be introduced (the letter writer had requested Vixen!) and there will be more of a focus on character relationships. The Detroit League (or the germ of the idea that became that) is clearly already in the planning stage.

The other interesting thing is how "in continuity" this is. We began with the Atom thinking back to his recent experiences in the Sword of Atom limited. Carter and Ollie are still arguing about the rightness of Flash's actions in regard to the Reverse Flash.


Vigilante #5: Chase declares to a cop who is trying to take him in and hates vigilantes that he "hates killing" and has only ever done so in self-defense. He's a lawyer, so he's probably got a good argument for the latter claim, but the first one is at least misleading based on what we've seen in earlier issues. There's been a lot of "that's the kinda guy he is this month" in this title, perhaps as Wolfman figures out just where he wants to go with this character, but it gives the impression that Chase is a bit unstable. I wouldn't go so far as to assume that is Wolfman's point, but it's possible.

Anyway, in this one the mob hitmen Saber (he uses guns) and Cannon (he uses blades and martial arts) have joined forces and are taking out mob leaders so they can run things. Vigilante, figuring out they live together, rashly attacks them and winds up shot and stabbed, and having to escape in an ambulance for his trouble. Saber and Cannon are clearly a gay couple, but this is never stated outright which is probably good because then any potential homophobia also stays subtle. The only hint of it is Vigilante commenting they are "cute" when he busts into their bedroom.


Wonder Woman #314: Mishkin and Heck pick up directly where last issue left off with Wonder Woman facing a transformed Major Griggs. Diana manages to defeat Griggs and free him from Circe's influence. She comes to realize that Circe is serving some master. She doesn't have to wait long to find out who that is, as a defeated Circe disappears into a black mirror and the Aztec god Tezcatlipoca reveals himself.

In the Cavalieri and Beachum/Martin Huntress backup, transitioning to a new storyline is the order of the day. Huntress seems to have to some degree restored her reputation after rescuing an infant from Earthworm. Nedra Borrower is fired after her boss becomes aware of her sexual relationship with corrupt politician, Terry Marsh. We're also teased with the introduction of a new villain: the Sea-Lion.