Friday, July 7, 2023

Weird Revisited: High Flyin' Hawkman

This post originally appeared in 2018 and was a follow-up to this post.

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)

I'm reading DC Comics' output from January 1980 (cover date) to Crisis! Today, I'm looking at the comics at newsstands on the week of July 1, 1982. 


Adventure Comics #492: The Adventure Comics digest is again mostly reprints, but there's the continuation of the Captain Marvel story by Bridwell and Newton. The Marvel Family and Kid Eternty must contend with "gods of evil"--Set, Cernabog, Ahriman, and Tezcatlipoca--summoned by Master Man. Kid Eternity offers to summon some "good gods" to help out, but the Marvels want to do it on their own. And they do! Kid Eternity gets into the act by defeating Ahriman by taking him back to the Big Bang.


Arak Son of Thunder #14: As we saw at the end of last issue, Arak finds a tapestry which depicts the story of his life in this eldritch cavern in Greece. Following the tapestry leads him to its weaver, the Fate Lachesis. She's taken with ol' Arak and we get a sexy interlude. After that business, Arak and Lachesis are greeting by the other fates Clotho and Atropos, who are none too happy. Atropos wants cut his thread and kill him, but Arak says they should at least allow him to die in battle. She summons the Ker, but Arak beats him. It's revealed that he is indeed the son of a god. He-No is of the same spirit as Zeus. Arak cuts his own life thread with the knife of Atropos to prove he controls his destiny. Clotho restores the thread, and two out of three Fates agree, Arak has earned the right to follow his own path. In a sign that he has now accepted his own Quontaukan heritage, Arak is given a mohawk, and he struts out of the cave with Satyricus.

In the Valda backup by the Thomases and Colon, after the Huns failure the assassinate Carolus Magnus, a battle breaks out between the forces. After the battle, Valda takes the opportunity to bathe in the River Istir. She sees a beautiful horse on the opposite bank and swims (in chain armor) to investigate. She finds the bodies of three scouts--and a group of man-eating horses! Valda kills one of them, but she falls and is knocked unconscious. A guy in a horse mask arrives on the scene and calls off the horses before they kill her.


Blackhawk #251: The Blackhawks are back and back in World War II after a modernizing revamp that ended in 1977. Evanier, the writer of this run, has admitted it was done for licensing purposes (Spielberg was rumored to be interested in doing a Blackhawks movie), but I've read most of the run before, and I think it's pretty good. Spiegle provides the interior art and Cockrum does this first cover. 

During the Nazi invasion of Holland, the Blackhawks try to help the people of a small town whom the Germans have forced to hold a plebiscite to determine whether the people will willing accept occupation. The vote is of course, a "no win" for the town: Should they vote for the Germans, the Nazis will use it for propaganda purposes, but should the town reject the occupation, the Germans will destroy them. The town leader is initially for playing along, despite Blackhawk's arguments.

Blackhawk is captured and questioned under hypnosis by his old nemesis, Von Tepp.  The other Blackhawks trick the Germans into revealing his location and stage rescue, but not before Blackhawk apparently gives  up resistance plans, as well as recapping his origin. Luckily,  he fed them false information.

When the Blackhawks get back to the Dutch village they find that it is partially destroyed. The town leader has changed his mind and chosen the path of resistance.


DC Comics Presents #50: Mishkin/Cohn and Swan spin an unusual yarn with the wayward Miracle Machine, that happens to be lodged on a meteor Superman is moving, secretly granting his subconscious wish to be split into two beings, Clark Kent and Superman. No one can figure out why Superman is so cold to his friends and just keeps flying around to natural disasters, until ace reporter Clark Kent solves the case. And just in time in time, too because the Atomic Skull is up to some nefarious plot. It's Clark that saves the day by getting Superman to pay attention and thwart the Skull, then he reminds Superman of his connection to the now deceased Kents to get him to realize his human side is important and unite with Clark again.


Fury of Firestorm #5: Conway and Broderick/Rodriquez have Ronnie feeling sorry for himself due to personal setbacks and deciding that Firestorm should take Lorraine Reilly, the Senator's daughter he rescue previously, up on her dinner offer. Afterwards, he returns to Bradley High School where he begs Coach Mason to allow him back onto the basketball team.

Meanwhile, Senator Reilly buys an ancient artifact, the Pipes of Pan. The Pied Piper is interested in getting his hands on those, so he invades the Senator's home. He steals the pipes then uses then to hypnotize all Manhattan. Firestorm flies into action. The Piper commands his legion of subservient citizens to attack Firestorm. Realizing that the hypnotized people are just innocent victims, Firestorm is reluctant to use his powers against them. As the Piper continues to play, New Yorkers swarm over Firestorm.


Justice League #207: It's time for a Crisis! No, not that one, one of the periodic crossovers between the JLA and JSA. Conway has already done one, but I guess he's hungry for more as he and Heck/Tanghal present, "Crisis on Earth-Prime!" Members of the JLA are preparing to receive guests from Earth-Two, but instead the transporter somehow brings them the Crime Syndicate from Earth-Three. The League is taken by surprise and defeated by the Syndicate who then steal an experimental space shuttle from the JLA's hangar and fly towards Earth-One, intent on establishing a foothold on the planet from which to stage their revenge against Per Degaton.

The JSA members, meanwhile, appear in the limbo between worlds and find the abandoned prison of the Syndicate. Green Lantern uses his ring to follow the Syndicates trail, and they arrive on Earth-Prime, but it has been devastated by a nuclear war years before. Dr. Fate picks up Per Degaton's psychic vibration all over this. 

The recovered JLA goes looking for the missing JSA and winds up on Earth-Two on October 2, 1982, but not one they recognize. It's a fascist state where 40s styles never went away. Escaping the cops, they decide the only way to solve this mystery is to head into the past, so they do. In January 1942, they go to the JSA headquarters, but instead of the JSA they know, they encounter the All-Star Squadron.


Warlord Annual #1: I reviewed this annual by Grell and Rodriquez here.



Wonder Woman #296: Thomas/Mishkin and Colan/McLaughlin conclude the Commander Video story. Wonder Woman, is captured by General Electric. He tries to brainwash her as he has the others, but she's more resistant, so he resorts to the psychic dual within the Commander Video game that ultimately gave him control over the others. Wonder Woman's will is too strong, and he decides his only recourse is to kill her. Wonder Woman beats him though and joins the counter-offensive by Etta Candy and Steve Trevor. Electric is defeated and his mental thralls are freed.

In the Huntress backup by Levitz and Staton/Ordway, the Huntress "status quo" is represented: her boss, her job, her boyfriend (though he's feeling the pressure of keeping her secret). She also does some musing over the advantages of her vigilantism over her legal work in dealing with crime. That's about it.

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)
Having escaped Zaarzog the Demon and the imps of the tree with an armload of fruit, our heroes made it back through the portal to Yasheeng's sanctum. They give her the eye (as promised), and she tells them a bit more detail regarding their potential mounts. At the foot of the Vestari Hills there is a woodland of jagged karst formations, some of great size, known as the Nightfang Forest. Here dwell beast folk who make sacrifices to the giant bat-things that roost in the caves in the largest spires. 

The beast folk are generally known to be inimical to humans, but Korag has the Distinction "Raised by Beast Men," so he is feeling pretty prepared for this development.

Bats being nocturnal, our heroes waste no time in heading to the Nightfang Forest, only a short ride from the city's walls. They reach the edge of the forest as the moon is high in the sky. 


At the edge of the forest, they meet Zanjar who was contemplating entering himself. Zanjar is currently on the run, having robed a lackey of a certain wizard, earning him the wizard's enmity. He decides to join the party as the wizard threatening him is none other than Nazrnn Gath.

Making their way down the narrow trail, Korag's jungle-born senses detect that they are being observed. They also notice large shapes flying across the sky. Suddenly, there's a fearful human cry from the forest. Thunda is able to track it, and the group comes upon a bowl-shaped depression with a pole mounted in the middle. There, a fat merchant of Djadishar is tied as the beast folk, arrayed around the periphery, chant ominously. With a high-pitched cry, the bat creatures descend to take the sacrifice.


Korag speaks with the beast folk who are not of his tribe but speak the same prehuman tongue. The leader of the beast folk warns Korag not to interfere. Korag suggests the fruit will tempt the "bloodwings" as the beast folk call the bats. With a successful roll of Presence+Wild, the leader agrees to let him try.

With all eyes on Korag and the bats, Zanjar sidles up to the merchant and offers him his freedom for his gold. The blubbering merchant would agree to anything at this point. Zanjar deftly cuts the man's bonds and his purse with one stroke, catching a handful of gold in his palm.

Meanwhile, presenting the fruit and talking commandingly to the bats, proves to do the trick. After gorging on a fruit each, the bats allow the heroes to mount them. Korag with his rapport with beasts (Kinship with Beasts Talent, in fact) is able to guide his mount easier and the others merely follow is lead.

They fly over the hills and out into the desert of Urrd. Soon, the tower is in sight. It is an odd structure, with no decoration save that it is ringed at 3 places by a set of 3 evenly spaced, large eye reliefs. 

The group flew up close to the tower, looking for a way in. One of the rings with the eyes, began to turn, tracking them--and a last of energy came out of the eyes strafing them all! Most of the bats did evasive maneuvers to avoid it, but Zanjar wasn't so lucky and was forced to jump from his bat, aiming for Korag and his mount spiraling back. He succeeded (with some Momentum spent!) but the extra weight forced the two to jump for the angled roof of the tower.

Zanjar climbs down the closest ring to have a cautious look in one of the irises. It seems to have a window or lens. He shatters it with his dagger handle, and he and Korag tumble inside. The others follow them but have a bit more difficulty (losing some Luck in the process). 

They start down the central stairway, but at the next landing they discovered the Tower is no mundane structure:

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)

My goal: read DC Comics' output from January 1980 (cover date) to Crisis! This week, we review the comics hitting the newsstand on June 24, 1982.


Action Comics #535: Wolfman and Staton have Superman still suffering from the halving of his power (since last issue) and accidentally imperiled in performance of a heroic deed. Luckily, the Omega Men are there to request him and make a guest appearance. They were looking to enlist the help of Green Lantern, but weakened Superman will just have to do, though the Omega Men are dubious. Before he can help them, though he needs their help in saving some buildings in Metropolis from destruction by the Mole and his minions. Forgetting his reduced power, Superman gets injured shielding Primus and winds up in the hospital needing surgery. Kalista hears Superman mention Jimmy and Lois so she brings them to his bedside, but the Mole bursts up through the hospital floor and kidnaps Superman.

The Air wave backup by Rozakis and Saviuk, Air Wave defeats the alien menace he caught on to last issue, neutralizing a bomb that could destroy the Earth.


All-Star Squadron #13: Another "in-between action" character business story from the team of Thomas and Gonzales/DeCarlo. The All-Star's elect their first leader. The JSA members that joined the military make their goodbyes and return to their units. Firebrand learns to rethink her growing prejudice against the Japanese when she finds our her brother's life was saved by a Japanese American soldier.

Other developments aren't as positive. Steel visits his old girlfriend, Gloria, and learns that she has married an Army captain, and her father is dead. He leaves without revealing his secret identity and tells her that Hank Heywood is dead. Robotman rescues his friends Chuck Grayson and Joan Carter from malfunctioning machinery, but then discovers a sleazy lawyer has declared Robotman a public menace as he slaps "Paul Dennis" with a summons.


Captain Carrot and His Amazing Zoo Crew #7: The Zoo Crew is in Follywood planning to stay at the home of Byrd Rentals (who is the alter ego of Zoo Crew member Rubberduck). Arriving at his home they meet the writer Ezra Hound who is desperate for help because he believes his creation, Bow-zar the Barkbarian wants to kill him! He had grown tired of writing the series and planned to kill the character off, but since that time he has had vivid nightmares of Bow-zar's revenge and has been unable to sleep. Thinking this is all ridiculous, Pig-Iron agrees to serve as his bodyguard but when Bow-zar really does show up, transported from the distant past, the Crew has to fight him across Follywood. Ultimately, Bow-zar's actions are due to his fears of Hound killing him. The two agree not to harm each other, and Hound winds up being pulled into Bow-zar's time with him.


Detective Comics #518: Batman and Robin are cured of their vampirism by Father Green, using the sample of the vampire's blood and a transfusion. When it's all done, the Father whisks away the vampires, for some mysterious purpose. Batman isn't much concerned.

In our major plot point, Chance is going to dinner this evening as Bruce Wayne with Vicki Vale so that they can prove Bruce isn't Batman. But Thorne has hired Deadshot to kill Bruce Wayne because of Vale's suspicions. 

Batman is on Deadshot's trail, though, thanks to some detective work and arrives just in time to stop him from shooting Chance. Deadshot manages to get inside the building leaving Batman behind and he goes straight to Wayne, to complete his contract. "Bruce Wayne" acts fast and takes Vicki away from danger, buying some time until Batman returns and confronts Deadshot. "Bruce Wayne" uses his trademark throwing knife to break Deadshot's weapon, giving Batman enough time to capture the killer.
With Batman and Bruce Wayne in the same room, Vicki apologizes to "Bruce" for having suspected that he was Batman. Meanwhile, Thorne learns of Deadshot's failure and he prepares his next move.

In the Batgirl backup by Burkett and Delbo, Batgirl tangles with the Velvet Tiger, a Catwoman wannabe. The Velvet Tiger has stolen her brother Gilbert's new program that can tap into all of Gotham's computers, stealing information across the entire network. Unaware that Gilbert isn't being totally honest, Batgirl quickly follows the trail of the Velvet Tiger and locates her in his office.


New Adventures of Superboy #33: Continued from last issue, renegade Superboy Revenge Squad member Trohnn is still trying to kill Superboy and is holding Pete captive in a death trap so he can replace him. Pete manages to tip off Superboy to the deception by giving Trohnn false information, and the Revenge Squad lends a hand as well. Next the Squad tries to trick Superboy into changing the color of a star to give them powers, but even without knowing of their treachery, Superboy thwarts them.

In the Dial H for Hero backup, Bridwell and Bender force Chris and Vicki must battle a water-based villainess, the Naiad, who seeks pretty petty revenge on a movie star by trying to disrupt the shooting of a movie.


Tales of the New Teen Titans #4: Wolfman and Perez tell the origin of Starfire. It becomes apparent here that Perez, despite all his other strengths as an artist, is not great at drawing kids--unless Tamaranean children don't resemble earthly ones as closely as adults do human adults. We get more background on the Warlords of Okaara and the first (non-retcon) appearance of the sadistic Psions. The story is a nice bit of space opera but marred a bit by its simplicity in that Blackfire is a irredeemable villain from childhood.


Unknown Soldier #267: Haney and Ayers pit the Unknown Soldier against two German circus performers posing as refugees from the Nazi rise to power, but who are actually terrorists who kidnap six British children from a circus show. The Soldier to track them down the villains and rescue the kids, but a loadmouthed, unflagging patriotic kid helps him a lot by undermining the bad guys.

 In the Kanigher/Evans Viking Commando yarn, a near death experience promotes the Commando's over-eager Valkyrie admirer to whisk him away from the MPs who are carrying him in for psych evaluation, giving him the opportunity to destroy the array directing the Nazi killer satellite and proving his worth to the Allied cause.

In the Kanigher/Severin Enemy Ace bit, Steve Savage and von Hammer are still trying to have their duel. even going so far as to have a go at it by pistols on the ground, but the War always intervenes. I like Balloon Buster and Enemy Ace in general, but this whole sequence of them trying to find away to kill each other "honorably" and being unwilling to let it go really undercuts any anti-war message the stories might have and makes the protagonists seem like nuts.


World's Finest Comics #283: This is no longer a dollar book, in fact the dollar book thing may be done except for annuals. If so, it's the end of era, and also it means no Hawkman or Marvel Family this issue due to the reduced page count. There is a one-pager by Rozakis and Novick where the Atom faces...a mugger

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.

In the Barr/Kane Green Arrow/Black Canary story, Mrs. Hollinger seems to have succeeded in tricking GA into killing again (as he did her son) and breaking him--but it's all a ruse. He knew his arrows had been switched by their weight and missed shooting Slingshot directly on purpose. Slingshot is up again and holds the gagged Black Canary and Mrs. Hollinger hostage, intent on a showdown with Green Arrow. Instead of sending another arrow at Slingshot, GA fires a shot that tears loose Black Canary's gag. She uses her canary cry to disable Slingshot. Hollinger acknowledges that Green Arrow saved her but she can never forgive him because hate is all she has left.

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.