Sunday, January 23, 2011

Reign of the Supermen #95: Steel

Source: (1st) Adventures of Superman #500 (1993)
Type: ReplacementIt was perhaps obvious back in the actual Reign of the Supermen that John Henry Irons wasn't the "real" Superman (in fact, none of the new Supermen were), but my money was still on him, as perhaps the receptacle of Superman's soul. Certainly he was the only member of the replacement quartet to espouse Superman's values, even if Superboy eventually followed suit. He looked awesome, he had a great "everyman" vibe going thanks to his armor's blue collar appliances (nails and a sledgehammer), and to this day, I consider him DC's first-tier hero of color (no matter how many times DC puts Cyborg on house ads).

Sadly, after doing his part in Superman: The Man of Steel, events conspired to cut him off from his Super-roots. His solo series had him in an S-less armor (I think none of the looks he's sported have been anywhere near Bogdanove's original design), moving to Washington D.C. and later, Jersey City. Grant Morrison at least his value when he recruited him into his JLA, where John became the team's Tony Stark in more ways than one. John's power, first and foremost, is that he's a great inventor, the kind of guy who could build an armor in Osama's cave and practically did. His appearances in various Superman titles of late has kept him at that level, but haven't really put him shoulder-to-shoulder with other top tier DC heroes.

Giving up his spot to his niece, the Infinity Inc. "revival", none of these stories were worthy of him. This is one of the few DC heroes who got a movie, but in his trademark lack of commercial luck, it happened to be one of the greatest stinkers of the superhero movie genre (no small order). The new Steel title on the stands this month may be another nail in the coffin (literally). First of all, because I don't stare at spoilery solicitations very much, I thought it was #1 of a new series. But no, it's a one-shot, really just the first issue of a Doomsday mini-series. Doctor Who extracanonical writer Steve Lyons has gone on record saying DC imposed a variety of changes on his initial pitch, which had Steel and Metallo (a more sensible match-up) and presumably some kind of direction. Instead, it's a 20-page fight that reintroduces Steel through voice-over and Doomsday as a sort of Super-Adaptoid. Incredibly flimsy. The final panel tries to have us believe Doomsday killed Steel:
But it might be a red herring. Why reintroduce us to a character, only to have him die within 19 pages? If he's dead, why did Doomsday take his body with him when he took off for the next one-shot? This better not be another "Death of the All-New Atom" DC. I don't know if I could stand another whitewashing hysteria on the Internets even I wasn't a fan of Steel. But really, DC? You now want me to check on his health in an OUTSIDERS comic? Are you INSANE?

Saturday, January 22, 2011

What If... Captain Marvel Had Not Died?

S.C. Ringgenberg's Mar-Vell What If? doesn't quite play fair with the reader. As you'll see, it's not so much a turning point as an additional plot point. There's a difference between postulating that Captain Marvel would have survived his cancer, and the out-of-nowhere idea that this would have caused a cosmic plague. The best What Ifs? are those that seem to progress logically from their turning point. This isn't that.

What If vol.2 #14 (June 1990)
Based on: The Death of Captain Marvel GN
The true history: Exposed to experimental nerve gas, Captain Marvel years later developed a cancer which proved fatal.
Turning point: What if Captain Marvel thought to get a check-up years earlier?
Story type: Momentary difference with side-orders of Slayer and Hockey Trade
Watcher's mood: Awkward voguing
Altered history: Mar-Vell detects his cancer years earlier, and immediately tells Rick Jones to make sure he's ok. No, it's not because he thinks cancer is a VD, but rather because of their symbiotic relationship. One check-up from the medical über medical team of Reed Richards, Don Blake and Dr. Strange, and Rick is given a clean bill of health. They then devise a treatment for Mar-Vell that takes his super-metabolism into account, bringing him to a timeless magical dimension, shooting him up with lasers, and guiding his mind into fighting off the illness.
Yes, the Marvel Universe has a cure for cancer, but it costs something like 10 jillion dollars. Mar-Vell returns to his life on Titan, but feels he shouldn't waste his new lease on life. He decides to end the Kree-Skrull War once and for all, using the immense power of the Omni-Wave to force a treaty. Back on Earth, the Silver Surfer, still trying to break Galactus' barrier at this point in his life, feels something is wrong. He visits Reed Richards and discovers that Mar-Vell's cure has unleashed a contagious and virulent cancer super-plague.
The Surfer vows to bring Mar-Vell back to Earth to help find a cure and Thor smuggles him off Earth via Asgard. He finds that the Eternals of Titan, as well as the Kree and Skrull Empires have all been infected. The Surfer eventually finds Mar-Vell and this being a Marvel comic, they fight. Eventually, Mar-Vell hears the truth and the cosmic awareness kicks in.
To add injury to insult, back on Earth, Ben Grimm has died. And to add insult to THAT injury, Reed Richards figures out how to cure the plague without Mar-Vell's help (something about using Rick Jones' anti-bodies cuz he hasn't succumbed). In short order, they've also found cures for other affected races, but Mar-Vell realizes his mutated plague-DNA cannot be allowed to remain in our universe. Dr. Strange takes him and his girlfriend to that timeless, empty place for the rest of eternity.
Epilogues... The Silver Surfer was given his freedom by Galactus, much like it happened in our world. The Kree's Supreme Intelligence kinda melted, bringing prosperity to the universe. Luke Cage took the Thing's place in the Fantastic Four.
And least believable of all, Rick Jones used his experiences to become a rocking unplugged music sensation.
Books canceled as a result: Captain Marvel's book would have ended soon enough anyway, but the death of Ben Grimm would have killed Marvel Two-in-One and the 80s Thing series it became.
These things happen: While Mar-Vell appeared to have been found alive in the Negative Zone recently, that turned out to be a Skrull impostor. Mar-Vell has been seen even more recently as a member of the Dead Avengers, but while the events of the Chaos War could be used to bring him back, there is no indication yet that he will.

Next week: What if the Fantastic Four had lost the trial of Galactus?
My guess: As a universe bitterly complains, Galactus gets into celebrity golf.

Reign of the Supermen #94: Francis Manapul's Classic Superman

Source: Joe Shuster Awards Poster by Francis Manapul (2009)
Type: PosterWhat if they'd never changed Superman's costume and it was still being drawn that way by today's artists? Manapul did an awesome job with the retro look and though the original design was our very first entry in Reign, I had to revisit it when I saw this piece.

Friday, January 21, 2011

Reign of the Supermen #93: Kal

Source: Superman: Kal (1995)
Type: ElseworldsThe Elseworld graphic novel that has baby Kal-El land in the Middle Ages would get a high rating for the José Luis Garcia-Lopez art alone, but it does a little better than that by including a scene in which Kal is smothered in molten lead and keeps on fighting.
Pure awesome.

A role-playing aside
I've had an Ancient-to-Middle Ages Superhero RPG idea in my files for a while, and this is the kind of book that makes me believe it could be done smoothly. Of course, characters in fantasy RPGs routinely have "powers" (usually through magic), so what would make such a game a Supers game? Stuff to keep in mind:
-Supers have a strong origin story. Powers (or motivation/skills) should be built into the character's origin.
-Powers follow a clear theme, not the random assemblage of spells and magic items used by fantasy characters.
-Villains should also be built like Supers with the same attention to origin and theme.
-One of the things that separates Superhero RPGs/stories from the rest is the type of motivation characters have. Fantasy characters, for all their "alignments", are often a mercenary lot, looting tombs and fallen foes, taking odd jobs, etc. Fantasy superheroes should be more altruistic, fighting evil or lawlessness for its own sake. Robin Hood, for example, is a "superhero" (well, he's Green Arrow, isn't he?).
Though obviously, books like Thor and Hercules feature both myth and superheroics, those feel more like fantasy characters brought forward into a superhero world. Dave Gibbon's and Garcia-Lopez Kal presents a model for historical superheroics that don't feature magic at all, but rather use science-fiction tropes in a primitive setting. Closer to what I'd like to do than, say, the sword&sorcery League of Justice (though that's a fair model too).

Movie Marquee Friday: Remember When I Was Talking About This, Like, a Lot?

The next generation in picture and sound...You are the Kirk Unit? You will assist me!
The universe spins on a three-dimensional plane...
I've done far worse than kill you, Admiral. I've hurt you. And I wish to go on hurting you. I shall leave you as you left me, as you left her; marooned for all eternity in the center of a dead planet... buried alive! Buried alive...!
Already found...
GET OUT!!! GET OUTTTA THERRRE!!!!
Beaming in to find yourself among friends...
We have found the nuclear wessel
Out of nowhere, something comes...
What does God need with a starship?
The color of Klingon blood...
Do we report this sir? Are you kidding?
A line bisects a history...
Time is the fire in which we burn
Roiling clouds resolve before being assimilated by the silver screen...
Oh, fascinating. Twenty particles of space dust per cubic meter, 52 ultraviolet radiation spikes, and a class-2 comet. Well, this is certainly worthy of our attention.
Red violence comes to a white and inviolate people...
Smooth as an android's bottom
Of twin planets and other mirrors...
Worf: Romulan ale should be illegal. Geordi: It is.
Objects flaring in space...
Punch it

Thursday, January 20, 2011

Doctor Who RPG: Quantum Leap Edition

As we've seen, the Doctor Who: Adventures in Time and Space RPG was well able to emulate both Voyagers! and Time Tunnel, but what about something with a more complex set-up? Quantum Leap may share features with both older series, but "leaping" inside another person takes us pretty far away from the time machine/falling from the sky that was done before. Can DWAITAS still work its magic? I think so, though we'll need a couple of new Special Traits. Let's see...

Leaping
Project Quantum Leap works on Dr. Sam Beckett's theory that you can time travel to any day inside your own life time. The mechanics and physics of this are pretty involved, but the show did a good job of explaining the rules. If you've seen Quantum Leap, then you already know them. But here's a refresher:
-A person - we'll call him or her a "Leaper" steps into the project's quantum accelerator and "vashishes". The Leaper is sent to another time and place within his or her lifetime (so GMs may want to encourage older characters), taking the place of a real person in the past.
-An aura surrounds the Leaper so that he or she looks like the person being replaced. Physically, it is still the Leaper, with the abilities. He or she can still see as a blind man, walk as an amputee or kick butt as a child. Small children and animals can see through the aura as can a Leaper's observer (see Meanwhile... at the Project).
-Though the Leaper generally leaps into an adult of their own sex who speaks their own language, it is quite possible to leap into someone of the opposite sex, a child and an ape (in the later case, since the "aura" affects one's voice as well, the Leaper's speech became unintellegible - however, English is not translated into another language, even though accents are apparently included in the aura).
-Each leap takes a certain time, though the trip appears instantaneous to the Leaper. The Project is aware of this length of time as the Leaper "bounces" through the time stream. The destination of each Leap is entirely controlled by the GM.
-The Leaper is essentially trapped in the person's place until preordainted conditions are met. The "higher power" that sets those conditions may be God, though there is evidence to suggest they can be set by the Leaper's own ethics. For Sam Beckett, this meant that he could only leap once he had righted what once went wrong, i.e. made a person's life better, either the one he has become or someone in his or her life. We have seen a so-called "Evil Leaper" who operated on the opposite side of the spectrum, so the GM could create a Project with a complete different agenda.
-Since the goal of each leap is to change someone's personal history, that history is not "fixed". This includes the Leaper's history itself and that of the Project (the Leaper can leap into his or her younger self, for example). The Leaper's amnesia (see below) prevents the Leaper from realizing these changes have occured. To the people at the Project, these changes will be the "true history" though they will be aware through the project observer that it is an update from the "original history". The observer has been known to notice such a change as it happens, so being privy to the past through the Leaper may mean he or she has some kind of temporal awareness.
-Leaping causes a brand of amnesia termed "swiss-cheese memory". The Leaper usually forgets large chunks of his or her life before leaping, which may include particular skills, relationships, etc. Generally, the Leaper starts with very little memory, but if he or she learns/remembers information during a leap, he or she does not again forget it in the next. Amnesia (swiss-cheese) is a Minor Bad Trait every Leaper automatically has. In addition to its personal history being a blank prior to Leaping, the character is prohibited from taking any Skill Expertise. See Tropes for how it comes into play.
-Speaking of Traits, Leaper is a Special Good Trait that reduces a character's Story Points by 4. It includes the Minor Bad Trait (Amnesia [swiss cheese], but allows him or her to spend Story Points to regain memories and skills (see Tropes). Obviously, the Trait allows the Leaper to "quantum leap" inside his or her own lifetime and benefit from an aura that allows people to believe he or she is the person replaced, as discussed above).

Meanwhile... at the Project
-While the Leaper takes the place of a person in the past, that person is sent to the Project where he or she can be interviewed by Project personnel. That person wears the Leaper's aura, looking and sounding just like him or her. When they are eventually returned to their time, they generally forget what the experience and presumably instead remember what the Leaper did and said "in their skin".
-The Project is managed by a supercomputer (in the Project we know, called Ziggy), an artificial intelligence that uses historical records and presumably information gleaned from people in the "Waiting Room" to calculate what the Leaper must do to leap back. The Leaper is informed of the most probable "fixes" to be made, though Leapers have been known to intuit the right answer by themselves or in contradiction of the computer. The computer is also required to scan the time stream and find the Leaper after a leap. It sometimes takes a little longer than normal, leaving the Leaper to fend for him or herself.
-The project observer uses an "Imaging Chamber" (think: holodeck) to visit the Leaper in the past. To the Leaper, the observer is a Hologram (see below, this is a Trait) that only the Leaper (as well as small children, animals and sometimes psychics) can see and hear. To the observer, it is the past that's a hologram. The observer and the Leaper are linked mentally and others entering the Imaging Chamber do not share the illusion unless the observer touches them. Indeed, the Leaper cannot see anything but the observer unless he or she touches something or someone else. So for example, the observer could touch the project psychiatrist and the Leaper would see her, but still not hear her.
-While in the Chamber, the observer communicates with the Project via a Handlink. This Gadget uses Scan to give the observer information about the time period, the person lept into, etc. (actually by communicating with the computer), and Teleport to "center" the observer on a particular person, usually but not limited to, the Leaper. It also has 2 Story Points which have been used, for example, to project lines between billiard balls or make the observer visible or audible to a certain person.
-The Hologram Special Trait reduces the character's Story Points by 4 and includes the use of the Handlink. As a Hologram, the observer can talk to the Leaper unheard and unseen, walk through walls to scout ahead, and has access to information from the future (as it develops). He or she cannot interact with anything in the past physically. Of course, the observer is only a Hologram in the past (where most of the story happens) and not in his or her present. Like the Leaper, the Hologram can spend Story Points to regain memories and skills (again, see Tropes).

Tropes
The show's set-up features a Leaper-Hologram team and that is indeed the simplest set-up for a Quantum Leap game. It's not the only way to go, however. Players could incarnate more Quantum Leap personnel who may or may not be visible to the Leaper, or even feature a second Leaper who leaps into a different person in the same time and place. The premise may also be changed by taking a page from the last episode of the show when Sam appeared to take control of his leaps and even traveling with his own body... but that's almost a different show. To really get at the essence of the show, the following should be taken into account:
-While other time travel shows thrive on visiting famous historical events and people, Quantum Leap tells more personal stories. It's not about making sure America puts the first man on the moon, it's about preventing Jimmy from getting into drugs or fixing Joanna's marriage. It CAN happen (as in the Oswald and Marilyn episodes), but these are the exception rather than the rule. The GM is encouraged to add brushes with history, however, such as letting the Leaper believe he or she inspired a song, or Heimliching Dr. Heimlich.
-The Leaper often leaps into an embarrassing, compromising or confusing incident. Starting each adventure with an "oh boy" moment is great fun and for best results, should actually occur at the END of any adventure, leaving players to wonder what the hell will happen next time or how they'll get out of it.
-It's important to find things for the Hologram(s) to do. On the show, Al isn't always with Sam, and even when he is, he doesn't have much to do in the way Doing or Fighting (understandably). The Hologram should be allowed to have scenes with the rest of Project Quantum Leap or interrogating the person that has been lept into in the Waiting Room. The Hologram should have an important role to play in deciding how a person's life might be improved or fixed, using his or her forays out of the Imaging Chamber to help raise the likelihood of any given conclusion on the part of Ziggy.
-In addition to the usual ways characters in DWAITAS can spend their Story Points, QLAITAS adds another, that of unlocking areas of expertise. The Leaper's swiss cheesed memory being what it is, he or she cannot modify skills with areas of expertise during character creation, but during the game, they may spend a Story Point to gain an area of expertise they didn't know they had. Sam, for example, found out he could play the piano (Craft), do martial arts (Fighting) and speak various languages (Knowledge). Characters should only use this trick once per leap for a new area of expertise, but might spend additional ones they once unlocked on a previous leap. Once gained, the character keeps this bonus until the end of the leap. If he or she buys it again and again, you may reward him or her with a permanent area of expertise bonus (Sam's quantum kicks became a part of his character). The Hologram can also use this ability because the Leaper doesn't really know what the observer knows or is capable of, an absence of background that justifies surprising areas of expertise. The Hologram can't interact with the past, but the Leaper can still spend Story Points to gain that ability (as per "Like this, Doctor?").
-While most stories are one-offs, it is possible (as they did on the show) to have multi-part stories in which the Leaper leaps into a character or family's life again and again their history, or to play sequels in which a character's life is revisited.
-In the last season, we met an evil Leaper, which has a couple of implications for the game. On the one hand, it creates a ready antagonist for your characters, their leaps intersecting with yours as they try to destroy, not fix, lives. On the other, it also means there are other Quantum Leap projects out there and yours may be completely separate from Sam and Al's. This gives you license to visit people's lives for a different reason than righting wrongs. For example, your Leaper might be a detective investigating cold cases by visiting the past and relaying information to the present where victories are actually scored. A creepy Orwellian game could have Leapers work towards some kind of unnatural Order, preventing incidents from disrupting and individualizing people. Other ideas may occur to you.
-Once you know the rules, break them. Mishaps abound on the series, including sending Sam into his Civil War era ancestor (on the basis that he's traveling to any point in history his DNA can be found), switching Leaper and observer for a leap, or inexplicably having the person lept into influencing Sam's personality.

Character Sheets
Here are some sheets I made for the two stars. Click on them to double their size. First Sam:
Then Al:
And of course a virgin sheet for your own characters who might walk into the accelerator:
That was the last of my triptych, but I might DWAITAS another time travel franchise some time. Hope you enjoyed this trip down the television time stream.

Reign of the Supermen #92: Herman the Heroic

Source: Superman vol.1 #20 (1943)
Type: CopycatHerman "The Heroic" Hoskins was a big fan of Superman who put on a similar costume initially as a stunt to promote his circus act, but then chipped in to apprehend the criminal known as the Leopard.

Judging by the red costume, I wonder if he was at all a response to that fraud, Fawcett's copyright-infringing Captain Marvel.