Showing posts with label comics. Show all posts
Showing posts with label comics. Show all posts

Wednesday, September 19, 2012

We are talking about this again

Another article basically asking the current status-quo in fandom to stop being a bunch of jerks.


We only get this on the periphery in the RPG community, but it is there.  Maybe only because old-fashioned table-top RPGs are not quite as popular in the same way comics and comic book movies are.

I talked about this back in June, and again, I hope that we as gamers are doing better.


Tuesday, August 7, 2012

Capes, Cowls and Villains Foul, Part 2 (sorta)

I wanted to have at least one write-up done for you today.  But work has been really busy and I crashed last night while watching the Olympics.

So instead here are some links that be helpful till then.

Thread on RPG Net
http://forum.rpg.net/showthread.php?639850-Capes-Cowls-and-Villains-Foul

The Author's Blog
http://capescowlsandvillainsfoul.blogspot.co.uk/

Facebook page
http://www.facebook.com/spectrumgames

Website with some freebies
http://www.spectrum-games.com/

Enjoy!  I hope to have something more useful soon.

Capes, Cowls and Villains Foul

Capes, Cowls and Villains Foul (CCaVF) is the eagerly anticipated supers/comic book emulation game from Spectrum Games.  The same folks that gave Cartoon Action Hour.

I want to start off by saying that this is an attractive book.  At 164 pages of full of color it feels like a comic. Since that is what the author aims to emulate I would say it so far is a success.

I think that is a good place to start.  What is CCaVF?  Well yes it is a supers game, but it is more a comic book emulation game.  Meaning it tries to emulate the play-ability of reading a comic book.  This sets it apart from the likes of other purely "Supers" games that might be trying to emulate how a super hero could exist in some sort of reality.  Instead the assumption here is comic book reality. This would include things like editorial control or even breaking the 4th wall.  Both of which are discussed later.

Chapter 0 is our Introduction which helps lay the ground work for what we will be reading. We are told that physics and logic often take a back seat to drama and excitement.  So far I feeling that this will be closer to Marvel Heroic Roleplaying than say Villains and Vigilantes (both of which are great games for different styles of play).  We are told that this game is about telling exciting stories with your friends.  So far this sounds good.  We are told next that this game uses the d12.  I love that.  The d12 is the oft forgotten die stuck between the mighty d20 and the diva that is the d10.
We also learn that CCaVF is a resource-based game.  Now my experiences with resource based supers games has been mixed.  So lets see what we have here.

Traits are match against other Traits with various Linked traits.  Traits can be Primary or Secondary and after they are Used they become less effective.  So someone like Superman would have a Primary Trait of Super-Strength with Secondary Traits of Flight and Heat Vision. Following the example in the book the Traits are bolded.  Characters are likely to have 5 to 12 traits.  Characters can also have Complications and Factoids. Sounds great! Let's get into the design!

Chapter 1 is Character Design.  I like the term "Hero Design" myself, but that is cool.  Your "Editor" (GM) will determine how many starting points your character will have.  Much like the Power Points of M&M or other games. Except you are not buying the trait itself, you are buying what the trait represents.  So a Signature Triat vs. a Secondary one or an Auto Defend.  There is a handy chart with all the trait types and levels/ratings so you can add up your points quickly.
CCaVF encourages thinking about your character as a whole.  So when making your Batman-clone you would not list all his martial arts but would just list Advanced Combat Training or something like that. Superman would have Super-Sonic Flight while the Carol Danvers Captain Marvel would have Hyper-Flight.  So where are these traits listed?  They are not.  Yup.  YOU define what the traits mean.  So for example I define an Anamchara trait to go with my Willow & Tara characters.  This is a Shared Trait, so the points are split up, but I define what it means and what it does.  But don't worry the author gives you some ideas to work with.

The neatest thing though has to be the Editorial Control. These are like supercharged hero points or drama points. Editorial Control can be purchased with points, but is more expensive for more powerful characters. The Editor also gets a pool of EC points as well to use for the villains.  There are also examples of various ways to regain EC points.  Finally you fill out the character with factoids.
The chapter ends with an example of character creation.  This is followed by a quick generation card to get you plying right away. Finally a listing of Heroes and Villains.

Chapter 2 is the Rules chapter.Typically rolls are a d12 + some trait.  Other times you might need to roll 2 d12s and keep the highest or even 3.  The basic idea here is that the action needs to be like that in a comic book. So a bit of time is spent on combat.  Now heroes and villains in CCaVF don't have hit points, but they do have Setbacks.   Most of the chapter is dedicated to this this idea and some example difficulties are explored.  All and all pretty easy.

Chapter 3 is all about Villains.  Villains get special treatment in CCaVF.  They are created with the same rules that give us heroes, but there is more to them than that.  Given the treatment given them here, I think this should be must reading for any superhero RPG player/GM.  Heroes are often defined by their villains or rogues gallery.  This game did not forget that.

Chapter 4 deals with Options. Things you can do to tweak characters or games.  One really nice thing is about how deal with super hero team-ups and what to do when some characters are more powerful than others.  There is even a bit on killing (and why it should be avoided) and live action (LARP) supers.

Chapter 5 is a fairly comprehensive example of play.  If you normally ignore these please read this one.  Many of my questions were answered here. It is a good walk through of how to play the game.

Chapter 6 talks about Issues, or adventures for your new set of heroes and villains. Again there is a lot of good information here for Editors/GMs of any sort of supers game.  In particular there is the all important Introductory Issue which brings the team the together.  I could not help but think of the team of misfits in the new Justice League Dark while reading this.  Fantasy RPG fans should also take note of this chapter since it helps get past that old "you all met in an inn before an adventure".

We end with an Afterword where the author discusses why he made this game.  The Appendix has a great glossary, index and cheat sheets for the game.

All in all I am quite pleased with this game.  I agree with the author in that I love Supers games, but it is hard to find that perfect game for your group.  There have been some great choices that have come out in the last few years, but none are 100% perfect.  CCaVF may not 100% perfect either, but it is really damn nice and has a lot of great things going for it.

Up next I'll stat up some characters.

Tuesday, May 29, 2012

Willow and Tara Digital Comics

I don't read the Buffy comics. No desire really, and the world I had created with the RPG was far more interesting to me anyway. 

But when Amber Benson and Christopher Golden team up to write a Willow & Tara based comic, well how can I possibly say no?

This month Dark Horse re-released the two (well three, two stories in three books) Willow & Tara comics.  Wanna Blessed Be and Wilderness. 

You can get them here:



I enjoyed the heck out these and went ahead and bought them again in digital format.

I ran a Ghosts of Albion adventure loosely based on these, it seemed appropriate.  The adventure still needs some work, but I do like it.  And it has a pedigree. 

So here they are.  Thought you might like to check them out.

Now if someone would make a comic of the Dragon and the Phoenix I'd be thrilled to death! 

Marvel HRP links

Quick one today.
Found some links for various builds for the Marvel Heroic Roleplaying game.

The Lost of Files of Marvel is just link after link of tons of builds.
That 70's Game also has a few, but in particular are his build builds of Zatanna, Fire and Ice from the DC world.

And only quasi-related, Tim Marchman over at the Wall Street Journal wants to know why comics aren't doing better than they are.  Actually he has a pretty good idea.

Saturday, March 31, 2012

Zatannurday: Marvel Heroic Roleplaying

Continuing my exploration of the new Marvel Heroic Roleplaying game. So here is everyone's favorite Sorceress Supreme, it's Saturday it must be Zatanna!

We worked this the same night as Justice.  Again, I am happy with this build and see it as a nice compliment to the DCA/M&M3 stats.   Both have a place in my world.

Name: Zatanna
ID: Zatanna Zatara (public)

Affiliations: Solo d10, Buddy d8, Team d6 (Zee is not a team player, but she has teamed up with John Constantine, Hawkman and Batman)

Distinctions:
Most Power Magician in the World (she is. And all the supernatural baddies know it too)
Celebrity in the Spotlight (Everyone knows who she is and she likes that)
Shades of Grey (Zee sees more grey than most Supers, even ones in the Marvel-verse)

Power Sets
Magic/Sorcery d12
Magical Spells d12, Blast d10, Senses (magical) d10, Teleport d10
Limit: Must be spoken backwards
SFX: Tantric Healing (can reduce stress)
SFX: Area Attack

Specialties 
Mystic d10 (pretty much knows it all)
Cosmic d10
Menace d8
Psych d8

Milestones
"Every Little Thing She Does Is Magic"
1xp You uncover some plot that is magical in nature.
3xp You discover some new magical tome or artifact.
10xp You defeat the main villain without magic.

Daddy Issues
1xp You meet someone from your father's past.
3xp You take trauma from one of your father's old enemies or friends.
10 xp You must send your father's soul back to the afterlife to defeat the bad guy.

Saturday, March 17, 2012

Zatannurday: Justice League Dark, the first 5

Switching from Young Justice Zatanna to the more mature and tattooed Justice League Dark Zatanna.

Justice League Dark concluded it's first story arc, the threat of Enchnatress and the mystery of June Moon. 

Tattoos and a chain wallet?
To be honest I liked it.  I like the idea that sometimes there is crap out there so scary that even the Justice League is incapable of dealing with it.  That it takes a misfit group like this to deal with it.


Lets be honest here.  This is a messed up group.  I am not sure if Enchnatress will be a regular, but there are signs pointing to that.  If so she might be more powerful than Zee.
Zatanna, in this incarnation seems to be bit over her daddy issues.  Course that doesn't mean she is all healthy either.  She tells Constantine that she wants to erase his memory when he uses one of her own spells, which of course gets to predictable response.  She is not wearing her classical outfit and she has more than one tattoo on her.
Speaking of John. He seems younger here, but we assume that everything about him that was true before is still true now.  He doesn't have any magic himself, but knows a couple of tricks.  Still smokes.  I am not a fan of smoking, but I am glad they didn't take that away.   This is not the Hellblazer Constantine, but he is close.  My fear is he will become the "Spike" of this bunch.
I am not sold yet on Shade or Mindwarp.  But man do they have potential.  I like how Shade, who's power is to reshape reality, only has a basic grip on reality himself.  Mindwarp is just a couple shades of grey away from being a villain himself I think.
Deadman is really the only "hero" in the bunch.  I liked his character more here than any other time I have read him (mostly in Batman).
Madame Xanadu is a treat.  She has power and sees the future.  I like how she sees it all the time and has to numb herself with pills just to get through the day.

She doesn't look dangerous.
As a book, well I am enjoying writer Peter Milligan's work but think he needs to do a better job with why this group has to deal with the problems they have and will face. The art by Mikel Janin is actually top notch.  So few comic book artists draw women well, though they do keep on doing it.  These are not the paragon of superpowers, so they are drawn like normal people (well except Deadman).  Plus the scenes are great.  When Shade looses his grip on reality and his M-vest reacts it is just cool to see.

My hope is that JLD will become something more akin to the supernatural and occult comics from the 70s.
I also have to admit that this group would be a fun one to stat up for Marvel Heroic Roleplaying.

If I have a complaint it is that the story building was so slow.  I understand that there were a lot of characters we had to be introduced too and give enough of their back story, but I think the pace should have been faster.  That being said it was all still a great read and now that we have the characters in place I am hoping for even more.

I have not read #6 yet, but I understand the next big story is building.



Monday, February 27, 2012

Marvel Heroic Roleplaying

Well unless you have been living under a rock this last week the newest, hottest game on the market right now is Marvel Heroic Roleplaying from Margaret Weis Productions.



It is kinda-sorta billing itself as the spiritual heir to TSR's old Marvel Superheroes Game  (aka FASERIP).
The new book out is called "The Basic Game" , obviously meant to recall the "Basic Game" of MSH and there is even a forward from Jeff Grubb.  So MHR has a pedigree, of sorts, but how does it stack up to it's forefather?

Well...

I will be100% honest here.  The rules took me a bit of reading, re-reading, asking other players and spending some time on RPG Net to understand.  AND I Am still not 100% sure I got it right.

I have played around with Cortex+ before.  I like ti for what it is and I'll admit I was a little concerned when I heard that the Marvel Game was going to use Cortex+.  I like it for Smallville and Leverage where drama is important. I even suggested using it for a Modern Supernatural game, but I was not sold on it as a Supers game.

At this point I should point out that "Supers" might not be a good genre for this game.  After all, "Supers" is not even in the title at all and the assumption here that everyone has powers of some sort.

In many ways this game is exactly as my friend Greg describes as the "Antithesis of the OSR".
This game is about building characters, the relationships between them and the drama.  Which, if you think about it, is kinda what Marvel Comics is about.   Does it matter really what the Hulk's strength is?  No.  Just that he is really damn strong.  Can he pick up a tank and throw it?  Sure if the Watcher (the GM, I kinda like that) says he does then he does.  That simple.  If it is a challenge, say can he out punch The Thing or Thor, then that is a different matter.

I think back to a scene I remember reading years ago.  Spider-man teamed up with the Ghost Rider to catch a common foe.  They are obviously very different kinds of heroes and they have their own way of doing things.  The bad guy was actually not essential to the story, so much so that I can't even recall him.  But the issue was more about their contrasting styles and more about how Spidey was horrified when Ghost Rider used Hell Fire on a bad guy.    This sort of thing is perfect for these rules.

So I am going spend some time this week with this game and looking at the support information out there and how one can use this game.

My opinion of the game has gone up since I first picked it up.  So who knows where I'll be by this Friday.

Saturday, January 21, 2012

Zatannurday: More Scarlet Witch

To follow up on last week's post, here are few more pics of Zatanna and the Scarlet Witch.

First up, one that was posted midweek and pointed out to me by Martin R. Thomas.  http://braveandboldlost.blogspot.com/2012/01/zatanna-and-scarlet-witch.html



A color version of one of last weeks.



And some Deviant Art pics



SCARLET WITCH - ZATANNA by *J-Estacado on deviantART


Magical Time by *petercotton on deviantART


Zatanna Vs. Scarlet Witch by ~DarthTerry on deviantART


Fishnets and Hexes by ~mrfuzzynutz on deviantART

And Hermoine showing how it is done.


hermione scarlet witch and zatanna csbg by ~stejam13 on deviantART

Saturday, January 14, 2012

Zatannurday: Special Guests White Witch and Scarlet Witch

It is expected that I would be a big fan of Marvel's Scarlet Witch, but surprisingly  I am not.  I mean after all there is the whole witch thing, but she just never quite grabbed me the same way Z or even Doctor Strange did.  Just an FYI Strange is still one of my favorite Marvel characters.

Though this cosplayer might make me change my mind.



In the Marvel-DC Amalgam Comics Zee and Scarlet Witch are merged into one character Wanda Zatara, The White Witch. She sounds like an interesting character, but I have not read the issues she has been in.  I guess her father was a combination of John Zatara (DC) and Doctor Druid (Marvel).


"Skulk" there is like the Hulk, except think John Constantine getting angry and becoming Solomon Grundy. Frankie Rayner is Jade, Kyle Raynor and Fire all in one.

Since this is an RPG blog, here is a link to her stats for the Marvel SAGA system, http://www.chopshoptoys.com/Games/WhiteWitchsht.jpg

Trouble is, in truth, the things that irritate me about Scarlet Witch will also happen to Zatanna; ie making her too powerful, then not powerful enough, never know what to do with her powers.  I feel that the latest round of authors, starting with Paul Dini, have made Zee better.  Scarlet Witch is just dead in the Ultimate Universe as far as I know.

Any way here are some pics of Zee and Scarlet Witch teaming up.





Edited to add:

Scarlet Witch / Zatanna team up over at the Brave and the Bold/Super Team Family.


Saturday, December 17, 2011

Zatannurday: RPG DC Heroes (Mayfair)

Given my love for Chill and DC, it should be no surprise then that I also liked the DC Heroes RPG from Mayfair.  I did, but it was never a "love" of mine.  It was a cool game, just not something I got to play a lot of.

DC Heroes used Mayfair's MEGS system, Mayfair's Exponential Gaming System who's DNA I can still see in Mutants and Masterminds.

Now I did love the Magic supplement that later came around and thought it was one of the better magic books for an RPG I had seen in a very long time.
I was flipping through them all recently and thought I'd post some stats for Zee for anyone still playing this game.

And given when this book came out let's use her costume from about that time.
These are not the same stats that appear in the books...mostly.

Zatanna (DC Heroes, 1st Edition, Boxed set)

DEX: 6 STR: 2 BODY: 5
INT: 7 WILL: 4 MIND: 5
INFL: 12 AURA: 14 SPIRIT: 14
Initiative: 19 Hero Points: 80


Powers:
Mystic Link: 
Air Control: 12, Earth Control: 12, Flame Control: 12, Flame Projection: 6, Fog: 12, Ice Control: 12, Lightning: 12, Plant Control: 12, Water Control: 12, Weather Control: 12

Limitations:
Power Limitation: All spells must be spoken backwards.


Skills: Artist (stage magic) 6, Gadgetry 4, Occultist 10, Scholar (Magic) 7


Connections:
Justice League, Supernatural, United Nations (high level)

Motivation: Responsibility of Power

Wealth: Affluent

Job: Stage Magician, Adventurer

Race: Human (Homo Magi)

Origin: Mystical Heritage (Major)

Alter Ego/Aliases: (none) Zatanna Zatara, The Witch

Base of Operations: Shadowcrest; San Francisco, CA


I think I should give Raven a try next.

Friday, December 16, 2011

Willow & Tara: DC Heroes

DC Heroes from Mayfair Games was one of the "Big Games" for me back in the day.  One of those games that was like entering into an entire sub-culture, not just a game.  You know like old World of Darkness, Call of Cthulhu, Rifts or Exalted.  One where they have their fans and they are very loyal and the entry seems to be a bit high.

I loved DC comics at the time, though I was slowly going over to Marvel.  I never got into DC Heroes.  Villains & Vigilantes seemed easier to get into coming from D&D and when I finally got back around to Supers, it was Marvel Super Heroes.  I feel I missed out on something though to be honest.

DC Heroes has a certain style to it.  A certain elegance I see now on the other side of several graduate level statistics courses.  It is a game I'd love to give another chance too. Course parts of it seem pretty dated too. Tables with "column shifts" and exploding doubles.  Course that sounds exactly like the kind of thing that would get the OSR's blood pumping.  I also like it because in many ways DC Heroes is the antidote to "grimdark" and "gritty", not that you can't do those with this, you can rather easily, but DC Heroes was about being a hero, being the good guy.



I have not done a lot of posting of Willow and Tara in a while.  When "Season of the Witch" died down and "Generation HEX" never took off I had run out of creative juices.  Plus I had moved on Ghosts of Albion by then and other games.  Though Gen HEX was going to be my supers/animie/comics game.  I still have great plans to run each "issue"/episode/adventure with a different rule set.  But I am not likely to get to it all now.  More's the shame.  In any case here are my girls, in their Generation HEX best.
Since these are very seasoned vets of many battles they are starting higher than your average character.

Willow Rosenberg

DEX: 2 STR: 1 BODY: 3
INT: 9 WILL: 4 MIND: 5
INFL: 11 AURA: 13 SPIRIT: 12
Initiative: 22  Hero Points:  20



Mystic Link:
Empathy (Will) 2, Magic Blast (Spirit) 6, Magic Shield (Spirit) 6, Mystic Shield (Will) 5, Telekinesis (Will) 7, Telepathy (Int) 5 (9 with Tara), Teleportation (Will) 4, Truesight 3

Limitations: Since the events in "Season of the Witch" Willow has no limitations on her powers.

Skills:  Detective 2, Gadgetry 5, Medicine 1, Occultist 7, Scholar (Supernatual) 7, Scientist 5

Connections:  
Business (high),  Supernatural (high)


Motivation: Learn more about her power

Wealth: Affluent  (maybe a bit higher, but not Multimillionaire)

Job: Semi-retired software designer and CEO, teacher

Race: Human (Homo Magi is what she would be in the DC universe)

Origin: Mystical Heritage (Major)

Alter Ego/Aliases: none

Base of Operations: Boston, MA


Tara Maclay 

DEX: 2 STR: 2 BODY: 3
INT: 8 WILL: 5 MIND: 4
INFL: 10 AURA: 14 SPIRIT: 12
Initiative: 20  Hero Points: 20


Powers: Mystic Link:
Empathy (Will) 6, Heal (Spirit) 4*, Magic Blast (Spirit) 2, Magic Shield (Spirit) 3, Mystic Shield (Will) 2, Telekinesis (Will) 4, Telepathy (Int) 5 (9 with Willow), Truesight 5

(*Heal is not in the rule book, but something Tara can do.  At 4 AP she can heal 4 AP of damage per touch)

Limitations: Since the events in "Season of the Witch" Tara has no limitations on her powers.

Skills: Animal Handling 2, Artist (dancing) 4, Artist (singing) 5, Artist (painter) 4, Occultist 6, Scholar (Witchcraft) 7

Connections:  
Supernatural

Motivation: Responsibility of Power

Wealth: Affluent

Job: High school art teacher, girls counselor

Race: Human (Homo Magi)

Origin: Mystical Heritage (Major)

Alter Ego/Aliases: none

Base of Operations: Boston, MA

Willow and Tara in Generation HEX
In Generation HEX we pick up a few years after the events from Season of the Witch.  Magic is outed and the first generation of magic using children are reaching high school age. One of which is their own daughter. Tara is an art teacher and girls counselor at a school for magical teens.  Willow, having sold off her software firm is also teaching.  They relocated to Boston, MA and despite being older, there is still plenty of adventure left to have.

Willow and Tara in the DC Universe
Personally I would think that the girls would have fared much better in the DC Universe than in others.  I can easily see them both joining the Teen Titans, or depending on when we do this, Young Justice.    Though Willow would need something else to do than turn evil since that was already done by Raven.
Given their backgrounds I would expect they would be viewed as resources into the occult and supernatural worlds the same way that Zatanna, Doctor Fate and Madame Xandu are.  Only less dangerous to deal with.  In the DC universe though, the nod has to go to Zee.   I am assuming a more magic-rich world than the 1st edition rules laid out, maybe something closer to what we saw in the 3rd ed DC Heroes.

In either case the girls work as a team.  Willow is the heavy hitter, but Tara has a greater store of power and more subtle powers.

Saturday, October 22, 2011

Zatannurday: Young Justice

The newest episode of Young Justice aired (for me) last night and featured a young Zatanna.  I thought I would share my thoughts about the episode today.

Humanity

The Young Justice team is still getting backtogether after their betrayal by Red Tornado when there new "baby sitter" Giovanni Zatara and his teen daughter Zatanna.   The team "kidnaps" her (her idea) to go after Red Tornado.


There is some good natured flirting between her and Robin; I think they are supposed to be about the same age.  Zee shows off some cool magic and even a couple of quick costume changes.  The team grills her on her powers and she mentions that she is no where near her Dad's powers.  I thought it was great that she has a "sneak out of the house" spell.

She wears a variation of her classic outfit, modeled after her dad's.  May she picks up her penchant for fish-net from Black Canary.

The episode is cool, though not really as Zee-centric as I had hoped. Plus despite being grounded for life at the end it looks like's she might be joining the team.  Or at least I can hope.

Friday, October 14, 2011

TBBYANR: Thoughtcrime Inc.

Once again it is time for another entry of The Best Blog You Are Not Reading.
Which really is an excuse for me to tell you about blogs that I like that off the beaten path of what you normally see around here.

This time around I want to draw your attention to Thoughtcrime Inc.
Run by artist David Reynolds of Shadowgirls fame it features his art and thoughts on cartoons, animation and comics.

If you are a regular reader here then you have seen David's work.


and this



D.Rey has been talking a lot about the DC 52 and some of the issues going on there.
Plus he has an undying love for the Batgirls and that is ok in my book.

He has been talking about a faux comic/fan comic "Batgirls: Hope Prevails" which has all the Batgirls in it.


As well as a favorite of mine, Power Girl,

I like his purely Atlantean take on her.  Or Lemurian.  Which also has lead to the creation of his own character: 

I like her, and the lemur is a nice touch.


He also has a Deviant Art page. http://machsabre.deviantart.com/ and his Journal there talked about a lot of the same things he talks about on his blog.

If you like comics, comic art and thoughts on cartoons, then Thoughcrime Inc. is a great place to start.

Saturday, October 1, 2011

Zatannurday: Justice League Dark Review

Justice League Dark was released this week and since it features Zee as a main character I thought a review would be in order for today.

I like the idea behind JL Dark to be honest; cases and missions that are to dark, to scary and too dangerous for the Justice League.  In the first issue Superman, Wonder Woman and Cyborg get their asses handed to them by the Enchantress and she is still imprisoned.  But I am getting ahead of myself.



The story is by Peter Milligan and it is a good little mystery.  We have a woman, June Moon, that seems to be crazy and a bunch of copies of her getting killed all over the place. 34 copies according to Batman. All the while we get this voice over from Madame Xanadu about how the future is in trouble.  We are introduced to Shade the Changing Man (at least I have no familiarity with him except from the Flashpoint miniseries) and his girlfriend, who seems to only be a figment of his imagination.  Xanadu is shooting up.  Oh and John Constantine is here too.  Obviously this is not the Justice League.  What about the Justice League?  Oh yeah they are trying to stop Enchantress and getting their asses handed to them.  Not Booster Gold and Blue Beetle here, Superman, Wonder Woman and Cyborg.



And aside...I read Wonder Woman #1 as well and I liked it, but where is this in that continuity?  No idea.  Not sure I even care to be honest.  Anyway back to the story.

We get to see Zee chatting with Batman and she decides that if the best of the best can't deal with Enchantress she will have too.  She ties up Batman and heads out to where Enchantress is causing all this damage while still in prison. And insane.

What is good?  Well the Mikel Janin art is great.  There is such a cool style here and there is no cheese cake shots to speak of.

What is good?
I like the story so far, though it is not great or perfect, it is certainly a mystery.  This is story that gets this group together and it is bound to have some issues.  I like that all the characters are "damaged goods" somehow, but all have some great power.  And Constantine is still smoking, that is good since it is so much a part of his character.  He looks younger here, like many of the new 52s.  But really he should look more like Sting or Johnny Rotten. (see here)



What need work?
Not enough Zee so far.  AND we have not been given much on her background in this reboot.  She obviously is part of the JL proper and has had dealings with Batman and Enchantress before.  I'd like to know more about her costume change, but may that will be explained later.




I am not a fan of Deadman though.  His costume is too silly for someone as serious as he is supposed to be. I know his backstory, but I need to see a good reason for including him in this group. Other than of course he is dead.

Also if this is the JL Dark should we get Raven at some point?  Is she still part of the Teen Titans?  After all if Cyborg is now part of the JL (as he should be really) then Raven can be part of this league.  Especially since we seem to be using everyone else from the Flashpoint Secret Seven group.

Of course I am going to keep up with this one.  Magic and comics are a potent mix for me.  Plus I have always wanted to see more Madame Xanadu and Shade (a character I wrote off) seems more interesting.

Saturday, September 24, 2011

Zatannurday: Justice League Dark Preview

Here is a new pic and preview video for Justice League Dark.
Thanks to DC Women Kicking Ass.
http://dcwomenkickingass.tumblr.com/post/10129361107/jlidarktrailer





If I had any doubts before, they are gone now.

This could be very, very awesome.

Wednesday, September 14, 2011

DCnU the new 52: Batwoman

Picked up the new #1 for Batwoman today.
First time I have bough a comic on the day it has come out in a really long time.

It is really good.

I like the team up of Kate and Bette. I like that Kate and her Dad still have issues.
I like the banter between Kate and Maggie.

The Top Bat makes an appearance at the end, but it obvious that this is not his story.

I think I'll continue to get this one.

My only gripe is Kate is WAY too damn pale.
I know that is part of her character identity, but it looks like she has been colored in properly.

Even when she and Bette were training it looked weird.


Speaking of that scene, this is my favorite part:
Bette: Uh Kate, where's my Flamebird costume?
Kate: I burned it.

Hope JL Dark is as good.

Saturday, April 23, 2011

Zatannurday: Sdrawkcab t'nsi ysae!

One of the complaints I hear about Zee as that she can do anything she wants, all she needs to do is say it backwards.

That's a lot harder than is sounds as this page from Zatanna #12 out this past week shows.



Yup, even Earth's Sorceress Supreme has to use flash cards to practice her magic.

Wednesday, April 6, 2011

E is for Elegy

An elegy is a poem of mourning.

It is also the title of a 2009-2010 story arc of Detective Comics featuring the new Batwoman. In many ways Elegy is Batwoman's origin story,  but it is also the origin story of her arch-enemy and the secret connection they have.

After reading "52" I became a big fan of the new Batwoman.  She was a different character than either Batman or Batgirl.  You knew what motivated them, what caused this new Batwoman to don the cape and cowl?   Elegy tells you what motivates Kate Kane, what drives her and why she has to do what she does.

I'll let you in on a little secret, I don't actually read a lot of comics.  I pick up a collection every now and again, read some things that were popular years ago, or a trade paper-back, but I don't actually follow anything.  I am a bigger DC fan than Marvel by a long shot and I tend to watch any super-hero cartoon, TV show or movie that I can, but monthly comics, I rarely if ever read those.

I picked up Elegy since I was a fan of Batwoman.
I am very glad I did.

Elegy is not a story that could be told with the Batman or even any of the Batgirls.  It had to be Batwoman.

Before I go on I have to mention the artwork.
J. H. Williams III had been lauded for his work on this book, but I am not sure that even those do him justice.
The art work here is another layer of story telling above and beyond the great story by Greg Rucka. There are parallels drawn between the two foes that make you think that we have a rivalry to well, rival that of Batman and the Joker.  But that is the easy stuff to sell because it is so good.  The look on Kate's face when she is dumped by her girlfriend is tangible.  She says she is ok, but her look says so much more.   That is something you never see in the Batman.  Both characters are full of sadness and loss. Kate's though is closer to the surface, not beat down like Bruce has done, or she thinks she has done.  Kate is more vulnerable; not because she is a woman, but because her pain is still real to her, her multiple losses, all the reversals of fate.  She just wants to do the right thing, the honest thing, the just thing, but each time reopens a wound.  Elegy rips her old wounds open and drowns them in salt.

Ok on to the story.  Caution, Spoilers Ahead.

The story is told in flashbacks while the Batwoman is working on a new case.  The Cult of Crime is back in town and the Batman is giving his approval for the Batwoman to take it on her own.  She investigates and only turns up a few clues.
She returns home to where we meet her father, a retired Army officer, is helping her out via two way radio ala Batman Beyond.  Frankly it's a great idea, two heads are better than one.  She works out and has to rush to a breakfast date, only to get the aforementioned dumping.   With the Cult of Crime in town though she can't dwell on that.

We get flashbacks to her life at Westpoint.  She was then an up and coming officer with high marks.  Just past "Ring weekend" the young Kate Kane is brought into the Commandant's office where she is told she is under suspicion of "homosexual activity" and is asked if she wants to deny it, reminded that if she doesn't she will be expelled. Kate recites the Cadet Code of Conduct about not lying nor allowing others to do so. She admits to being gay and is kicked out of the academy.


Let me go back to the art for a second.  Look at the sequence of Kate's face. She is sad, angry and then finally resolved because she knows there is only one right answer the answer is the Truth she can't deny who or what she is.  She is a Westpoint Cadet and they never lie. Neither will she.

For the first time (we think at this point) Kate has no where to go and nothing to do.  She returns home to tell her Army officer father what happened and he tells her he is proud that she stood by her honor and told the truth.  That's it.  Kate struggles a bit.  She doesn't care for her new step-mother at all (we find out her mother was killed, but that is it for now).  A chance meeting with a mugger in the streets though changes that.  She is actually about ready to beat the thug into a bit of pulp, shouting at him "think I'm some victim? I'm a soldier!" till she (or rather the mugger) is rescued by the Batman.

I want to come back to this later.  Rescued is such a loaded word here, but I use it on purpose.  I want to get to why later.

Kate then decides (between tattoo sessions I am guessing) that her new purpose in life is to be a vigilante.   That is till her father discovers.  He helps focus her attention. She trains with people he knows for the next couple of years.  He tells her if she is serious then she is going to war and in war you define your objectives and your winning strategies.  She comes back and her father has decked out their version of the "batcave" with state of the art surveillance, urban combat weapons (but the "Batman Rule" is always in effect) and a new costume done up in red and black, the colors of war in her Jewish faith (I have to take Rucka's word on that one, never heard it before, but it sounds right).  Though she is not happy with the heels on her boots.  In newer parts of the story we see they have been replaced with proper bad guy stomping red combat boots.



More details are discovered with the Cult of Crime.  But frankly at this point those details are only a means to an end.  That end is Alice.  Alice is the new High Madame of Crime and she has a very personal interest in Kate/Batwoman. She is also Joker-level crazy.  This gets to my one real issue with this.  WAY too many bad guys know all about her "Secret Identity" for a character that was introduced as a closeted, lipstick lesbian, everyone seems to know her secrets.  Alice in particular knows a lot of them.

We get up to the final confrontation.  Alice has kidnapped Kate's father and wants to us his knowledge to launch some missiles (I thought he was retired.  Maybe still active??).  So the ruse of fighting Batwoman was just to get to her father. Or was it.  Reading on it seems that was just a ruse to get at Batwoman.  Alice and Kate fight. Kate manages to stab Alice, Alice stabs Kate.  They are over the Gotham river and in a rare lucid moment Alice, no longer talking in 3rd person, tells Kate that "she has our father's eyes". She then falls to her death (seemingly).

Kate goes back to the HQ, her father begging her to stop along the way.  She takes two blood samples, hers and Alice's.  She gets them analyzed and Alice is her twin sister that she had assumed was dead for years.

In one more flashback we see Kate's life when she was a little girl living with her mom, dad and twin sister.  Briefly, she is kidnapped along with her mom and sister by terrorists.  Her father does get an army team in to save her, but shots are fired and her mother and sister are killed.
Kate dedicates her life to service to honor her Army Officer mother and twin.

When Kate gets the confirmation she goes to the Cult of Crime and tells them that if they come for her father again she is going to kill them all.
The story ends with Kate still not talking to her father.

--

There is so much happening here and I didn't even get into the relationship Kate has with mer step-mother, her dance with Maggie Sawyer, what happened with her and Renee Montoya,  or how Betty "Flamebird" Kane is her cousin.   It has been said before and it is true;  This is not a female Batman.  Kate's Batwoman is also propelled by loss and grief and anger, but they are different.  She built her entire life after her mother's death on the idea that she would be the best officer she could be and serve to honor them.  When that is removed she was lost in a way that Bruce Wayne never was.

When I said before that she was "rescued" I meant it.  She was never in danger of that mugger.  The mugger actually had more to fear from a very capable and very deadly opponent with no outlet what so ever for her aggression, anger  and sense of loss.  The Batman showing up saved her.  Not the man, but what the man stands for. The symbol.  That is why she is the Batwoman and not some other new costumed hero.

The parallels in the art in the book between Alice and Kate are amazing. I am rather disappointed in myself for not guess who Alice was sooner.

I mentioned also that Kate is more vulnerable than Batman is. Again, not because she is a woman, but  because her pain is still so fresh and her choices still weigh on her.  Because of that her heroic actions are greater.  We know she can fail, we know she hurts (and sometime physically given her chest wound from 52 is still not 100% healed) and yet she still goes out there, every night.  The Batman goes out every night because that is what he is.  Kate chooses her life, the ups and the many downs.

Elegy manages to be poignant yet not preachy. Kate certainly is not a perfect character.  She is still brash, has a chip on her shoulder and even with out the Batwoman gig she would still have troubles in her relationships (as seen with Renee). But she is trying and I think that is the reason why her series would do well.



Elegy is the best comic I have read in a very long time.  I like Kate, I like Batwoman and I want her to do well. It would make a great movie.  Maybe when Nolan is done with Batman he can turn his sights to a Batwoman.

You can read more here:
http://en.wikipedia.org/wiki/Batwoman:_Elegy
http://www.amazon.com/Batwoman-Elegy-Greg-Rucka/dp/1401226922/