The Silver Age (1956 - 1973)
The Feel of the Silver Age
Superheroes return, and
they’re bigger than ever. Relative to the Golden Age, the upper levels of power
available to the most powerful superheroes is increased dramatically. Forget
“nothing less that a burst shell could pierce his skin” - the top-tier heroes
are surviving atomic explosions. Interstellar travel, sometime under the hero’s
own power, becomes a common event in the lives of major heroes.
The morality
of the era is vastly different than the previous one, and even the Golden Age.
Heroes of the Silver Age never kill the bad guy – even the ones who deserve it.
(Conversely, very few bad guys actually deserve it.) The teen sidekick vanishes
from the field - but no one noticed as the Silver Age also ushered in the
concept of the teen hero or teen hero team.
The style of the stories is
diverse but contains a huge sense of wonder. The heroes are pure and their
relationships – although frequently interfering with or complicating their
“heroic” IDs - are innocent. There is very little in the way of social
relevancy, but occasionally bits of it would sneak into the stories in a hidden
way, in many ways foreshadowing the era to follow.
Stories tended to be very
light-hearted. Much of this can be attributed to the Comics Code Authority (see
below). Villains, and their crimes, were campy; and heroes never faced truly
tragic situations. The threat of imminent death of the hero (and, more
importantly; his friends, loved ones, and family) simply didn’t exist. Heroes
didn’t die, and neither did anyone else.
Heroes frequently fought huge
monsters and drove off alien invasion (although many of these “invasions” were
invasions of one). If “action” was the key word for the Golden Age, “fun” is the
word for the Silver Age. Lastly (and, to some, most importantly) the Silver Age
introduces a truly astounding array of super apes.
Magic versus Science The Silver Age of Comics is defined in large
part by the re-imagining of many classic Golden Age characters. In most cases,
this re-imagining follows a very basic line of thought: take a Golden Age
character and replace every bit of magic in his or her origin/back-story/power
and replace it with Atomic Age science.
The Silver Age was heavily based on
science fiction, which is understandable given the times... it was the beginning
of the Nuclear Age, the Space Age, and the Computer Age, all rolled into one.
Extraterrestrials abounded as both heroes and villains. Characters gained their
powers through intentional application of science and technology, or else gained
their powers in some sort of scientific accident
By and large, this meant
that magic became a rarity in the Silver Age as science (and science-fiction)
was considered more hip.
Silver Age Characters
The Silver Age ushers in not just
the return of true superheroes (and supervillains) but also a shift from the
murky moral grayness of the Gap Era to the very black and white perceptions that
we associate with the post-CCA comic book world.
Silver age characters were
more rounded and well-conceived than their Golden Age predecessors. It was no
longer enough to say a character’s motivation was “his parents were killed by a
mugger.” A Silver Age character’s origin would often explain why and how this
drove him to become a hero. The most common origins are being an
extraterrestrial, being exposed to radiation, getting an extraterrestrial's
toys, or inventing a fashion accessory that gives you powers. As a part of this,
many of the earliest Silver Age characters we revamped Golden Age characters
with their origins re-worked for the sensibilities and tastes of the era.
Recommended Psychological Limitations for Silver Age characters (Typically
at the Common to Very Common and Strong to Total, 15 to 25 points. It would not
be uncommon for a character to have two or three from this list):
- Sworn to Uphold the Law
- Fights for Truth, Justice, American Way
- Sworn to Uphold the Good
- Protective of Normals
- Heroic Code
- Honorable
- Committed to Fighting Crime
- Code Versus Killing
Character Build: 200 point base + 150
points in disadvantages Note: Consider more base points, fewer disads
(Maybe 250 + 100)
Note: Consider severely limiting the number and/or
total value of limitations on powers.Note: Possible active point cap: 75
for main power, 60 for all others.
Classic
Power Origins for the Silver Age
- Radiation
- Alien
- Gadgetry, especially alien
gadgetry
- Scientific accident
- Cosmic rays
- Struck by lightning
- Mutant
- Robot
- God
- Magic
Defining Events in Neptune City
After McCarthy's fall from grace in 1954,
superheroes slowly begin making a comeback. A small number of GA heroes come out
of retirement, but mostly it's a whole crop of new heroes who learned what it
meant to be a hero by watching and reading about the exploits of Centurion and
the relationship he had with local, state and federal law
enforcement.
A whole
horde of garishly clad heroes and villains eventually make themselves known,
including that Machiavellian menace, Mental Midget (Note: Mental Midget is a
place holder name, feel free to replace this with any SA mentalist you feel will
work).
Throughout the
Silver Age, Centurion remains an active hero (he eventually discovers that his
powers cause him to age more slowly than normal humans) and an active influence
on the heroic community. Then, on that fateful day in 1973 (or sometime around
there - whenever the Silver Age ended) when, while fighting the Time Baron (or,
some other SA time based villain) he was struck with a high intensity chrono
beam and simply vanished (Actually, he was broken lose from this time stream and
went back to his own time).