Restoring power to the power plant, though...that might be a different power entirely. The 5th-level power Control Electricity (from Supplement I: National) might be able to cause this effect, at the Editor's discretion. Or maybe it's some lower level power, like "Recharge."
Then he hits five spies with a lightning bolt. Note the lightning bolt does not appear to need to emerge in a straight line from him, but strikes in a straight line perpendicular to him, passing through the conveniently lined up spies.
It should come as no shock that there is no town of Summerville within 20 miles of Washington, D.C., though there is a Springfield, Virginia, and a Silver Spring, Maryland, both representing a close season.
Electro uses wrecking things on the door. He does not need to use the Wreck at Range power to shoot electricity at the door; since there would be nothing stopping him from stepping up to the door, the ray emanating from his forehead is pure flavor text.
Since it is unlikely that a "little cottage" has a "huge, central hall" in it, it seems to be implied that Electro is exploring an underground hideout, which is very much in keeping with our game.
I'm not sure how this switch is going to cripple five dams in different locations all at the same time. Maybe it will signal saboteurs in each area?
Electro uses Hold Person and then Protection from Missiles, followed by what appears to be a higher-level version of Hold Person (Hold Person II?) that can paralyze up to six people -- although, since he's able to compel them to answer questions, this is more like the spell Hypnotic Pattern.
Mass Flight: The magic-user can move in any direction through the air at a movement speed of 192 (93 through water), and can by the same power move up to 1,100 lbs. of cargo with at the same speed, or up to six other people if they remain motionless (either willingly or forced into motionless, say by a Hold Person spell). Anyone else can try to opt out of being transported by making a saving throw vs. spells, but any modified saving roll still less than 20 results in the victim being moved 10-40’ per number of the result below 20 (falling damage may ensue). Duration: 1 turn per 2 levels. Examples: Science Comics #1, All-Star Comics #52.
Moving on quickly now, we check in on the next feature, Cosmic Carson.
And I share this page, not because the idea of aliens populating our solar system is that new -- and definitely not because "Fang Men of Jupiter" are so new they deserve statting -- but I did want to point out another staple of the early science fiction genre, that imagined there would be unique elements on other
Although visually exciting to see rocket ships blasting out of the roof of a building, one has to wonder about the grasp of science that would lead someone to think this would not blast the whole building into scrap.
Coupled with this is either the inability or the patience to deal with the vast size of space. Even if the ship traveling from Mars to Earth was passing by at the upper edge of the atmosphere, it would take these rocket ships so long to reach it that it would probably pass them by -- unless we imagine some fantasy propellant that is not only non-destructive, but faster than any modern mode of travel known to us.
And I haven't even brought up yet -- where is this pirate base?
I share this page mainly for the overhead map showing us the layout of the pirate base, as well as demonstrating the VTOL capabilities of the pirate rockets.
Also, that these reinforcements are able to reach the battle in the span of combat turns just reinforces how fantastically fast they must be.
(Scans courtesy of Comic Book Plus.)