Monday, April 13, 2020

Mystic Comics #1 - pt. 2

When we last left Zephyr Jones and Corky on the surface of the sun Cygni 61 the Mad Astronomer had a machine that sprays his secret formula on Zephyr and Corky. He tells them that this will protect them from the heat on the surface of the star, and apparently the blinding light and the crushing gravitational pull as well). Our boys are so gullible, or so smitten with his daughter, that they immediately go outside to see if it worked. Instead of walking on super-heated plasma, this seems to be a rocky place, inhabited by dwarfs that live in caves.

They find that at least nine star-dwarfs had captured the astronomer and his daughter from their ship. Most of them chase after Zephyr and Corky. The dwarves have super-tough skin (like the power, because the heat of the sun has hardened them), but are vulnerable to fire extinguishers because...ah, let's stop pretending any of this makes sense! These aliens remind me of the game Awful Green Things from Outer Space, where you're supposed to try everything on your ship on the aliens, because only one random item will kill them.

To top it off, Zephyr and Corky go back below ground to save the prisoners from eight more dwarfs. They defeat the dwarfs by throwing rope around a group of them and then pulling the rope off the cliff the dwarfs are on. Not sure why none of the dwarfs think to grab onto the rope and pull Zephyr and Corky down first, or with them. If the star-dwarfs are just too dumb, then a fair Editor would make some kind of intelligence check for them (trying to roll under a low INT score) before letting them fight too cleverly. They are very primitive, fighting only with clubs and darts from blowguns.

We've seen Heroes start avalanches to bury or block adversaries before, but Zephyr takes the cake by knowing just where to throw a rock to start an avalanche. That would take some kind of expert skill level in geology, I would think, followed by a successful attack roll vs. a low Armor Class.

The next feature is the 3Xs. The three "Xs" are private detectives, all working anonymously (although they wear no masks to conceal their identities, so it should take too long for people to figure them out), but go by 1X, 2X, and 3X. Each has an area of specialization; 1X does the detective work (high Wisdom score), 2X is a "walking encyclopedia" (high Intelligence score), and 3X is the strong-arm (high Strength score). A later caption explains that 1X is in charge and the other two are his aides (Supporting Cast Members). The 3Xs are good scrapers, but not great, as 13 hoodlums break into 1X's home to retrieve the glove and the hoodlums only fail a morale save and leave after beating all three of our good guys almost to unconscious. None of them use weapons other than blackjack/saps, during this battle. Later, 2X has a disintegrating pistol, a trophy weapon that does extra damage.

A taxi driver tells the 3Xs that his taxi cannot go over 70 MPH.

The Green Terror is a mob responsible for a rash of brazenly public kidnappings, covering their escapes with a smokescreen of green smoke. A clue left behind at the scene of their latest kidnapping yields a clue that requires an expert skill check in botany to identify -- a lost glove on the scene was permeated with the pollen of a rare orchid. Because the orchid is imported, they use freight records to figure out that when the mob came into the country, and when it plans on leaving. Of course, there are some holes in that theory -- what if only one member of the mob worked with orchids? What if the mobsters were on the ship coming, but not on the next boat going? What if an unregistered grower has the same orchids in their greenhouse and they weren't imported at all?

Their leader is also known as The Green Terror. One of the earliest supervillains in comics, The Green Terror is a green-skinned African with the vampiric power to live forever so long as he keeps drinking human blood. However, he's a real pushover in a fight and folds after getting punched by 3X once.

Next up is "Deep Sea Demon," but if you want my impressions on that story you can read here, because this is a barely modified reprint of Fred Guardineer's "Devil of the Deep" from Funny Pages v. 2 #1.

Dakor the Magician is the next feature, and like some other magicians we've seen he's light on actual magic and more of a detective. We also see, like in the 3Xs story, that travel out of the country seems to be public information, as Dakor's assistant Williams is quickly able to learn that their prime suspect in a murder is leaving the country for France.

(Read at readcomiconline.to)








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