Tuesday, February 20, 2018

Amazing Man Comics #8 - pt. 3

Dr. Magno turns on his own hoodlums and kills them with gas; bear in mind this is 20 years before the novel Goldfinger.

If Dr. Magno is statted as a superhero (or supervillain in his case, making him one of the earliest in comics), then his redirection of the bullet could be flavor text for Nigh-Invulnerable Skin. With his Armor Class buffed, Dr. Magno simply made the bullet miss.

It's time we dealt with the elephant in this room -- why didn't Iron Skull wreck his way out of this trap before now? After all, a lot of people are dead now for his inaction, including an innocent museum guard. Remember that, last post, I said the magnet's effect seemed like Hold Person, which is much different than just immobilizing someone with chains. If he was not paralyzed, I could see two other factors in play; both the electromagnet and the lack of leverage could be giving IS some serious negative modifiers to his wrecking things roll vs. the chains, perhaps as much as -6.

But assuming he is paralyzed, how does the chains breaking have anything to do with him breaking free of the electromagnet? It doesn't; the chains breaking is just a coincidence. The duration ended on the Hold Person effect -- more evidence of durations in comic books.




Here we see (turn 1) punching (Dr. Magno being knocked prone doesn't seem to affect the combat and may be flavor text), (turn 2) grappling (Iron Skull definitely knocks Magno prone this time), (turn 3) Magno reverse-grapples and establishes a choke hold (with some lucky rolling), (turn 4) Magno breaks loose of hold, (turn 5) delivers 2 punches (both of the final panels are in the same turn).




Jane, the Magician from Mars, looked like a magic-user/superhero last time, but she is all-superhero in this issue.

This page explains how she's half-alien, and how using more of her brain gives her super powers.

Immortality is going to be a high-level power, if it's needed at all.





Telekinesis arrests the jumper's fall? It says Jane jumps down, grabs him, and then bounces back up off one of the boats. It's possible that happened exactly like that, since half-aliens can have fantastic jumping ability.









Jane and the Suicider take an air taxi, as shown here. It seems to be a self-driving vehicle (those Martians sure are advanced!).

Jane displays the power Raise Building. Then she appears to use Super-Punch to knock the Crook into the sky. Of course, there's no way he would still be conscious after a Super-Punch unless he is a high-level Fighter, so perhaps something else like Telekinesis is going on here.




Jane keeps really busy! Now she's helping out at a rodeo (Martians love Earth culture). She grapples with a bull and tosses it pretty far (Extend Missile Range?).

Later, while flying around in her rocket ship, she gets in an aerial dogfight with another rocket ship. The saboteurs' ship has a melting ray mounted on the front, while her ship has some sort of "slices ships in half" ray (or is she Wrecking at Range with her powers?).

We see that trains on Mars travel through pneumatic tubes.




There is a Stop Train power and this seems to be that power reversed.



Jane remembers she's also a magic-user and finally uses a Minor Polymorph spell.

It seems unlikely that we need a Create Ink spell. Jane would probably not ruin the entire lobby just to teach this one guy a lesson, so I'm guessing this is an illusion spell.

(Scans courtesy of Comic Book Plus.)

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