Monday, July 2, 2018

Pep Comics #1 - pt. 2

Jack Cole's first superhero, the Comet, shows little of the promise that would come to fruition later with his masterpiece, Plastic Man.  We're already off to some really shaky science here, plus a lot of brevet ranking on our brand new Hero.

Hydrogen is just about as light as matter can get. The closest thing that's "50 times lighter" than hydrogen is an electron.  So, Dickering is shooting electricity into his veins to get his powers -- which actually does sound at least a little more science-y than getting them from injecting gas.

Although we'll soon see the Comet flying, he's demonstrated leaping here because, well, that's what superheroes did this soon after Superman's debut. I'm estimating that yellow building in the background is at least 21 stories below him, which means he is using Leap II, which means he has two brevet ranks and is operating as an extraordinary man (level 3 Superhero) already.

His disintegrator eyebeams are flavor text for wrecking things, combined with the Wreck at Range power.

Hmm...glass is a poor conductor of electricity, so this seems to support my Comet theory further.

I told you that you'd see the Comet flying soon.

This outbreak of typhoid fever recalls the cholera epidemic of Chicago, 1885-1891.


Just like he created his eyebeams by combining the wrecking things mechanic with the Wreck at Range power, the Comet can manage this speed in flight by stacking two other powers together -- Fly (any version) with Race the Plane.  However, if it is unimportant to the scenario how the Hero gets from point A to point B, I usually hand-wave the requirement of burning off a power slot.

The guy at the door is a thug, perhaps the most common mobstertype in early comics!

I think we're getting some wacky science again with the smokescreen...but the game needs a new power for Smokescreen/Fog Cloud (a note for later and the Advanced Hideouts & Hoodlums Heroes Handbook).

I would treat a roof as the robot category for wrecking.

Since The Comet is in melee range, he does not need to use Wreck at Range to wreck the gangster's gun, even though he appears to still be using a missile attack.

The Comet finds the list of names immediately, suggesting he used the power Find Evidence.

Wrecking an entire house would be the same as wrecking a truck (the thought being that so much of the house is combustible, it will burn itself down even if your initial attack doesn't obliterate it).

It could be possible to wreck even more effectively by voluntarily choosing a more difficult wrecking rank.

"Will my eye blasts utterly destroy the whole house?"

"If you want to make it burn down, it wrecks as a truck."

"No, I want to really scare those gangsters; I want to obliterate the house."

"You can do that, but it leaves all the glass behind, if you can wreck at battleship level."

It seems like the Comet was just walking down the street in costume, hoping to run into wandering encounters.

There is no real Tri-State Building that I can tell.

It looks like The Comet is not opposed to murdering.

I'm not sure how you would go about lining the inside of the walls with glass. Wouldn't that require a massive and highly visible reconstruction process?

The Comet is only stunned instead of unconscious (a 2nd edition option). 

I'm not crazy about Heroes being able to wreck bullets in mid-flight...but that could be flavor text to go along with a successful save vs. missiles?

A Superhero can't kill this easily. A high-level Magic-User could with a Death spell. A Superhero could knock them all unconscious with a Blast II spell, then kill them with a second Blast II spell.

Falling damage also doesn't kill, except in a deathtrap. Lifting someone up in the air and dropping them doesn't seem like it's complex enough to count as a deathtrap, and I don't think Heroes should be able to set up deathtraps.


This is Sergeant Boyle. Here's an example of a mobster failing a morale save, really badly.

If Boyle's title here reflects his level title as a Fighter, then he is level 3.
I'm not immediately comfortable with the same bullet being able to shoot two people...but if a gun allows Sgt.  Boyle to have two or more attacks per turn, do bullets expended necessarily have to line up with that? I already have an optional rule where the Editor can secretly roll a die to determine when a gun runs out of ammo, so no 1:1 deal is necessary.

Boyle finds the TNT exactly like a trophy item.

So this page makes me think...the trench is no more than hard cover for the officers, and that's AC 7.  Boyle and the others are hiding out there for what seems like hours. How is it so hard to hit someone with an AC of 7?  I'm not sure if hard cover should be more effective, or if that could be combat imbalancing, or if something else is going on here. It requires more thought.

(Scans courtesy of Digital Comic Museum.)








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