Saturday, April 25, 2020

Marvel Mystery Comics #5 - pt. 1

We're heading back to check on Timely Comics today, back in (cover date) March 1940. This month, the Human Torch leaves New York City for the Midwest. It's the old story of a remote Alaskan village that needs urgent medical supplies but is cut off by the weather, only transported to a fictional island in the middle of Lake Superior because...I guess Alaska was too far? This weird island is covered in a glacier...I suspect Carl Burgos never visited Lake Superior and maybe heard some tall tales from Minnesotans about how cold and snowy it is there.

So HT leaves for the Midwest, but using the Newark Airport, which is an interesting choice. That's a real airport in New Jersey, and one New Yorkers still use today. The LaGuardia Airport had just opened months before this comic book would have been written.

HT, or Jim as his friends know him, has a supporting cast member named Johnson, who Jim isn't apparently on a first name basis with, but is still willing to come along on this dangerous flight to Lake Superior.

HT badly fails a skill check to pilot during a storm (probably at a penalty) and crashes their plane. In a rare occurrence, a Hero is knocked unconscious in a crash. The wrinkle here is that two hoodlums just got free from jail on the island (not sure how this island is big enough to have a jail, but okay...), they discover the plane, rob the medical supplies, and then set the plane on fire to get rid of the pilots.

I've never been fond of the Human Torch and reading these old stories make me less fond. It really bothers me how unscientific his powers work, that fire somehow answers to him as if it were alive. Nowhere is it more evident than in this story, where the fire forms a protective circle around HT, even while he's unconscious. So either he can subconsciously control fire in his sleep, which I think is way overpowered, or fire has some sort of collective consciousness, which is really weird and wonky. Now, once he's conscious again, using his Control Fire power to make the fire part for him -- that makes sense to me.

More wonkiness comes a bit later when HT falls into water and, instead of his fire being extinguished, the narrator says he was "ordering his flame out." Now, maybe there is a sensible explanation for that too. Maybe he extinguishes his flame voluntarily before the water extinguishes it because, if he turns it off then he can turn it right back on, while if it's extinguished, then he can't use his powers for a random amount of time.

Still more wonkiness is when HT searches a wooden cabin, while still ablaze, and doesn't combust anything. That Control Fire power really gives you complete control. But what you can't explain away with that power is towards the end when he encircles a pack sled and its dogs completely with fire, and the dogs keep running. That all six of them make their morale saves, at their Hit Dice, is rather incredulous.

There's an interesting wrinkle where HT flames on (he doesn't call it that; that's a Johnny thing) and his heat helps keep Johnson from freezing. Now, an Editor could hand-wave that as a common sense side effect...but it could also be a new power, Resist Cold, that a superhero can confer on someone else. We also see HT do sky-writing with flame, which I think we've seen before and needs to become a power in the Heroes Handbook.

Lastly, the two hoodlums plummet into the icy lake waters and die after HT melts the ice under their feet with a circle of fire. Whether he intended for that to happen is unclear...but he shows no regret, and we already have seen he has total control of his fire, so...

Next up is The Angel. The Angel's strength level is really up in the air in these early stories. Except for one text story that had him at Superman levels, he usually was only a strong human in most of his stories. Here, he can tip over a car with extreme effort (or a little help), so he can maybe lift 1,000 lbs. In Hideouts & Hoodlums terms, this is the Raise Car power, as there is no Can't Raise, But Can Tip Cars power (H&H deals more with abstraction than specific measurements). This isn't just a prank; it's all part of a plan to foil bank robbers by tipping over their getaway vehicle and any other vehicle on the street they can use to escape.

Angel then uses a length of rope (he must carry rope sometimes) to get to the roof and watch for them to come out. Note that he does not simply leap to the roof, so he has great strength, but not great leaping powers, again confirming that H&H is on the right track by making players choose which powers they have for each scenario.

Speaking of Raise Car, later in the scenario he is on top of a speeding taxi and pulls the driver out through an open window (if the taxi had air conditioning, maybe the hoodlum who carjacked it wouldn't have carelessly left his window down). Now, this seems to defy science, because you would think that even with great strength, someone with no way to brace himself would just fall over the side before being able to pull a braced man out the car window. Superpowers, luckily, defy science by their very nature. I might also, on a generous day, allow a Mysteryman using a stunt to do that as well.

For some reason, The Angel isn't wearing pants today.

Soon, when The Angel is swinging on that rope, one of the robbers manages to shoot the rope, and it seems to be merely accidental. There is some precedent for this, with firing into melee giving a chance of hitting a random combatant. For this to apply here, we would have to consider the rope and The Angel in "melee," which is a bit of a stretch. For the Editor to just randomly through in this complication would seem unfair in game play. 

The Angel joins a long line of comic book Heroes willing to use mobsters as living shields, but this might be the first Superhero to do so.

In the end, Angel decides to pummel the last of the hoodlums unconscious and he rains "blow after blow" on him. Now, in most game systems, a superhero's strength remains constant and the damage he would have done after just one blow might have knocked out an ordinary hoodlum. But here, a superhero has to buff his strength first before doing additional damage, so if he wanted the satisfaction of punching out a bad guy slowly with normal blows, that's very easy to do.

Next up is The Sub-Mariner, called the "Ultra-Man of the Deep" on the first page of his feature here. Demonstrating the difference in pace of Golden Age stories, the Angel story took place all in 10 minutes, while Namor accompanies a cargo ship to protect it for 3 days before the scenario even gets started.

Remarkably, Namor is said to communicate telepathically with the crew of his flagship submarine in this story. If you've ever wondered how Namor talks underwater...this would be how.

(Read at readcomiconline.to)

No comments:

Post a Comment