Thursday, January 6, 2022

Mystic Comics #2 - pt. 2

Next up is Flexo the Rubber Man. This is like old home week for me, as both of these heroes (Mastermind Excello and Flexo) were played in my 1962 Marvel Super Heroes campaign I ran two years back. 

Flexo's inventors, Joel and Joshua, aren't ones to rest on their laurels; they're already hard at work reinventing those common comic book staples, the torpedo repeller and the new, more deadly explosive. And our enemies are up to the same tricks, because they have one of those dime-a-dozen rayguns that turn off electric motors. The 2nd edition basic book has no tables for specific trophies, but if it did, they would be weighted by frequency and these items would have some of the widest ranges on the table. 

Joel, captured by spies, is placed in a pretty lame deathtrap; he is tied to a tree with rope and left for wolves to eat. Wolves? Do these spies think they're in Siberia? The spies also don't think to check Joel's pockets, or they would have found the portable transmitter. Portable transmitters are also pretty common among comic book characters, but what makes Joel's different is that he taps on a button on his jacket, Morse code-style, and that transmits the message. 

When Josh gets the message, he takes the hi-tech approach of using Flexo to get him there and the low-tech approach of tying himself to Flexo's back with rope. I hope you're really good at knots, Josh! The comic book doesn't really explain how Flexo flies, but in the RPG campaign I ran that Flexo was played in, we came up with the idea that he shoots gas out his butt for propulsion. 

Josh reaches Joel just as 4 or 5 wolves arrive and, even though the wolves have shown nothing but curiosity about Joel so far, Flexo is made to viciously attack the wolves.

Flexo lifts their plane over his head (its head?). I think a 4-seat, single prop plane weighs about 1.5 tons, which is almost to the point where the power Raise Car tops out. Then they follow the repeller because it's magnetic and their compass in the plane points towards it because...you know, magnetism has no range to it.

As they charge into the spies' hideout, the marching order is unusual in that Josh and Joel go in first, with Flexo trailing behind. You'd think the human beings would want to use him for cover. Unless Flexo just moves really slowly on foot? 

The entrance is trapped with dynamite and all three of them are buried beneath "a mass of rock and heavy timbers" (without specifying how much a mass weighs). The entrance is trapped with dynamite and all three of them are buried beneath "a mass of rock and heavy timbers" (without specifying how much a mass weighs). The panel is pretty dramatic, with it looking like the timbers are exploding towards them instead of just falling. I would rate that as at least 3-18 points of damage. It makes sense that Flexo is not harmed by it if he buffed himself with a strong defensive power, but what's really surprising is that Josh and Joel only have scratches. I had considered them noncombatant supporting cast members - but are they actually mid-level scientists with a fair amount of hit points?

Although Josh and Joel normally control Flexo with a remote, it seems it can respond to voice commands too. The really interesting thing about Flexo is that bullets don't just bounce off of him like you'd expect from a rubber robot; instead, Flexo reseals after being punctured, like self-sealing tires. Only, as far as I can tell, self-sealing tires weren't a thing until 2006, so this seems to have anticipated the technology.

Flexo's "machine gun blows" must be the Flurry of Blows power. What's harder to describe with game mechanics is when the spies' car bounces off of Flexo, as there's not really a good power for that. Bounce Back Blows, maybe, if you let it work on vehicles and not just living attackers. Bounce Back Blows is powerful, so Flexo has a lot of brevet ranks. At this point, Flexo should still be just a first-level superhero. 

Moving on, the next adventure features Dynamic Man, and it starts with a curious mystery. Saboteurs are planning to blow up a bridge to crash a train. Dynamic Man is riding, in costume, on the top of the train. Is that because he knows the train is in danger, or is it just coincidence? Like Mastermind Excello, Dynamic Man has Clairvoyance and can see the bomb being placed, but Clairvoyance only has so much range, so he shouldn't have known about this until the train was close. 

Dynamic Man can fly fast enough to catch up to a speeding car, which is difficult to do with Fly II, and might require Fly III if the car had enough of a head start. He is buffed, possibly with Imperviousness, or relying on Nigh-Invulnerable Skin and a little luck, before going in so he doesn't have to worry about the bullets bouncing off of him. He picks up the men with ease, suggesting he has Raise Car activated, and appears to be beating the men against the ground like clubs, doing clubbing damage to them (which would be 1-6 points only -- unless he is also buffed with one of the Get Tough powers). The one surprise is that Dynamic Man seems to have a power that works just like rayguns that shut off engines, though you might be able to duplicate that effect with Wreck at Range, if the Editor allowed you to use it on just the engine and not the whole car. 

The bad guys' car has a special add-on; a radio transmitter in the back seat so their boss can listen in on everything...

(Read in Marvel Masterworks: Mystic Comics vol. 1.)

  




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