Showing posts with label Angel. Show all posts
Showing posts with label Angel. Show all posts

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)

Tuesday, February 5, 2019

Marvel Mystery Comics #4 - pt. 1

The Human Torch has apparently stayed in Texas since last issue, as he's just coming back to New York now. New York is under martial law because of the attack of the green flames. The green flames are said to be goblin-like creatures with ice-cold green flame all around them. Their cold flame paralyzes and kills, but real heat kills them quickly. It's almost a shame that the "green flames" are actually just hoodlums in chemically treated asbestos suits that become surrounded by the green flame.

The Torch makes up the alias Jim Hamond (initially spelled with one m) in this story.  He also uses some now-familiar powers -- Wreck at Range, Leap II (he clears at least 60' vertically), and -- of course -- wrecking things (by melting).

The Torch is aided by Johnson -- an undercover cop who has helped the Torch before -- and a lady undercover cop named Mazie. Mazie worked undercover with Dr. Manyac, the creator of the green flame. Dr. Manyac only seems to have a gang of six, none tougher than gangsters, which hardly seems like it would be threatening enough to force the temporary evacuation of New York City -- yet somehow hysteria spread to the point where it did.

The Torch gets doused in water and doesn't get his flame extinguished in this story.  Evidence that he should get to save vs. plot for all possible vulnerabilities?

The Torch demonstrates a power again where he can hit someone with a fireball from far away. This time, though, he's shown to have so much control over the fireball that it can go around one target to hit another. That seems a lot like Magic Missile to me...

The Angel's story opens in a kitchen...well, not that kitchen, exactly, but a slummy area of Manhattan here called "The Devil's Playground." Avoiding real life place names allows the writer some latitude for swapping out the poverty that really defined the Clinton neighborhood and replacing it with mob corruption.

The mob has a new enforcer named Butch, a giant (from panel to panel his height seems to vary between 8'-12') that appears to be bulletproof. Now, my first thought was to stat Butch as an ogre and bullets just can't get past his decent Armor Class; but later, when armed militias start patrolling the streets searching for him and meet Butch, they throw "machines guns, revolvers, rifles, and grenades" at him with no effect. That means Butch has to be an evil superhero with some major defensive-buffing powers, possibly as good as Invulnerability. For some reason, though, the Angel's punches make Butch fail a morale save and flee. Is Butch confused, as the narrator says, or is he aware that the duration is about to end on his buffing power?

Somehow, Butch's mob is raking in $5 million a day, though we're given no explanation as to how that's possible.

Butch dies when he plows through an exterior wall on an upper floor and falls, perhaps no more than 40'.

In the Sub-Mariner's story, Namor draws a line -- he's fine with war and killing, but won't abide any nation preventing the delivery of food or medicine to other nations. To show the world how much that bothers him, he's going back to Antarctica to summon an army of sub-mariners and wipe out all the warring countries.

So Namor swims back -- that's over 8,300 miles from New York City, or over 9,000 miles from the English Channel, depending on where he actually was last issue. That's a lot of stamina, or another example of the Teleport through Focus power.

In Antarctica, we see more of the Sub-Mariner's kindgom, The palace is carved out from an anchored iceberg. The realm is ruled -- not by a king, but by an emperor. The emperor has a "court of three," who could themselves be king-vassals of the emperor, and perhaps one of them is brother to Namor's mother. The emperor is held to be a holy figure.

The mermen who are not half-human like Namor and Dorma have large saucer eyes and catfish mustaches, They appear to be blue-skinned, but Namor is colored blue when underwater too.

What power does Namor have over the Emperor? Intervening in the wars of the surface world is apparently against the rules of the empire, yet the Emperor breaks the law and gives Namor carte blanche to do just that. In a week, he has a fleet of "hundreds" of submarines that can also fly via steam jets, and fire steam weapons (instead of direct hits, the weapons create hot clouds of steam and the victims are driven into the clouds).  The metal of their hulls has a "repellent quality", whatever that means. Magnetic repulsion? Probably means a low AC for the planes.

Namor, normally happy to parade around in trunks, wears a full-dress uniform while commander-in-chief of his naval air force.

The narrator makes some rather hard-to-believe assertions, like the aerial-subs move at the "speed of light" and Namor can telepathically communicate with the other ships (is it that hard to use a radio?).

"Great sharks!" is Namor's next colorful exclamation.

(Read at Marvel Unlimited.)











Sunday, July 8, 2018

Marvel Mystery Comics #3 - pt. 2

There are at least 12 cultists, probably more, in the mansion/castle. We never see the drummers, though as loud as those drums are, I wonder if they were using a record and loud speakers.

The Angel demonstrates that he can climb walls and search for secret doors at the same time.  He also demonstrates the ability to catch thrown objects in mid-air -- this could be a stunt burned for a save vs. missiles.

The cult leader is a hypnotist, or perhaps just a slick hoodlum. The Angel clobbers him, as well as the cultists, pretty easily, with his bare fists. The hypnotism seems particularly strong, though, as the hypnotized cultists follow the leader into the pit, even though putting them at risk like that should give them all fresh saving throws.

The Angel breaks the bonds holding the abducted woman with his bare hands and makes a 10' standing high jump while carrying over 100 lbs. -- blurring the lines again between Mysteryman and Superhero. The Angel may need to be statted with both classes.

Prince Namor the Sub-Mariner's story continues, but he's clearly meant to be a villain here, referred to as an "amphibious demon" by the narrator no less!  This issue makes it clear that his people are based out of Antarctica.

Policewoman Betty Dean debuts in this story. New York had policewomen since 1918. Betty is fearless, tough as nails, and calls her gun "Roscoe." Betty has to patrol the waterfront for a week before finally spotting the Sub-Mariner off the shore of the Battery.

Betty gets surprise on Namor, claps Roscoe to his temple, and tries to trigger a morale save. Namor easily disarms her, grapples her, and then drags her out to sea. In fact, he drags her so far that they witness a U-boat skirmish in the Atlantic between the Germans and either England or France. This is particularly weird because, in 1939, there were no U-boat skirmishes anywhere near the U.S. So, either Namor dragged them reallly far, or for some reason the War in Europe is a lot closer to the U.S. than it should be.  Later in the story, Betty says there is a German flotilla and minefield further southeast of where they are. Ignoring for the moment that Betty seems to have secret military information -- where can this flotilla and minefield be? There's no geologic feature to blockade with mines within hundreds of miles of New York...did Namor really swim all the way to the English Channel?? That's like teleportation, or Teleport Through Focus, with water being his focus.

I'm not sure if we need a game mechanic for Namor grabbing onto a torpedo and turning it back at the U-Boat, but if we did, the power Turn Gun on Bad Guy would do fine. Once Namor is on board the sub things get a little simpler. Possibly buffed with a Get Tough power, Namor wades through the crew and punches out at least five of them before the remaining two crew members fail their morale saves and surrender. After that, Namor goes back on deck and uses the deck gun to shoot a bomber out of the sky. Thankfully, Namor likes to fight with his bare hands and never carries a deck gun around with him all the time (which I do worry about superheroes in H&H doing -- anti-aircraft guns are fearsome weapons).

"Great gar-fish!" was Namor's first catchphrase.

Namor displays the power Push Ocean Liner.  Between that and teleport-swimming -- Namor must be...at least 8th level?

Betty Dean's stroke of genius is to convince Namor to fight Nazis first and judge the U.S. later -- turning Namor from villain to anti-hero.

Namor tricks the German flotilla by moving their mines around on them, and there's no power needed for that other than breathing water. He does rip the rudder off a second U-boat, using wrecking things, and then flies away with another power.

In The Masked Raider's cowboy adventure, we learn that he's wanted by the law, dead or alive -- meaning Timely has yet another anti-hero here.

(Read in Marvel Unlimited.)








Saturday, July 7, 2018

Marvel Mystery Comics #3 - pt. 1

The Human Torch is on a train bound for Texas, discussing "Lawson Bell" -- apparently what Orson Welles' name is in the Timely Universe. The Torch befriends Mr. Carson -- and he really makes a good encounter reaction roll, apparently. Remember, in his first appearance The Torch killed his creator, and in his second appearance he accidentally sets fires everywhere he goes. Now he just introduces himself as the Human Torch and Carson calls him a "world-famous character" and wants to shake his hand (of course, Carson is in munitions, so maybe death and destruction just appeal to him!).

No sooner than they've exchanged pleasantries, then the train is attacked by spaceships with forward-mounted electric rayguns! Martians are on board the ships and they want Carson's formula for trinitroluol, or super-trinitroluol as Carson calls it on the next page. Think about that...they have technology that allows them to fly between worlds and shoot electricity as weapons...and they need to come here to steal explosives. Oh, and Martians look just like humans. They seem to need help breathing our atmosphere, since they wear sealed bodysuits, but it doesn't seem to bother them too badly when their face plates get smashed. Their leader's name is Captain Ott.

The Torch was temporarily stunned in the train crash and is pinned by bent steel when he comes to. He seems a little addled in the head too, because he thinks if he flames on, it will take him longer to get free than if he lies there struggling. If I was really mean, I would add an effect like the Confusion spell to those initially recovering from temporary unconsciousness.

Once the Torch recovers, he uses the power Wreck at Range (which, in 1st ed., was treated as a race ability) -- and he uses it on a knife. Think about that...the Martians have electric rayguns on their ships...and still kill with knives. Melting the blade makes the weapon harmless...though I would think melting steel would actually be more harmful than the blade was.

It's less clear what power The Torch is using when he kicks a fireball into a Martian's face, or if he's even using a power at all. Since the Martian is still in melee range, maybe this is just unarmed combat with some flavor text added.

In a sequence of panels that make it very hard for me to take The Human Torch seriously, the Torch decides that the best way to remove a huge steel bar that's crushing Mr. Carson is to melt the steel bar. Somehow, that much heat doesn't kill Carson outright, but both Carson and the Torch think it's curious afterwards when Carson gets dizzy and then passes out and dies. Oops!  This is why Hideouts & Hoodlums can't have too strict restrictions on Heroes killing people.

The Martians tail the Torch later in a car with a long, pointy hood on it; the hood can be shot as a weapon.

The Torch's flame is doused by water in this story, but not by being buried in sand. This is one reason I only make android players take one vulnerability (that, and just to make the race playable at all levels).

Characters usually don't get hurt by jumping from moving vehicles, but Ritton (the traitor working with the Martians) is knocked unconscious after jumping from a moving train.

The last new power displayed by the Torch is Message -- the ability to communicate through the use of a power or, in this case, to make giant sky-writing out of flame.

In The Angel's story, he is summoned on a new adventure by a random scream in the night. Three cultists (a new mobster type in 2nd edition) are abducting a girl, but manage to get away after they hit the Angel with their car and temporarily stun him (reduced to zero hit points and made his save vs. plot).

When The Angel recovers, he's either delusional or using the Super-Senses power -- because he claims he can hear voodoo drums from the north before driving out of town along a highway to a remote road to get to the source of the drumming. The source is said to be an old mansion, but it looks more like a castle with a curtain wall and courtyard. The entrance to the courtyard is trapped -- at the pull of a lever, the ground drops away to reveal a pit at least 10' deep. The cover can be raised back over the pit.

(Read at Marvel Unlimited.)












Monday, May 15, 2017

Marvel Mystery Comics #2 - pt. 3

And we return with the Angel's second adventure. The Angel, great guy that he is, threatens to throw a rickshaw driver in the river if he doesn't drive fast enough.

Last post, we had already met the gruely stranger. Now we find out how strong gruely strangers are, as the man is able to tip a rickshaw with just one hand.

The Angel saves Ms. Framan by using a disarming attack to relieve the gruely stranger of his knife, and then pushing attacks to move the gruely stranger away from her and into the river.

Curiously, Hong Kong doesn't have a river, though it does have a lot of channels, harbors, and bays. The Angel may be referring to the Pearl River Delta that Hong Kong is in.

The Angel makes his save vs. plot and sees through the disguise of an alleged Samaritan on the scene, but instead of dealing with the disguised man right away, the Angel allows this man to take Jane Framan and put her in danger. Chaotic Alignment, Angel?

The Angel is able to trail the gruely stranger from the rooftops without being seen. This is an occasion when I would apply the height advantage, normally received in combat, to surprise rolls as well.

Mr. Sumner claims he can throw a knife and never misses. That is impossible, game mechanics-wise, since there is always at least a 1 in 20 chance of missing.

The Angel grabs Mr. Sumner and flips him across the room. This isn't a special new move, though, this is the pushing mechanic from 2nd edition, with the grappling damage exchanged for distance moved. That it then takes four punches to take Mr. Sumner down suggests that he has about 8 hit points.

The Sub-Mariner story starts with Namor looking at the island of Manhattan before getting sucked into a tube. Somehow the Sub-Mariner, for all his strength, isn't able to fight the current. He wrecks his way out of the tube and is strong enough to rip girders apart. An extraordinary man (3rd level superhero) could wreck this well. When he brings down an entire hydroelectric power plant building, that suggest he's more in the range of an incredible man (6th level superhero).

Namor steps on a live wire and the electricity only makes him mad, suggesting he's good for hit points.

Namor uses the power Wreck at Range while demolishing the power plant. It isn't clear how fast he's flying, but he's definitely using a Fly power, and probably at least Fly II. Surprisingly, he appears to use Race the Bullet to catch one bullet in his hand. Namor never demonstrates super-speed again after this.

Familiar landmarks like Central Park, 5th Avenue, the East River, and the Battery figure prominently into the story. This sets a precedent for all future Marvel stories being grounded by real world locations.

A tramp humorously calls Namor "Tarzan," suggesting that Tarzan is a fictional character in the Timely/Marvel universe. Namor steals the tramp's clothes so he can walk around town inconspicuously (the tramp is apparently uncompensated for his forced nakedness).

Again, in a never-repeated power, Namor is able to release water from his body to douse flames when exposed to their heat. It must be the 3rd level power Control Fire.

Namor saves a woman's life purely by accident, then considers coming back to her house later because he thinks "there are riches to be found in this house!" Then he decides he wants her. She trails her in an ambulance to the hospital, then threatens to kill the orderlies there if anyone tries to stop him. At least he doesn't kill them, but leaves them tied up. Namor still believes at this time that he is in a crusade against "murderous Americans." He does not qualify as a Hero during this adventure; if being played, his Editor is allowing the player to play a villain at this point.

The Sub-Mariner is said to have "alligator-tough skin" in this story. That sounds a little like the power Super-Tough Skin, though alligator hide would not normally qualify for even Nigh-Invulnerable Skin. The fact that it deflects sub-machine gun fire makes me think Namor is actually using the Imperviousness power.

Namor uses Vehicular Weapon to turn a car into a deadly missile, a rare instance of him demonstrating a 4th level power already. He kills more than one policeman with the car, possibly up to three of them. Now, a single hit normally doesn't kill in H&H. I have considered adding a new power called Killing Blow that would allow for supervillains to deliver a kill-in-one hit to an opponent with low enough hit points, but it is not in the rules yet. And even then, this would be an even higher level power like Mass Killing Blow, and that would need to be maybe an 8th level power.

(Read at Marvel Unlimited)













Sunday, May 14, 2017

Marvel Mystery Comics #2 - pt. 2

So, we left off with The Human Torch chasing racketeers who have been trying to fix auto races. Though this story probably started in New York City, he follows the racketeers to "Auson City", which I can only guess stands for Austin. The Torch seems to run all the way there, perhaps using an Outrun Train power.

When The Torch reaches the race track, he uses a power faster than Outrun Train to pass the race cars. In 2nd edition, there is a 2nd level power for outrunning called Outrun Plane.

Somehow, The Torch throws the villain's race car out of control just by grabbing onto the back of it. I'm not sure how that works, physics-wise. Yes, in a set of chase mechanics, there should be a way to try and force a complication on your opponent, and I'll work on that. But in this scene, it would have made more sense if the villain was instead plowing through the fence in an effort to shake the Human Torch off.

While pursuing the villain's henchmen, the Torch accidentally sets a building on fire. It's a plot convenience, allowing the bad guys to get away while the Torch saves people he himself put in danger. But how to deal with that in terms of game mechanics? I do not want powers to come with built-in disadvantages where they can get out of control. If I ever took away the limited resource aspect of powers, then this might make a good game balance mechanic, but I would rather keep H&H a limited resource management game.

What's even harder to explain is the Human Torch's new ability to talk to flame and tell it what to do. Except to say that this is -- as goofy as it is -- simply flavor text for the 3rd level power Control Fire (debuted in Supplement I: National, retained in 2nd edition).

What should be the final battle with Blackie comes in a steel mill, where Blackie and his men don asbestos suits (in H&H since Book II) and train fire hoses on him. The high pressure of the hoses is able to push the Torch into their next trap. Second edition has rules for pushing an opponent, but those rules are for melee. However, I could see making exceptions for that, based on circumstances. 

When The Torch escapes the trap, he flings a ball of flame that lands in front of the fleeing men and it forces them back, the heat being too much for their suits to protect them. This looks a lot like Wall of Fire, which would be a 5th level power (it's currently a 5th level spell, though).  This means The Human Torch is a superhero of at least 8th level. That's a lot of brevet ranks!

We see Wreck at Range in use again, and this time we have a precedent for wrecking being able to wreck something very small and specific -- in this case, the visor of Blackie's suit. 

And, again, we see the Torch's wrecking things power being out of his control, as he starts to bring down another building around him. Maybe this can be explained away, though, as the Torch being only one month old and not in full control of his powers yet. Presumedly, an android Hero under a player's control is going to be "older" and have more control over his powers.

Blackie's car has a smokescreen ejector (also found in the game since Book II).

The patrol car the Torch hitches a ride on has a top speed of 110 MPH.  The Torch runs faster than that, meaning he's using at least the 2nd level power Race the Plane. The duration seems to end when he reaches the airport, though, as he can't keep up with the airplane taking off at that point.

Again, the Torch uses the Wall of Fire power to surround the bad guys for what, this time, finally turns out to be the final showdown with Blackie. Blackie uses his car as a weapon, trying to ram the Torch with it. The transportation trophy section of 2nd edition will say a lot more about ramming damage for cars. The Torch uses the Dig power to dig a deep trench to stop the car. He certainly doesn't need to, since he can just wreck/melt the car, but I guess he still had one 4th-level power slot left unused and decided to burn it before the scenario ended.

Whew! That's enough about the Human Torch. The next story features The Angel. While the first Angel story seemed to take place in New York City, this one is definitely in Hong Kong. The main character is the plot hook character, Jane Framan of the Smithsonian Institute, sent to report on the Lost Temple of Alano (a very un-Asian-sounding name). 

We also encounter the word "gruely" to describe a scruffy, disheveled man -- the only time I've ever seen this word.







Thursday, December 8, 2016

Marvel Comics #1

And now we finally reach this milestone. Until now, half the Hideouts & Hoodlums Hero races didn't make sense!

The Human Torch story that starts this issue is the inspiration for the android race. The special abilities of the android race emulate the ability to burst into flame, shoot flame, and take off into the air on a fiery jet -- though all these can be disguised through flavor text (like turning "Fiery Jet" into spring-loaded feet). Androids are H&H's verion of dwarves.

That The Human Torch is of the superhero class is evident by how much wrecking he does in this story (as if wrecking trucks, if not tanks). He's encased in a 10' cube of cement and busts out, he melts bars (as if wrecking doors).  He sets a warehouse and a regular house on fire (automatic, if around combustibles). He melts three doors, a truck, and the roof of a building (treat as a car). The amount of wrecking suggests to me that The Torch has three brevet ranks right here, despite being first level.

Other than wrecking, The Torch seems to demonstrate Fly I and possibly Nigh-Invulnerable Skin. At one point he badly scalds the mobsters who fled from him into a swimming pool by boiling the water -- I don't have a power yet for that one. Heat Water?

Sardo (that's an Italian name, apparently, though it always seemed science fiction-y to me), the villain in this piece, has a wealth of trophy items at his disposal -- he has a diving suit, a glass tube large enough to contain full-grown man, a gas mask, a gas bomb, a tank of liquid nitrogen, a tube of nitro gas, and a tank of sulfuric acid.

Likewise, The Sub-Mariner is the first merman hero in comics, and the inspiration for the merman race. Being able to breathe underwater was a given. We may or may not see faster swimming in this story. Later stories establish that mermen are weaker out of water, hence the wrecking things penalty out of water. And as for the magic resistance...it doesn't really emulate Namor at all, but mermen are H&H's version of elves, and I figured it helped round out the race and maybe would make it a more appealing choice to play.

Speaking of swimming faster, at one point Namor and Dorma travel from Antarctica to New York City in two days. That means they were traveling at, at least, 190 MPH -- way faster than I let mermen swim. That means they were either boosting their speed with a power, like Outrun Train, or -- even more likely, were using some sort of underwater vehicle we didn't see.

Wrecking wise, Namor crushes a diving helmet (wrecks as machine?), and he jams a rudder on a huge ship (maybe treat as a generator?). Curiously, Namor uses an axe to break glass at another time -- perhaps the only so far we've seen any kind of a limitation to how often a superhero can wreck.

Power-wise, he uses a leap power (probably Leap II) to catch a plane and Extend Missile Range (at least I, possibly II) to throw a man out to sea. Not a lot, so even though Namor surprises wrecks very little, he probably also has three brevet ranks even at first level.

Lastly, it is worth noting that Namor is actually only a half-merman. H&H works under the assumption that all half-mermen have the abilities of full-blooded mermen, though in actual comic books a half-merman is apparently more powerful than a full-blooded merman (this discrepancy could just be from Namor being higher in level too).

Both The Torch and The Sub-Mariner are also killers, or at least we know for sure that Namor is and The Torch very probably killed some people. They are Chaotic in Alignment.

The Angel also debuts in this issue. In many ways The Angel is typical of the Mysteryman tropes, particularly with how criminals fear him by reputation. For the most part, The Angel could even just be a Fighter, as he solves almost every problem with fists. But there is one instance where he leaps from the roof of a courthouse and lands safely. We never actually see the courthouse; we're just told this. So, maybe this courthouse has a really low roof, keeping The Angel from taking falling damage. Or maybe The Angel has unusually high hit points for a low-level Hero (high Constitution score?) and just absorbed the damage. Or maybe The Angel has a leap power and is actually a superhero? I'll watch for more evidence in future installments.

In the one-shot "Jungle Terror", the story's macguffin is a lost diamond in the Amazon and the apparently false rumor that the diamond can "enslave people". Rumors are good -- they get Heroes to go do things, and you only have to pay out on the rumors half the time! The twist in this story is that, instead of one diamond with special powers, our heroes find lots of ordinary diamonds. However, the Editor wisely doesn't give them time to collect them all, throwing endless waves of natives at them so they'll just snatch a few and run.

Lastly, I reviewed this issue on one of my Scottenkainenland blog.

(Issue read in Marvel Masterworks: Marvel Comics v. 1.)