Showing posts with label Jupiter the Master Magician. Show all posts
Showing posts with label Jupiter the Master Magician. Show all posts

Tuesday, June 1, 2021

Prize Comics #2 - pt. 3

One last page of Jupiter to look at. It should surprise no one that microzoric isn't a real thing. The effect of the ray is impossibly fast, but consistent with how illogical comic book science works. 

Ganging up on the mad scientists, though, that seems like pretty sound psychology. I can also understand the mad scientist, overpowered by all that magic, committing suicide to regain some control.

We get a Mass Teleport spell again, suggesting Jupiter is actually 16th level. The spell he hints at in the end is a much simpler spell-version of Sense Friend in Need. 


That looks like it might actually be a map of the Congo, showing the lost city of Tsul in the southeast corner, in the Mitumba Mountains, which actually makes sense for hiding a city. 

But the real reason I took a close look at this page was the notion of a collapsible canoe. I wasn't sure that was a thing, but apparently it is, and that would be a handy thing to put on an expanded starting equipment list at some time.    



This is interesting to me, as it seems there was a good chance Laura would have drowned had Jaxon not saved her, as if Jaxon made a save vs. science to avoid drowning and Laura didn't, but him helping her convinced the Editor to give her another save?

"Who are those strange creatures?" "Whoa, Laura, that is uncalled for and horribly racist! Those are just black men, not strange creatures! Geez!" Laura might be racist, but the artist treats them pretty decently, with un-typically realistic depictions.

A jaguar is pretty cool for a boss monster's pet.
The start of this story was pretty solid, but it got downright weird by now. The story here is that she's leading them to the secret exit only she knows about to get of Laura, so her husband can't replace her with Laura...but killing Laura would do the same thing, and sending her to walk into fire would sure accomplish that. And yet, amazingly, there really is an exit behind the ever-burning cave mouth. There should be no save for this one, running through fire automatically does damage in Hideouts & Hoodlums.

It gets weirder to find the lost city's treasure is sitting in a cave halfway to the exit instead of, you know, somewhere in the lost city. 

And then there's the matter of how they're even seeing the treasure and the snakes...in a cave, in complete darkness. I think I count nine vipers in that last panel.

It keeps coming. The twist ending of the disguised professor comes out of nowhere and throws everyone off so much that they forget all about the fact that there is still another way into the city of Tsul, so dumping the dynamite into the hole and caving in the exit caves doesn't really hide anything. And that's not even bringing up the racist depiction marring the last panel, after blacks were treated fairly normal the rest of the story.

(Scans courtesy of
Digital Comic Museum.)

  


 

 


 

Sunday, May 30, 2021

Prize Comics #2 - pt. 2

We're still visiting with Ted O'Neil in Mexico. He's dealing with diamond smugglers, but pretty poor smugglers. Are they really about to brag about having $1,000 in diamonds? That should be easy, even in 1940. 

Here we have an uncommon instance of a whip being used as an entangling weapon. 

Just as rare, we have a missile weapon -- a rock -- being thrown into a melee to great effect.

Here we're told these are poor smugglers again, willing to kill over only thousands of dollars. 

They're slow smugglers too, though that is because of Hideouts & Hoodlums' initiative system. Even though Bates should be able to pull a trigger before Ted can reach up and grab that beam, he can't if Ted out-rolls him.

The smugglers are also poor shots, missing despite the +2 bonus they should have for attacking from behind, and while Ted can't move too much.

Tossing a lasso over someone while flying by in a fast-moving plane strains cred -- oh, who am I kidding? This whole story is straining me. This lasso trick would need a natural 20, over a result over 20, to pull off. 

And how dark is this ending? It's implied that Ted landed so rough that Bates' face is smashed in by the fall. 




You know, this issue really isn't winning me over, and Jupiter, Master Magician isn't helping. Let's ignore for the moment that Jupiter's antennae look like pencils sticking out of his hair. Let's pretend that monster is drawn less goofy-looking and more like the D&D gargoyle it superficially resembles. Let's even try to ignore the fact that, if the city is shielded by rays so he can't locate it, then how does Jupiter know it's far away? Instead, let's talk about how dumb your supporting cast member has to be to volunteer to be a decoy, while you watch a monster carry him away, even though you have no idea if the monster is going to eat him the minute it leaves town with him. And even if they're convinced from the crystal ball that the monsters are taking their abductees to this far away city, maybe the abductees don't need to show up alive, or with their heads still on. 

Okay, I lied -- let's go back and talk about the crystal ball shielding too. We need a Protection from Scrying spell for H&H

to simulate that.

On this next page, we learn how gargoyles are made. Ouch! And made by mad scientists...or is the old man a magic-user? It seems he is if he knows about white magic and shielding his location from scrying.

Jupiter here casts Hold Person, Knock, and ...Clean Room? Or just a use of Telekinesis maybe? Oh, and previously he used a Fly spell I forgot to note! It's worth noting that the Fly spell for magic-users is slower than gargoyles fly (12 vs. 15), so it would be hard for Jupiter to keep up, unless he has a faster Fly spell.

It's not a very successful ambush if the other side is able to attack first, is it? 

Jupiter's next spell is a new one and I'm inclined to call it Jupiter's Disarming Hand. It creates one invisible hand per level of the caster that can all make attack rolls vs. visible targets within a, oh, let's say 20' diameter area of each other and if the roll succeeds the target is disarmed of a weapon. The range is, let's say, 60' + 10' per level. It's a pretty weak spell, weaker than Sleep, so I think I'd put it at 1st level.

I'm not clear about how to describe the next panel. Is Jupiter using Hold Person, and then loading the paralyzed gargoyles onto Floating Disc spells? Or is there a new spell in play here (actually, Floating Disc would also be new, to H&H)? Maybe something called Jupiter's Delivery, where 1 inanimate, or paralyzed animate, object per level will float to any location you name for them to go, as long as the caster knows the location,
and it is within, oh, let's say 200' + 25' per level? This is maybe a 3rd level spell.

Then Jupiter scrys the bad guy's location with his crystal ball. "Wow! I still don't know how you do it!" "Really? Really? I'm holding a crystal ball right in front of you. How was this not a big clue for you?"

Up to this point, I could still pretend Jupiter is 3rd or 4th level with a Crystal Ball trophy item, but then he casts Earthquake and I'm just rolling my eyes at how many brevet ranks I have to throw at comic book magic-users. 

Now this turn of events starts out pretty cool; we get a nice visual of a paralysis raygun. And then...whaaaat? Instead of Jupiter thinking his way out of this trap, they luck into a stupid gargoyle tripping over the cord and unplugging it? They're miles underground -- why are there even wall plugs down here? 
It's unclear how Jupiter wrecks the raygun (and a lot of wooden rafters around it). Some spell version of Wreck at Range? Or a Fireball spell? 

It's worth pointing out here that Jupiter has either cast Fly twice, or has a Mass Fly spell that let's them both fly separately. He also has a higher level version of the Strength spell that boosts multiple (at least 2, let's say 2-5) targets' STR scores. This spell is going to be level 3. 

"Hey, watch where you're grabbing with that hand, mister!" You know which panel I'm talking about.

That is one funky ramp onto the plane. And for that matter, why are subterranean monsters using a plane?

Uh...H&H already has an Enlarge spell, but the size of Jupiter's hand is pretty ridiculous there. More so because we're lead to believe it's only his hand that gigantic and the rest of his body, off-panel, is normal size. 

Jupiter demonstrates a Mass Teleport spell that, gosh, that would have to be a 7th-level spell, especially since Johnson isn't anywhere near them when Jupiter and the mad scientist teleport. Johnson is, of course, only there to either witness Jupiter's victory (because Jupiter needs it for his ego) or -- as happens -- to give the mad scientist one last chance to threaten them. Polymorph is already a 4th-level spell. Based on the 7th-level spell alone, we know Jupiter is at least 15th level, and that's with 13 brevet ranks, just for what we see in this story. And I don't even remember how many brevet ranks we had to assign him last time!

(Scans courtesy of Digital Comic Museum.)




 




Sunday, September 29, 2019

Prize Comics #1 - pt. 3


Today we start with the third feature, Jupiter the Master Magician. He's our second alien magic-user after Magician from Mars (in fact, the inspiration should be obvious).

Is Jupiter using magic words, or just talking in his native tongue?

Since Jupiter is "sent" to Earth, we don't have to speculate about what spell he used to cover   628,743,036 km. Perhaps it is some super-teleporter that his people have back at home. 

That Jupiter is "in his visible form" means that people from Jupiter are naturally invisible. This does not conform to the alien race available to players...but then, we never see him invisible, so perhaps this is just flavor text.


It's hard to blame this passerby for being suspicious. For one thing, your name being the same as the planet you're from is just plain weird, like being an Earth magician called Earth. Weirder still are those antennae that look like tiny pencils on his forehead.

---

Jupiter appears to be using a Telekinesis spell to move about 400 tons of railroad cars -- which is way, way beyond what the Telekinesis spell can currently move in Hideouts & Hoodlums. We might need some new variations of Telekinesis, like:

Telekinesis I (1st-level spell): Can move 30 lbs.

Telekinesis II: (2nd-level spell): Can move 300 lbs. 

Telekinesis III (3rd-level spell): Can move 1 ton.

Telekinesis IV: Can move 6 tons.

Telekinesis V: Can move 50 tons.

Telekinesis VI: Can move 400 tons.

This goes a long way towards balancing out spells to powers, with powers currently being much more powerful. However...I'm not comfortable enough with this yet to make it official.

Of course, this also means Jupiter has a whopping 11 brevet ranks.

The super-fast flying that takes place between panels 3 and 4 could just be Teleport.

Jupiter either has a Crystal Ball as a magic item, or this is flavor text accompanying the use of a Clairvoyance spell.

As uncomfortable as I am with Telekinesis being as powerful as I made it above, I'm about equally uncomfortable with the caster not needing line-of-sight with what he's mentally moving.
*Sigh* Am I going to need a new spell called Crack Mountain? Actually, the 7th level spell Earthquake might account for this geological behavior, but that still puts Jupiter in Stardust territory for being ridiculously overpowered.

It amazes me that a mob boss can hear that Jupiter split a mountain in half, and then is ballsy enough to think siccing three hit men on Jupiter is going to be sufficient to deal with him. I'm not saying Golden Age mobsters are all dumb, but they are incredibly naive about the risks they are dealing with.
How to determine when torture is effective? Jim Johnson could get a save vs. science to resist the pain of the foot toasting, but if he's supporting cast and no Hero is present, I would probably just wing the results.

This time, Jupiter seems to be scrying through a real Crystal Ball, as the Clairvoyance spell would not let him find a person far away like that.
There's so much wrong with this -- is Jupiter sure he has the right address? Is he sure no innocents live -- lived -- in that building?

Mechanics-wise, he's either cast Earthquake again, or...perhaps like Stardust, Jupiter needs to be statted as a Magic-User/Superhero and has used wrecking things on the building.

So, when someone says invisible in this story, what they really mean is intangible. This makes me think we should stat Jupiter as a ghost instead of an alien.








Wall of Steel isn't a far cry from the 5th level spell we already have, Wall of Iron.

That is one strange-looking emergency chute -- is it lined with copper wire? Also, where was it? Behind a secret door?


Jupiter makes some cryptic comments about Jim being able to learn magic someday. The H&H rules deal with sharing XP with your Supporting Cast when they have a Hero class, but what if they don't? The rules don't deal with how long it takes to become a classed character, and this is entirely left to the discretion of the Editor. Unless future issues actually show Jim learning magic, we don't even have an example of this yet to emulate with the rules. 





It's completely unclear what spell Jupiter casts that makes them lose control of their car. What is clear is that Jupiter can casts spells through the Crystal Ball, making that one very powerful Crystal Ball.

Lastly, for today, we're going to take a peek at the next story, Jaxon of the Jungle, by Tarpe Mills.

Let's discuss what a "portable wireless set" would be in 1940. It looks pretty clear from the picture that it is a wireless telegraph, and that tech has been around since 1830. Wireless radio has been around since 1900. 

It's interesting reverse psychology to have a non-Hero character try to stop your Heroes from pursuing the scenario at gunpoint. It might make them all the more determined to finish the scenario -- or they might just beat up this first guy and think they're done!

(Scans courtesy of Digital Comic Museum.)