Showing posts with label Three Aces. Show all posts
Showing posts with label Three Aces. Show all posts

Monday, March 4, 2019

Action Comics #21 - pt. 2

'Chuck' Dawson's adventure starts with an interesting variation on the "message in a bottle" -- as someone chucks a flask containing a written warning into the canyon Chuck is traveling through. Like any good plot hook, the warning only encourages him to investigate and he uncovers kidnappers. Unfortunately, the story includes the racist stereotype that "half-breeds" are evil.

"Clip" Carson takes place in Algiers, the capital city of Algeria. Rescuing a man from attackers serves as both good deed and plot hook for Clip, as he winds up working as a guard on a caravan for the man he rescued. In a plot twist, the man told Clip he was delivering food to a sheikh, but is secretly an arms dealer; further, he plans to have Clip killed after the delivery, so he can't tell anyone he delivered arms to the sheikh. The sheikh's people are called "touregs" by the narrator, but what was meant was Touareg or Tuareg -- a Berber ethnicity indigenous to the Sahara region.

Because disguise is such an easy skill in comic books, staining your skin to look dark with a cigarette and water should be a basic skill check (as improbable as it may seem...).

This story is the first time I've seen the term "tractor car;" I suspect what the author means is a four-wheel drive vehicle, which were around but uncommon circa 1940 (in the late '30s they were considered luxury cars and produced by BMW and Mercedes-Benz). Clip tells us his tractor car can go 40 MPH over sand.

The "Clip" Carson art is much improved this issue by Sheldon Moldoff.

Tex Thompson is back home from his Africa adventures, home probably being Texas, even though the narrator never tells us so. This one's a murder mystery, and it's intriguing at first that the retired colonel is murdered right in front of Tex. Unfortunately, the clues are easy (why send a wooden figure to the victim made out of a special wood only you own?) and the explanation for where the knife came from is far from convincing. Also, there's the whole uncomfortably racist, nonhuman look of Gargantuan.

The Three Aces adventure starts in Alaska at the building of a Koyokuk Dam. I don't believe there is such a facility, though the Koyokuk River is real. None of the action takes place there, but it establishes that one job for aviators in their downtime is aerial photography. The Three Aces leave and fly over an unnamed mountain range, but in Alaska there are only three to choose from, the Alaskan Range, the Aleutian Range, and the Brooks Range.

Uncharacteristic of most fighter-types in comics, when Gunner, Fog, and Whistler arrive in town and see a fight in progress, but don't know the story behind it, they use nonviolent attacks like tripping and disarming to end the fight without hurting anyone.

The Three Aces help an old prospector who tells of his friend's find in the Mummy Range. It sounds made up, but there is such a place as Mummy Range -- only it's in Colorado, not Alaska. There is a Bald Peak in Alaska, so the old man's story is soon back on track.

Fred Guardineer's Zatara teams up with "Lord Ralway" in this month's story, but the dialogue strongly implies that Ralway is actually Lord Baskerville, of Sherlock Holmes fame. Sherlock Holmes is name checked as a real person, making this the first time he is added to DC canon.

Zatara casts a Levitate/Telekinesis spell powerful enough to lift a car into the air. He projects his astral form from his jail cell after being detained in a murder investigation. His astral form is invisible, but he can speak and be heard. His astral form can also fly and move through walls. Bizarrely, Zatara's astral form is able to carry Tong on its back, though perhaps he is simply levitating Tong directly behind him.

Zatara turns the bars of his cell into people, which seems ridiculously overpowered for a spell, even if it only lasts 1 turn. He turns a man into a salt cellar (what we would call a shaker today). Another man he ages by about 20 years. He turns the murdered body into a statuette so he's easy to carry. Tong -- who is way too understandable about this -- gets turned into a blood hound so he can sniff out Ralway's trail.

With another spell he causes all gun barrels to twist in a specific area. With another spell he gazes into a room he hasn't entered yet (Wizard Eye?). With another spell he teleports two people to him. With yet another spell he causes three large buckets of molten lead to appear in the room. He casts Cure Light Wounds on Tong, but we've seen him do that before. Lastly, he casts a spell something like Bigby's Grasping Hand to catch the two fleeing bad guys.

In a real surprise, Zatara says his magic has little effect on birds, so he is worried about three trained condors. There's no way to make the game mechanics do this without setting arbitrary weaknesses to spells, but that's not entirely unreasonable, as I've already added them to some of the race options.

Lastly, I would not put much stock in condors as a palpable threat, assigning them maybe 1/2 HD.

(Read at fullcomic.pro)










Friday, August 31, 2018

Action Comics #20 - pt. 2

In Tex Thompson, racist caricature Gargantua T. Potts misses a morale save when he sees five zombies and faints. Text discovers that swallowing salt not only protects them from becoming zombies, but can reverse the zombification process (though this may be only true of "fresh" zombies; it is unclear if being a zombie longer makes it permanent).

After freeing the zombies, Tex forgoes fighting the whole tribe of natives by rushing straight to their chief and challenging him in single combat. Now, normally, the cliche is that this works and the Hero gets to win the scenario with just one fight -- but this time it doesn't work and Tex gets knocked out and put in a deathtrap (tied on a spit over a roaring fire) -- so maybe he tried to save vs. plot to make that happen and failed?

Likewise, the story makes use of the cliche of the chase over the rickety bridge spanning a deep chasm, and this time the natives do pursue across, like in the cliches, even when they see Tex cutting the ropes on the other side. Maybe they missed their saves vs. plot too.

The Three Aces are in the Koyukuk "Valley" in Alaska, which is a real place. Golden Age writers always seem more comfortable using real places if it's in Alaska. Gunner uses semaphore to communicate with the other two aces in their plane -- a rare instance of a language being used that not every Hero necessarily knows.

Gunner rescues a stranded father and daughter. The father is hurt, but Gunner gives him hot broth to "bring a stir of life to him." It is not the first time I have considered allowing healing after eating -- though I'm not there yet.

We learn that Gunner Bill is an orphan, possibly being the closest we ever get to an origin story for one of the Three Aces.

Gunner, the father, and daughter Tony are trapped in a blizzard for an entire week. Only after the week ends do they finally meet a wandering encounter, a pack of at least seven wolves. Very unusual for an adventure strip, the thugs who attacked Tony and her dad and left them stranded are caught and arrested behind the scenes, without the Heroes involved at all (which is what happens when you don't want to continue the scenario next time).

The Zatara story, curiously, takes place earlier in the summer of 1939. The "mist death" strikes in Africa, Asia, and Europe, killing hundreds every time the mist appears. It is not a choking hazard, but burns the skin like acid. The Prime Minister of England (if you squint really hard, it even looks like Neville Chamberlain a little) recruits Zatara to investigate.

Zatara is visited by a moon woman. Moon women are like full-sized Tinkerbells. This one is crazy; she thinks moon people came to Earth thousands of years ago and wiped out most human life. Zatara casts a "Fly" spell so he can accompany her from England to India in a matter of hours. The Fly spell does not allow transportation that fast, so they are more likely teleporting slowly -- unless some more powerful version of the Fly spell exists.

Instead of attacking from the Moon, the moon men are attacking from underwater caves off the coast of India. Unlike moon women, moon men look like 5' tall goblins, with green skin, big, orange, saucer eyes, and lower jaw tusks. It is unclear if the moon men have horns, if they just wear horns attached to the chainmail coifs they all appear to be wearing.

Zatara casts some kind of a spell that turns rays from the moon man's raygun into firecrackers. It seems overly-powerful that Zatara uses a spell powerful enough to transform energy into matter (that's a high-level polymorph spell -- at least 6th level!) to overcome a lone sentry, so perhaps it is a simpler weapon that makes weapons misfire (I could see that as a 4th level spell). Then -- because this is Zatara and he always burns his most powerful spells right away -- he also casts Wall of Stone (another 4th level spell) in front of the moon man as he's running away.  When he meets the moon men's dictator, he uses Telekinesis -- a third 4th level spell! -- to tip his throne over on him.

Zatara is attacked by nitons -- winged snakes (with sail-shaped wings) that have magic resistance and are immune to mind-affecting spells. Very unusual for Zatara, he has to flee from the nitons and uses Wizard Lock on their three remaining cages (maybe Wizard Lock should affect more than one portal?) so more nitons cannot be released. And then he casts Hold Person on the nitons' keeper (though the spell makes it appear that chains have wrapped around him).

The next two spells are confusing. To save Nala, the moon woman, when he finds she's been captured (the moon men view her as a different race, by the way), he casts a spell that makes a glass wall (Wall of Glass -- 2nd level spell?) appear around her. That keeps the moon men from harming her, but it does not explain how it gets her away from them by the next panel. Then Zatara casts a spell that teleports every net (nets are used for catching nitons) located in the moon men's sunken city into one big pile. This has got to be some advanced version of Teleport called Collect, and I would put it at 8th level (it can collect every example of one type of item found within a certain radius, so if you cast it to collect doors, every door in the hideout within a 1,000' radius, or something like that, would appear in a pile by you). Then he tosses a Fireball on the pile of nets, because the nets go up in a cloud of smoke. 

Next, Zatara casts Polymorph Any Object three times to turn the cages of nitons into pearls. He uses Polymorph Self to appear to be a moon man. He uses Charm Person -- a very rare 1st level spell! -- to make one of the moon men scientists his best friend and tell him their whole master plan.

Moon women can turn invisible. Nala claims moon women lived on Earth millions of years ago before migrating to the Moon. Although, bear in mind, she's a fruitcake. Zatara indulges her because he likes how she looks in a bikini.

Earlier, Zatara claimed the moon men were a thousand years more advanced than Earth men. Little bears that out, though the moon men do have a monorail, and they can turn radium into gaseous form (that accounts for the death mist). Zatara plans to kill all the moon men with a combination of the radium gas and the nitons -- though, to be fair, the moon men also plan to end all life on Earth, so it's kind of a kill or be-killed situation.

Zatara either owns a Cloak of Invisibility, or casts an Invisibility spell in the form of a cloak.

Zarara must have some spell cast on himself that protects him from radiation, as he withstands a lot of exposure to it while moving through the mist-filled city, more so than can be explained by his amount of hit points.

In a rare instance of Zatara claiming a trophy item, he takes a moon ray gun, which can wreck at short range.

Moon men and moon women were both statted in Supplement I: National.

(Read at fullcomic.pro.)










Thursday, January 26, 2017

Action Comics #18

Before Superman even shows up in this month's story, we're treated to the a sleeping gas attack and the notion that holding a handkerchief over your nose and mouth is going to spare you from gas potent enough to fill an entire car and knock out its occupant/s. I would be inclined to give a bonus to save for taking a precaution like that -- +1 or +2 at most, but that still leaves a lot of room for a plan to go wrong.

From the blackmailed politician we learn that $10,000 is enough to corrupt a politician.

We see Superman's X-ray vision (the 3rd level power) in use for the first time.

Superman gets shot at with a bow and arrow for a change of pace this issue, and snatches the arrow out of mid-air. I don't have a power for that, because the important thing is that the arrow missed, and him catching it is really just flavor text.

Superman then decides to show off with the bow and arrow. Now, maybe Superman practiced with a bow and arrow in his youth, but it's pretty clear that he pulls off a spectacular hit on a small target. This was the impetus for the Bulls-Eye (2nd-level) power.

It's still unclear if Superman can fly at this point. He trails a car in the sky; one would presume that if he was jumping and landing behind the car, that someone might notice.

He also demonstrates Leap (at least Leap I), Nigh-Invulnerable Skin, Raise Elephant (because he raises trucks, heavier than cars), and wrecks a printing press (as if a generator).

A rival paper to the Daily Star is the Morning Herald. There actually was a Morning Cleveland Herald until 1868, though it's unclear if Jerry Siegel would have ever seen it.

Chuck Dawson, in his story, gives us a valuable lesson for players -- when a posse thinks you've killed the sheriff and is closing in on you, don't be afraid to run!

Clip Carson's story is an interesting lesson in hideout scale. Here, he finds himself in a cavernous hideout so large that, when reinforcements arrive, they show up riding elephants!

Tex Thompson's arch-nemesis, The Gorrah, returns, this time in Turkey, where Tex and friends are working for the Turkish Prime Minister (it was Refik Saydam in real life). The Gorrah has cyborg-like creatures working for him this time. It's difficult to imagine how to stat them; they look like they're half-robot, half-skeleton, probably with human brains controlling them, but lose all scariness because they're all wearing fezzes. The Gorrah tries hypnotism on Tex. It fails, but The Gorrah can't tell and Tex uses this to trick him. Hero magic-users will have the same problem when their victims make their saves. The Gorrah takes a poison pill, seemingly killing himself, at story's end.

The Three Aces may not be the bravest Heroes to ever headline a story in an anthology title. When threatened by hijackers, their solution is to stall for time until help arrives! Players may be interested in similar tactics, especially players who favor keeping their Heroes alive over having them do anything heroic. We learn some backstory about the Three Aces, that they had flown in the Spanish Civil War together back in 1937.

Zatara becomes the first Hero to visit Atlantis. He gains possession of a map to Atlantis when a former rival, Queen Setap of Ophir, shows up and wants his help with following it. We learn that the map starts them off in the Sargasso Sea (northern Atlantic) and that Atlantis is somewhere in the Atlantic, which does match up with where Marvel Comics would later put Atlantis in their comics (but is distinctly different from the Golden Age Sub-Mariner's Antarctic kingdom).

En route, Barnacle Will and some pirates attempt a mutiny, thinking the map leads to gold. Where it actually leads is a little confusing...from the page I've seen, it looks like Atlantis is at least partially un-sunken still, or perhaps they just land on a nearby island as a staging area. Whatever it is, the surface island is protected by "under-earth creatures" that look like goblins with tentacle arms. I'm unsure how to stat these creatures...but their use of nets as weapons reminds me of ratmen (a new mobster type from 2nd edition).

In the story, Zatara appears to use a spell called Create Bridge, but is perhaps just flavor text for the first level 2nd edition spell Poof!, which allows him to cross over short distances of water. He casts a spell on the under-earth creatures that ties their tentacles into knots...but I'm not clear what purpose that serves other than a distraction. If they really can't use their tentacles then, maybe this counts as Mass Paralysis (a 1st edition power, though, not a spell).

Lastly, Atlantis is guarded by Roor, a giant octopus. Here we meet our first mobster with magic resistance. Apparently, any mobster can have magic resistance, and this is very high resistance -- either 80% or more, or perhaps total immunity to damaging spells. The only spell that works is Phantasmal Image, tricking Roor into thinking sponges are people to eat.

(Superman story read in Action Comics Archives v. 1, select other pages were read at the Babbling About DC Comics blog, and the rest was read in summary at DC Wikia and Mike's Amazing World)