Showing posts with label aliens. Show all posts
Showing posts with label aliens. Show all posts

Friday, March 5, 2021

Colossus Comics #1 - pt. 1

Wow! I have been reviewing comic books from only the cover date of March 1940 since August 2019. It's hard to believe it's taken this long, and makes me a little fearful of how long it's going to take to get through April! But now we are on the final issue available to me from this month, the one and only issue of Colossus Comics from Sun Publications (one of only two comic books they ever produced). It reads like a cheaper knock-off of Planet Comics...but I'm getting ahead of myself!

First we get a glimpse of the 27th century. We know from this page that mankind has colonized the solar system at least as far as Jupiter's moons by then, and that we've gone back to manned, moon-bound telescopes instead of automated satellite telescopes. Because this is the second attack of the Plantaliens -- vicious-looking Mr. Potato Heads with spaghetti-like green tentacles -- we get a "oh no, not again!" reaction and not a "we've finally encountered other life in the universe!" reaction. So we don't know from this story if this is the only other intelligent species out there. 

Getting permission from a patient before injecting an untested drug into them is apparently not a thing anymore in the future. Darn you, lax medical malpractice laws!   

Oh, girls are so ditzy! How can you expect them to notice the difference between 2/100th of a part of a catalyst and a portion 10,000 times larger?

 2,000' tall may or may not be a record for largest giant in a comic book to this point; the moon giants in Flip Falcon would definitely give him a run for his money. Thank goodness his clothes (somehow) grow with him!


That's right, technology has still not replaced the zipper by the 27th century -- unless Zenith just likes to wear super-retro clothes. Incidentally, if 20th century clothes were the retro-fashion of the 27th century, that would be akin to people dressing in 13th century garb in the 20th century to look retro.

I'm curious about that threat that he could crush them with his breath. I don't know how even the Mythbusters team would test that one. If we accepted this at face value, we'd have to assign damage to his breath, since Hideouts & Hoodlums currently has no wind-based powers that do damage.


Urbania is either a renamed city or a city that doesn't exist in our time. 

In the future they still have televisions with poor color quality, and use telegrams instead of, oh, an electronic version that transmits over some electronic device.


Here we see the Colossus using his breath to Wreck at Range, though at a distance of 2,000' it's more of an inconvenience than a threat.


You know, it's really annoying that we never get any frame of reference for the size of the Plantaliens. I'm tempted to stat them like a D&D roper, but what if they are only 2' tall?

So, these are fleets? I'm seeing 5 vs. 6. 

The range on those ground ray batteries/electric rayguns is fantastic; they can reach from ground level to the upper atmosphere.


It's not clear from this story if the Martians and Venusians are Earth colonists or aliens.





As odd a futuristic story as Colossus AD 2640 was, the Educational Adventures of Panda-Lin is much weirder. Why does the panda have a P on his chest? Who knows.

I'm showing you this page because of the unusual flying carpet that's a split bamboo mat. Magic items can be shaped to fit the culture they came from.


We're going to end today with just this one page from Lucky Lucifer, Flyer of Fortune. The artwork is so terrible I'm almost embarrassed to have it on my blog; I could find 5th graders who can draw better than this. I share it for two things. One is the concept of Heroes having an emblem on their vehicles that identifies them -- this is long before Batman gets his Batmobile. 

The other is the concept of a direct hit. Critical hits are a house rule almost as old as D&D itself, and in any d20-based game using criticals, it is usually treated as a natural (unmodified) roll of 20 on the die. But what if a direct hit was rolling the exact target number for the Armor Class? Against a live opponent, your direct hit might do +1 damage, or against a vehicle automatically cause a complication (like here, where the engine catches on fire).

(Scans courtesy of Comic Book Plus.)



 



Wednesday, January 9, 2019

Daring Mystery Comics #2 - pt. 1

It's been some time since we last checked in on the fledgling company of Timely Comics.

It starts with Zephyr Jones and His Rocket Ship, firmly in the science fiction genre. Zephyr and his friend Corky are heading to Mars in a privately built rocket ship. Zephyr is right about how far it is to Mars, but either his calculations for travel time are off or mine are, because at the 300,000 MPH speed he claims he's going I think it would take five days to reach Mars instead of one. That speed is, incidentally, eight times faster than the fastest spacecraft ever launched from Earth up to the present day.

When the ship veers off course, it lands on a "lost planet" -- as if there could be an unnoticed planet between Earth and Mars. Actually, since the theory is floated later that this "planet" broke off of Earth ages ago, it's more factually a moon -- just one much smaller and in a far wider orbit. The moon is called Sunev (yes, Venus backwards, har har), and it not only has normal gravity and a breathable atmosphere, but it is inhabited by human-like aliens with feathery wings who call themselves the Birdmen and speak English. The birdmen live in a 19th century-like monarchy, but gunpowder was never discovered and the only science they are advanced in is chemistry. They have discovered an elixir that expands lifespan, so that the birdmen can live 300-400 years (there is no explanation given for how they have solved the overpopulation problem that would cause). There is a separate race/culture on the Sunev called (I'm not kidding either) the Parrotmen.  The Parrotmen are more muscular and brutish-looking, preferring to go shirtless in combat and fight with maces.

Zephyr and Corky, perhaps having not expected a safe journey into space, came armed with two automatic pistols and a Tommy gun, make short work of the parrotmen with their maces. After stopping the Parrotman uprising, Zephyr and Corky return to Earth before heading to Mars, which makes sense -- they would need all new calculations to change their trajectory from Senuv, and likely the Birdmen are not advanced enough mathematically to help them.

The Phantom Bullet, Scourge of the Underworld, is next.  Nearly washed-up and cynical newspaper reporter Allen Lewis works for the Daily Bulletin, a name just too generic to be able to trace to a particular real city.

Despite the fact that at least five people have examined a crime scene before him, Allen is the first person to find a bird feather clutched in the dead man's hand -- proof that it always pays to examine the scene of the crime for clues, no matter how much later. A police officer at the scene also gives him a freebie, telling him what might have been a randomly rolled rumor, that hand prints have been found at the scene of three crimes that seemed to belong to a seven-fingered person. 

Players often pay little or no attention to the private lives of their characters when not adventuring; seldom is that more on display than when Allen's player calls his boss an idiot and tells him to write the story himself, before running off to do hero work.

The first indication that Allen may be a mysteryman comes pages later, when Allen makes a spectacular -- though still far from superhuman -- leap between rooftops. But Allen is still 1st level -- indeed, still in his origin story -- and is handily beaten in his first turn of combat when ambushed by "birdmen" (see a theme developing between stories...?).

Amazingly, Allen still has his job the next day and gets assigned to talk to an inventor, who just randomly decides to hand off his "invention" to Allen -- a gun that shoots ice bullets. This is what Allen needs to complete his origin story; armed with the gun, wearing make-up on his face instead of a mask, and wearing a bright-colored shirt and red cape -- because, you know, he'll need to sneak around and stuff -- he sets out to stop more murders. Off-panel, the Phantom Bullet uses his skills to move silently and climb walls to get around the police cordoning off a threatened man's home.

This time Allen shoots and kills one of the bad guys when they show up again, but there is no sign that the man has feathers; he just seems to be an ordinary black man. We also learn the plot finally -- the bad guys are killing rich men who refuse to hand over $500,000 to help fund a new government. The other two make off with the money and Allen has to move on to the next would-be victim.

This time, the man doesn't refuse and the money is picked up by a bum Allen recognizes. Cornering the bum, Allen recovers the undelivered money and finds out where it was supposed to go, the address being a local cemetery. Now, it would be great if this was the bad guys' hideout -- a nice, atmospheric location. But the cemetery is empty. Allen goes back to the bum and re-examines the envelope with the address on it; the correct address is in invisible ink and the first address was a phony clue.

The real hideout is an African explorer's house, or more precisely the caverns under the house (the Phantom Bullet finds the caverns off-panel). *sigh* ... in a decidedly racist twist, the "bird men" turn out to be half-black men/half-ape mutants wearing feathered headdresses as if they were American Indians. This resembles the beast men race we talked about adding to Hideouts & Hoodlums a long time ago, but I think I would just stat them as ape men. There are not two more of them, but five more of them, and they're dumb enough that PB can trick them into following him back upstairs to a window and then all jumping out after him like lemmings. PB had swung himself up to the top of the window ledge, and then comes down to shoot the evil explorer, ending the story (and saving a kidnapped young woman who just happened to be in the caverns).
 
Next up is Trojak the Tiger Man, a Tarzan clone. Normally, Tarzan clones have to be raised by animals to speak to animals, but Trojak was raised by an African tribe of humans and just happens to know how to talk to animals anyway. He also gets a tiger for a starting companion. His tiger, Balu (showing this feature steals from The Jungle Book as well as Tarzan), is shot, but is only lightly injured by it.

Trojak himself is shown to be able to bend a gun barrel, which is either a really lucky roll for a non-superhero at wrecking things, or maybe Trojak is a multi-class fighter/superhero. Further, subtle evidence of Trojak being a superhero might be the strange case of the unnamed woman in the white hunting party Trojak encounters and follows. At first, the woman is fine with her companions and their quest for gold, but over the course of days of observing Trojak following them, she starts to show disgust with her fellow travelers and an admiration for Trojak that can only be explained as sexual attraction -- or maybe use of the power, Turn Good.

(read at fullcomic.pro)

Monday, April 16, 2018

Planet Comics #1 - pt. 2

Here's something you didn't know would happen! Early in the 21st century -- like maybe 2018 -- interplanetary travel will become so commonplace that a single family might take their cruiseship out for a joyride to Uranus.

Now this is where things get interesting. The boy is a lone survivor in a savage land...adopted by a saber-tooth tiger. Could this have been the inspiration for the Silver Age Ka-Zar?

Luckily, Jupiter is not a gas giant at all, but a very Earth-like environment except for the gravity.

Auro appears to be using the powers Raise Car (to uproot a tree) and Wall-Crawling (to climb that sheer mountain).

Auro appears to be using the power Multi-Attack here. I have no doubt anymore that he would be statted as an alien superhero (alien because this isn't his home world and he has strange powers here).

These natives are ape men in all but name, no doubt the only line this sci fi Tarzan clone won't cross.


This page interests me for two reasons. One, how did Martha fix her plane? In the page I didn't bother sharing, her plane was hit by a raygun and fell into Jupiter's atmosphere because of some unspecified complication the raygun caused. So what could she have fixed from the inside? And should pilots always have a chance to fix a complication when their vehicle takes damage? This actually came up in my home campaign last session; the mad scientist's autogyro was shot down with a machine gun, but I gave the scientist a skill check to get it back in the air.

And then the other thing is the weakness in this plan. The "pretend to be captured" plan is an old cliche, but how can the King of Neptune be dense enough to think he has ape men from Jupiter working for him?

The Red Comet is billed as a mystery man and, I am hoping, we will soon see evidence that he belongs to the mysteryman Hero class.

Spider-people "return", though they look a lot different than they did in the Basil Wolverton story in Amazing Mystery Funnies. Their webs are somehow so powerful that rayguns cannot blast through them.


Okay, The Red Comet is decidedly not a mysteryman; he's superhero all the way! Here he wrecks things on the steel nets and covers 50 miles in seconds. That second feat has to be the Race the Plane power, as there's no way size alone would give him the ability to move that fast. In fact, though he may well be using an "infra-atomic space adjuster" as a trophy item that lets him Enlarge like the magic-user spell, the enlargement would not be responsible for any of the things he pulls off here, and might just be flavor text.

That Red Comet is back down to normal size again suggests to me that Enlargement must have a duration. Or maybe it's a giant spider-man? I'm not sure at this point.

There is no result on the grappling table for "tied up like a pretzel," though I kind of wish there was now.


His shrinking ability seems much less impressive than his growing ability, as shrinking ability usually is. Diminution seems to only grant him a better chance of surprise, while Enlargement lets him...well, let's say squashing hundreds of spider-men takes a considerable number of combat turns, even buffed with both Multi-Attack and Flurry of Blows.


This page interests me for two reasons. One, Red Comet finds it easier to bust through 20' of solid rock (using his wrecking things ability, or maybe the power Dig) than it is to bust through 20' of spider-man web. The web gun, then, in addition to being a powerful entangling weapon, seems to also be able to generate walls equal to a Wall of Force spell.

The other thing is Red Comet's "Robin Hood"-ness, which I guess places him in the Chaotic Alignment category.

This is Captain Nelson Cole of the Solar Force, and this building is amazingly unharmed after rockets are shot out into space from the side of it.

150,000 miles from Earth is closer than the Moon. The enemy is really close!

Magnetic rayguns can sort of act like tractor beams, I guess.

(Scans courtesy of Digital Comic Museum.)

Wednesday, December 16, 2015

Action Comics #3

Superman is only three stories old at this point and, so far, his power level is holding pretty steady. We are told Superman can run "at a pace that not even the fastest auto or airplane could duplicate" and, in 1938 this is pretty much true of anyone able to move "faster than a speeding bullet" (though planes in a dive could approach bullet speeds).  This is probably the third level power Race the Bullet. If Superman is just trying to get from point A to point B with no time crunch, though, his player doesn't even really need to use a power -- it's just flavor text how he gets there.

When Superman resists the poison gas, that is the first level power Different Physical Structure.

When Superman is carrying three people all under the same arm, that's the second level power No Encumbrance.

When Superman is clearing the rubble in the mine, that could be the first level power, Raise Car -- but, since the panel specifically says demolishing the barrier, one could make an argument this is his wrecking things ability in play.

Superman exhibits some sort of super-climbing power when he climbs an elevator cable, hand over hand, while holding an unconscious man balanced over his shoulder. I neglected to give Hideouts & Hoodlums a super-climbing power, though I admitted in Supplement IV: Captains, Magicians, & Incredible Men that the game needed one.

Given the powers he has available to him, Superman is probably 4th level by this story.

Superman demonstrates his super-leaping alien ability when he vaults the wall around the mansion.

I wanted Superheroes to have to wear a costume, so I came up with the rule that they only gain XP as Superheroes and can only use their powers when in costume. In doing so I, conveniently, neglected to consider the prominent instance of Superman wrecking the wooden tunnel supports right here in this issue.

Though one could make an argument that the Superman story in Action Comics #2 was the prototype for this type of story, this issue marks the first of the Superman morality plays. This subset of Superman mythos consists of stories where there is no antagonist, but only a character who needs to learn a valuable lesson.

The Tex Thompson serial continues with Tex and Bob in the Sealed City, dealing with the Gorrah of the Sealed City. It's clear in this story that "Gorrah" is a title, but the Gorrah is starting to also look like a mad scientist-type. He has three servants who seem to be invulnerable, even to bullets to the chest, but maybe they just have really, really good Armor Class. Once Tex discovers their weak spot later (the tops of their heads), he knocks them out with a wooden club.

The central theme of the story is containment. The city is contained in a volcano. The main building in the city is a fortress within a fortress (with a dry moat and drawbridge separating the inner keep from the fortress surrounding it).  The Gorrah tries to contain Tex and Bob in a pit trap (it dumps into an underground stream, but since the water is not deep, it's unclear how lethal this trap was supposed to be). They find the true Gorrah contained in his own deathtrap (buried in sand, surrounded by red ants).

The Tex feature doesn't take itself particularly seriously, with two of the Gorrah's servants named Scharem and Hawntem. The scenario is also...well, pretty impossible. As mentioned above, the previous issue seemed to indicate that the Sealed City was inside a giant volcano, but Tex and Bob fall into an underground stream and follow it for what "seems like days", only to still emerge in the Sealed City. Is the volcano, like a TARDIS, bigger on the inside?  Or, more likely, this type of H&H adventure is an example of a stream-of-consciousness storytelling, only accidentally making any kind of sense.

"Chuck" Dawson's story includes a rare instance of the Hero tripping his opponent. Though one would think tripping would be the easiest grappling maneuver, it's neither very heroic-looking nor as visually impressive as others, so it's often ignored in the comics. Because of this, I would not give it a better chance at success than other grappling results.

In the Mythic West "Chuck" Dawson inhabits, $500 is a fair reward for a murderer.

Does this installment of Zatara, Master Magician include a clue as to where it takes place? Zatara is staying at the Hotel Hilaire. Could that be a hotel in Mont-St-Hilaire, Quebec? Of course, if Zatara is a globetrotting magic-user, why not?

Zatara uses a new spell, Spirit Form Projection, in this story. It is similar to clairvoyance, but he is seeing from the eyes of his own invisible presence. The range is very good (maybe a mile?), but anyone above 1 HD has a chance of sensing the caster observing them.  This spell could be 3rd or 4th level.

The next spell is very difficult to explain, as Zatara creates a single-pilot fighter plane with just a glance, so Tong can learn how to fly it. I highly recommend that Magic-Users not be allowed to create extremely powerful/elaborate trophy items with spells (maybe minor ones, temporarily). My suggestion is that Zatara has just made a visual illusion of a plane for Tong to study before practicing with a real plane.

Interestingly, instead of conjuring a phantasmal date, Zatara visits a female escort company to hire a date to a party. Could escort services have been more innocent back in the '30s? We may never know, because Zatara hypnotizes (Charm Person?) his date and makes her go home with no memory of how she got there (should Charm Person be allowed to make people forget things?). He also might be using Charm Person to give Tong more confidence in his piloting skills. Zatara does cast Phantasmal Force to prevent a killing, and later to convince a hoodlum that he has a cannon pointed at the Tigress' hideout. He also casts Polymorph on Tong, to turn him into a bird, and Transmute Flesh to Stone on a hoodlum.

Zatara must be at least a 9th level Magic-User at this point. I'm okay with making Magic-Users advance through levels faster, but this seems a little too fast. Or Zatara has a LOT of untold tales.

(You can read this issue at Comic Book Archives)