In part 3, we finally get to our first mystic!
Dakor seems to have limited spells; he can't use magic to get onto
Tom Denver's trans-Atlantic steamer, so he has to take the next one and
arrives in Paris after Tom has already joined the Foreign Legion. Dakor,
with no ability to magically persuade the Legion to give Tom up, joins
the Legion to look for evidence against Tom. Tom makes it easy for him,
openly admitting to have the dead man's cursed gem. To protect Tom,
Dakor casts a Phantasmal Image of two lions, this being his first spell.
Later, he uses this spell to make someone think their gun has turned
into a snake so he drops it.
Dakor hypnotizes Tom later, but in Hideouts & Hoodlums
hypnotism can be a skill and not just a spell. Hypnotism is not the
same as mind control; Dakor can't make Tom stay and fight later when he
turns chicken and deserts.
Dakor supposedly has
"super-sensitive hearing," but you know how suspicious I am of those
caption narrators, and indeed the panel showing a guard easily sneaking
up on him from the side doesn't back up that claim.
The
Tuareg people of the Sahara sure get shot at a lot in old comics; here,
the Foreign Legion spends hours shooting at them. We're told the Tuareg
are ferocious raiders, but we see no evidence of this. Maybe they were
riding up to the fort to say hi? Anyway, the Tuareg capture Tom. Dakor follows invisibly. He polymorphs a sword into a dagger (an Alter Weapon spell?) to keep Tom from getting killed, then uses Poof! to move across the room when swordsmen rush him. It looks like he plans to use Rope Trick to escape, but the spell fails when a swordsman gets in the rope's way. Or, he cast Rope Trick just so the rope would lift the man into the air, which seems like a waste of a 2nd-level spell. Surprisingly, Dakor fails to rescue Tom -- a guard kills him! Something happens to the guard in the next panel, but it is so confusing I can't even tell what it is.
Later, Dakor reveals that he had earlier used telepathy (ESP/Detect Thoughts) to discover where Tom buried in the cursed gem, back in his cell. In a pretty insulting/bigoted second-to-last panel, the Tuareg allegedly tell Dakor that Allah would fear him. And to top it off, in the final panel Dakor casts a high-level Control Weather spell and creates a snowstorm. Surprise! He was actually powerful enough to stop this adventure way back before it ever left New York. Double surprise, there's actually one more page! In a sort of epilogue to this story, Dakor travels to China to return the cursed gem to a statue of "Kung," a deity worshiped by millions of Orientals, which is of course nonsense. In a final insult, Dakor fools the Chinese with ventriloquism from the statue, as if they were stupid natives.
In all, Dakor reveals enough magical firepower to need 11 brevet ranks to pull all this off.
The final feature is Dynamic Man, a feature with another android superhero, and one who's introduction is very Frankenstein-like (substitute Prof. Goettler for Dr. Frankenstein, and Dynamic Man is made from synthetic materials instead of human parts). In a twist, Goettler dies of a heart attack immediately, denying our hero a parent/supporting cast member/potential future enemy. Dynamic Man, we are told, has X-Ray Vision (a 3rd-level power), can Change Self (a 1st-level power, but he really uses it just to alter his clothes), and can fly because of his magnetic field (we aren't told how fast, but later he outpaces a train, putting him at Fly III, a 4th-level power!).
Dynamic Man soon takes the identity of Curt Cowan and applies for the FBI. The FBI, apparently not suspicious of his lack of a birth certificate or naturalization papers, takes him in, but he intends to work as Dynamic Man in secret while performing his field work.
The mobsters DM goes after are causing a drought by generating lightning -- which isn't how you would cause a drought -- and they do it to buy up some farmland cheap. Though, after building a mountain retreat and a giant electrical generator, you would think their profits would be a wash. DM has to lift a boulder blocking the entrance to their hideout with the Raise Car power. Then Nigh-Invulnerable Skin protects him from bullets. Then he uses magnetism to disarm two gunmen at once, and that's a little trickier; he may be using Gust of Wind to disarm them with a lot of flavor text covering up the wind part. He throws lightning bolts, but not to wreck the generators, not harm people, so this is actually Wreck at Range.
King Bascom, the millionaire financier for this scheme, has super-science at his disposal like -- a two-way television! And a hose that sprays liquid "lantholum," a fictional element that is both insulating (blocks electricity-based powers) and corrosive (does damage to DM while also paralyzing him). He also has a deathtrap room that can be flooded with liquid nitrogen and the ceiling lowers to crush occupants because -- hey, he's rich, so why not? Turns out, Bascom is working for the "Richonians," which sounds like Russians a little when you say it out loud. Bascom sics a dozen hoodlums on DM, but he beats them all up. When Bascom tries to escape by plane, DM uses Wreck at Range to destroy it.
(Read at readcomiconline.to)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label android. Show all posts
Showing posts with label android. Show all posts
Tuesday, April 14, 2020
Sunday, April 12, 2020
Mystic Comics #1 - pt. 1
We're back to Timely Comics and their newest title in 1940. But don't expect any Bill Everett, Jack Kirby, or Joe Simon goodness in this one; this is pure 2nd rate-Chesler shop filler, cranked out because Martin Goodman wanted another Timely title on the shelves to capitalize on this new superhero craze.
So what does it give us first? Flexo the Rubber Man. Yes, Will Harr and Jack Binder took one look around the burgeoning crowd of superheroes in the field and said...Bozo the Iron Man looks like a winner; let's take that concept and make it even sillier. In a decision that would make for a hundred off-color jokes if this wasn't a family blog, the narrator tells us that Flexo is made of "living rubber" and filled with "secret gas." This rubber/gas combo somehow allows Flexo to outrun bullets (in Hideouts & Hoodlums, the Race the Bullet power), gives it the strength of an ox (wrecking things and Raise Car power?), and the ability to zoom through the air like a bird (Fly II power?). But narrators often exaggerate for new superheroes, so let's see if the story follows up on any of that.
Oh, and to make matters worse, the scientists who invented Flexo had to steal the supplies from the cancer hospital they work in. Nice job, leaving those cancer patients without the treatment equipment they need, jerks. It's almost a pleasure to see these two tied up by a mobster and his vamp/moll, who then steal radium from the two men. The mobster works for a mad scientist who need the radium for his death ray, of course. In one informative panel, the mobster explains that he would bump them off with a gun, but "the professor likes to wipe out his victims in fancy, scientific style," which basically explains every supervillain's deathtrap ever.
After activating Flexo to rescue them, we are told Flexo is running at the speed of a bullet, but that's our suspicious narrator again without any real proof. Flexo does leap -- very clearly leaping instead of flying -- and given the height of his leaps I would call this a very clear example of the Leap I power. When shot at, his rubbery hide provides the Nigh-Invulnerable Skin power. Then he uses Multi-Attack to grapple three mobsters at once. It takes a little bit more of a (ahem) stretch to see how stretching himself between the car and a telephone pole counts as a power, but since the purpose is to stop the car from moving, that seems to be the same as using the Raise Car power.
To find their missing radium, the unnamed scientists borrow a radium detector, or what we might call a Geiger counter, from the hospital. This Geiger counter has a really good range on it, though, because it can sense radiation from an airplane.
At the hideout, Flexo has to fight two electrically-charged robots. Flexo does really well at his wrecking things rolls vs. the robots, and demonstrates Electrical Resistance, his first level 3 power. In fact, since he hasn't even demonstrated a level 2 power yet, I'm wondering if he isn't demonstrating a power at all, but simply had enough hit points to take the hits from their electrical fields.
The hideout has a simple portcullis trap, but Flexo's solution to it, squeezing through the bars, might be our first instance of him breaking the H&H rules. Normally, I would call this flavor text for wrecking things, except that the bars are still intact and trapping the scientists even after Flexo squeezes through. For this, then, we would need a new power, perhaps some weaker version of Passwall, like a 2nd-level power called Pass through Small Openings.
Flexo defeats the mad scientist and his three hoodlums by spurting gas at them, which either does damage or puts them to sleep -- the story isn't clear. However, giving this robot a "breath weapon" is just like how I handled robots in 1st edition H&H, suggesting to me that maybe Flexo should be statted as a mobster, and a Supporting Cast Member, to the scientists, instead of a Hero with a race and class. This would eliminate any difficulties in statting him as an android superhero. But if Flexo is an android superhero, what level? One of his 1st level powers demonstrated could be his android ability, meaning he's demonstrated two 1st level powers and 1 2nd level power -- Flexo must have two brevet ranks, allowing him to start as a level 3 superhero, an extraordinary man.
Next up is Blue Blaze. This story starts in 1852 at Midwest College. It was difficult to pin down a specific college with so generic a name, but then my first assumption would be that Midwest College would be in the Midwest. What gets the story moving, though, is the tornado that sweeps through the campus and kills 85% of the people there. Finding out when major tornado touchdowns happened is easily done on the Internet these days and, possibly not by coincidence, a deadly tornado had ripped through downtown Arlington, Massachusetts only the previous year. I have commented before (see Whiz Comics #3) about comic book writers taking inspiration from headlines in the recent news.
While believed dead after the tornado and buried, Spencer is struck with "substrata dermatic rays" during his 88 years of hibernation, which is a term that doesn't really mean anything, but suggests that the rays are striking him under his skin. Is this how the author says radiation? If the narrator is to be believed, his strength increases 1,000-fold, which would make him able to lift/press about 50 tons -- or access to 5th-level Raise powers in H&H terms. More incredulously, Spencer was supposedly buried in a skin-tight costume with attached cowl and a riveted girdle. and these were the clothes he died in.
Upon digging himself out of his grave, BB immediately encounters two superstitious hoodlums. They both fail their morale saves after he activates his Super-Tough Skin power. One of them "has a heart attack," but you know how those pesky narrators keep exaggerating, and there is a result of "faints" on the morale failure table. The other one simply surrenders.
The hoodlums were digging up bodies for a professor with a super-cool hideout, accessible by a secret elevator in an inn on the edge of town, miles below ground. The elevator lets out in a foyer which accesses a huge entry hall through a Dr. Suess-shaped archway. The hall looks posh at this end with checkerboard tile flooring and thick columns. Either at the far end, or perhaps in a side hall, the columns are thinner and decorated with skull motifs.
There are also traps. Red gems spaced around the hideout activate "tension beams," like a Hold Person spell. Then the rays whisk their prisoners on a high-speed tour of some nearby laboratories (the professor is quite the show-off) to Professor Maluski's audience hall (a "receiving" gem ends the tour here). Near the audience hall is a dungeon where 50 zombies are kept. The zombies are not supernatural, but controlled by ray receptors sewn into their shrouds. Maluski is armed with a "new type automatic," which seems to be a way of saying a Gun +1 to me. The zombies turn on Maluski with the control tube is smashed, which is conveniently keeps in the dungeon with the zombies. There is also an access to an subterranean stream in the dungeon.
The next feature is Zephyr Jones; despite this being a first issue, Zephyr has crossed over from Daring Mystery Comics #2. Zephyr and Corky are now making routine trips to Mars in the near future, when they are hijacked by a mad scientist and his daughter at gunpoint. "The Mad Astronomer" wants them to take him to Cygni, by which we can assume he means Cygni 61, a star 11.4 light years away. This is going to be an extremely long story if not for faster-than-light travel. And when they call him mad, they aren't kidding. He thinks there is stardust on stars that can cure any illness. No explanation for why they have to go to a star so far away to get that instead of our own star.
The science is wonkier than that; apparently the author thinks there are "lesser stars" between Earth and Mars, by which he seems to mean comets. These stars are covered with gasses and Zephyr figures out that if he can combust the atmosphere of a comet, it will propel the ship away at faster-than-light speed. This actually works, devastating the number of known comets in near space and somehow fails to destroy their spaceship every time they try it. En route they almost hit a moon, but are traveling so fast that they pass right through it. This reminds me of the Silver Age Flash vibrating through solid matter at super-fast speeds, but it does beg the question how they are interacting with comets to gain speed from them if they are effectively immaterial.
(Read at readcomicsonline.to)
So what does it give us first? Flexo the Rubber Man. Yes, Will Harr and Jack Binder took one look around the burgeoning crowd of superheroes in the field and said...Bozo the Iron Man looks like a winner; let's take that concept and make it even sillier. In a decision that would make for a hundred off-color jokes if this wasn't a family blog, the narrator tells us that Flexo is made of "living rubber" and filled with "secret gas." This rubber/gas combo somehow allows Flexo to outrun bullets (in Hideouts & Hoodlums, the Race the Bullet power), gives it the strength of an ox (wrecking things and Raise Car power?), and the ability to zoom through the air like a bird (Fly II power?). But narrators often exaggerate for new superheroes, so let's see if the story follows up on any of that.
Oh, and to make matters worse, the scientists who invented Flexo had to steal the supplies from the cancer hospital they work in. Nice job, leaving those cancer patients without the treatment equipment they need, jerks. It's almost a pleasure to see these two tied up by a mobster and his vamp/moll, who then steal radium from the two men. The mobster works for a mad scientist who need the radium for his death ray, of course. In one informative panel, the mobster explains that he would bump them off with a gun, but "the professor likes to wipe out his victims in fancy, scientific style," which basically explains every supervillain's deathtrap ever.
After activating Flexo to rescue them, we are told Flexo is running at the speed of a bullet, but that's our suspicious narrator again without any real proof. Flexo does leap -- very clearly leaping instead of flying -- and given the height of his leaps I would call this a very clear example of the Leap I power. When shot at, his rubbery hide provides the Nigh-Invulnerable Skin power. Then he uses Multi-Attack to grapple three mobsters at once. It takes a little bit more of a (ahem) stretch to see how stretching himself between the car and a telephone pole counts as a power, but since the purpose is to stop the car from moving, that seems to be the same as using the Raise Car power.
To find their missing radium, the unnamed scientists borrow a radium detector, or what we might call a Geiger counter, from the hospital. This Geiger counter has a really good range on it, though, because it can sense radiation from an airplane.
At the hideout, Flexo has to fight two electrically-charged robots. Flexo does really well at his wrecking things rolls vs. the robots, and demonstrates Electrical Resistance, his first level 3 power. In fact, since he hasn't even demonstrated a level 2 power yet, I'm wondering if he isn't demonstrating a power at all, but simply had enough hit points to take the hits from their electrical fields.
The hideout has a simple portcullis trap, but Flexo's solution to it, squeezing through the bars, might be our first instance of him breaking the H&H rules. Normally, I would call this flavor text for wrecking things, except that the bars are still intact and trapping the scientists even after Flexo squeezes through. For this, then, we would need a new power, perhaps some weaker version of Passwall, like a 2nd-level power called Pass through Small Openings.
Flexo defeats the mad scientist and his three hoodlums by spurting gas at them, which either does damage or puts them to sleep -- the story isn't clear. However, giving this robot a "breath weapon" is just like how I handled robots in 1st edition H&H, suggesting to me that maybe Flexo should be statted as a mobster, and a Supporting Cast Member, to the scientists, instead of a Hero with a race and class. This would eliminate any difficulties in statting him as an android superhero. But if Flexo is an android superhero, what level? One of his 1st level powers demonstrated could be his android ability, meaning he's demonstrated two 1st level powers and 1 2nd level power -- Flexo must have two brevet ranks, allowing him to start as a level 3 superhero, an extraordinary man.
Next up is Blue Blaze. This story starts in 1852 at Midwest College. It was difficult to pin down a specific college with so generic a name, but then my first assumption would be that Midwest College would be in the Midwest. What gets the story moving, though, is the tornado that sweeps through the campus and kills 85% of the people there. Finding out when major tornado touchdowns happened is easily done on the Internet these days and, possibly not by coincidence, a deadly tornado had ripped through downtown Arlington, Massachusetts only the previous year. I have commented before (see Whiz Comics #3) about comic book writers taking inspiration from headlines in the recent news.
While believed dead after the tornado and buried, Spencer is struck with "substrata dermatic rays" during his 88 years of hibernation, which is a term that doesn't really mean anything, but suggests that the rays are striking him under his skin. Is this how the author says radiation? If the narrator is to be believed, his strength increases 1,000-fold, which would make him able to lift/press about 50 tons -- or access to 5th-level Raise powers in H&H terms. More incredulously, Spencer was supposedly buried in a skin-tight costume with attached cowl and a riveted girdle. and these were the clothes he died in.
Upon digging himself out of his grave, BB immediately encounters two superstitious hoodlums. They both fail their morale saves after he activates his Super-Tough Skin power. One of them "has a heart attack," but you know how those pesky narrators keep exaggerating, and there is a result of "faints" on the morale failure table. The other one simply surrenders.
The hoodlums were digging up bodies for a professor with a super-cool hideout, accessible by a secret elevator in an inn on the edge of town, miles below ground. The elevator lets out in a foyer which accesses a huge entry hall through a Dr. Suess-shaped archway. The hall looks posh at this end with checkerboard tile flooring and thick columns. Either at the far end, or perhaps in a side hall, the columns are thinner and decorated with skull motifs.
There are also traps. Red gems spaced around the hideout activate "tension beams," like a Hold Person spell. Then the rays whisk their prisoners on a high-speed tour of some nearby laboratories (the professor is quite the show-off) to Professor Maluski's audience hall (a "receiving" gem ends the tour here). Near the audience hall is a dungeon where 50 zombies are kept. The zombies are not supernatural, but controlled by ray receptors sewn into their shrouds. Maluski is armed with a "new type automatic," which seems to be a way of saying a Gun +1 to me. The zombies turn on Maluski with the control tube is smashed, which is conveniently keeps in the dungeon with the zombies. There is also an access to an subterranean stream in the dungeon.
The next feature is Zephyr Jones; despite this being a first issue, Zephyr has crossed over from Daring Mystery Comics #2. Zephyr and Corky are now making routine trips to Mars in the near future, when they are hijacked by a mad scientist and his daughter at gunpoint. "The Mad Astronomer" wants them to take him to Cygni, by which we can assume he means Cygni 61, a star 11.4 light years away. This is going to be an extremely long story if not for faster-than-light travel. And when they call him mad, they aren't kidding. He thinks there is stardust on stars that can cure any illness. No explanation for why they have to go to a star so far away to get that instead of our own star.
The science is wonkier than that; apparently the author thinks there are "lesser stars" between Earth and Mars, by which he seems to mean comets. These stars are covered with gasses and Zephyr figures out that if he can combust the atmosphere of a comet, it will propel the ship away at faster-than-light speed. This actually works, devastating the number of known comets in near space and somehow fails to destroy their spaceship every time they try it. En route they almost hit a moon, but are traveling so fast that they pass right through it. This reminds me of the Silver Age Flash vibrating through solid matter at super-fast speeds, but it does beg the question how they are interacting with comets to gain speed from them if they are effectively immaterial.
(Read at readcomicsonline.to)
Labels:
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Zephyr Jones
Wednesday, November 28, 2018
Target Comics #1 - pt. 1
Here we are, starting out on a new comic book series again. This uncredited artwork is obviously Bill Everett, who we've already seen at Centaur and Timely.
Wenton, Arizona isn't a real place -- but Wenden, Arizona is.
Cowboys in comic books are really acrobatic. I mean, jumping up, grabbing the rafters, swinging yourself up -- while wearing spurred boots and heavy chaps, no less -- and then kicking the door open in mid-swing to boot? That's one, possibly two stunts right there.
If I don't introduce a Cowboy class in 2nd edition Hideouts & Hoodlums -- and I'm leaning towards not -- it will be because most cowboys are Mysterymen.
Further, that's an interesting tidbit at the end about what you can tell from how a cowboy leaves his reins.
I can't help it; I am so amused by the over-the-top misogyny of this first panel. I also can't decide if he's that hard to please, or if she's admitting to herself that her coffee just isn't that good.
As bad as that is, the racist dialog in the second tier is even worse and only excusable because it's coming out of a bad guy's mouth.
Lastly -- the real reason I shared this page -- is the interesting effect of being hit in the face by a hot coffeepot. Not only does it seem to do significant damage (perhaps treating it as a regular club and not an improvised weapon), but the heat seems to do residual damage on the following turn.
Bill studied his cowboy tropes for this story; here we see Vault into Saddle, which I believe was one of my original stunts for the Cowboy class (back when stunts worked more like powers and spells).
Bill's idea of "point-blank" range looks a little long to me, as I'd guess that's...at least 80' between them?
Shooting at someone behind you, when you can't turn to face them, should probably be at some sort of penalty, and maybe as much as -2.
And we have precedent here for grappling attacks from on horseback.
Along with Bill Everett is that other Timely Comics stalwart, Carl Burgos, here offering us his third android superhero, Manowar. This page covers his origin, with the big difference being that, while the Human Torch came from the present and Iron Skull is from the future, Manowar comes to us from the past.
His electric eyes (that sounds like a song title...) can wreck things, and it looks like he could wreck through a brick wall, which is the Cars category. That means Manowar has to be at least 2nd level (an android great man), with 1 brevet rank since he's just started gaining XP.
Manowar, at least at this point, doesn't seem to have any defensive-buffing powers engaged, so the machine gun is just missing him.
Here's what appears to be a clear example of a single, normal strength head blow downing a superhuman (and an android to boot; does he have an off switch on the back of his head, maybe?). Or is it? Perhaps the machine gun was "hitting" him, abstractly, reducing his hit points until this moment when he finally went down to 0.
"Bolita" is obviously Bolivia.
(Scans courtesy of Comic Book Plus.)
Wenton, Arizona isn't a real place -- but Wenden, Arizona is.
Cowboys in comic books are really acrobatic. I mean, jumping up, grabbing the rafters, swinging yourself up -- while wearing spurred boots and heavy chaps, no less -- and then kicking the door open in mid-swing to boot? That's one, possibly two stunts right there.
If I don't introduce a Cowboy class in 2nd edition Hideouts & Hoodlums -- and I'm leaning towards not -- it will be because most cowboys are Mysterymen.
Further, that's an interesting tidbit at the end about what you can tell from how a cowboy leaves his reins.
I can't help it; I am so amused by the over-the-top misogyny of this first panel. I also can't decide if he's that hard to please, or if she's admitting to herself that her coffee just isn't that good.
As bad as that is, the racist dialog in the second tier is even worse and only excusable because it's coming out of a bad guy's mouth.
Lastly -- the real reason I shared this page -- is the interesting effect of being hit in the face by a hot coffeepot. Not only does it seem to do significant damage (perhaps treating it as a regular club and not an improvised weapon), but the heat seems to do residual damage on the following turn.
Bill studied his cowboy tropes for this story; here we see Vault into Saddle, which I believe was one of my original stunts for the Cowboy class (back when stunts worked more like powers and spells).
Bill's idea of "point-blank" range looks a little long to me, as I'd guess that's...at least 80' between them?
Shooting at someone behind you, when you can't turn to face them, should probably be at some sort of penalty, and maybe as much as -2.
And we have precedent here for grappling attacks from on horseback.
Along with Bill Everett is that other Timely Comics stalwart, Carl Burgos, here offering us his third android superhero, Manowar. This page covers his origin, with the big difference being that, while the Human Torch came from the present and Iron Skull is from the future, Manowar comes to us from the past.
His electric eyes (that sounds like a song title...) can wreck things, and it looks like he could wreck through a brick wall, which is the Cars category. That means Manowar has to be at least 2nd level (an android great man), with 1 brevet rank since he's just started gaining XP.
Manowar, at least at this point, doesn't seem to have any defensive-buffing powers engaged, so the machine gun is just missing him.
Here's what appears to be a clear example of a single, normal strength head blow downing a superhuman (and an android to boot; does he have an off switch on the back of his head, maybe?). Or is it? Perhaps the machine gun was "hitting" him, abstractly, reducing his hit points until this moment when he finally went down to 0.
"Bolita" is obviously Bolivia.
(Scans courtesy of Comic Book Plus.)
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misogyny,
Mysteryman,
racism,
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