Showing posts with label Wood. Show all posts
Showing posts with label Wood. Show all posts

Sunday, October 13, 2019

The Return of Comic Book Creatures

Infrequently, your humble host provides examples of monsters from comic books now in the public domain.  (The previous posts are here, here, and here.)  Just in time for your Halloween edification, here are ten additional comic book creatures.

Captain Science #4; 1951, Youthful Magazines;
Art by Joe Orlando & Wally Wood
Great Klameth

Captain Science learns from a robot brain that “danger lies in the east [and] once more, men are being roused in fanatical fury by a promise of power.”  The person responsible is a ‘yellow peril’ villain with the wonderful (yet unlikely) name of Doctor Khartoum.  “His purpose,” the robot brain exclaims, “to take over the world!”  To this end, the insidious doctor “has set up headquarters in the ruins of the ancient temple of Klameth in the forgotten city of Btuh, deep in the Gobi Desert.”  The ancient priests evidently “found a way to bring SOMETHING  from another DIMENSION” via an altar/portal.  This extra-dimensional something is Klameth.  Like the ancient priests, Doctor Khartoum sacrifices young, nubile maidens to Klameth.  Captain Science and friends see this by means of “the viewing screen.”  The robot brain declares, “You must journey back into time and stop this danger before Doctor Khartoum has a chance to use it!”  Accordingly, the robot brain tells Captain Science how to make a time machine. The robot brain additionally states, “You must also learn the language of the Ancients, have dress like theirs, and a weapon to destroy this evil!”  Captain Science dutifully follows these instructions and, after traveling thousands of years back in time, “blasts the monster tentacle with hy-sonic rays, withering it . . .”  The hy-sonic (also spelled hi-sonic) rays “are also from another dimension” and are thus able to harm Klameth.  In an explosive incident, Captain Science makes use of a “tube,” the rays of which cause the temple to collapse and seal “the entrance off for good!”  After “rescuing the girls who were to be sacrificed,” Captain Science returns to the present just in time to witness Doctor Khartoum attempt to summon Klameth.  “Suddenly,” we are told, “there is a cataclysmic explosion and Klameth disappears forever and with him Dr. Khartoum.”  Captain Science explains that the robot brain had him “fix it so that whoever called Klameth forth again would be disposed of by hi-sonic rays.

Captain Science’s jaunt into the past was predicated on Doctor Khartoum’s successful summoning of Klameth.  (He saw it on the viewing screen.)  The reader may well wonder why the hy-sonic rays did not take effect at that time.  The reader should be assured that this is SCIENCE and if the reader had a robot brain, said brain could explain the details effusively.

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Tales from the Tomb #1; 1962,
Dell Publishing Co.; Art by Frank Springer
Mister Green

Speaking of extra-dimensional horrors, our next creature lives “within” a hooked rug.  For the comfort of Harry Felt, one of her boarders, kindly, old Mrs. Wittly places the rug “right by the bed, so’s you won’t have to put your bare feet on the floor.”  In reality, whatever comes into contact with the rug disappears with a loud snap.  When Harry accidentally drops a book on the rug, Mrs. Wittly assumes he has fallen into Mr. Green’s clutches.  Realizing this is not the case, Mrs. Wittly states:
Oh dear!  Mr. Green must have missed!  Well . . . so much the worse for you, Harry – Now Mr. Green will have to come out after you!  It makes Mr. Green quite peevish to have to come out after a body . . . He’s quite clumsy out of the rug . . . not nearly so efficient!  It’s always so . . . messy this way.  I’m sorry, Harry, Mr. Green must be fed!
We also learn that “Mr. Green needs one a night” and that he “can’t stay out too long!”   When out, Mr. Green seems nearly blind.

Once Mr. Green has fed, the rug can be touched with impunity.  Fresh stains are the only indicator that Mr. Green has dined.  The relationship between Mrs. Wittly and Mr. Green is curious.  She treats him like a pet, but it’s not as though they can ever interact.

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Amazing Man #26 (Meteor Martin feature); 1942, Centaur Publishing; Art by Basil Wolverton
Insect Monster of Gorikon

Square-jawed space hero, Meteor Martin, “was attacked by Martian warships while on moon patrol duty.”  A curious property of the “Martians’ blast ray disrupts atoms in such a way that all objects the ray strikes are turned into a negative condition,” causing such objects to transition to “a negative world – an invisible world inside our native universe!”  Said universe is occupied by Gorikon, an air-filled “galaxy of tiny planets.”  Unfortunately, Meteor and his companions find themselves in an insect’s trap – essentially a pond of quicksand.  Of course, if there’s an insect’s trap, there must be a responsible insect.  In this case, the insect is the size of an elephant.  Despite the injunction voiced in the illustration provided, the insect does indeed “get Rana!”  The insect rushes off “to toss Rana into a fiery pit . . .”  Armed only with a club, Meteor pursues.  Can Meteor prevail against the monster?  Will Rana be saved from blazing doom?  What will happen to the other fellows in the insect’s trap?  Sadly, we shall never know since the adventures of Meteor Martin did not continue past this installment.

◇  ◇  ◇

Weird Comics #6 (Blast Bennett feature);
1940, Fox Feature Syndicate; Art by Don Rico
The Unknown Horror

While walking in his garden, Lex, beloved ruler of New-America, is “bitten by the deadliest of all snakes – the winged snake!”  (“The winged snake!,” a physician exclaims, “Great thunder – not that!”)  We learn that, “Far off in the unexplored planet of Kolzo, there is a monster whose blood will cure Lex – but that monster is ‘The Unknown Horror!’”  So, contrary to the notion of “unknown,” there is an awareness that the horror (1) exists, (2) resides on Kolzo, and (3) has blood with curative properties.  Blast Bennett – last seen on Planet Alpo – is recruited to obtain some of The Unknown Horror’s blood.  (Although Lex is “mortally wounded,” he can apparently resist death while Blast goes on a “long trip . . . into unchartered [sic] space.”)  Blast and his youthful sidekick, Red, come across “a planet that isn’t on any of our maps!”  Blast jumps to the conclusion that “it must be Kolzo!”  After landing, Blast and Red soon encounter a monster “blowing smoke and fire from its nostrils!”  Somehow, they realize this monster is The Unknown Horror.  The monster easily resists one shot from Blast’s “explosion gun,” but eventually succumbs to two shots that Blast fires from behind.

A normal person sent to retrieve a blood sample would likely carry a container intended for such a sample.  Yet Blast Bennett is not a normal person; he “scoops up . . . blood in his glove” where it remains for the duration of the “long trip” back.  Rather than a nickname, perhaps “Blast” is a pejorative (as in “Blast, Bennett . . . What were you thinking!?”).

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Strange Suspense Stories #55; 1961,
Charlton; Art by Bill Molno & Vince Alascia
Winged Snake

Although having the same name, this winged snake is a much larger variety than the New-American type referenced in the above listing.  In fact, rather than a winged snake, this creature seems more like a giant eagle with a snake tail and scaly highlights.  Although it is twice referenced as “the crawling bird,” the monster flies about “in a hot, brilliantly lighted mammoth cavern” within an Andean mountain.  Said cavern is connected by tunnel to an Incan sun temple.  Stuart Baintree, an American archeologist fires a shot at the monster.  Because the winged snake “passed too close to the heat . . . or one of Baintree’s slugs grazed its head . . . the flying horror landed on the cavern floor!”  Baintree checks to see if it’s dead and monster comes to life, taking off with Baintree on it’s back.  An English speaking Incan princess toss a scepter to Baintree, who uses it to bludgeon the the creature to death.  Now that the winged snake is dead, the princess “can leave here at last!”  (Yet, the princess appeared out of the cavern earlier in the story.)

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White Princess of the Jungle #4; 1952, Avon Periodicals; Art by ?
Swamp Beast

Speaking of princesses, Taanda, “white princess of the jungle,” is the enemy of the swamp beast.  Regarding its origin:
     Five million years ago a small particle of matter swooped down from space and fell into the ocean.  There it remained, dormant and harmless - -
     - - - Until a storm lashed the planet in gigantic fury.  This was no ordinary storm - - planet Earth was undergoing physical and chemical changes! - - And the spore began to evolve - - -
     Eons of time passed - - Slowly, Earth’s surface changed - - Oceans grew larger and deeper.  Slowly, the spore developed into an embryonic creature that gulped down whatever swam by - -
     As the years went by it increased in stature - - Finally, it ventured out of the water - - strong enough to devour any jungle beast - - -
The swamp beast is brought to the attention of Taanda after it devours several villagers.  “It is like Karnok, the octopus,” the jungle princess observes, “yet it has the body of a giant slug!”  Thrown spears “fall harmlessly from the hide of the swamp beast.”  Fire doesn't bother it.  Planes are called in to defeat it, but to no avail.  Taanda concludes, “We must try trickery!”  Fortunately, Tanda notices the monster's “red spot.”  She swims underneath the thing and stabs it (presumably in the aforementioned spot) causing it to die.  So, a white jungle princess accomplishes what bullets and bombs could not.  Let that be a lesson to you.

◇  ◇  ◇

Weird Thrillers #4; 1952,
Ziff-Davis; Art by George Tuska
Octeel

We learn, “The octeel is part octopus and part electric eel!”  It thrives in the water caverns of Genero, a “small planet in the second universal orbit!”  An “electro-bolt gun” is useless against it because “the bolts of current are merely absorbed by the rubbery flesh of the octeel!”  A “brilliant young scientist” arranges the defeat of the creature by using a cable to connect a “jet spar” to a space ship's generator.  After he “plunges [the makeshift harpoon] deep into the monster's flesh,” electric current from the generator kills the octeel.  The scientist explains:
. . . I guessed right that that the monster's body current was positive!  That bolt of negative current from the ship's generator worked perfectly!  When that harpoon hit it, the circuit was complete!  My freind, we short-circuited the octeel . . .
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Alarming Tales #1; 1957,
Harvey Comics; Art by Jack Kirby
Plant Men

Professor Horace Googer, “tops in bio-chemistry,” developed seeds that “were human in form!”  Googer cultivated these plant men in his “chemical gardens,” likening the process to the legend of Cadmus.  (Kirby would would use the term again in his later work for DC Comics.)  Googer wants to monetize his “boys” and describes their usefulness to a business man:
They never tire!  They like to fight - - They’re powerful and aggressive - - Oh!  One other detail...bullets can’t hurt them, you know! - - You can’t destroy plants with bullets - - and that’s what they are - - plants!
Googer meets an untimely end, having “turned a wrong valve or something during an experiment and blew himself sky-high!”  Twenty plant-man survive the accident and the aforementioned business man decides to “assume full responsibility for them!”  What practical use does he put the Googer’s creation?
The plant men took to competitive athletics like ducks to water! . . . They’re unbeatable in the pro-football leagues! . . .One of them became a contender for heavyweight champion of the world!
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Gorgo #16; 1963, Charlton; Art by Steve Ditko
Chloryllfids

These creatures are also examples of humanoid vegetation, but unlike the plant men, the chloryllfids came into existence as a result of an atomic explosion:
...In the ocean depths where the center of the bomb had detonated in a huge kelp bed, a strange mutation had taken place . . . a living, biped vegetable grew rapidly in the smashed kelp bed, a fetid horror, spawned by radiation from the deadly bomb . . . They grew to huge size then broke free of their roots and stalked the ocean floor!
The chloryllfids are dangerous and voracious.  Upon invading an island, they consume all of the animal life there, including a jaguar.  (You know, one of those south seas jaguars.)  A scientist claims, “I cannot find a way to kill them . . . and I’ve tried everything!”  We learn that, “Each new lethal plant would spread its own seed until millions of the men-killers would be harvested to swarm over the Earth destroying all that man had built in centuries, destroying man himself!”  How can mankind survive such a threat?  Just have giant, prehistoric reptiles eat the chloryllfids.  (I guess the scientist doesn’t consider giant, prehistoric reptiles to be part of “everything.”)

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Forbidden Worlds #3; 1951,
American Comics Group; Art by King Ward
Atomic Creatures

An atomic bomb is also prominent with regard to these beings.  Even given the peculiar circumstances of comic book creatures, these atomic creatures are outstanding in their strangeness.  Their origin – to the extent I can comprehend it – follows.  So, there’s this two-fisted American scientist in charge of an experiment to detonate an atomic bomb “twenty miles up into the stratosphere!”  Commies attack the army base in a desperate attempt to sabotage the experiment.  As a result of the fracas, the high altitude balloon carrying the bomb launches.  Along for the ride are the scientist and his fiancée, who manage to survive in outer space.  The scientist guesses, “we’ve absorbed enough atomic rays from the fissionable material inside the bomb to enable us to withstand the extreme cold and lack of oxygen!”  (Also, the scientist’s voice somehow carries in a vacuum.)  Eventually, “the balloon and its deadly burden settle on a weird subworld...one of the small nameless planets that sometimes enter the solar system from the outer limits of space!”  The subworld is inhabited by spirits (?) who were once human evil-doers.  By exploding the bomb, these spirits believe they will be changed into “mortal beings,” allowing them to invade Earth.  (Still with me?)  The explosion indeed causes the spirits to become mortal but “the creative force of the atomic blast” brings into existence entities “black and brutish - - as primitive as the rock from which they were formed.”  Although having “mute and groping minds,” the atomic creatures are opposed to evil and the confront the one-time spirits.  Once the former spirits are defeated, the scientist opines about the atomic creatures:  “They may not have minds or souls, but they sprang from the basic matter of the universe - - - the very source of life!  That means they’re good - - - ”  After the scientist uses “repeated gestures,” the atomic creatures project a molecular beam that carries the scientist and his fiancée “through space to the Earth’s atmosphere!”  Upon reaching Earth, “an invisible force checks the hurtling flight.”

The fiancée queries, “Do you think we’ll ever be able to explain what we’ve been through…?”

To which the scientist replies, “I’m not even going to try, honey!”

I doubt even a robot brain could make sense of this.

Monday, March 27, 2017

Getting A Crew Together


L to R: Andy “Redshirt” Routhiem (Philosophy Officer), Luther Starshaft (Officer Primus),
Floyd “Pretty Boy” Fornax (Officer Secundus)

In does not inspire confidence when a role-playing game's character generation section concludes with the following statement:  “If you are unsatisfied with our method of creating individual characters of various kinds, or if you wish to branch out into fields we haven't mentioned, please feel free to do so...”  Unfortunately, this is precisely what we find in Starfaring in the “Creating Crew or Other Characters” chapter.

In most role-playing games, a starship crew is comprised of a party of player characters.  In Starfaring, each player is a Ship Master and controls all of the crew.  If nothing else, this avoids the problem of having to cope with misfit characters made by players who just don't “get” the genre.

Human characters have four important characteristics:  Mentality, Psionic Rating, Physique, and Health.  For each characteristic, 3d6 are rolled.

Mentality “is really a measure of an individual's problem solving and rational thinking ability.”  We are told that in the far-flung future of Starfaring,“The average human intelligence is slightly inferior to average twentieth century American intelligence, but the lack is more than compensated for by the universal increase in psi abilities and the ready availability of information from computers and other mechanical sources.”  Unlike the other three characteristics, the result of the 3d6 rolled for Mentality is multiplied by ten.

Psionic Rating is apparently the measure of a character's psionic ability.  Aside from the 3d6 roll, two other d6 are also rolled.  One die indicates the number of times a psionic power may be used before the character must recover and the other die indicates the number of days the character must recover before using his/her/its power again.  Pages 36 – 38 of the Starfaring rulebook present a 'Table of Psionic Powers' that describes seven powers.  Mention is made of quantities of 'Psi Power' and 'Psi points'.  What relation – if any – these quantities have to the Psionic Rating characteristic score is not disclosed.  Does every human have access to every psionic power?  “Relatively few individuals,” Starfaring states, “retain the great psi powers of centuries since [the Robotic Wars].”

Physique “is a measure of a person's general strength and appearance.”  A Physique score of 18 “means the person is at his/her maximum of physical perfection and beauty.”  This is less than artfully worded.  Are we to understand that perfection can have a minimum and maximum?  Is 18 a species maximum or is it somehow relative as the notion of “his/her” suggests?

Health is a “general measure of well-being.”  St. Andre claims “there is no absolute direct relationship between Health and Physique,” but then states that when a character is “wounded or sick, subtract 1 Physique point for each 2 Health points taken off.”  To rationalize the distinction between Physique and Health, St. Andre says “One can be strong and beautiful while dying from a laser wound.”  Is it feasible that a sickly and ugly person would be any less likely to succumb to laser wounds?

Without further ado, here are the crew members of the Indigo Albatross :

Luther Starshaft (Officer Primus)
Mentality:  130
Psi:  8     (use:  6; recovery:  4)
Physique:  16
Health:  10

Floyd Fornax (Officer Secundus)
Mentality:  90
Psi:  9     (use:  6; recovery:  3)
Physique:  17
Health:  14

Andy Routhiem (Philosophy Officer)
Mentality:  130
Physique:  13
Health:  11

Grown in 'andyvats', androids “are chemically created protoplasm.”  They lack psionic ability, but roll 4d6 for each of the other characteristics.

The Indigo Albatross has an andyvat and when crewman Routhiem dies, his accumulated memory is transferred to the next android host.  When a host activates, it takes the andyvat six days to cultivate another host which is then maintained until activated.  The andyvat can only cultivate/maintain one pre-activation host at a time.

Routhiem would gladly die for any of his crewmates (and often has).  His unique life (and death) experiences qualify him as the ship's Philosophy Officer – a position necessary on exploration vessels given the unprecedented situations in which such craft find themselves.

Xandra Cross (Tactical Officer)
Mentality:  110
Psi:  11     (use:  4; recovery:  3)
Physique:  14
Health:  12

Xandra's psi power is precognition.

Maria Zenith (Space Nurse)
Mentality:  130
Psi:  11     (use:  1; recovery:  2)
Physique:  16
Health:  17

You can tell she's a medical professional by the caduceus on her...blouse.











83N-C5Q-L10 (Robot without portfolio)
Mentality:  650

As a result of being kept down by the Meat, L10 was as low as a sentient mechanical being could get – participating in robobum fights on Rust Row for piezoelectric crystals.  Then he found JSON Chrome and let Him into his circuit board.  (JSON Chrome was degaussed for your error messages.)  L10’s processing cycles changed for the better.  Now he awaits the glorious zero-day when JC will be re-booted and the Ultimate Algorithm will be implemented.

The only characteristic that robots share with other characters is Mentality.  However, instead of multiplying 3d6 by ten, robot characters have a Mentality equal to 3d6 multiplied by fifty.  Robots also have the conditions of 'Charge' and 'Efficiency', both of which are “rated on a scale between 0 and 1.00.”  Charge and Efficiency affect a robot's Mentality.  For instance, a robot having a “Mentality of 500 who is only at .5 Charge and .5 Efficiency has an effective Mentality of 125.”

Chico the Vulpeculan (Stoic Alien)
Mentality:  150
Psi:  10     (use:  3; recovery:  3)
Physique:  14
Health:  15
Czlounqth:  5 (vibration:  2)

The name “Chico,” of course, is a humanism; his (?) name is unpronounceable by primates.  Like many Vulpeculans, Chico is clairvoyant.  Chico serves to provide plot convenience alien abilities as well as wry commentary on the human condition.

Vulpeculans have a characteristic – Czlounqth – incomprehensible to non-Vulpeculans.  Aside from a numeric value, an individual's Czlounqth is associated with a vibrational frequency.  (On a roll of 1d6:  1 – magenta, 2 – mauve, 3 – purple, 4 – amethyst, 5 – violet, 6 – ultraviolet.)  With a Czlounqth of 5 (mauve), it's no wonder he hangs out with humans rather than his own kind.

M (Resident Metamorph)
Mentality:  100
Psi:  14     (use:  6; recovery:  1)
Physique:  14
Health:  15

When encountering previously unknown life forms, it can be useful to have a shapeshifter along.  (M is more in the vein of Catherine Schell than René Auberjonois.)  M's Psi Rating is representative of its ability to change form.  M's personality shifts as frequently as its shape; if it adopts a particular form for too long, it can lose its memory.  This is why M's origin is unknown.

Elon Zhang Dunninger (Telepathy Officer)
Mentality:  120
Psi:  17     (use:  4; recovery:  5)
Physique:  13
Health:  12

For Starfaring characters, gender may be determined by rolling one die:  “Odd indicates male; even indicates female.”  However, a neuter gender may be chosen.  Elon is an androgyne.  With regards to androgynes, “It has been discovered that individuals not emotionally unstable because of biological, sex-derived urges, passions, and emotions are, on the average, more intelligent and also healthier than normal men and women.”

Generally speaking, telepaths are insufferable jerks and Elon is no exception.  Not even telepaths like one another.  Elon signed on board the Indigo Albatross to get away from the other insufferable jerks.

Enid Morgenthau (Shell)
Mentality:  150

Enid was a mousy mathematics professor who had her brain transferred into “a mechanical life support system.”  As a 'shell person', she has been integrated into the systems of the Indigo Albatross.  The rules state, “Shell people must be created by die rolls just as other crew must be.”  However, the character creation section contains no reference to shell people.  I suppose shell people still have their original Mentality.

– – –     – – –      – – –

Of course, with such an eclectic group of entities, one is bound to be a covert operative of OSCEP (Organization of Star Crystal Exporting Planets), but which one?

Sunday, July 10, 2016

Bond Villains (and Others)


Dr Nikola – likely inspiration for Blofeld
Art by Stanley Wood

Don't get me wrong, Ernst Stavro Blofeld is like the big brother I never had, but my favorite Bond villain is Auric Goldfinger – the cinematic version, of course, not the weirdo from the novel.  Yet the book provides some insight into his character.  According to Bond's thoughts, “...Goldfinger was an artist – a scientist in crime as great in his field as Cellini or Einstein in theirs.”  Earlier in the novel, Goldfinger contemplates what will result from his raid on Fort Knox:
And then will come the applause, the applause for the the greatest extra-legal coup of all time.  And Mr Bond, the world will rock with that applause for centuries.
For all his wealth, Goldfinger realizes that he can't take it with him. Ultimately, Goldfinger wants to be remembered; this is his motive.  As he states in the film:
Man has climbed Mount Everest, gone to the bottom of the ocean.  He's fired rockets at the Moon, split the atom, achieved miracles in every field of human endeavor...except crime!
He's cruel; he's crazy; he's a control freak.  Additionally, he has a plan that Bond concedes is “inspired” and “brilliant.”  More than greed, Goldfinger is driven by the desire to win – even if he has to cheat or murder thousands of innocents.  This leads to his downfall.  After the plan fails, a rational person might flee to some exotic corner of the world and live in low-key luxury.  Goldfinger, on the other hand, has to confront Bond, the man who bested him.  Thus, Goldfinger dies.

Also, four words not associated with Blofeld:  Pussy Galore's Flying Circus.

Blofeld, incidentally, is not described in the James Bond 007 role-playing game.  The game was published when ownership of Blofeld and SPECTRE was contested by Kevin McClory.  Therefore the game describes an analogous organization – TAROT (Technological Accession, Revenge, and Organized Terrorism).  Characters in the film series associated with SPECTRE (for example, Tetsuro Osato from You Only Live Twice ) are instead associated with TAROT.  Instead of Blofeld, we have Karl Ferenc Skorpios, who is depicted with a greyhound, not a cat.  We are told, “...Skorpios organized and Built TAROT, supposedly influenced by the old deck his mother handed down to him.”  (Skorpios was born “to gypsy parents who performed in travelling carnival shows.”)  TAROT has several subsections, “Each subsection and its leader are identified by a card from the tarot deck.”  These are:
  • Terrorism – The Tower (Leader:  Achmal Al Korba)
  • Blackmail – The Hanged Man (Leader:  Giovanni Di Fortelli)
  • Assassination – Death (Leader:  Marcel Dupre)
  • Kidnapping – Judgment (Leader:  Boris Deminovitch)
  • Robbery – Wheel of Fortune (Leader:  Lady Victoria Lynn Richmond)
  • Military Action & Operations – The Chariot (Leader:  Major Nicholas Burke)
  • Intelligence – The Hierophant (Leader:  Nsei Mbenga)
  • Research & Development – The Magician (Leader:  Dr. Isa Nakahara)
The rules provide information regarding 'Personalizing Major Villains'.  Such villains should have the following traits:
  • They “consider themselves to be so far beyond the average person that their desires and plans are always more important.”
  • They have an “incredible capacity to respect their enemies.”
  • They “are connoisseurs and men of exceptional taste.”
  • They “prefer the complicated over the simple, especially when it comes to eliminating their adversaries.”
“In a Bond adventure,” the rules state, “the villain will always want to know how much the characters know, will always want to relate to them his life history and explain the full scope of the plan, and will then seek to do away with them in some creative way.”

Chapter 13 of James Bond 007 is titled 'How to Use Non-Player Characters'.  It describes various “caricature types” and provides a method for quickly generating these NPCs.  For a given type – like 'Technicians' – two tables are provided, each requiring a 2D6 roll.  The first table has eleven (i.e., 2 – 12) arrays of characteristic values.  The second has eleven groups of skills (with listed skill levels).  A roll on the first table, combined with a roll on the second, provides 121 distinct characteristic array / skill group combinations.  (Of course, since the probability distribution is not flat, some combinations are more likely than others.)  Just as there are three Player Character ranks (Rookie / Agent / “00”), there are corresponding ranks for opposing NPCs (Hood / Criminal / Mastermind).  A choice of rank may modify the characteristic values and skill levels.  For instance, the default rank for 'Civilians' is Criminal/Agent; a Hood/Rookie Civilian would subtract three from each characteristic and skill while a Mastermind/“00” Civilian would instead add three.

Here are some quickly generated Non-Player Characters:

Major Villain

Privileged Henchman

Beautiful Foil

Fellow Secret Agent

Shady Contact

Wednesday, April 16, 2014

Comic Book Creatures

Numerous comic books are in the public domain and many of them are readily available on the Internet.  They are a tremendous resource for role-playing games in terms of ideas, characters, or even just visual aids.  Without further ado, here are ten peculiar creatures certain to enhance any gaming experience.


Amazing Adventures #1; 1950, Ziff-Davis;
Art by Alex Schomburg
Horrible Triangular Monsters

“Utterly impossible...and yet... ALIVE!”

These bizarre entities come from the fourth dimension.  Some are hostile, others are friendly – but which is worse?  Their touch causes accelerated aging.  The rainbow-like 'stream of time' affords protection from these freaks.

Watch out, I think the blue one likes you.





Amazing Adventures #1; 1950, Ziff-Davis;
Art by Wally Wood


Darterfly

While exploring the jungles of Venus, be wary of the alluring darterfly – “It shoots poison darts!”  The ant-person in the illustration is about to learn that the poison is quite lethal.





Operation: Peril #2 (Time Travelers feature);
1950, American Comics Group; Art by Ken Bald

Tarv

Another denizen of Venus is the beast of Tarv.  Notice how the long, ropy appendages prevent the protagonist from getting close enough “to strike a telling blow.”




The Green Planet; 1962, Charlton;
Art by Charles Nicholas and Vince Alascia

Punta

Humans colonizing the planet Klorath encountered a species of monkey-cats called punta.  Although adorable, their touch burns.  At first, the humans attempted to exterminate them, but somebody came up with the idea of wearing protective garments.  No more problems!


Weird Tales of the Future #4; 1952, S. P. M.
Publications; Art by Basil Wolverton/Ed Robbins

“Skull Gliders”

You know those comic books where the cover depicts a scene completely unrelated to the contents of said comic?  This is one.

The name “skull gliders” is just something I made up.

Notice the cranial seam on the subject at the bottom right.




Captain Science #3 (Brandt Craig feature);
1951, Youthful Magazines; Art by ?

Griffon-Ape

Horns, claws, fangs, and a studded tail – natural weapons for every occasion!

Why is it called a griffon-ape?  I don't know; maybe somebody named Griffon discovered it.

It's not very sporting to shoot the playful fellow in the eye.







Target Comics vol. 1 no. 5 (Spacehawk feature);
1940, Novelty; Art by Basil Wolverton

Protoplasm

This ooze is known to infest the caves of Neptune.  It can devour just about anything and an “old-fashioned flame gun is the only kind of weapon that monstrosity respects!”

The grasping, hand-like pseudopods add to the creepiness.



Lightning Comics v. 2 n. 2 (Congo Jack feature);
1941, Ace Comics; Art by Mark Schneider

Ozix

Ozixes (ozices?) appear to be large (man-sized) leopards with crocodile heads.

This particular specimen was kept in a pit by the green molemen where it perfected its techniques of 'slavering jaws' and 'snorting steam'.

In the words of Congo Jack, “This baby means business!!”







Midnight Mystery #6; 1961, American
Comics Group; Art by Pete Costanza

White Apeman

In the remote mountains of Rajasthan, legends persist of a huge, white ape-like creature.

Certainly, it possesses prodigious strength, but this strange simian also employs a powerful “hypnotic glare” capable of physically hurling an adult tiger through the air.



Forbidden Worlds #28; 1954, American
Comics Group; Art by Sheldon Moldoff




Beasts from the Berg

“What are they?  Beasts that've been preserved in the icebergs since the dawn of time -- or invaders from outer space?”

“Beasts -- Invaders -- What difference does it make?  They're here!”

There's really nothing more I can add to that.