The ABC’s of Comic Books

Okay, here’s my nod toward the April blog challenge. I have enough other things to focus on, so I wasn’t going to participate, but then a few thoughts popped into my head, and so here I am. So …

I was thinking today about the origin of many super heroes. I’ve been spending the past few weeks going through the Public Domain Super Heroes site, culling it for bits and pieces that can go into the sample campaign setting I’m creating for Mystery Men! – little things like the names of newspapers, or other imaginary cities / countries / etc. I think I’m going to refer to the overarching setting as Wonderworld.

Now, I’ve been planning to do a series of posts on many of these public domain heroes, including the ones that are going to be included in MM!, and one theme keeps coming up – people who should have been killed injecting themselves with serums, bathing themselves in radiation, falling into dynamos, instead pop up with super powers and fight crime in a largely imaginary world. NOD is based on a world of dreams, created from the fabric of tales told by writers ancient and modern. Maybe Wonderworld is a strange afterlife, visited by those who died in the real world with a deep-seated desire to do good. In this afterlife, Wonderworld, these lost souls find a way to live out their dreams. Perhaps people who have witnessed a loved one brutally murdered and crawled inside their own heads also roam freely in Wonderworld, meeting out vengeance. Of course, dreamers would be welcome as well. Wonderworld becomes a super-heroic version of NOD.

With that in mind, here’s an A, B and C of people who should rightly be dead, but instead are fighting crime with powers far beyond those of mortal men.

AMERICAN CRUSADER

Talk to the hand!

Created by Max Plaisted, first appeared in Thrilling Comics (1941)

When Grand University astronomy professor Archibald Manning is bathed in radiation in an accident, he gains amazing powers and becomes a costumed crusader – the American Crusader, in fact. He pretends to be a meek pushover in real life to keep his secretary Jane Peters from discovering his secret identity.

BLACK HOOD

Newspaper cannot stop the fury of the Black Hood!

Created by Harry Shorten and Al Camy, first appeared in Top-Notch Comics (1940)

Police officer Kip Burland of Northville, Canada is framed for a crime by the Skull. He is relieved from duty but pursues the Skull in an attempt to clear his name. Unfortunately, he is too successful in his investigations and is shot eight times by the Skull and his thugs and left for dead in the woods. The hermit of the woods finds Kip and not only saves him, but trains him to become a crime fighter. He takes on the guise of the Black Hood and manages to bring the Skull to justice and clear his name. Rejoining the police, he decides to continue to fight crime as the Black Hood.

CAPTAIN FUTURE

Gamma rays and infrared rays do not mix – important safety tip!

Created by Kin Platt, first appeared in Startling Comics (1940)

Andrew Bryant is a young research scientist working for Pacific Electrical Corporation. In an experiment, he crosses gamma rays and infrared rays and causes an explosion that grants him super powers. Taking the identity of Captain Future, he works with detective Grace Adams of the Agatha Detective Agency to fight crime in the Golden State.

First Look at Shore City for Mystery Men!

Just finished my first draft of Shore City, the sample setting I’m writing for Mystery Men!

I still have some labels to apply (the river, for example, is the Salamander), and then I need to add some of the highlights. Essentially, I’m going to write up a description of the city sections (Downtown, Old Town, etc) with random crime tables for each for patrols. Then, I’ll add specific buildings and sites of interest, many of which will have adventure hooks of their own.

Of course, the street names are (almost) all comic book references, and a No-Prize will be awarded to anyone who can tell me which great American city the map is based on and why.

League of Groovy Gentlemen (and Ladies)

Sorry I’ve been away the last couple days. Still working on Tome of Horrors, Mu-Pan and Mystery Men! In the mean time, I have this odd little thought experiment (that took waaaay to much time to produce) …

So I’m working in the yard the other day, and an idea pops into my head – essentially doing something like the League of Extraordinary Gentleman using only ’70s television as my guide (with a few nods to older and later television). What would a super hero/sci-fi/fantasy world built with ’70s television look like? Well, I think it might look a little something like this …

Note: I’m building most of these heroes with 30,000 XP (except some of the big boys and girls, who get 60,000 XP) to keep them even and maintain the reduced power level usually found on the small screen.

Early 1970’s
Prior to the coming of the disco decade a few heroes had already made their mark on the world. During the WWII, Wonder Woman arrived from Paradise Island to aid the allies against the Nazi threat, but by the end of the war she left Col. Trevor to return home. Whether she ever worked with government agent Steve Rogers is unknown. Since the 1950’s, the incredible Superman had been protecting not only Metropolis, CT but the entire world. The dynamic duo of Batman and Robin had been active in Gotham City, NJ for a decade. The main focus of the nation during this period was, of course, the Cold War with the Soviets, and a whole host of heroes had answered their country’s call, from legendary agents 86 and 99 of Control to the men from UNCLE to the U.K.’s Avengers initiative, which unfortunately closed down by the end of the 1960’s (though whether Steed, Peel and the others ended up in the Village is, of course, a state secret).

As the 1970’s dawns, Dr. Michael Rhodes travels the country with assistant Nancy Murphy solving supernatural crimes and mysteries. Whether the due ever investigated rumors of a genie in Cocoa Beach, FL, witches in Westport, CT, hauntings in Schooner Bay, ME or a flying nun in Puerto Rico is unknown. Magician Anthony Blake, on the other hand, uses prestidigitation and his skill as an escape artist to solve crime.

In 1970 the world still mourns the loss of the fist sub-orbital passenger carrier Spindrift to a cosmic storm. The fate of the crew remains unknown.

A number of organizations, private and public, are in operation in the early 1970’s to protect the world from evil, including Division Seven’s Impossible Mission Force, Hawaii’s Five-O squad on the public side and the World Security Corp of San Francisco and high-tech detective agency Intertect in Los Angeles. World Security Corp’s key agents include Probe One (Hugh Lockwood), Omega Probe (Nick Bianco) and Backup Probe (C.R. Grover), while Intertect soon loses their top operative, soldier-of-fortune Joe Mannix. Agents 86 and 99 are still active with Control in Washington D.C. and still thwarting the plans of Chaos, now with the help of android Hymie. Glenn Garth Gregory of the Delphi Bureau uses his photographic memory to conduct counter-espionage operations.

Meanwhile, a loner known to government agents as “The Immortal” makes his way across the country, pursued by Fletcher.

Mid 1970’s
By the middle of the decade Dr. Michael Rhodes gets some competition in the arena of supernatural investigations, in the form of reporter Carl Kolchak of the Independent News Service’s Chicago Bureau. One wonders if a conversation with fellow journalist Richard Cunningham ever sent Kolchak north to Milwaukee, WI to investigate reports of middle-aged auto shop teacher Arthur Fonzarelli and his amazing control over electronics and women. If he did, he might be told the strange tale of a visit from a man from another world (but more on him later).

Even more incredible is the rise of several new super powered heroes. Astronaut Col. Steve Austin (a colleague of Maj. Anthony Nelson and Capt. William “Buck” Rogers) is revived after a terrible accident and turned into a cyborg operative of the Office of Scientific Intelligence (total cost estimated at $6,000,000). A year later a similar operation is performed on tennis pro Jaimie Sommers of Ojai, CA, making her the world’s first bionic woman.

Two invisible heroes are created during the middle part of the decade, including scientist Daniel Westin who is turned invisible while sabotaging his own equipment at the Klae Corporation and secret agent Sam Casey, code named “The Gemini Man”, of Intersect.

In New York City, a young college student named Peter Parker develops the abilities of a spider after being bitten by a radioactive arachnid. Meanwhile, in California, teenaged Billy Batson begins traveling the state with his mentor in an R.V. and helping folks out of problems as Captain Marvel. He is sometimes assisted by high school teacher-turned superhero Andrea Thomas, who possesses the power of the goddess Isis.

In the U.K., the Ministry revives the Avengers program with two new agents, Purdy and Gambit, under the tutelage of veteran John Steed. Apparently, Steed and former colleague Emma Peel were not sent to the Village.

In Los Angeles, there are persistent rumors of a band of ex-special forces operating in the L.A. underground as soldiers-of-fortune. If you have a problem, if no one else can help, and if you can find them …

Late 1970’s
After 35 years away, Diana Prince, Wonder Woman, returns to America to join the Inter-Agency Defense Command with Steve Trevor, Jr. A few years earlier the United States had attempted to create its own Wonder Woman, but the program was ultimately not continued. Meanwhile, former marine Steve Rogers, Jr. – the son of 1940’s government agent Steve Rogers – is given an injection of FLAG (Full Latent Ability Gain, not to be confused with the Foundation for Law and Government) after a terrible accident and becomes the costumed hero Captain America. Cap roams the country in a heavily modified van fighting crime.

Joining the Immortal as a wandering fugitive is Dr. David Bruce Banner, physician and scientist, who becomes a creature nick-named “The Hulk” after suffering a powerful dose of gamma radiation in an experiment meant to unlock the hidden strength inside human beings. Perhaps his travels take him through the County of Hazzard, GA, where a couple of good old boys has recently been put on probation for running moonshine.

Some non-humans are among the heroes that emerge in the late 1970’s. In California, a possible survivor of the destruction of Atlantis is found with amnesia and goes to work for the Foundation for Oceanic Research, a government agency. Perhaps his travels take him to Bay City, CA, home of detectives Starsky and Hutch. In Boulder, CO, the aforementioned man from space, one Mork from Ork, touches down on Earth on a mission to understand human beings.

Sorcery still abounds in the late 1970’s. Perhaps its most powerful practitioner is a mysterious man called Mr. Roarke, who dwells on a fantastic island in the Caribbean making people’s wishes come true. He is assisted, they say, by a strange homunculus called Tattoo. Just as disturbing is the presence of the infamous Count Dracula, posing as a professor at a college in San Francisco.

Scientific wonders of the late 1970’s include the deep space probe ships Ranger I and Ranger II (Capt. “Buck” Rogers is training during this period for his mission on Ranger III, the last of NASA’s deep space probes) to the incredible nuclear Supertrain, which is the size of a cruise ship and travels between New York and Los Angeles.

Beyond
As the decade closes, mankind faces the destruction of their planet in 1987 by nuclear war – a nuclear war that does not catch Buck Rogers, who is frozen in space at the time. The ultimate cause of that destruction might be the robotic servants of the alien cylons, who followed mankind’s last battlestar, Galactica, to Earth. Perhaps that nuclear holocaust can be avoided by the assemblage of a league of heroes under the tutelage of a mastermind like Mr. Roarke or the mysterious time traveler known only as “the Doctor”.

Happy Birthday Mr. Eisner

Hopefully I’m not too late for this one, since I only just found out that today (I’ll keep that term vague so as not to incriminate myself) is Will Eisner’s birthday. Eisner certainly elevated the comic book medium and he produced some truly wonderful art. His most famous creation is probably The Spirit. The Spirit is a noir detective in a domino mask (Eisner’s boss wanted a costume, and Eisner was sick of costumes, so he gave him a mask). Put in suspended animation by Dr Cobra, he was buried but managed to escape his internment. He decides to abandon his old identity and, with the blessings of Police Commissioner Dolan, an old friend, becomes a vigilante.

The Spirit holes up in a secret hideout underneath his own grave. Over the course of his adventures he tangles with femme fatales, a mad scientist or two and The Octopus, his arch-enemy and a master of disguise. His primary sidekick is one Ebony White, an unfortunate racist caricature in appearance and speech, who otherwise proves to be well loved by his allies and a true friend and helper to the Spirit.

As a Mystery Men! character, the Spirit is a good example of a non-powered adventurer, thus the low starting XP. Despite not technically having any powers, he certainly manages to survive some rough scrapes and shows some keen detective skills, thus the heroic attributes.

King of the Sea

For those who haven’t heard of Project Rooftop, it’s a nifty website where artists post redesigns for superheroes. I’ll admit that about 9 times out of 10 I prefer the original design for the hero – hey, there’s a reason I play old school rpg’s, have a house filled with old furniture and an iPod filled with old radio shows – my tastes usually run toward the retro. Nonetheless, I love seeing artists being creative and having fun with this sort of thing.

The latest contest at PR involves redesigning Aquaman. I figured I’d post the winning redesign along with some MM! stats of the venerable sea king.

Aquaman and the JLA are, of course, the property of DC Comics and these stats are not an attempt by me to challenge their copyright or trademark or in any way infringe on their rights.

Other Business

I’m going to try to post the next step in Megacrawl 3000 later today, and tomorrow the February sales report. I’m embarking on the Mu-Pan hexcrawl that will appear in either NOD 8 or NOD 9 (and beyond), so some more fantasy-related material should be showing up on the blog soon. Right now, I’m waiting on my print copy of Ruins & Ronin to arrive, because the rules for the Mu-Pan hexcrawl will be based on that excellent game.

I’m about 75% finished with my third Hexcrawl Chronicle for the Frog God – the first HCC should be in print soon and the second about two months later. I’m about 50% finished with the other big project for the Frog God. I’m not sure if I’m supposed to talk about it yet, but I suppose people who check out the Frog God website and put one and one together can probably figure out what I’m doing for them.

With a successful MM! playtest out of the way, I think that project is about 90% complete. I still need to write up the sample setting and adventure (based on the playtest, with a few changes) and maybe finalize some editing, add some monsters, do the layout, etc. I think I can probably have it ready to go by late April. I still need to send out a the promised premium to the sponsors, and plan to put that together sometime this week. Playtester Crystal Franklin game me a great idea for some heroes that need to be statted up, and I’ve got a few more off-the-wall ideas along those lines as well, so more to come. Maybe I’ll stage a few fights as well – Herculoids vs. Fantastic Four could be fun.

Final note – PARS FORTUNA officially became profitable last week, to the tune of $0.98. Since then, I sold another copy, so my profits now run over $1.50. Super value menu, here I come!

Busy busy busy, and I feel blessed for it. Have fun on the internet!

Mystery Men! Play Report: OMG vs. The Clown & Brute

Last night, my little gaming group and I took MM! out for a test drive. I thought it went well, and the feedback was positive. I figured we would play about 4 hours, but the game went long without people completely losing interest (though Rygar did make an entrance that stripped away one of our sorcerers for a few minutes – hey, they guy was a Rygar addict from way back).

So, without further ado, I introduce you to the power and majesty of OMG (decided after the fact to stand for Operating Meta-Human Group). Character creation probably took about thirty minutes, some of which was spent explaining the rules. If there had been a need to create some replacement characters, I suspect it would have gone a bit faster.

 

 

 

There was one other hero – Random by Crystal Franklin – whose character sheet went home with Crystal. I can report that he was a drag queen based loosely on Gambit who could fly and shoot energy bolts.

So, the adventure begins …

5:00 AM, OMG HQ, Imperial State Building: A scan of the internet brings to light a bank robbery in progress (I guess somebody tweeted it). Our brave heroes leap to action.

[Sidebar: When starting your own superhero group, you want to make arrangements for transportation. A new rule (not yet in the Gamma document) replaces money in the game for XP expenditures at character creation and feats of Charisma for later acquisition of goods. It didn’t occur to OMG that they should buy a vehicle at character creation.]

The First National Bank of Shore City is about three blocks away from the Imperial State Building, so the group immediately starts trying to figure out how to get there. Two attempts are made to commandeer a van using feats of charisma, with neither one successful. The sorcerers are hesitant to spend XP from their sorcery pool to teleport, but eventually M Knight teleports himself, Emma Entropy and Nightmare to the bank, letting Anti-Spidey and Random web-swing and fly respectively.

Getting to the bank, our three heroes (yeah, they split the party almost immediately) find that the vault has been cracked using dynamite. Rushing in, they encounter three thugs armed with machine guns. The thugs beat OMG on initiative and open up with their machine guns, with Emma taking a little hit point damage. Nightmare rushes forward and takes a gunman out with his zweihander. M Knight decides to raise a wall of fire to burn them severely (yeah, they’re those kind of heroes), not discounting the fact that Nightmare is in the line of fire. Emma makes an attempt to put her ally into temporal stasis to stop him, but he makes his feat roll and avoids it (yes, they’re fighting each other only 10 minutes into the game – this is par for the course with these guys and I love them for it).

The wall of fire is raised, the thugs take a bit of damage (they make a dexterity feat and take only half damage) and Nightmare does the same. Taken by blood-thirst, Nightmare rushes through the flames and with a single sweep of his sword (made two extra attacks, took a -6 penalty to all three attacks), dispatches two of the remaining robbers and brings the third down to a single hit point. The thug surrenders and, surprisingly, Nightmare doesn’t kill him. In the meantime, M Knight raises a wall of ice on top of the wall of fire, squelching it and creating a fog cloud. Nobody is entirely sure why this is a good plan, since it would give the thugs a chance to hide in the fog, but since Nightmare already has the last thug by the nape of his neck, no harm is done. M Knight is going to want those sorcery XP back later, though.

Having foiled the robbery, OMG does exactly what my players did when they were the Tender Blades and Wyld Stallyns – they walk away, questioning nothing. Most of OMG goes back to their HQ, while M Knight, with the help of a spell of super charisma, goes out and hires a helicopter and pilot. While in HQ, the Referee decides to goose things a bit with a skype from the police commissioner, letting them know that the thugs work for Boss Feeney, notorious crime lord.

[Sidebar: All of the Golden Age sponsors of Mystery Men! will show up in the Shore City setting. Since Tom Feeney is an old friend, his name popped into my head first, so he became a mob boss. The rest of his friends were quite enthused about tracking him down and bringing him to justice]

A plan is hatched – M Knight will cast astral projection on Random and she’ll go check out the home of Boss Feeney to discover his hideout. She makes the trip, but being unable to touch or move anything makes searching difficult. Boss Feeney isn’t home, his butler is sampling the scotch with his wife, and she does check out the contents of his wall safe (ledgers, papers, money, jewels, drugs) and his cellar, with its secret exit. Back home, she reports to the group and they decide to head to police headquarters to look for the location of Boss Feeney’s hideout. With some poking around and a charisma feat by Anti-Spidey, they find a cop on Feeney’s payroll who is willing to lead them to his hideout, located beneath a pool hall.

Once in the pool hall, OMG manages to convince the assembled toughs that they want to join the gang (another charisma feat by Anti-Spidey). Boss Feeney turns out to be harder to convince, and an energy bolt from Random that was meant to scare him instead brings an attack. This time, OMG faces off against Feeney and five thugs with handguns. Anti-Spidey invokes his black tentacles, M Knight turns to his crossbow, Random throws her energy bolts, Nightmare swings his sword, Emma starts throwing around hideous laughter and in the end the thugs are vanquished and Feeney questioned.

Feeney admits he was hired to hit the bank by a big guy with iron gauntlets to cause a distraction. All he knows is that he visited the guy on a boat (The Flying Duck) docked at the marina. OMG heads for the boat in their helicopter and discovers it has departed. Emma (now played by Jessica) uses locate object to track it, and in a few minutes they arrive to find the Flying Duck committing an act of piracy against a larger yacht.

The Flying Duck has thrown a couple of grappling hooks over to the larger yacht and the big guy – notorious super hit man The Brute – along with three thugs and two men in hi-tech armor and carrying swords – are on board, shaking down the owners. The gunmen open up on the helicopter, which takes heavy damage. OMG jumps out and the chopper flees for the city. Emma invokes a cloudkill and takes out one thug and the two swordsmen, while another gunman is downed by Nightmare and M Knight takes out a grapple with his crossbow (hey, it’s a comic book).

The Brute takes a mighty leap back to his boat and Nightmare attempts to follow, but smacks into the boat and drops into the drink. While Anti-Spidey rescues Nightmare with his web power, Random peppers the boat with energy bolts. The Brute cuts the last grapple and, though he takes a energy bolt from Emma using the true strike power, manages to get the Flying Duck underway. OMG checks out the owners of the pirated yacht and find that a large, valuable diamond was stolen. For some reason they don’t give chase in their own yacht, and instead head back to HQ.

Thinking it over, they decide that the diamond is probably going to be used to make a death ray of some sort. Since this is a comic book world, this is actually a reasonable suggestion. Anti-Spidey and Random hit Google, and figures out that the swordsmen are the henchmen for notorious international terrorist The Clown. The police report an hour later that the Flying Duck has been found a few miles away from the city in a wooded area. They’ve canvassed the cabins and found no sign of the Brute or anyone else. Investigating, they find signs that the Brute got into a heavy vehicle and headed for a main highway.

By checking some traffic cameras at the local news station, they determine the Brute was headed back into downtown. A long thinking session follows, and with a little help from the Ref, they ask the police if there have been any crimes lately that might tie into the making of a death ray. Sure enough, a month ago a scientist from some local labs went missing. The administrator of the labs is questioned, and it turns out the scientist was working on harmonic resonances a’ la Tesla’s earthquake machine – for peaceful uses, of course. He made a prototype machine using a large synthetic crystal, but decided he needed a massive gemstone to make it work and, of course, such items are too valuable to expect anyone to lend it for use in an earthquake machine.

So, OMG now knows what they are up against, but they don’t know the target. A visit to the subway control station reveals no sign of the villains on security cameras. The controllers mention that the older, abandoned tunnels don’t have security cameras and that, indeed, they can be found under most of the prime targets in downtown. OMG decides to hit those tunnels and look under the Imperial State Building, where their own headquarters is located, and they get lucky. There, almost finished setting up a new machine, is the Clown, Brute, three swordsmen (enhanced armor, energy swords, force shields) and the kidnapped scientist. A battle erupts, and in the end Anti-Spidey’s black tentacles finally capture the villains while Emma gets the scientist out of harm’s way and M Knight disables the machine. The day is saved and Nightmare and Anti-Spidey come close to death’s door but manage to survive.

XP earned – 1,520 total, about 304 per hero.

What did we learn?

1. Crystal wishes heroes had a way to develop a signature move. I’ll need to make a more clear reference to using feats to modify powers and develop such moves. Perhaps there can be an optional rule for heroes putting XP toward getting bonuses to make their signature move.

2. We learn that heroes need to put some thought into vehicles and headquarters and maybe henchmen.

3. Sorcerers need to spend XP on powers outside their sorcery pool. Once he was tapped out, M Knight was reduced to shooting a crossbow at things.

4. Likewise, it’s a good idea for everyone in the group to have at least one super ability score. Failed intelligence feats to make connections and find clues and failed charisma feats to acquire items and shake down thugs made it obvious that super abilities are highly useful. This was only highlighted when the super villains, built with 40,000 XP each to give them a fighting chance against the more numerous heroes, came in with more levels. Honestly, the Clown build was sub-optimal as well – his swords were pretty pathetic, while the Brute’s iron claws almost took out Nightmare.

I can think of a few rules tweaks after the game – I think the fly power needs to have a slightly improved speed and I’m pretty certain I’m going to replace Single-Use / Limited / Permanent with One per Day / Three per Day / At Will – easier to keep track of. I might add some more equipment – a communicator of some sort might be nice.

The game was fun, and I think (if I had the time) we’d make a campaign out of it. I think the proof of concept was a success and the game is just about ready to go live. I need to write up the sample setting (Shore City, Boss Feeney, etc) and put a little more work into the sample adventure, but other than that Mystery Men! is on its way!

Thanks to my players for their input and help, and if anyone else out there has play tested the game, please let me know how it went.

Sketch of M Knight by Danny Roberts. You can see his real artwork HERE.

The Ripper …

Just finished watching my first episode of Kolchak: The Night Stalker (note, the presence of a colon in the title does not necessarily mean its a White Wolf product). I love it – which means thanks to Netflix I’ve had the chance to become a fan of two great old TV series, Doctor Who being the other.

So, the first episode concerned an immortal or ghostly Jack the Ripper. For fun, here’s some stats for the ripper for both Swords and Wizardry and Mystery Men!

JACK THE RIPPER

Hit Dice: 8 (60 hp)
Armor Class: 2 [17]
Attack: 1 weapon (1d8+2)
Save: 3
Special: +1 or better weapon to hit, immunity to cold, fire and poison, double damage from electricity, magic resistance (40%), spells
Move: 15
CL/XP: 12/2000

The Ripper may once have been a man, but long ago he slipped into legend as an immortal spirit of murder. He appears every few years in a different city, murders five women and announces his murders with rhyming letters sent to the authorities and then disappears. The Ripper can use the spells at etherealness, haste, jump and levitate at will. The Ripper consumes the souls of the women he kills (and only women). With each soul consumed, he gains one additional Hit Dice, six additional hit points and improves his Armor Class by one. Once five souls have been consumed, he is able to teleport to another city to continue his murder spree, his statistics being set back to those presented above.

Deviant Friday – Enymy Edition

Enymy does some nice stuff with a wild, somewhat weird, abstract style – not Erol Otus weird, in fact not very old school at all, but definitely high on the fun factor. Enjoy the images – and since they’re super hero centric, I’m throwing in some stats as well …

[alas, the image is gone, but I wanted the Spidey stats to remain]

I kinda like the more alien feel of this Cthulhu
Yeah, Cthulhu’s probably better to stat out as a monster, but what the hey …
I don’t really know who these people are, but I do agree with punching Hitler.
You know, I’ve never read any of the Hellboy universe of comics, even though it pushes many of my geek buttons. One of these days I’ll have to delve in.
And be sure to check out his Marvel A to Z bit …