The Curse of Skeleton Munroe

Category: Chief

  • MINOR SUPER-VILLAIN 1003: THE CHIEF

    (Lightning Comics v2 001, 1941)

    The Chief is that most low-tier of costumed criminals: the masked manager of an underground casino. And not a particularly well-hidden casino either, seeing as Detective Danny “the Raven” Dartin just kind of stumbles upon its existence one night while eating in the beanery that is its front business, and Dartin’s boss Chief Lash leads a raid on the place almost simultaneously. I guess that’s why he wears the mask.

    Here we must explore the limits of the comic book disguise paradigm: yes, a simple black mask does to more than one might expect to hide one’s identity, but crucially that is in the absence of other distinguishing features. If, for example, you are a big-headed fellow with a combover and a missing pinky finger on your right hand that you advertise by wearing gloves all the time and just letting the empty finger flap around loose, you might want to think about a more comprehensive disguise solution.

    Speaking of which, here’s Mr Calhoun, big-headed President of the Chamber of Commerce with a missing pinky, and he has bullied the Police Commissioner into forcing Chief Lash’s resignation over not having caught the Raven yet. What a crazy, unrelated side plot to this whole underground casino business.

    Clearly the Chief/Calhoun is pretty secure in both his disguise and his ability to manipulate the police, because he immediately sets up a new casino inside of a drydocked yacht. This gives the Raven the perfect opportunity to grab him and use the threat of professional ruination to force the Police Commissioner to reinstate Chief Lash. Should the Commissioner himself probably be replaced due to his low resistance to extortion? Yes he should.

    Categorized in: Accessories (Casinos), Generica (Chiefs), Misc (Gang Bosses)

  • MINOR SUPER-VILLAIN 998: THE CHIEF

    (Liberty Scouts Comics 002, 1941)

    The Chief is one of two things, either a not-very-specific Hitler stand-in who is leading his forces from the front in an attempted invasion of the US, or the representative of such a figure in such an invasion. Either way, he is clearly a pseudo-Nazi. When we meet the Chief he is preoccupied with discovering the identities of the mysterious figures (who we know to be the Liberty Scouts) who have been thwarting his attempts to weaken the US war effort.

    Though he makes a decent try at it, the Chief just barely fails at an attempt to destroy both the Liberty Scouts and the President of the United States while they are meeting at Liberty House. Their next encounter, by contrast, ends with him capturing the Scouts and gloating about his plans before leaving them tied up next to a bomb. It doesn’t work out, of course, but setting up a deathtrap that will kill the hero while you are in a second location is a core super-villain activity. It’s enrichment for them.

    The Chief is at the forefront of Axis superweapon technology, with such innovations as a secret naval base in a hollowed-out iceberg off Newfoundland, a fleet of remote-controlled ships housed in that base, and heat ray cannons mounted on those ships, with which New York City as the first move in his invasion of the US.

    Though New York ends up taking some heat ray fire, the Liberty Scouts (conspicuously not dead, as is the norm when super-heroes are left in deathtraps) show up in time take control of the robot fleet and turn the rays on the Chief’s own forces.

    Though the Chief makes a valiant attempt to escape to fight another day, he ends up flying his plane directly into the path of a heat ray and exploding.

    The Liberty Scouts face a second Chief in Liberty Scouts Comics 003, who is also attempting to conquer the US on behalf of the same faux-Nazi government (they have the same crossed-knives symbol standing in for the swastika). This time the plan hinges on stealing a super knockout gas developed by Liberty Scout member Smokey and deploying it nation-wide, and once again the Chief’s deadliest enemy proves to be aviation safety, and he doesn’t even have a convenient heat ray cannon to blame for it: he just up and crashed his plane.

    Categorized in: Generica (Chiefs), Ideologies (Crypto-Fascists), Supercrime (Attempted Conquest (United States))

  • MINOR SUPER-VILLAIN 998: THE CHIEF

    (Liberty Scouts Comics 002, 1941)

    The Chief is one of two things, either a not-very-specific Hitler stand-in who is leading his forces from the front in an attempted invasion of the US, or the representative of such a figure in such an invasion. Either way, he is clearly a pseudo-Nazi. When we meet the Chief he is preoccupied with discovering the identities of the mysterious figures (who we know to be the Liberty Scouts) who have been thwarting his attempts to weaken the US war effort.

    Though he makes a decent try at it, the Chief just barely fails at an attempt to destroy both the Liberty Scouts and the President of the United States while they are meeting at Liberty House. Their next encounter, by contrast, ends with him capturing the Scouts and gloating about his plans before leaving them tied up next to a bomb. It doesn’t work out, of course, but setting up a deathtrap that will kill the hero while you are in a second location is a core super-villain activity. It’s enrichment for them.

    The Chief is at the forefront of Axis superweapon technology, with such innovations as a secret naval base in a hollowed-out iceberg off Newfoundland, a fleet of remote-controlled ships housed in that base, and heat ray cannons mounted on those ships, with which New York City as the first move in his invasion of the US.

    Though New York ends up taking some heat ray fire, the Liberty Scouts (conspicuously not dead, as is the norm when super-heroes are left in deathtraps) show up in time take control of the robot fleet and turn the rays on the Chief’s own forces.

    Though the Chief makes a valiant attempt to escape to fight another day, he ends up flying his plane directly into the path of a heat ray and exploding.

    The Liberty Scouts face a second Chief in Liberty Scouts Comics 003, who is also attempting to conquer the US on behalf of the same faux-Nazi government (they have the same crossed-knives symbol standing in for the swastika). This time the plan hinges on stealing a super knockout gas developed by Liberty Scout member Smokey and deploying it nation-wide, and once again the Chief’s deadliest enemy proves to be aviation safety, and he doesn’t even have a convenient heat ray cannon to blame for it: he just up and crashed his plane.

    Categorized in: Generica (Chiefs), Ideologies (Crypto-Fascists), Supercrime (Attempted Conquest (United States))

  • MINOR SUPER-VILLAIN 870: THE CHIEF

    (Zip Comics 002, 1940)

    While walking down the street one day in what is almost certainly supposed to be New York City, Jim “the Scarlet Avenger” Kendal witnesses the protection racket-related bombing of a tailor shop. What’s worse, the police response to the blast makes it pretty clear that they are on the take!

    Using his network of operatives, the Scarlet Avenger discovers when and where the next bombing is set to take place and intervenes by way of a heat ray that blows up the bomb as well as the crooks delivering it to kingdom come.

    After this and other interference in the gang’s activities, the Scarlet Avenger has well and truly drawn the ire of the leader, the aptly-named Chief, who arranges for the Avenger to be captured and delivered to him for disposal. But! Not without the Scarlet Avenger hearing about it first. 

    Before the Chef can execute his plan to execute the Scarlet Avenger in his homemade gas chamber, the hero reveals that he has “electrically wired myself, a million volts,” and that whatever that means, it allows him to easily escape both his shackles and the glass chamber.

    It also gives the Avenger a lethal touch, as both the Chief and his gang learn when they are killed by it. And just who is this mastermind of crime? Why, it’s the district attorney! There are a lot of questions to be asked about the large numbers of both super-heroes and super-villains who are district attorneys in their day-to-day lives, but at this point the one I’m asking is: just where do they find the time?

  • MINOR SUPER-VILLAIN 870: THE CHIEF

    (Zip Comics 002, 1940)

    While walking down the street one day in what is almost certainly supposed to be New York City, Jim “the Scarlet Avenger” Kendal witnesses the protection racket-related bombing of a tailor shop. What’s worse, the police response to the blast makes it pretty clear that they are on the take!

    Using his network of operatives, the Scarlet Avenger discovers when and where the next bombing is set to take place and intervenes by way of a heat ray that blows up the bomb as well as the crooks delivering it to kingdom come.

    After this and other interference in the gang’s activities, the Scarlet Avenger has well and truly drawn the ire of the leader, the aptly-named Chief, who arranges for the Avenger to be captured and delivered to him for disposal. But! Not without the Scarlet Avenger hearing about it first. 

    Before the Chef can execute his plan to execute the Scarlet Avenger in his homemade gas chamber, the hero reveals that he has “electrically wired myself, a million volts,” and that whatever that means, it allows him to easily escape both his shackles and the glass chamber.

    It also gives the Avenger a lethal touch, as both the Chief and his gang learn when they are killed by it. And just who is this mastermind of crime? Why, it’s the district attorney! There are a lot of questions to be asked about the large numbers of both super-heroes and super-villains who are district attorneys in their day-to-day lives, but at this point the one I’m asking is: just where do they find the time?

  • MINOR SUPER-VILLAIN 496: THE CHIEF AND THE COBRA

    (Big Shot Comics 016, 1941)

    The Cobra technically works for the Chief if you want to exclusively go by the criminal org chart, but the Cobra is also the only reason for the Chief being mentioned at all and not just thrown into my big bin of nondescript gang bosses. Thus: a dual entry.

    Like I said, the Chief is your regular degular gang boss, albeit one who swans around in a green smoking jacket the whole time. Feeling the pinch as the Face cracks down on crime, he hires the Cobra, a rare super-powered Columbia Comics Corporation character. It’s not much – she can do comic book hypnotism that causes her target to see what she wants and also scry her hypnotized target using a crystal ball – but it’s more than most of her criminal peers have.

    The Chief and the Cobra essentially prank the Face’s secret identity Tony Trent by making him think that a man and then an entire house have disappeared, with the idea being that Trent, who at this point “knows” the Face in the same way Clark Kent knows Superman, will bring him in to investigate. And it works, only instead of being easily killed the Face does his regular schtick and beats everyone up. It’s your classic villain’s 2/3 of a plan – no consideration for how to deal with their foe, only how to draw them out.

    The Chief and the Cobra are pretty swiftly rounded up. Is hypnotizing a guy not to see a house and then looking at him in a crystal ball a crime? If not I assume that the Cobra was released pretty swiftly. I mean, she did try to shoot the Face at the end of the story but good luck ever convicting someone of attempted murder of a masked vigilante, amiright?