The Curse of Skeleton Munroe

Category: MLJ

  • MEDIA IN COMICS 016

    MEDIA IN COMICS 016

    Production on these Media in Comics showcases must sadly slow down now, for I have worked my way through my backlog. As evidence of this, today we are showcasing some magical books, which are genrally unique items that fall under nobody’s definition of mass media but which I want to include anyway, for fun’s sake.

    Books of Magic:

    You all remember the fabled Black Book of Sorcery that the wicked Egyptologist Ford committed all those murders for, well here it is! Until Mr Justice wipes its pages with a convenient self-destruct spell contained within it, that is.

    Origin: Ancient Egyptian 

    Status: Destroyed (Jackpot Comics 003, 1941)

    The Lost Book of Thoth, containing all the magics of sunken Atlantis, is supposed to rest on the bottom of the Nile under the watchful eye of an immortal serpent. The plans of mice and men and whoever is in charge of everlasting snakes often go astray, alas, and the book is stolen by an unnamed mage and nearly used to destroy the world. Having solved that particular problem, Dr Fate doesn’t take any chances and reduces the book to a powder.

    Origin: Ancient Atlantis

    Status: Destroyed (More Fun Comics 058, 1941)

    The Secrets of the Priests of Zoraster (sic) might not be the official title of the book used by Haldane the Sorcerer, but it’s a pretty good title for a made-up book of magic and we have no other options. This one gets left behind in a secret passage rather than being destroyed, so it’s technically up for grabs.

    Origin: Persian? 

    Status: Extant (More Fun Comics 063, 1941)

    Though Sin Khaii is an apostate Tibetan Buddhist, the Book of the Dead that he is referencing here is more likely to be the Egyptian on than the Tibetan, as he is using it to research the Black Pharaoh. He also casts spells out of it later!

    Origin: Ancient Egyptian 

    Status: Extant (Silver Streak Comics 014, 1941) 

    Theatre:

    Detective Larry Steele is called to the set of Jealousy to look into threats against star Laverne James, and then stays to solve the murder of Laverne James. More interesting than the murder mystery, however, is the mystery of just what is going on in this production.

     

    We don’t actually see any of the on-stage action, but the costuming is extremely intriguing: James’ co-stars John Temple and Jan Gabrielle are dressed like off-model commedia dell’arte characters, while she looks more like a character from a Southern Gothic. Finally we have Peggy, who is part of the chorus line and is dressed like she is in a high-budget napkin advertisement. It’s a baffling selection. (Detective Comics v1 047, 1941) 

    Swastika Over Europe is a play designed to rally American support for the beleaguered nations of the Continent and as such is a target for sabotage by Nazi fifth columnists, as seen here when lead actor Opperman is murdered on-stage. (Marvel Mystery Comics v1 023, 1941)

    Here we have The Creep, a play written expressly to warn the people of NYC about the threat of Crime & Corruption, Inc. I guess it works, because Johnny Thunder slapsticks them out of existence. (Flash Comics 013, 1941)

    Ordinarily getting such a good view of the stage would be very exciting to me as it would be a chance to divine some information about the production. Alas, this is an opera called The Masked Ball and so the only thing we can learn is that someone at the titular ball has come dressed as a police officer. (More Fun Comics 067, 1941)

    The Superstition Murders is of course the play written by Johnny Glim the alter ego of the villainous Masked Man, who commits a series of superstition-themed murders in the hopes of tanking the production and thus securing the movie rights for his work. Though the motivation for the fictional killer is unrevealed, this seems to essentially be what the play is about as well. (Batman Comics v1 008, 1941)

    Though there are many fine plays about the lives of the wealthy, there is no way The Vandgilts, about a real-life family who are on good enough terms with the production to lend them half a million dollars worth of jewellery, isn’t complete sycophantic mush. Luckily the Joker spices things up by robbing the actors mid-performance. (Batman Comics v1 008, 1941)

  • ALIENS AND SO FORTH ROUND-UP 054

    ALIENS AND SO FORTH ROUND-UP 054

    Comic book aliens: one of the few inexhaustible resources.

    Martians:

    Just as Doc Strong and his followers are starting to get the post-apocalyptic, WWII-lasted-a-century world of 2041 sorted out, a bunch of robot-looking Martians show up to ruin things by invading their territory on the Isle of Right. It’s just one thing after another with that year.

    Though they are fairly generic hostile invaders, these fellows really distinguish themselves among their class by immediately abandoning whatever plans that they had for Earth in order to indulge in a rager of a party. They want meat and they want booze, in that order and plenty of it. And as a bonus, the fact that the colourists at Blue Ribbon never really settled on a consistent colour scheme for these fellows means that the Party Issue is also the issue in which the Martians all look like they are wearing leopardskin briefs.

    Everything works out okay, however. After Doc and his pals are taken back to Mars for judgment by the King of the Martians they learn that he is a mere robot shell built by friendly Earthman Stinky Jones, who is more than happy to lend his subjects’ might to the task of cleaning up the war-ravaged Earth. (Blue Ribbon Comics 007, 1940)

    Masters of the Pit:

    These inhabitants of the Pit of Horrors aren’t given a lot of characterization, seeing as they are acting as more of an extension of Fantomah’s rough justice than as a functioning society. They live in caves underneath the liminal Jungle and can shape stone with a word and a gesture, and that’s all we really get. (Jungle Comics 007, 1940)

    Melubians:

    The interesting thing about planet Melubia is the fact that they use gravity control technology to surround their world with hundreds of small artificial satellites on which are built small cities or individual dwellings. The less interesting thing about Melubia is the fact that there are two intelligent species living on it, one of whom (the Melubians) want to overthrow the rule of the other (the unnamed, more humanoid species headed by King Molat). We never really get a sense of whether this is a colonial situation or if the two groups evolved on Melubia in parallel, but either way, time/space traveller Stuart Taylor and his pals are quick to uphold the established power structure and put down the rebellion. (Jumbo Comics 016, 1940) 

    Mongonians:

    The Mongonians, inhabitants of the planet Mongo (but a different Mongo than the Flash Gordon one) are some cool four-armed aliens with an unfortunate streak of paranoid xenophobia running through their society, as can be seen in their interaction with time/space traveller Whiz Wilson when he visits their planet in the year 2300 CE.

    It may be that the Mongonians are on to something, however, as they are attacked by hostile inhabitants of the planet Zania just after they toss Whiz – along with two hapless explorers from Earth – into their jail. Everything eventually resolves nicely, as the explorers’ spaceship makes an excellent weapon against the relatively fragile ranks of the Zanian Balloon Corps and peaceful Earth/Mongo relations are established. (Lightning Comics v2 001, 1941)

  • MONSTER, CRITTER AND CREATURE ROUND-UP 002

    It’s time for more monsters! And also critters and creatures!

    Prehistoric Gorilla:

    This carnivorous cave-dwelling ape lives in a hidden valley in Africa and has a pretty sweet deal going with the local pterodactyls, whereby they bring him things to eat and he seemingly doesn’t have to do anything. This arrangement does eventually backfire after the pterodactyls grab Kaänga’s mate Ann and the justifiably miffed jungle lord follows them and slays the gorilla. (Jungle Comics 017, 1941)

    A few bonus dinosaurs from the hidden valley: some generic carnosaurs, the aforementioned pterodactyls, and a mean aquatic sauropod.

    Creatures of Argus:

    When the wicked Sklar, tyrant of the planet Argus, attempts to invade the Earth of the far-off Year 1982, he sends these fairly cool flame-spewing robots to do his dirty work for him. While I always appreciate a good killer robot, these ones are especially satisfying because they conform to the proportions of the people of Argus and it’s always nice to see non-humans adhering to their own aesthetics rather than defaulting to ours. 

    Though the robots are smashed up by champion of the people Power Nelson in short order the risk of invasion remains, so he and his love interest/companion Zora head to Argus to settle things once and for all. During their time there, they are forced to take a detour that leads them through the through the Cave of Terror, a monster-haunted locale containing such beasts as…

    … the beefy, fire-breathing Dreaded Cave Monster! (smashed against a wall)

    The cephalopoid Creatures of the Quicksand! (deprived of their meal but otherwise unharmed)

    The extremely compelling giant rodentoid Saber Tooth Crawler! (punched out) (Prize Comics 006, 1940)

    Morg:

    Adventurer Planet Payson encounters this morg while investigating malfeasance on Mars, and manages to escape its clutches by merely making it sleepy rather than killing it. A true win for xeno-conservation! (Planet Comics 006, 1940)

    Pteridons:

    Analogous to our own woolly mammoths, these pteridons were once native to Pluto but now lie frozen beneath a layer of ice. Though a gang of crooks attempt to exploit these curiously adorable beasts by thawing them out and deploying them as rampaging engines of destruction, they are stopped by Buzz Crandall before things get too out of hand. (Planet Comics 006, 1940)

    Aqua-Scorpio:

    Despite the fact that people in the 40s thought that octopuses were inherently gross, menacing and deadly,  sometimes the comic book people felt the need to up the ante a bit and so we get things like the aqua-scorpio her, as encountered by oceanic adventurer Captain Gallant. I really like this guy’s head, especially the combination of the compound eyes and chinless beak, but the hooked tentacles might be overkill. (Super-Mystery Comics v1 005, 1940)

    Arena Monsters:

    The wicked ‘bdula Khan pits these three beasts against the Golden Knight seemingly purely for the love of being evil. Only one of them, the bat wing monster, gets anything approaching a name, but that doesn’t prevent it from being slain as easily as its companions generic dragon and land kelpie. (Fantastic Comics 006 1940)

    Bat-Serpent:

    The Rocket is confronted with and slays this bat-serpent while he is the captive of a group of Ape-Men, and it’s a good thing that he does so because it moves him out of the category of “prisoner” and into that of “potential leader.” I do feel a little bad for the bat-serpent here, though. Sure, the caption box says that it is a “blood seeking enemy of all animal and human life” but that face says “adorable puppy-cow” and that holds a lot of weight with me.

    As part of his ascent to chiefdom, the Rocket must venture into the Cave of Horrors and face the various horrors therein. He only gets to one of them before being interrupted, but it’s a good one, the fire-breathing, flashlight-headed rayoceros, which look like the kind of creature you’d find in an early Sixties comic set on Krypton. (Pep Comics 005, 1940)

  • MONSTER, CRITTER AND CREATURE ROUND-UP 001

    I’ve threatened to do it for long enough, it’s time for the creatures to have their day.

    Alligator Men:

    Our very first creatures are also our first tough call. Steel Sterling fights these Alligator Men in Brazonia, South America while on the trail of Dr Yar (aka the Black Knight), and with any group of intelligent humanoids there is the question: did our villain make them using the power of mad science, or did he find them in the jungle and convince them to follow him?

    The thing that sways my opinion on the Alligator Men is the fact that Dr Yar also has this swarm of giant mosquitoes at his command. If someone is going to the trouble of overcoming the square cube law to create a not-very-successful trap for his arch enemy then bioengineering a batch of alligator-headed goons has got to be a walk in the park, comparatively. (Zip Comics 003, 1940)

    Alligoscerous:

    This alligoscerous, a lake monster native to the hidden Diamond Empire in Asia and burdened with a most unlovely name, makes an attempt to dine on the Rocket and his allies and pays for it with its eyes. (Pep Comics 004, 1940)

    Allosaurus:

    Abdallah is a minor Centaur Publications character who has fantastical adventures in 10th Century Arabia, such as in this instance, when a caravan he is leading is attacked by a pack of allosaurus. It’s honestly giving me a warm flashback to AD&D adventure modules.

    Continuing in the tabletop RPG theme, later in that same story Abdallah must travel through an underground dungeon of sorts to save his father’s life, and does battle with this very heraldic griffin. (Funny Pages v3 008, 1939)

    Amphisaur:

    The amphisaur, an ancient dinosaur hibernating below the sea floor, is awakened by Naval manoeuvres and immediately begins laying waste to the works of mankind. It’s very Gozilla-before-Godzilla, though without the poignancy of the nuclear war metaphor.

    Though the beast’s hide is proof against all conventional weaponry and it is even immune to mummy-turned-super-hero Mystico’s arcane power for the slightly contrived reason that it dates from before magic was invented, it is ultimately undone when an entire skyscraper is repurposed into a jumbo-sized spear to impale it. (Startling Comics 004, 1940)

    the Sea Dragon:

    The Sea Dragon, which pops up to vex and befuddle the US Navy in Hawaii, is in reality a classic (and astonishingly huge) submarine disguised as a monster and operated by an unnamed, not-quite-Japanese, Navy. (Captain America Comics 005, 1941)

    Tangako:

    Adventurer Reef Kinkaid and his companions, stranded in a lost valley filled with prehistoric life in the Amazon jungle, must confront a variety of monsters, including the horned cave-ape tangako, which Reef grapples to death…

    … the cave-dwelling alagasaurus, which he grapples and beats to death…

    … and the annoyingly-spelled pterodactl, which he grapples to death. (Amazing-Man Comics 016, 1940)

    Bonus Dinosaurs!

     

    These random dinosaurs and prehistoric mammals are encountered by the Black Hood during a confusing trip through time. (Jackpot Comics 003, 1941)

  • CATALOGUE OF WOUNDS 013

    If I see a wound, I catalogue it.

    Camilla, Queen of the Lost Empire:

    Shot in the back with an arrow. (Jungle Comics 019, 1941)

    Captain Flag:

    Nearly dies of the Black Hand’s horrible hand disease. (Blue Ribbon Comics 016, 1941)

    the Cat-Man:

    Stabbed in the chest, to death (he gets better). (Crash Comics Adventures 004, 1940)

    Killed by a blood-freezing ray. He gets better again. (Crash Comics Adventures 005, 1940)

    Dynamo:

    Dynamo gets his skull creased by a bullet in the classic fashion. (Science Comics 005, 1940)

    the Green Mask:

    Michael Shelby is shot in the chest, prompting pal Professor Lascomb to stick him in the machine that turns him into the Green Mask. (Green Mask v1 001 1940)

    Domino the Miracle Boy:

    Later in the same issue, the boy known only as Don gets seriously exploded and must also be placed in the machine. (Green Mask v1 001, 1940)

    Kaänga: 

    Not even being an off-brand Tarzan can save you from being shot in the left shoulder,, as Kaänga learns here. (Jungle Comics 010, 1940)

    the Mask:

    District Attorney Colby is blinded by acid as part of his journey to becoming the Mask. (Exciting Comics 001, 1940)

    Tabu, Wizard of the Jungle:

    Tabu is shot in the right shoulder by this jerk. (Jungle Comics 019, 1941)

    Just one issue later, Tabu is speared in the right arm by a different jerk. (Jungle Comics 020, 1941)

  • MINOR SUPER-VILLAIN 989: THE ARTIST

    (Jackpot Comics 004, 1941)

    An otherwise-unnamed portraitist, the Artist finds himself down on his luck because he refuses to flatter his clients by painting them in anything but complete realism. After his latest client, a banker, literally kicks him out onto the street, he continues to work on the man’s portrait in a hate-fueled haze until he unlocks a power within himself: once he has painted someone’s portrait realistically enough, their soul becomes trapped inside and the husk of their body is forced to do the Artist’s bidding. It’s the ultimate service worker power fantasy!

    As befits a power born out of hatred and frustration at being rejected, the Artist sets out to enrich himself at the cost of others. He begins with the banker, who he forces to rob his own bank and then allows to be carted off to jail. And he still has his soul stuck in the painting, so in a way he’s in double jail.

    If the Artist’s first crime was at least a little bit justified (I personally would not say that a rude client should be sent to jail for twenty years but I know a fair few artists who might disagree), his subsequent crime spree is exclusively aimed at making money and damn the consequences. In short succession he: forces a woman to kill her husband and then fork over the insurance money, enslaves the leader of Tomania to enable a Nazi invasion of that country, and sells his services as a trial fixer (by way of a desouled District Attorney) to gangster Knuckles Werner.

    You just can’t get away with this kind of thing forever, and especially not in Mr Justice’s unnamed town. Thanks to a little ghostly trickery, the Artist is forced to paint own portrait and confess to his crimes, and I guess that the jury was in a mood to accept the existence of the supernatural because he is found guilty and executed. Perhaps targeting the District Attorney like he did was not the best long-term strategy for the Artist.

    Categorized in: Accessories (Henchmen (Mind-Controlled Thralls), Power (Magic (Soul Theft)), Profession (Artists)

  • MINOR SUPER-VILLAIN 988: FORD

    MINOR SUPER-VILLAIN 988: FORD

    (Jackpot Comics 003, 1941)

    We meet Ford for the first time as he is knifing his fellow archaeologist Baker to death in an ancient Egyptian tomb, in order to be the sole possessor of the fabled Black Book of Sorcery which they have just found.

    Two points about Ford right off the bat: 1. he is only ever called Ford. No first name, even! This is what I get for grumbling internally about how boring William Scott’s name was. 2. He looks like the Devil. This makes sense in the context of a Mr Justice comic, as artist Sam Cooper was never shy about tying one’s morality to their appearance, but in-universe, is it a reflection of the corruption of his soul or was he always that one archaeologist who looked like Satan?

    Having secured the Black Book of Sorcery, Ford is now subject to critiques of how he uses it. His first effort involves raising the mummies that are housed in the temple from the dead in order to murder the remaining six archaeologists in the expedition and thus cover up his crime. I would call this a rash act, but then again I would probably try stealing the book before committing murder in the first place. I suppose Ford and I are just different people.

    Next, he covers up the mummy murders by collapsing the entire temple on top of the bodies. This is a pretty wild stunt for an archaeologist of all people to pull, and on top of that it’s not even a great way to conceal some bodies, as rubble is famously clearable. It’s also a waste of a number of perfectly good mummies, mummies who might have been some help in cleaning up a crime scene.

    Having made his way back to the unnamed city that both he and Mr Justice call home, Ford attempts to profit off of his new mastery of the necromantic arts by raising deceased millionaire’s son John Grant from the dead to hit up his parents for a loan. Ethical considerations aside, this kind of thing isn’t the worst way to make some dough via dark magic: you could emotionally blackmail the parents with the thought of their child being condemned to a miserable half-dead existence, or maybe use privileged family information to commit some sort of financial fraud or very precise burglary, for example. 

    Ford just sends Grant to bust down the front door and demand cash, which is a total bust as Grant’s parents are left feeling more existentially horrified than inclined to pay out.  Honestly, if smash-and-grab stuff like this is all that you’re going to use necromancy for you might as well stick with the squad of beefcake mummies rather than raising up bespoke dead guys for every job.

    This is the point that Mr Justice gets involved in the story, by the way. You can’t do dark majick inside the borders of [CITY NAME NOT FOUND] and hope to escape his gaze.

    For his final trick, Ford summons the very off-model spirit of Nero, “the most horrible tyrant the world has ever known” as a counter to Mr Justice. Nero in turn proposes a sort of ghost road trip to the Edge of Infinity to access the Immunity Vacuum and become immortal in a way that is distinct from the immortality already enjoyed by the souls of the dead in the Mr Justice cosmology.

    Perhaps the Immunity Vacuum confers a version of immortality that prevents one’s soul from being beaten up by another ghost and thrown into the “depths of eternal nothingness,” never to emerge, and if it is it’s too bad for Ford and Nero that the latter’s chariot isn’t faster because that’s exactly what Mr Justice does to them.

    Unsurprisingly, this kills Ford’s body, which makes it simplicity itself for Mr Justice to collect the Black Book of Sorcery and use the convenient self-destruct spell that it holds to render it blank.

    Categorized in: Accessories (Book of Magic), Day Jobs (Archaeologists), Supercrime (Necromancy)

  • MINOR SUPER-VILLAIN 988: FORD

    (Jackpot Comics 003, 1941)

    We meet Ford for the first time as he is knifing his fellow archaeologist Baker to death in an ancient Egyptian tomb, in order to be the sole possessor of the fabled Black Book of Sorcery which they have just found.

    Two points about Ford right off the bat: 1. he is only ever called Ford. No first name, even! This is what I get for grumbling internally about how boring William Scott’s name was. 2. He looks like the Devil. This makes sense in the context of a Mr Justice comic, as artist Sam Cooper was never shy about tying one’s morality to their appearance, but in-universe, is it a reflection of the corruption of his soul or was he always that one archaeologist who looked like Satan?

    Having secured the Black Book of Sorcery, Ford is now subject to critiques of how he uses it. His first effort involves raising the mummies that are housed in the temple from the dead in order to murder the remaining six archaeologists in the expedition and thus cover up his crime. I would call this a rash act, but then again I would probably try stealing the book before committing murder in the first place. I suppose Ford and I are just different people.

    Next, he covers up the mummy murders by collapsing the entire temple on top of the bodies. This is a pretty wild stunt for an archaeologist of all people to pull, and on top of that it’s not even a great way to conceal some bodies, as rubble is famously clearable. It’s also a waste of a number of perfectly good mummies, mummies who might have been some help in cleaning up a crime scene.

    Having made his way back to the unnamed city that both he and Mr Justice call home, Ford attempts to profit off of his new mastery of the necromantic arts by raising deceased millionaire’s son John Grant from the dead to hit up his parents for a loan. Ethical considerations aside, this kind of thing isn’t the worst way to make some dough via dark magic: you could emotionally blackmail the parents with the thought of their child being condemned to a miserable half-dead existence, or maybe use privileged family information to commit some sort of financial fraud or very precise burglary, for example. 

    Ford just sends Grant to bust down the front door and demand cash, which is a total bust as Grant’s parents are left feeling more existentially horrified than inclined to pay out.  Honestly, if smash-and-grab stuff like this is all that you’re going to use necromancy for you might as well stick with the squad of beefcake mummies rather than raising up bespoke dead guys for every job.

    This is the point that Mr Justice gets involved in the story, by the way. You can’t do dark majick inside the borders of [CITY NAME NOT FOUND] and hope to escape his gaze.

    For his final trick, Ford summons the very off-model spirit of Nero, “the most horrible tyrant the world has ever known” as a counter to Mr Justice. Nero in turn proposes a sort of ghost road trip to the Edge of Infinity to access the Immunity Vacuum and become immortal in a way that is distinct from the immortality already enjoyed by the souls of the dead in the Mr Justice cosmology.

    Perhaps the Immunity Vacuum confers a version of immortality that prevents one’s soul from being beaten up by another ghost and thrown into the “depths of eternal nothingness,” never to emerge, and if it is it’s too bad for Ford and Nero that the latter’s chariot isn’t faster because that’s exactly what Mr Justice does to them.

    Unsurprisingly, this kills Ford’s body, which makes it simplicity itself for Mr Justice to collect the Black Book of Sorcery and use the convenient self-destruct spell that it holds to render it blank.

    Categorized in: Accessories (Book of Magic), Day Jobs (Archaeologists), Supercrime (Necromancy)

  • MINOR SUPER-VILLAIN 987: WILLIAM SCOTT

    (Jackpot Comics 002, 1941)

    William Scott is your textbook mad scientist delving into the mysteries of life and death that man was not meant to comprehend, and in fact is so clearly going to be a problem that Mr Justice shows up to tell him off in advance, just based on a feeling. Despite this, Scott signs up condemned gangster “Rod” Dugan (and whether the Rod part is short for Rodney or the now-somewhat obscure slang for a gun is impossible to know. Probably the gun, though) as a candidate for post-execution reanimation. Prison officials! You have to stop releasing bodies to men with crazed looks in their eyes who stink of ozone!

    Scott’s plan is successful, and he soon has his very own science revenant that he sends out to loot and plunder for him. Please not the multiple dentition-based signifiers in the above: while Dugan’s tusk-like canines are one of the signifiers of the monstrous in Mr Justice comics, Scott’s missing teeth are a mark of his derangement, like his long messy hair and the deep circles around his eyes.

    Mr Justice has no trouble tracking down Scott as the source of the trouble, having already pegged him as a troublemaker. He proves to be more than a match for the the resurrected Dugan, but is unable to fully defeat him fully. The reason for this is simple: though Scott brought Dugan’s body back to life, his soul is condemned to wander in torment until it is laid to rest. This is all set-up for a Mortal Shell vs. Immortal Soul fight to the death, and the Immortal Soul is not playing around.

    Meanwhile, Scott takes the classic mad scientist’s way out and blows himself, along with his lab, to high heaven. Hopefully he gets to reconnect with his old friend Rod Dugan when he gets there.

    Categorized in: Supercrime (Monster Making)

  • MINOR SUPER-VILLAIN 987: WILLIAM SCOTT

    (Jackpot Comics 002, 1941)

    William Scott is your textbook mad scientist delving into the mysteries of life and death that man was not meant to comprehend, and in fact is so clearly going to be a problem that Mr Justice shows up to tell him off in advance, just based on a feeling. Despite this, Scott signs up condemned gangster “Rod” Dugan (and whether the Rod part is short for Rodney or the now-somewhat obscure slang for a gun is impossible to know. Probably the gun, though) as a candidate for post-execution reanimation. Prison officials! You have to stop releasing bodies to men with crazed looks in their eyes who stink of ozone!

    Scott’s plan is successful, and he soon has his very own science revenant that he sends out to loot and plunder for him. Please not the multiple dentition-based signifiers in the above: while Dugan’s tusk-like canines are one of the signifiers of the monstrous in Mr Justice comics, Scott’s missing teeth are a mark of his derangement, like his long messy hair and the deep circles around his eyes.

    Mr Justice has no trouble tracking down Scott as the source of the trouble, having already pegged him as a troublemaker. He proves to be more than a match for the the resurrected Dugan, but is unable to fully defeat him fully. The reason for this is simple: though Scott brought Dugan’s body back to life, his soul is condemned to wander in torment until it is laid to rest. This is all set-up for a Mortal Shell vs. Immortal Soul fight to the death, and the Immortal Soul is not playing around.

    Meanwhile, Scott takes the classic mad scientist’s way out and blows himself, along with his lab, to high heaven. Hopefully he gets to reconnect with his old friend Rod Dugan when he gets there.

    Categorized in: Supercrime (Monster Making)