"Justice Society of America: "The Return of the Psycho Pirate"": The Psycho-Pirate's cellmate, Big Mike, talks him into breaking them both of them out of jail by playing on the guard's emotions. Big Mike then convinces the Psycho-Pirate to help him with a crime
- You've sealed our doom! No one can match those men for sheer daring and courage. They're smart and resourceful. I was a fool to let you in on my plans!
Appearing in Justice Society of America: "The Return of the Psycho Pirate"
- the Thunderbolt
- Big Mike
- Psycho Pirate I
- Arnie James
- Curt Marin
- Ed Furnace
- Oily Olsen
- Battling Barney Balkin
- Dan Soames
- Eddie Morgan
- George Molon
- Jim Handley
- Stumble Spinnard
- Yvonne LaSalle
Synopsis for Justice Society of America: "The Return of the Psycho Pirate"
The Psycho-Pirate's cellmate, Big Mike, talks him into breaking them both of them out of jail by playing on the guard's emotions. Big Mike then convinces the Psycho-Pirate to help him with a crime spree. Big Mike, determined to get revenge on the Justice Society of America, attempts to trap them by using Johnny Thunder to plant clues about six upcoming robberies that are tied with different emotions. The Psycho-Pirate is furious that Big Mike has brought the Justice Society after them, but agrees to help in order to try to save himself.
Hawkman faces down the emotion of pride. An agent of the Psycho-Pirate approaches an opera star on opening night and blackmails her by threating to have certain members of the audience ruin her performance if she does not pay him off. Hawkman arrives and stops the blackmailer, but is trapped in the dressing room by the Psycho-Pirate's gang. Full of pride, the Psycho-Pirate is convinced he has the Hawkman beaten, but Hawkman evens the odds, forcing the Psycho-Pirate to flee. Doctor Mid-Nite deals with ambition. An agent of the Psycho-Pirate has been working for months in a co-operative venture to mine platinum. When the venture finally finds what they are looking for, the agent begins to play on the lead engineer's ambition, insisting it's only right he take all of the platinum for himself. Initially reluctant, the engineer finally agrees and sets out to rob their first shipment of platinum. Dr. Mid-Nite arrives stops the robbery, and explains that the Psycho-Pirate has been using him. To prove it, he has the engineer drive to town with sacks of sand. The Psycho-Pirate's gang robs the engineer and takes the sacks. Upon hearing the news of the successful robbery, the Psycho-Pirate's ambition gets the better of him, and he begins to plan a huge criminal network. However, working together, the engineer and Dr. Mid-Nite track down and apprehend all of the gang responsible. Green Lantern must tackle envy. A jewel cutter becomes frustrated that his customers don't appreciate the beauty of the gems he's selling. The Psycho-Pirate's agent at the store convinces him that the rich people who buy the gems don't deserve them. Envious, the jewel cutter sets out to rob customers by replacing their gems with fakes, but the Green Lantern stops him and tells him of the Psycho-Pirate's scheme. Returning home, he's greeted by the Psycho-Pirate's agent and several mobsters, who steal his bag of fake gems, but the Green Lantern helps him capture the entire gang. Watching his failure, the Psycho-Pirate is gripped with envy at the success of the Justice Society. The Atom's case is about curiosity. A university student working on his thesis is poring over rare documents at the university library. The Psycho-Pirate has a fellow student question a fact in his notes, and his curiosity gets the best of him, and he returns to the library late at night. The Psycho-Pirate's gang is waiting to steal the rare manuscripts in the library and frame the student. The Atom arrives, and deals with the entire gang, then they return to the student's room, finding planted manuscripts in his possession. Upset with his failure, the Psycho-Pirate races off to his next plan, curious to see if he can beat the Justice Society. Johnny Thunder has to confront humility. The Psycho-Pirate finds a second rate boxer, and builds him up with a series of fixed matches. Finally earning a match with the champ, the Psycho-Pirate plans to drug the champ and bet heavily on an upset. A strangely humble Johnny approaches the champ, and explains the scheme, while the Thunderbolt watches, amazed at how competent Johnny is. Johnny suggests that the champ pretend to be drugged to flush out the crooks. The champ takes a quick knock-down, giving the Thunderbolt an opportunity to find the crooks. The Psycho-Pirate is humbled by his defeat to Johnny Thunder. The Flash has to fight anger. A radio engineer with a temper has discovered a way to power cars with radio waves. Two of the Psycho-Pirate's men pretending to work for his laboratory make him angry enough to sell off his plans. The Flash tracks him down and has him bring phony plans to the meeting. When the Psycho-Pirate's agents double cross the engineer, Flash breaks into the room and deals with them all. Defeated on every one of his plans, the Psycho-Pirate flies into a fit of anger.
The Justice Society meet up at an old hotel, and they trap Big Mike and the Psycho-Pirate in their hideout. The incredulous Psycho-Pirate can not believe the Justice Society has tracked them down, but the Atom explains that Big Mike wrote down their address in the clues they planted on Johnny Thunder.
- Reprinted in All-Star Comics Archives Vol. 7.
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