Crucible:Good Guys
Good Guys
| |
| Team Type | Independent Superhero Team |
|---|---|
| Base of Operations | Ho-Ho-Kus, New Jersey |
| Headquarters | Former novelty toy factory near the Eat-N-Sleep Motel |
| Status | Active |
| Mission | Protect New Jersey and do the right thing no matter how weird things get |
| Primary Enemies | Phobos and Deimos, Beardo the Weirdo |
| Era | Modern Age |
| Creator | Ed Messina |
| First Appearance | THE GOOD GUYS #1 |
The Good Guys are one of the strangest superhero teams operating on Earth-11717 — a bizarre, lovable, frequently surreal collection of misfits based in New Jersey.
The team was formed after Jersey Devil and Shagg met by chance in the Bear's Den, where, after an evening involving bad coffee, questionable chili dogs, and what several witnesses later described as "a deeply meaningful conversation about destiny," the pair decided to create the greatest superhero team in the history of the Garden State.
Against all logic, it worked.
The Good Guys first achieved worldwide fame after preventing Phobos and Deimos from stripping Earth of its atmosphere in a catastrophe that should probably have killed everyone. Their victory earned them the gratitude of a stunned and confused world.
Since then, the team has repeatedly defended New Jersey against bizarre superhuman threats, dimensional weirdness, eldritch fast-food incidents, and recurring schemes by local menace Beardo the Weirdo.
Though frequently dismissed by more "serious" superhero organizations, the Good Guys possess an uncanny tendency to save the world when nobody else can.
Members
Jersey Devil
Joe Don Butcher is the team’s fearless leader. He never quits, never surrenders, and rarely understands how dangerous things really are.
The Atomic Nun
Sister Mary McMuffin possesses incredible strength, unwavering faith, and a heart as powerful as her fists.
Parrotman
Gorey Higginbotham is a bizarre feathered vigilante and self-proclaimed avenger of the night.
Johnny Cab
A mysterious living taxi cab that is extremely fast, surprisingly durable, and remarkably roomy.
Shagg
Clement Clapp can control and rapidly grow his bizarre living hair into powerful tendrils and constructs.
Headquarters
The Good Guys operate out of a converted novelty toy factory in Ho-Ho-Kus, New Jersey, located just off the Interstate near the famous Eat-N-Sleep Motel. The headquarters contains living quarters, improvised laboratories, storage areas filled with broken promotional merchandise, and several rooms whose existence appears to violate basic geometry.
Visitors have reported that the building occasionally changes layout without warning.
Nobody on the team seems particularly concerned about this.
Reputation
Most major superhero organizations regard the Good Guys as harmless eccentrics, though this attitude tends to disappear whenever the team accidentally saves reality again.
The Good Guys occupy a strange place within superhero history: simultaneously ridiculous and strangely profound. Their adventures often blur the line between absurd comedy, cosmic horror, surreal philosophy, and genuine heroism.
Despite appearances, they may be far more important to the structure of reality than anyone realizes.
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