Friday, July 24, 2015
Famous Funnies #39
Here we see that the best route for non-powered, non-magical Heroes is to only risk one Hero in the crossing and have him post a guide rope for the others following. The first Hero would still need to make a save vs. plot or science (depending on which is easier, or harder, which in turn depends on how treacherous that stream really is), but the Heroes who follow would not need to roll.
Sarians are, apparently, potbellied dwarfs with pointy ears and advanced technology; the ray-rod is capable of making any object it hits disappear.
Dickie Dare's climatic battle with the Black Panther ends with the pearl everyone's been fighting over winding up in the maw of a giant devil ray (that is, a giant manta ray). This is a story trope I've used in my own games, where the "macguffin" item the Heroes are questing for is actually too valuable or too powerful for you to want them to be able to keep it, so it's lost to a bigger and badder adversary the Heroes should not be able to beat (or catch). Of course, that might not stop them from trying and -- if Dickie and Dan's players are that dead set on hunting down the ray...maybe the Editor should just relent and let them catch it.
Giant sting rays were statted in Supplement II: All-American. I daresay, now, that I was a tad conservative. I would likely put a giant devil ray at 7 Hit Dice, of the d8 variety.
Meanwhile, it's a good idea to have a Supporting Cast Member around to tie up the bad guys for you, while you're busy beating up still more bad guys.
An upgraded mobster should always be worth more Experience Points, probably as if 1 Hit Die higher in this case.
(Scans courtesy of Digital Comic Museum)