Thursday, October 13, 2016
Wonderworld Comics #5 - pt. 1
Now, it's possible that The Flame is just toying with the hoodlums...or it's at least as likely that he's conserving his powers, and that I'm on the right track about Hideouts & Hoodlums needing to stay a limited resource management game.
We also see the infamous "blow to the back of the head taking out a superhero" cliche. Oops, The Flame forgot to buff with defensive powers!
Now The Flame is safe from harm, having activated ...Invulnerability? We know The Flame got to start the game with an awful lot of brevet ranks, as there's no way he should be using 4th level powers already in his third appearance -- right?
Yarko casts a spell that not only turns him ethereal/gaseous form, but allows him to carry the mass of a full-grown woman with him while he does so. 5th level spell?
And then Yarko teleports. Or is that bright light concealing a Dimension Door?
Beast-Men appear to be just ordinary men to me, with fangs. I do have an entry for ape-men in 2nd edition's mobster section; maybe what I'll do is enlarge the category to include other beasts mixed with men.
Vladim is called a madman here, and elsewhere in the story. Madmen are statted as a mobster type in Supplement V...but Vladim seems a better match for a mad scientist than a madman, game mechanics-wise.
I would be very hesitant to accept how easily Shorty seems to manage breaking these poniards, but they could be lucky dice rolls. I'm torn on if breaking weapons needs its own mechanic, a non-wrecking things save table (like it had in 1st ed.), or maybe just treat this as a skill check.
(Scans courtesy of Comic Book Plus)