Friday, November 25, 2016

Crackajack Funnies #16 - pt. 1

(The following post makes more sense if you think of this as having been posted on Thanksgiving, when I started writing it.)

Happy Thanksgiving!

What is Dan Dunn thankful for? That Hideouts & Hoodlums doesn't have "bleeding out" rules. Despite the fact that he's apparently been unconscious from a gunshot wound for hours, he wakes up just fine. And it really is the amount of time passing that made the difference, not the water that Irwin brought him -- unless Irwin happened to slip a dissolving healing pill into the water!

The mobsters are thankful for the new 2nd edition rule on cover fire, making the police afraid to move into the path of the bullets for they would be automatically hit. But Wolf is fine. Is that because cover fire doesn't work against smaller than man-sized targets, or is the grass really so tall that the mobsters don't have line of sight?

Here, the fact that Wolf hops over a wall and still isn't nailed by the cover fire seems to prove that it doesn't work against smaller than man-sized opponents. Or they switched off of the cover fire tactic for some reason (running out of bullets?).

Dan is awfully optimistic for a man who should be only back up to 1 hit point right now.

We've seen more elaborate trap triggers, like electric eyes, pressure plates, and even motion sensors (before that was even a thing you could buy), but here we get the simple trigger of a black thread setting off an alarm.

This page also suggests that carrying a lit flashlight could make it easier to target someone -- or at least would cancel out the dim light bonus in 1st edition.

Red Ryder is grateful for those hot coals, and being able to kick them in the air as high as a person's face. Now, I do plan on having a rule in 2nd edition for blinding attacks, but should hot material also do damage? I would be inclined to say no, since it gives a double advantage to the blinding attack. Of course, this might make sense for hot coals, but what if the hero was invulnerable and could kick up molten lava? An Editor will still have to play situations like that by ear.

Ed Tracer has less reason to be thankful; first he's tricked by The Piranha, who pretends to have stuck Ed with a poison dart (bluffing is much easier than actually carrying poisoned weapons!), then a mobster gets surprise on him and puts him in a double-arm lock. I have grappling rules for 2nd edition that will cover multiple holds, like this one.

1st ed. H&H had the giant piranha. 2nd ed. is going to stat normal schools of piranha. But this appears to be a tank of only four piranha? That's a pretty easy deathtrap. They're going to be able to do maybe 1 point of damage to him per turn?

This is Buck Jones, and I don't share this page because of the simple "I'll roll a boulder down the hill" trap -- because we've seen that already. No, it's for the peculiar incident of the horse stumbling. Over what? When do cowboy's horses ever trip?  There's no need for a game mechanic for this -- this is clearly a freebie from the Editor.

I'm equally skeptical of this. Should Heroes be able to outrun attacks? How slowly are those boulders rolling? In this case, I'm inclined to say Buck made a save vs. missiles to avoid the boulder trap, which was explained by the flavor text of him climbing a nearby tree to escape them.

Wash Tubbs is abused by his ex-girlfriend's bratty kids in this sequence that harkens back to the strip's pre-Captain Easy days. On the previous page was the ol' bucket of water balanced on the door trap -- avoided by a save vs. missiles and -- since it was only water -- doing no damage.

Itching powder also does no damage but could be a good distraction, maybe making someone save vs. science each turn or lose initiative until the powder is washed off.

Spitballs do no damage, but they sure are annoying (no game mechanic for annoying though).

Trip attacks will be covered under the grappling rules.

(Scans courtesy of Comic Book Plus.)

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