Monday, November 28, 2016

Wonderworld Comics #6 - pt. 1

The Flame appears on the scene thanks to the Teleport through Focus power. He shows up here in the middle of an investigation, just courteously turning over evidence he's collected so far to the D.A.

Collecting evidence isn't a requirement in Hideouts & Hoodlums, nor is respecting due process. Rather, they make for additional challenges that a player choosing a Lawful Hero might enjoy.

The Flame makes what looks like a 15' leap downward, apparently without taking 1-6 points of falling damage. I believe I've covered this on the blog before, but leaping down should not be treated as an uncontrolled fall (when the Hero is taken by surprise).

This is Lou Fine at his artistic best. I like this page so much that one panel of it became the cover art to the first H&H module Sons of the Feathered Serpent. Just soak it all in.

Now, this time, The Flame doesn't just leap down, but has to take the extra step of swinging from the wire to land safely. It's unclear which floor he is leaping from, as it looks like the 2nd floor in panel 1, but could be the 7th floor or higher in panel 2. Maybe he doesn't have a leap power prepared for today, so he can't make the leap safely from that height. Or, maybe the power would only protect him, but someone being carried would still take jarring damage from the landing.

The Flame catches a break at the end; instead of having to catch the thug himself, the thug just gets handed over to him. That's moving the pace along!

300 MPH?  That is one fast car, in any age. It was called a super-charged car in 1st edition. I might be making transportation trophies more customize-able in 2nd edition. For example, this would be a Car +2, with each plus representing a bonus feature in the car (or, more specifically, one plus per extra 100 MPH the car goes).

Leaping up or down, easily handled. Leaping sideways into a moving car? That might require an attack roll, or burn a stunt.

The Flame is buffed by Imperviousness here.

The Flame doesn't need to be using a power to get that "heads slammed together" attack. In unarmed combat everyone gets two attacks per turn, so this would count as separate attacks on each head.

It doesn't take one of the raise powers to pick someone up and throw them out of a car; anyone can try to do that too.

Somehow, he ties up Mr. Crass remarkably quickly. It seems like it's less than a turn he spends on it. And how is his car matching speed without anyone's foot on the gas? Autopilot? Maybe this is a Car +3.

The Flame doesn't seem too concerned about blowing up mobsters, so long as he has the boss villain to take into custody. Does that make him Neutral in Alignment?

Should cars be extra susceptible to flame guns? Or could this be an example of Wreck at Range? I suspect the latter.

And now we move on to the Yarko the Great adventure in this issue. Here, Yarko is on a treacherous journey through Devil's Pass in the Himalayas. His encounters along the way are with natural disasters instead of mobsters (though he finds evidence of vampires at his base camp).

A blizzard this fierce might do 1-8 points of damage each exploration turn that the traveler fails a save vs. plot. While the rockslide might do 3-18 points of damage or more if a save vs. science was missed.

The hoshai plant is a strange sort of trophy item. It's really bizarre -- a giant lilly-like plant that grows in molten lava and has blood inside it. But, other than doesn't actually do anything. In this sense, it's more of a trophy to have, like a giant penny, than something to actually use. I plan on having some examples of these sorts of trophies on the 2nd edition trophy list.

After beating the Devil, you would think Yarko wouldn't be scared of three vampires with bows and arrows. Perhaps he's more concerned for the safety of his traveling companion, or just wants to get captured so he can be taken to their leader.

Speaking of which, vampires with bows and arrows is a fairly novel idea.

(Scans courtesy of Digital Comic Museum.)

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