Saturday, March 9, 2019
Champion Comics #4 - pt. 1
I'm already intrigued by this first panel, and the suggestion that the helping hand helps the "dwarf" win the foot race. I've just recently talked about offering assistance in combat, but what if you could assist any roll in the game, like a skill check in a chase scene?
The traffic cop is an obstacle in a vehicular chase, even though only one party in the chase is using a vehicle.
The flying tackle is an attack roll, but desperately clinging is a skill check and not a grappling attack because the spare tire can't attack Champ back.
By hitting the hedge, the driver introduces a chase obstacle; this means the chase rules are still in effect, even though Champ seems to have won the chase by catching up to the car. Because Champ is on foot vs. in a car, he is going to have to make his roll to overcome this obstacle at a severe penalty.
The theta-ray is a new name for a raygun so cliched that I should just assign a 1 in 4 chance for every mad scientist to have one.
The lie-detector chair is a good invention for both bad guys and good guys to have.
The Champ beats 7-to-1 odds -- pretty good for a fighter who would only be 2nd-level so far.
I really like the detail of how the airship has a catwalk around it and sections of it can be made to drop away by pulling levers. Sounds really dangerous for Heroes without parachutes!
This is from the next feature, Yaqui Gold. The Aztec sculptures look suitably authentic and were probably taken from photo references, but what I'm really interested in is the feel of the discovery of an underground passage and slowly exploring it with a flashlight -- this is what Hideouts & Hoodlums is all about!
Gold is not really a good substance for chains; I would give Jose a +1 bonus to wreck his way out of them.
Here we see thugs working for spies (I'm guessing I would stat Nina as a spy and not as a palm reader).
(Scans courtesy of Digital Comic Museum.)