Showing posts with label morale. Show all posts
Showing posts with label morale. Show all posts

Tuesday, March 15, 2022

Rocket Comics #2 - pt. 2

We're still on the Phantom Ranger and so are all the bad guys. We have a Lion King-like deathtrap here, where the hero is put in the path of a stampede. Will Demon reach him in time and get him out?



What a shock, he made it! There's an interesting thing about panel 2, where dragging him across the ground loosened the ropes. Did he take damage, and the damage wrecked the ropes? How much damage should it take to wreck something? I can't imagine being dragged doing more than 3 points of damage, so 3 points of damage = chance of wrecking at the doors category?



Now we're jumping into Red Roberts, the Electro Man, where a random traffic accident leads to a startling discovery. But, in between, Red uses what appears to be the spell Poof! to emerge from his car, and takes down the two sailors with what appear to be four Magic Missiles. It is unclear, from both this page and the next, if Red's electricity rendered them unconscious or killed them, or if Red even cared either way. 

Anyway, it's interesting to think of a hi-tech superhero being statted as a magic-user, but I think it fits because so many of the standard superhero tropes are missing, as well as his abilities being better statted with known spells than powers.

Now this one is curious. Red appears to be using Teleport through Focus, the power that heroes like the Flame use to move quickly. For the Flame, it's to anywhere there's fire, where as here it's to anywhere there's electricity (which is basically everywhere). 

But there seems to be something else going on here too. There is no reason for Red to have intentionally chosen this particular room in this particular building; he just seems to show up at random right where a plot hook character is waiting for him. 

So, if you're not actively trying to get to a Point B, but just anywhere from Point A, should that even count as a use of your power, or is that just flavor text? Because if he just kept randomly walking in any direction, eventually he could have wound up somewhere else the Editor could have placed this encounter.

I'm going to take this first panel as more evidence of Magic Missile spells being cast. Normally it is dangerous to cast missiles into a melee situation, but if he is using the auto-hit method of the MM spell, he doesn't have to worry about hitting this girl. 

Wrecking the guns seems like a superhero mechanic again, but I've already included a wrecking spell into the game for situations just like this, when a character who otherwise appears to be a magic-user is able to wreck things.

I like it when bad guys have names that make it obvious they are bad guys. This guy in the brown suit is Stumpy Jake, which isn't particularly nefarious-sounding, but his colleagues that you don't see pictured here are Blackie Skull and Bones Wilson. This naming convention also extends to boats, so if you ever come across the S.S. Ghost, you just know it's going to have bad guys on it. 

I'm not sure, but I think we once read a story with opium stuffed in fish before. I can't verify this, but it's likely from a pulp fiction story that both comic book authors stole from.

To keep from embarrassing Red, I spared him from showing you the page where he's knocked unconscious by a net-full of fish landing on his head. 

That alone isn't actually all that unusual for a comic book hero -- but what is really unusual is being drugged with opium afterwards. In a Hideouts & Hoodlums scenario, this could solve the problem of superheroes being able to wreck themselves out of deathtraps too quickly, but here Red seems to instantly recover from the opium as soon as he regains consciousness. 

The story also tosses away all sympathy we had for the Chinese prisoners when they willingly agree to torture Red for the bad guys. 

I kind of like how this story completely skips over the hitting that happens between panels 1 and 2. 

I'm less inclined to accept this use of teleport as flavor text, since it is not only an intentional destination, but bypasses the rest of the hideout around Scarface's ...living room, I'm guessing. My question is, how does Red navigate the wires? Does he have some kind of instinctive telelocation power - and does that need to be its own power? - or is he somehow able to eavesdrop on phone operators and navigate the system that way...?

When your master criminal jumps out a window to his death - that's a really botched morale check.
 
And what is up with those last panels, where the dialogue takes place in captions? That's just weird and confusing to read.

Lastly, we're going to take a peek at the next story, about the villainous Steel Shark (it's one of those features named after the recurring villain). 

I don't know what it was about television at the time, but it seems like most every comic book writer wanted to come up with their own name for it. Televisions already were a thing by 1940, though they had not caught on to widespread use yet. Did these writers think the word "television" wasn't going to catch on either?

(Scans courtesy of Comic Book Plus.)







 

Tuesday, November 2, 2021

Amazing Mystery Funnies #19 - pt. 3

No, "Arrows of Doom" isn't a Fantastic Four adventure (though wouldn't that be cool?). There are British research foundations, but not one called British Research Foundation (that I've found). Bwana is used as a form of respectful address in parts of Africa, so it's a weird name for head hunters. Matadi is the chief sea port of the Democratic Republic of the Congo and the capital of the Kongo Central province.


Larry does something you don't normally see in these short adventures -- collecting rumors about the scenario before he heads into it. 

Though we're told that's a giant python, it doesn't look any larger than normal pythons, which can reach 15' in length. 
 



The arrow in panel 2 is puzzling. Did it pass through his shirt before going up into his head? 

You shouldn't be so surprised, Larry; poor Magu has already succeeded at three morale saves this adventure and his time was up. Speaking of Magu, that's apparently a real name you might find in countries like Tanzania (there's a Magu District in Tanzania).

But what is Larry holding over Magu's sleeping bag? It doesn't seem to have anything to do with what's being said in the panel. 

Just as I'm thinking about congratulating the author for his research, I'm forced to deal with the trope of bad guys being willing to kill everyone but the hero, who gets captured instead. Or is there some subtle racism here, that it's only black guides getting killed?  I think it's impossible to call here, because we can't see if the two men accompanying Ronald are black or not. Maybe Larry's guides were just unlucky.
It's really hard to take a villain like Debree seriously -- but what to make fun of first? Should I be making cheese jokes? Debris puns? Laugh at his outrageous mustache? 

Igor is not, as you may have guessed, an African name, but I think we can forgive this, especially if Debree is the one who named the 'holy lodge.' 

People who don't want to sound racist have always had a hard time figuring out how to describe people without sounding racist. Dark? Black? Granted, Larry is tied to a post that's about to be lit on fire, so he doesn't really have time to ask for the man's name...and yet, Larry does manage to fire off a pretty long speech instead...

Here's an interesting twist on the Western hero. Is it a modern hero or a 19th century hero? It's so hard to tell with the Mythic West, though a clue may be the posters on the walls advertising the menu, which seems more like a 1940 thing, as well as the price of 25 cents for bacon and beans.



I never would have thought of this -- and I'm not sure if it's really legit -- but maybe the next time I've playing in a game where I need to find out if someone's been out riding on his horse recently, I'll check the horse for sweat. Of course, this may not prove useful results on a hot day, or if the horse is sick...




It seems like everything has been wrapped up neatly -- unless the three robbers recant their confessions in front of the mob, or tell a new lie and implicate Jim. That is one mercurial mob. Maybe they don't care who they string up, they just want to hang somebody today! In a RPG like Hideouts & Hoodlums, you can roll randomly for encounter reactions of every individual in the mob, group them into sets of five and roll for every set, or just roll once for the whole mob. 


Wow. I did not see that twist ending coming! The Headless Horseman's a horsewoman!








This is Harry Campbell's Jon Linton (it's different from Dean Denton and John Law because it takes place in the future!). I like the building of suspense on this page with the running countdown. Harry always tries to add more realistic details to his stories than the typical comic book writer, which I appreciate, but without inches of latitude and longitude, those bombers are going to have an awful huge swath of Asia to search for the hidden city. 

(Scans courtesy of Comic Book Plus.) 






 




Monday, October 25, 2021

Amazing Mystery Funnies #19 - pt. 1

Followers of Great Scott! Press are probably aware that I've been working with the Fantom of the Fair much more recently than the last time he came up on this blog. This is ahead of where I am in reprinting his stories and...whew, this one is probably going to need some serious reworking before I would use it. I was never a huge Paul Gustavson fan, but I like his stuff a lot more than whatever fill-in artist this is (I've seen on Comic Book Plus this might be Al Anders or Will Roland). 

I think it's interesting that the Fantom has left New York for Maine because, in my fiction pieces detailing some of his backstory, he came to New York (and the new world) through Newfoundland and spent some time there, and maybe this was him heading back that way. Also -- plug here for the next issue of Funny Picture Stories where that Newfoundland story will be published -- plug plug! 

This is convenient, but also really weird and creepy, that the Fantom was hanging out in this guy's house for no other reason than to eavesdrop on his conversation with himself. 

But how "near" does the Fantom need to be to hear that? There is no exact limit in the rules for distance, but a common sense ruling from any Editor should tell you he would need to be inside the house or just outside an open window from the house at the furthest. But is the Fantom using a spell, like Clairaudience? Or a magic crystal ball off-panel to scry? But that still brings us back to the question: why was the Fantom monitoring this man?

I like the carnival setting because it seems a natural progression from stories set at a fair. 

Just like it's hard to believe the Fantom just happened to hear that conversation, suspecting Professor Trepper was a near-impossible leap in logic without using some sort of magic spell. Divination? 
 
The narration of panel 5 is interesting. Is the narrator unsure if the Fantom was surprised or not, or is only talking from Agar's perspective? 


Trepper has called in some roustabouts to help him, but as soon as one of them goes down the rest all fail their morale save, which was probably a single roll for the whole group. 






We're going to jump off of that pedestrian story and gaze upon the works of Basil Wolverton. Ooooo.  Ahhhhh. Seriously, those panels 5 and 6 are gorgeous. I've got nothing game mechanic-y to say about this page, so just enjoy.



One of the standard tropes of bad science fiction is to take Earth resources, give them an extra adjective, and then try to pass them off as something exotic and alien. True, green diamonds would be something new on Earth and probably really valuable, but what practical value would they have worth interplanetary travel for...?

We now know Mercury stopped being volcanically active 3.5 billion years ago, but Wolverton was right about it having volcanoes!

We learn that atom-needle pistols are more powerful than flame guns.

Thermo armor -- trophy armor that makes the wearer immune to heat damage.

I wonder how much $1 billion will feel like in the future. Assuming inflation never ends, I'm guessing it's going to be worth more like millions today, and that makes interplanetary diamond mining even less plausible. 

But -- oooh! We get a new monster, the vulkite, which looks exactly like an alien wyvern.

Here we get an explanation for what atom-needle pistols can do -- the ammunition explodes (like little atomic bombs?) once they're inside you. That seems like it must do a lot of damage -- at least 4-24? 

We also learn that vulkites have really good Armor Class because of their "heat-hardened hide" -- so maybe 1 point better than a wyvern -- and they are probably immune to heat and fire too. 

It's weird how a wooden door is surviving just fine on Mercury...

Mercurians are sure cool-looking and quite villainous, but stat-wise I can't see any reason in the story to stat them as anything other than human. I mean, he might as well be human since he can't do anything special.

Now, Mercurian Mole-Men, on the other hand, are really sneaky and have "deft movements." I would probably give them a low AC, fast Movement rate, and a good chance to pick pockets or perform sleight of hand.

(Scans courtesy of Comic Book Plus.)



Wednesday, October 13, 2021

Top-Notch Comics #4 - pt. 4

We're back and looking at the next page of Wings Johnson. Panel 4 looks very dramatic, but playing chicken that close with two airplanes seems like a terrible idea to me. It also gives the impression that facing really doesn't matter in aerial combat -- and in Hideouts & Hoodlums, maybe it shouldn't. In hand-to-hand combat, you don't get a bonus to hit for being right in front of someone; your odds are still about 50/50.

Finding a grenade in your plane seems like a dangerous idea, but in a campaign where trophy items are randomly dropped this makes more sense.


We're going to jump out of that story (nothing is every really resolved in a Wings Johnson story, he just hops from one dire situation straight into the next - as if anticipating how Marvel Comics will work someday!). 

...And we're going to jump ahead to yet another disastrously named comic book character, the laughable Bob Phantom. This particular story isn't too laughable, though, because you're going to be choking on the racism here instead. But if we look past that, we'll see an instance of game mechanics poking through here at the end, where the mobster gets a bonus to his morale save as soon as he knows his boss is listening.

This page gets really dark, as Bob completely fails to save an entire plane-full of people. Are there consequences? Only for the bad guy, as Bob now has an excuse to really cut loose on him.

And here we see something unusual; a superhero using an opponent as his instrument of wrecking things. The H&H rules are really set up to avoid this, mainly for game balance; the superhero is supposed to be good at breaking stuff and the fighter is supposed to be good at hurting people. Now, the superhero can knock a bad guy into a wall, essentially treating the wall as a club, and doing 1-6 points of damage (possibly modified by the superhero's Wisdom bonus). Wrecking things should be a separate action the player would have to wait a turn to do...but suppose the hero was buffed with a power, like Race the Train, that granted him an extra action per turn? Then he could legit wreck the wall at the same time as knocking the mobster into it, though it would confer no additional damage to the mobster. 

And check out the text around that newspaper article! It's the text from a story, but not from a made-up newspaper story. It seems to be cribbed from some piece of fiction. Maybe a text story from another MLJ comic book? I don't read the text stories, so I'm not sure.

I am really hoping that the writer of this story just didn't think it through. All the bad guys want to do is smuggle Chinese citizens into the U.S. Five times Bob has forced the planes to dump their human cargo into the ocean and kill them all. Never once has he teleported into the plane before it takes off, or waits for it to land and then catch the smugglers red-handed. It's really bizarre how Bob's player keeps making the situation worse every time he intervenes, and he just keeps right on doing the same thing each time.

 

You'd guess that pit was, what? Sixty feet deep based on the drawings? It seems unlikely that the boss could survive that fall, but Bob could just teleport down there and check. But this is a comic book story, so Bob would have to save vs. plot to interfere with a villain plunging to her death. 

Walt (it's hard to believe that his real name isn't Bob) goes to great pains here to hide Bob Phantom's involvement in the case, and this seems like it would be up to the personal preference of the player. Maybe it's just as well that there's no Popularity or Reputation mechanic in H&H, because it would hurt the players wanting their characters to act more anonymously.


I'm going to jump into the middle of Stacey Knight, M.D. If you do a good deed, but someone's forcing you to do it, even though you would have done it anyway - do you still get the 100 xp for doing a good deed? It's a question almost as tough as, why did these mobsters leave a kerosene can within reach of their prisoner? 

As dumb as the mobsters are, Stacey's plan is pretty bright. Not only does the fire distract his guards and puts their mobile hideout in jeopardy, but it draws the attention of much-needed help.

 

It's unclear if Stacey can boss the Coast Guard around because of his occupation or because of his level. 

Is that guy on the radio saying "Roosevelt" really slowly or spelling it out? 

The Roosevelt Field?  According to Wikipedia, "Roosevelt Field is a former airport, located 2.3 miles (3.7 km) east-southeast of Mineola, Long Island, New York. Originally called the Hempstead Plains Aerodrome, or sometimes Hempstead Plains field or the Garden City Aerodrome, it was a training field (Hazelhurst Field) for the Air Service, United States Army during World War I.

In 1919, it was renamed in honor of President Theodore Roosevelt's son, Quentin, who was killed in air combat during World War I.

Roosevelt Field was the takeoff point for many historic flights in the early history of aviation, including Charles Lindbergh's 1927 solo transatlantic flight."

Apparently, "auto-giro" is still a legitimate spelling, even though you never see it anymore. 

Good guys can pretty much go around punching bad guys with complete immunity, whereas in real life that cop could also arrest Stacey for assault, and Moriarty could still sue him for the assault even if Moriarty was found guilty of a crime.

And is this the biggest waste of the name Moriarty ever? You're going to use the name of Sherlock Holmes' nemesis on a guy who rigs boxing matches?
 


Before we wrap up this post we're going to take a sneak peek at Kardak, the Mystic Magician. Here we see an unusual type of mermen, for two reasons -- one, they have legs and fishtails, and two, despite obviously being mermen they are never once called mermen. They are referred to as underseas men, fishtails, and Anderrans (after the name of their city, Anderras). 

Oh, and Kardak casts Part Water, so, as commonly happens in comic book magic-user stories, we can expect the high-level spells to come fast and furious...

(Scans courtesy of Digital Comic Museum.)   


Saturday, September 4, 2021

Target Comics #3 - pt. 2

The first page of this story (which I didn't share last time) reveals that Bull's-Eye Bill is "of the Target Range - Arizona." Here we get a reference to Florence, which seems like our first big clue as to where in Arizona we are...though, on second thought, just mentioning the jail there doesn't necessarily mean we're near it. There's also the slight chance he means Florence, Colorado or Florence, Texas, but Florence, Arizona is definitely the largest and most important of the three Florences.

Oh look, the "good guy gets his hat shot off" trope!


The outlaws fail their morale saves. Losing half their numbers triggers a morale save, as does being threatened with guns by a fighter.





We're going to jump ahead to the next story, Lucky Byrd, Flying Cadet. The glossary of cadet slang could be useful for an aviation-themed campaign, but I think it's more remarkable that the author felt that camouflage was a term young readers would not be familiar with. Of course, everyone knows camouflage today, but could that be because we had to endure the disastrous fashion sense of the 1980s and the rise of camouflage pants?

Here, Byrd makes a skill check and is able to recognize the type of motor he's hearing. Granted, that's of limited usefulness, unless it also tells him what kind of plane he's hearing.

"Kerwhooomm" is a strange noise for a plane to make.

A nice twist with the cowboy is that he comes in all belligerent, like there's going to be a fight, but then turns out to be quite reasonable. This could be the result of good role-playing from Byrd's player, or a random encounter reaction roll.

I think I know what this "Randolph" is Byrd mentions -- Randolph Air Force Base in Universal City, Texas. Which, you know, has a nice generic comic book city sound to it, like Metropolis. Uvalde is a small city in Texas, so that works out too.  

This is a Harry Campbell story; Harry either lived out west or was very well-informed about life out west, as I've noticed before reading his Dean Denton stories.




 
I'm not sure if powerful magnets would be the most efficient method of opening a hangar door or not; I'm in the future, 81 years later, and my garage door still doesn't open that way. But I give Harry credit for always trying to ground his stories in science.

I'm normally perfectly comfortable with accents being spelled out, but it's bothering me a little this time because that accent seems like it would sound French to me. I'm curious why Harry thought the French would be sabotaging the American airplane industry...?


Lucky Byrd is right! First, the guard falls for the feigning sickness routine (save vs. plot to make that happen). Second, he wins that fight while still on the ground (granted, he appears to get a surprise attack followed by winning initiative on the first normal turn of combat). Third, shooting the door controls just happens to make it go down, when it could have just as easily not moved at all. As an Editor, if I didn't already have a random table for those controls, I'd try to come up with at least four results for shooting the controls (door goes down, controls explode, another door opens, nothing happens) and roll randomly on it.


That scientific explanation for the invisible plane is pretty sound; invisibility is explained much the same way in modern science fiction. Kudos, Harry!
 





And before we go we'll just peak in on the next T-Men story. Although called "Return of the Octopus," this is first time we've seen him and this is the first villain (of many) to be called Octopus (or some variation on that).

(Scans are courtesy of Comic Book Plus.)


Wednesday, June 24, 2020

Zip Comics #2 - pt. 4

We're still on the War Eagles feature of this issue. This is the first guy named Kermit to ever appear in comics and, curiously, we never see him again past panel 4.

Tom's big plan is to gamble on a good encounter reaction roll from General Worth. He gets a great roll too, since Worth gives them a promotion and carte blanche freedom to act without supervision. It's a sweet deal, but perhaps a necessary one -- I've never had players interested in a military-themed campaign where they have to take orders all the time.









The Supermarine Spitfire, or Vickers Spitfire, was a British single-seat fighter aircraft used by the Royal Air Force and other Allied countries before, during, and after WWII, and was produced in greater numbers than any other British aircraft. Beside them are the Hawker Hurricane, a British single-seat fighter aircraft of the 1930s–'40s. It was overshadowed in the public consciousness by the Supermarine Spitfire's role during the Battle of Britain in 1940, but the Hurricane inflicted 60% of the losses sustained by the Luftwaffe in the engagement, and fought in all the major theatres of the Second World War, all according to Wikipedia.

I love the composition and art on this page and wonder what Ed Smalle had for photo references.

There are two "stunts" in play on this page. One is luring a plane into an ambush. Normally, your allies have no chance to surprise an opponent if they've already seen one of you, but that's assuming normal on-the-ground conditions where someone can turn and look in any direction. Visibility in aerial combat is really restricted to your facing, so I would roll for surprise for each individual plane.

The other stunt is forcing one plane to crash into another. This could conceivably happen on the ground too, as ramming damage with a vehicle should automatically force a morale save. If you keep getting "run away" results, and box the person in so he has nowhere else to go, he's going to run into someone from his own side. Although, on the ground, you might get a surrender result too -- something someone in a plane can't easily do.
Panel 1 reminds us Editors of something important: if the bad guys see you use smart tactics, they will try to use those same tactics too.

"Prop shattered" is an aerial combat complication.

My final observation from this page is that Tom's chances don't look too good...
Mort Meskin's Captain Valor returns this month and, while Mort still isn't up to his full artistic powers, there is still a lot to like about this Terry and the Pirates clone. You just have to get past some really bright yellow skin to get to it.

Hop-Lung's party on top of the ledge looks even in number to Valor's down below, but still has three advantages: height advantage gives them a +1 bonus to hit, the rocks along the top of the ledge give them hard cover, -2 to be hit, and the loose boulders give them potent missile weapons. The advantage Valor's party has is they are armed with rifles, with a longer short range, while it looks like Hop-Lung's party is only armed with pistols.
Anyway, what I like about this is that Occupied China is a dangerous place for low-level Heroes, where any act of defiance (like stealing an officer's car) has dangerous consequences. It also inverts how Alignment works; under these circumstances, a Lawful Hero can work with a pirate, because the pirate is an outlaw for defending his homeland. The Lawful Hero can steal an officer's car, because is strikes a blow against the invaders. The Chaotic guys aren't the only ones who get to have fun and go crazy in this setting.

I also like how Valor gets a fresh plot hook immediately upon finishing his first one, in panel 5. That's efficient storytelling/game play!
Are the sentries good shots? Based on what, exactly? Two of them are shooting at the car at short range, before it's had a chance to accelerate very fast, and are still missing.

In a bit of meta-gaming, Valor's player has already won over Angie and Ronny as loyal supporting cast members thanks to good recruitment dice rolls, but in-game is still pretending Valor wants to drop them off at the consulate.

Wait..where was all that dynamite and hand grenades? Sitting in the trunk of the officer's car?? No wonder the sentries didn't want to hit the car while it was still too close!
Valor throws that smoke bomb awfully close to himself. Good thing he's really sure it's a smoke bomb and not an incendiary bomb (skill check to identify, or is it written on the bomb?)!

If you're confused by the sides in this conflict, the bandits are still bad guys because they're attacking white people. The pirates are considered neutral because they only attack other Chinese people. The Japanese are the main bad guys, and every Chinaman is either a bandit, pirate, or working for the Japanese.
It really looks like Ronny's not going to survive that second tier of panels, but it must be a longer fuse on it than it appeared.

It's pretty dramatic, having to surrender the outer walls and retreat into a wooden cabin. If reinforcements had not arrived, I don't think they would have held out long in there. Once the invading bandits get up to the windows, the people inside lose all their cover bonuses (unless there's enough furniture inside to hide behind too).

(Scans courtesy of Comic Book Plus.)