Sunday, June 24, 2018

Mystery Men Comics #6 - pt. 2

Let's take a closer look at the blobs with faces we met last time in Rex Dexter of Mars.  Rex calls them protoplasmen. They are intelligent, or at least of average intelligence, and attack by engulfing and suffocating, rather than acid damage.

Slimes, oozes, and jellies traditionally have one weakness that can be exploited to kill them easier. Here, protoplasmen have to be within 3' of the ground or die. It's unclear if this is the only thing that will harm them, or simply the best way to harm them.  Since Rex might be doing grappling damage to the protoplasman, then perhaps all attack forms do damage when the being is 3'+ above the ground.


500 is a very specific number, and probably the on the high end of any no. appearing range I give to nomads.

I'm not how Kendall became in charge of marshaling an army for the British. Wouldn't that make him a general?  I'm pretty sure Richard Kendall is still only a private detective...


Proof that even with a tank you have to roll to attack (vehicular combat is not area-effecting).




This page touches on several game mechanics. First, it suggests that damage inflicted should have a chance of knocking an opponent prone; something the rules don't currently do. I've talked about making knockdown a combat condition that can be caused instead of damage, but this knockdown seems incidental to the explosion.

And then there's Richard "aiding his wounded soldiers."  What is he doing for them, exactly? Administering aid seems to be more about intent than specific actions, and this is already reflected in the H&H rules.

And that beheading scene -- yikes!

Man...I usually like these Richard Kendall/Chen Chang stories, but I have no idea what is happening at the end of this page.  Atrofistic (not a real thing, by the way) makes you lose motor control -- okay, that part makes sense...but it also makes you so rubbery that you can bounce? 


This seems like it could be historically true, but I can find no evidence that Americans were "ordered" to return home in 1939-1940.  Many Americans did return home, but American neutrality was recognized and events like this, thankfully, didn't happen.

That is some terrible camouflage for a ship at sea...

And you thought casting fireballs was dangerous!  The splash damage on that bomb going off has a really high radius; whenever I think I've set the blast radius for explosive weapons far enough, something like this comes along and makes me think we should have even higher blast radii.


When a Hero turns down a reward for patriotic reasons, does that make it a good deed worth 100 XP instead?  Or should this be a "patriotic exception", where the XP value of the good deed is equal to the $ value of the reward turned down?

(Scans courtesy of Comic Book Plus.)




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