From the tail end of #4...
From Hop Harrigan, I learned that air mail pilots were required to be armed.
Spot Savage,
a humor/adventure strip with an odd sense of humor, has had Spot locked
up in an insane asylum, in a straight jacket, for one week of "game
time" now. I can't imagine any players being happy with that game session.
Moving on to #5...
From Red, White, and Blue, we learn that a live turkey is worth $4. We see the boys, on leave, playing banko, which as late as the 1980s was still another name for the game of bingo. They also play the card game hearts. While searching a room for clues, they find money and a note hidden in a hollow ashstand (a stand for an ashtray to sit on). Instead of spies, they seem to be opposing anarchists this time. The chief anarchist calls them "cannon fodder," which is amusing because the term gets thrown around a lot in RPG games. It's also interesting to me that they go to a carnival with a shooting gallery and an old mill ride, as both figure into the upcoming adventure module RT2 Adventures in Fun World. Policeman Mike Flynn (another old friend of Red's) joins them as Supporting Cast this time, and is helpful at catching all the lookouts posted by the anarchists. Lastly, it is interesting that after beating up the anarchists, the policeman admits that the only charge they can charge them with is for concealed weapons. This could be another good reason for Heroes to go into scenarios barehanded instead of using weapons.
According to Reg'lar Fellers, admission to an all-you-can-eat strawberry-eating festival would be $1. I wonder how common those were.
Ben Webster meets an inventor who has put together a thought radio. It can record and play back someone's thoughts, but the person has to be standing about 5' in front of the radio and has to stand still for at least 1 melee turn. It even works on animals. Curiously, people they meet are quick to believe in the thought radio, rather than suspect Ben and his friend of some kind of hoax.
In Mystery Men of Mars, the Martian pill-bug men have a melting ray that looks sort of like a planetarium projector. It is revealed that Ted's gun is an automatic, and he has to change the clip between throwing slugs into advancing Martians. In fact, so many Martians fall to his vicious onslaught that the bodies become stacked up too high for more Martians to enter the tunnel. I suspect that Ted is making a lousy first impression of Earthlings for them.
Hop Harrigan runs afoul of an arsonist, a mobster type that debuted in Supplement V and will be in the 2nd edition Mobster Manual. Hop can't escape the deathtrap the arsonist puts him in and would have died, but a new character (Gerry) shows up and saves him, then becomes a temporary Supporting Cast Member for next issue. Because Hop's cheap plane (he'll get fancier ones later) is still lined with paper, he has to be very careful about burning embers falling on it and combusting his whole plane.
In Bobby Thatcher, a half-pint is able to kick open a stuck door. For that matter, Gerry was a half-pint too and was able to do pushing "damage" to Hop to land him in a fountain after his clothes caught on fire. Being young and small does not affect their abilities much -- except in Scribbly, Scribbly is so sickened by a dollar cigar that he's effectively stunned.
In Spot Savage, the "Duchess" breaks into a safe and finds $60,000 in negotiable bonds.
In Scribbly, we learn that Scribbly earned $8 a week as an office boy, plus $2 for every cartoon of his that got published.
I don't know if I've ever gleaned RPG material out of Toonerville Folks before, but this one page tells me that a carpenter would work to fix a shed for $7 back in the '30s.
And on to #6!
In Red, White, and Blue, it appears that Doris lives with her aunt, and that Whitey still lives at home with his parents. Blooey has a pet parrot that stays with him like a Supporting Cast Member. Of course, the parrot saves the day later by repeating something it hears. Red is thwarted from snooping at a window by a noisy cat, which in this instance is just as effective as a watchdog. The bad guys are saboteurs again, but since they are all kind of Japanese-looking, this time they are spies. There are five spies, and one of them has a sub-machine gun. The leader has a pistol and knife and goes by "The Eye." Although much of the fight happens off-panel, Blooey beats a saboteur with a shovel so hard that the man has to go the hospital.
(Read at fullcomic.pro.)
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