Friday, July 27, 2018

All-American Comics #8 - pt. 1

On to #8...

Which starts out with new feature Gary Concord, the Ultra-Man. This is another one of those future adventure stories, this one taking place in 2239, but our first installment is largely flashback to Gary's father -- who was born in 1915!  Gary Concord Sr. (the son in 2239 is really Jr.) was considered a military tactics prodigy by 1936. But after WWII, he became a scientist and worked on an invention until 1950 -- when WWIII happened. The U.S. was invaded; it's not specified by whom.  The invention is confusing too; it creates a scrubbing bubbles-like foam that heals, clears the mind, increases size, strength, and intelligence, and makes you immune to fatigue, but also puts you to sleep ala Buck Rogers.

In Red, White, and Blue, Whitey is knocked unconscious with a vase over the back of the head, then kicked while he's down. According to the rules, if he took additional damage while unconscious, he would be dead. However, one way of interpreting the 2nd edition "zero hit points" rule is that if you are simply stunned while at 0 hp (you made your save vs. plot), then taking additional damage then makes you unconscious (as if you had failed your save).  But then, a third source of damage should then still be lethal.  All of this, by the way, is contradicted by the story, where Whitey is still only stunned, even after what seems to be multiple kicks.

Meanwhile, Red is able to make phone calls to the State Department, Naval Headquarters, and the State Police, and they all just do whatever he asks them to. Red should be a level 4 fighter by now, which makes him a lieutenant, which means his ability to boss people around automatically should be much more limited than this. Red is also able to wreck his way through the roof of a truck in this story.

In Hop Harrigan, we learn that he keeps his plane stocked with a pair of shotguns. When mobsters turn a plane loose on the tarmac to endanger other planes, Hop and his Supporting Cast manage to lasso the plane and pull it to a stop.That's interesting - and surprisingly difficult to moderate using Hideouts & Hoodlums, since it doesn't used opposed rolling. Ability score checks would work, if I had Hop and friends roll under their Strength or less, but I've been super-hesitant to bring that game mechanic into play. What I might do is assign a Hit Die to the plane so it can make a save vs. science each turn to see if it is stopped or not.

In an aerial duel, Hop and Gerry use the Stay in Blind Spot stunt  -- which can't be as hard as I always made stunts out to be, because Gerry, and not Hop, is the pilot here. In fact, maybe all piloting stunts should be basic skills, since non-aviators in comics are able to do them so easily.  Hop, meanwhile, gets a "lucky shot" against the wing-mounted fuel tank with his shotgun. The complication forces the smugglers' plane to land.











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