Although, he does display excellent investigation and math skills, which might suggest he is a mysteryman (with their advanced skill checks).
I don't know if I should be sad or glad that my players don't take the time to leave scenarios in progress to go home to their base and check the rifling on bullets recovered for clues. It doesn't even seem to wind up to be that important a clue in this plot.
"Ach" is our clue that the unnamed saboteur is German.
The way the Masked Marvel really figures out where the killer came from is by tracing the angle of the bullet holes, and this is legitimate forensic science coupled with trigonometry. One could use skill checks for mathematics, but if time is not a big factor, you could just keep making checks until your numbers work out (i.e., you rolled well enough).
That's a big clue to leave behind on the roof (and apparently it never gets too windy up there!). Remember, if you want your players to be able to finish your scenarios, sometimes the clues have to be really big and obvious.
That's a pretty vague and unintimidating silhouette cast on the clouds. Mysterymen are supposed to trigger morale saves when they do stuff like that, but I might give a +1 bonus because I have trouble accepting that is "feared."
That stunt at the end...I would require a to hit roll first to snag the parachute, followed by burning a stunt to make the parachute wrap around the wing like that.
Modern day pirates need a chance to carry firearms as deadly as sub-machine guns.
I'm not a big Spark O'Leary fan, but I have to admit, that's a fairly clever scheme the pirates had to capture a patrol boat. It's also sort of like how H&H play works for players, always trading up one trophy item for a better, more useful one.
Spark's encounter with the half-pints could be a wandering encounter, or could be a fixed encounter planned by the Editor to make sure Spark gets that clue.
Spotting the concealed hinges on those piles was the result of a secret door check (expert skill check).
There is no reason for Spark, a radio news reporter, to be leading a police raid, except that he must be leveling as a fighter and his level title is higher than beat cops' levels.
There is no reason for Spark to have a cold just then, except to stretch out the story -- or to explain a botched surprise roll with flavor text.
A "high-powered car" is a trophy item, the equivalent of a Car +1.
The trap requires the Editor and the players to agree on interpreting the situation -- would a tripwire make a car crash, or would it just drive through it? The situation is somewhat similar to yesterday's post, where The Owl covered a windshield and made bad guys crash, though here I think the chances of a tripwire making a car skid are so low that the save vs. plot to avoid should be at +4.
The drunk is surely a wandering encounter (unless just a freebie from the Editor?). If the player had wanted to contest the drunk driver getting ahead of him, they could have rolled driving skill checks (basic skill) until one of them failed to see who reached the curve first (or which one came closest to succeeding). It's a simple race and doesn't need a complex mechanical resolution.
Dan Dennis' "danger sense" is not a real thing, in the sense that he has to actively roll for something. If the assassin fails a surprise roll, then Dan's "danger sense" is what warned him of the attack.
(Scans courtesy of Digital Comic Museum.)
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