Thursday, July 18, 2019

Fight Comics #2 - pt. 3

If you've been worried about poor Kinks Mason and how he's going to get out of this pickle since my last post, you can see that he still has his hands full. The seaweed men turn out to be quite the challenge, with fist attacks seemingly having little effect on them. Now, it's also possible that Kink's punch just "missed" and did no damage, but to make the seaweed men more challenging, I'd like to make blunt attacks do half-damage to them.
The Navy would be shocked to learn that submarines can be run with one-man crews. Who knew? Now, I'm not sure what the minimum number of crew members required to pilot a submarine actually is, but I'm pretty sure it's higher. High enough that even an expert skill check shouldn't make this possible...

Also, we see Kinks loading a vacuum cleaner into a firing tube. Oops -- I guess that's actually supposed to be a torpedo?


Only here at the very end do we get the cool name of binding weed for this environmental threat.

Chlorophyll is super-effective on binding weed and seaweed men; more of it makes the former grow super-fast and lack of it kills the latter almost instantly.
This is Fletcher Hanks' Big Red McLane, King of the Northwoods. I include it because fighting fires sometimes comes up in scenarios and it's good to know how wide you need to dig your trenches to keep a forest fire from spreading.
Red is quite the high-kicker! I'm not sure, though, if using his feet should really give him any advantage at disarming opponents.

Heavyweights might qualify for a mobster entry, but I already have one for boxers in the Mobster Manual (it's coming -- someday!). Perhaps a note about heavyweights in their entry would suffice, rather than their own entry. Heavyweights might have +1 hit point and do +1 damage punching.

The term "palooka" predates the character Joe Palooka by at least a decade.
This is Oran of the Jungle. Oran is still a bizarre character, combining the urban prize fighter with the jungle hero. What concerns me here is whether Oran should be able to drag two people at once. I've previously talked about how a drag attack would work, mechanically, like a push attack, but in reverse. It's also in the rules that, if your opponents are also unarmed, you can make two unarmed attacks per turn. So yes, it is feasible to drag two opponents at once...


However, given the distance involved here, and that Oran needs to drag them over obstacles (the ropes), I might rule that Oran has to also succeed at grappling checks first, to make sure he can hold them long enough to drag them that far.
This is Terry O'Brien, Gang Smasher, though you wouldn't know he was a gang smasher since he seems to be a fairly ordinary boxer here.

There's something interesting in here, about how the Killer gains the upper hand by "craftily clinching" with Terry. For the Hideouts & Hoodlums rules to reflect this, there would need to be a space rule, where weapons need a minimum amount of space to be effective, allowing opponents to close into that space. It does require more preciseness to combat than H&H normally requires (even facing is rarely considered, except for back attacks). If you close so tight that your opponent can't get in a cross, can you only jab (a punch with a shorter space, but does lower damage?).

If we did institute this rule, we'd have to consider how to counter it. Does your opponent have to use the rest of his turn taking a 5' step back? 
This is "Strut" Warren of the U.S. Marines. Klaus Nordling is the artist and I enjoy his cartoony style here.

Here he battles a sumo wrestler, who I may need to stat as a mobster type. It hurts to punch a sumo wrestler (1 point of damage to self?), but other forms of unarmed combat, like kicking, work fine. In fact, sumos might be extra vulnerable to kicking (+1 damage?).

(Scans courtesy of Digital Comic Museum.)

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