Thursday, July 2, 2020

Crackajack Funnies #21 - pt. 2

We're still looking at Wash Tubbs and, boy, there's an unsettling mix of realistic and cartoony violence in there -- which is actually pretty much my Editing style when running Hideouts & Hoodlums.

There are some interesting things going on here and on the previous page. From the previous page (I'll just summarize it for you), Frankie Slaughter beats up one of Wash's employees just to intimidate everyone present into not telling the police he was ever there.

Slaughter tries all the angles to get what he wants, as low as beating Wash half to death and threatening to do the same to his girlfriend. But he makes the mistake of trusting Wash is frightened enough to comply and doesn't send one of his boys with Wash to the bank.

Frankie Slaughter is a great villain name.

Wash, for his part, threatens Frankie with a gun (on the page I didn't share), but I was relieved to find out it wasn't loaded. Keeping the lease at the bank was very smart on his part.

Speaking of smart, Frankie again shows good tactics, trying to trick Wash into unloading the lease to a stranger, and then establishing an alibi (and having a secret exit from locations that aren't even his hideout!).
Red Ryder is knocked unconscious by the explosion. In D&D, when a PC wakes up, they can immediately get up and rejoin the battle with no ill effects (other than maybe still functioning at reduced hp). Here, Red is stunned for at least 1 turn after waking up; a more gradual transition to being fight-ready and something I'm considering adding as an optional rule now.
I'm normally far from a gun advocate, but if Red was looking to finish this fight most effectively, I think he would have gone with his gun rather than throwing sand in Carr's face. Apparently the sand gives him such an advantage that he easily wins the fight off-panel, so maybe I'm wrong? Let's review; how I would handle this is an attack roll, ignoring any armor but not DEX bonus or cover, then a saving throw vs science from the target. Failure means temporarily blinded and at a -4 to hit penalty for the next 1-4 turns. So, I guess that's a pretty good advantage, but not a sure win.
This has to be the most verbose feature I've reviewed yet for this blog, and I'm not even showing you the pages that are almost solid text. It's not really that complex a plot, but the author seems to think it is.

A monogrammed lace handkerchief and the smell of perfume are good clues, but the knife in the back is the best one of all and they don't even talk about it.
Noticing that someone else has the same initials is not a clue I would normally make someone roll for, expecting the players to catch it themselves. The smell of the perfume the players could not tell on their own, so for that I might allow an Intelligence check to recall it smelling the same; I don't see that being a skill, unless we treat perfume identification as a skill. There is generally a lower chance to make a skill check than an ability score check, so I guess it depends on how hard you think recognizing the perfume should be.


The Scarlet is an unusual name for a villain for two reasons: one, Scarlet isn't a noun, and two, you normally associate Scarlet with a female.

A fountain pen that shoots out stunning gas that can affect 1-2 people is a handy minor trophy item.

Smashing a window seems an unusual signal. What if The Scarlet had used bulletproof glass in his windows?

Complicating the story was the fact that Dorn's sister provided Ed with wrong information, and Dorn was purposely feeding people false stories to throw them off. Players need to be reminded sometimes that they can't trust all the information they receive in-character.

I'm not sure, but I suspect that "200 suspected cases of espionage a day" was just a guess and not a fact I could look
up and verify.

I never thought we'd be looking at Apple Mary again for adventure ideas, but a $5,000 reward to search for a missing item is a plot hook worthy of a fun treasure hunt.
From this page we learn that psychics charged $5, and a book can sell for as little as 50 cents (maybe from a used book store?).

(Scans courtesy of Digital Comic Museum.)

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