Wednesday, October 13, 2021

Top-Notch Comics #4 - pt. 4

We're back and looking at the next page of Wings Johnson. Panel 4 looks very dramatic, but playing chicken that close with two airplanes seems like a terrible idea to me. It also gives the impression that facing really doesn't matter in aerial combat -- and in Hideouts & Hoodlums, maybe it shouldn't. In hand-to-hand combat, you don't get a bonus to hit for being right in front of someone; your odds are still about 50/50.

Finding a grenade in your plane seems like a dangerous idea, but in a campaign where trophy items are randomly dropped this makes more sense.


We're going to jump out of that story (nothing is every really resolved in a Wings Johnson story, he just hops from one dire situation straight into the next - as if anticipating how Marvel Comics will work someday!). 

...And we're going to jump ahead to yet another disastrously named comic book character, the laughable Bob Phantom. This particular story isn't too laughable, though, because you're going to be choking on the racism here instead. But if we look past that, we'll see an instance of game mechanics poking through here at the end, where the mobster gets a bonus to his morale save as soon as he knows his boss is listening.

This page gets really dark, as Bob completely fails to save an entire plane-full of people. Are there consequences? Only for the bad guy, as Bob now has an excuse to really cut loose on him.

And here we see something unusual; a superhero using an opponent as his instrument of wrecking things. The H&H rules are really set up to avoid this, mainly for game balance; the superhero is supposed to be good at breaking stuff and the fighter is supposed to be good at hurting people. Now, the superhero can knock a bad guy into a wall, essentially treating the wall as a club, and doing 1-6 points of damage (possibly modified by the superhero's Wisdom bonus). Wrecking things should be a separate action the player would have to wait a turn to do...but suppose the hero was buffed with a power, like Race the Train, that granted him an extra action per turn? Then he could legit wreck the wall at the same time as knocking the mobster into it, though it would confer no additional damage to the mobster. 

And check out the text around that newspaper article! It's the text from a story, but not from a made-up newspaper story. It seems to be cribbed from some piece of fiction. Maybe a text story from another MLJ comic book? I don't read the text stories, so I'm not sure.

I am really hoping that the writer of this story just didn't think it through. All the bad guys want to do is smuggle Chinese citizens into the U.S. Five times Bob has forced the planes to dump their human cargo into the ocean and kill them all. Never once has he teleported into the plane before it takes off, or waits for it to land and then catch the smugglers red-handed. It's really bizarre how Bob's player keeps making the situation worse every time he intervenes, and he just keeps right on doing the same thing each time.

 

You'd guess that pit was, what? Sixty feet deep based on the drawings? It seems unlikely that the boss could survive that fall, but Bob could just teleport down there and check. But this is a comic book story, so Bob would have to save vs. plot to interfere with a villain plunging to her death. 

Walt (it's hard to believe that his real name isn't Bob) goes to great pains here to hide Bob Phantom's involvement in the case, and this seems like it would be up to the personal preference of the player. Maybe it's just as well that there's no Popularity or Reputation mechanic in H&H, because it would hurt the players wanting their characters to act more anonymously.


I'm going to jump into the middle of Stacey Knight, M.D. If you do a good deed, but someone's forcing you to do it, even though you would have done it anyway - do you still get the 100 xp for doing a good deed? It's a question almost as tough as, why did these mobsters leave a kerosene can within reach of their prisoner? 

As dumb as the mobsters are, Stacey's plan is pretty bright. Not only does the fire distract his guards and puts their mobile hideout in jeopardy, but it draws the attention of much-needed help.

 

It's unclear if Stacey can boss the Coast Guard around because of his occupation or because of his level. 

Is that guy on the radio saying "Roosevelt" really slowly or spelling it out? 

The Roosevelt Field?  According to Wikipedia, "Roosevelt Field is a former airport, located 2.3 miles (3.7 km) east-southeast of Mineola, Long Island, New York. Originally called the Hempstead Plains Aerodrome, or sometimes Hempstead Plains field or the Garden City Aerodrome, it was a training field (Hazelhurst Field) for the Air Service, United States Army during World War I.

In 1919, it was renamed in honor of President Theodore Roosevelt's son, Quentin, who was killed in air combat during World War I.

Roosevelt Field was the takeoff point for many historic flights in the early history of aviation, including Charles Lindbergh's 1927 solo transatlantic flight."

Apparently, "auto-giro" is still a legitimate spelling, even though you never see it anymore. 

Good guys can pretty much go around punching bad guys with complete immunity, whereas in real life that cop could also arrest Stacey for assault, and Moriarty could still sue him for the assault even if Moriarty was found guilty of a crime.

And is this the biggest waste of the name Moriarty ever? You're going to use the name of Sherlock Holmes' nemesis on a guy who rigs boxing matches?
 


Before we wrap up this post we're going to take a sneak peek at Kardak, the Mystic Magician. Here we see an unusual type of mermen, for two reasons -- one, they have legs and fishtails, and two, despite obviously being mermen they are never once called mermen. They are referred to as underseas men, fishtails, and Anderrans (after the name of their city, Anderras). 

Oh, and Kardak casts Part Water, so, as commonly happens in comic book magic-user stories, we can expect the high-level spells to come fast and furious...

(Scans courtesy of Digital Comic Museum.)   


1 comment:

  1. Wow, lookit all those successful rolls from Wings Johnson! First the Player tricks the Editor into lifting a submarine, and then he brings his 'favorite' D20 to the game, tsk tsk tsk...

    As far as Wrecking things with a body-there's really no indicator that Bob Phantom actually damaged the thug as all! Wreck the plane with a body, release your Grappled Thug into the Wild Blue Yonder and let Gravity take the blame!

    And Oh My Grodd Bob Phantom is a well-meaning idiot, isn't he? My guess is that the Editor is running a game for his eight-year-old brother. Hey kid-Protip? Always. Check. the. Bodies! Some of that Human Cargo could be in need of rescue and full of delicious Candy-umm, I mean Good Deed Bonuses! And if you didn't see Ah-Ku's (Bless You!) dead body, she's not dead...

    I like this Stacey Knight M.D. fellow-such an over-achiever! I'll bet after that last panel he chartered another Auto-gyro to visit the Mobsters in Coast Guard custody-and put a full cast and brace on that broken leg for the XP!

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