Tuesday, February 22, 2022

Fantastic Comics #5 - pt. 4

Oh boy - more Fletcher Hanks! Let's see how the science holds up here, he says knowingly...

Space Smith's record-setting moon run is 12,600 MPH, considerably slower than the Space Shuttle in the 1990s, that could orbit the Earth at 17,500 MPH. 

Is that supposed to be a nebula...?


I'm already not sure what's going on. Is it a living nebula, and a monster, or does it just seem to be alive and something else is going on? It seems more like a trap than a monster attack. Perhaps -- and I'm just spitballing with comic book science here -- but the nebula has been ...chemically treated to be drawn magnetically to what powers ship engines?



Uh-oh, it looks like I found another mobster that goes in Volume 1 of the Mobster Manual. So I'm still not done! Hoppers have superhero-like leaping ability, and their speed and agility lower their AC to at least 4 and maybe gives them a +2 bonus to saves vs. dodgeable attacks?

Hoppers are encountered in groups of 5-10.




Space seems to be punching out four hoppers at once. Does this mean hoppers are just 1 Hit Die? It's so difficult to accurately stat Hit Dice from how long they last in combat, because of the "done-in-one-punch" approach of golden age stories. I think, because Fletcher's heroes are always super-powerful, we can assume the hoppers are powerful too. I'm thinking 4 HD for them.
That looks more like a cloud than a net before it comes down. 

Meteor gas rayguns are curious trophy weapons. The gas seems to be able to pass through walls, unless the cockpit of the ship is open the hold? That seems...a bit too overpowered to me. I may keep the meteor gas raygun, but limit the range to 150', blanket a 15' radius (affecting up to 5 targets), with a -2 penalty to save.

This is the next story, Captain Kidd. There's a nice set-up here of Kidd coming to the jungle because of the rumors of a man-eating tree. It's not; the "tree" is the trapped entrance to a hideout. The tree's bark is studded with gems (cheap, ornamental stones, most likely), but if you try to pry one loose, a trap door opens in the side of the "tree" and drops you down a pit, which is the entrance to the hideout. It looks like maybe a 20' drop? 

 


Should guards come in large, huge, and giant guards?

At first it appears the food is drugged with sleeping poison, but if the melon contains acid, does that mean Freddy has actually passed out from taking damage? Ingesting acid should do at least 2-8 points of damage, depending on how strong the acid was.


The large guard is called here both a giant and a brute. A brute is going to be a variant of thug, while "giant" here means pseudo-giant. Since he goes down pretty quickly, I'm inclined to go with the brute for statting purposes.




We surely aren't meant to take Professor Fiend too seriously, but how off is the history lesson here? The Earth is 4.5 billion years old. 2.5 billion years ago was the start of the Proterozoic Era. It really was mostly water back then, as shown here, but it was scalding hot water, about 150 degrees. That might be hot enough to do 0-1 points of damage per minute of immersion.

(Scans courtesy of Digital Comic Museum.) 




Sunday, February 13, 2022

Fantastic Comics #5 - pt. 3

Welcome back to our blog, where we discuss the game Dungeons & Babes. Oops, that's not a thing?  Well, you'd think it was from this page of Golden Knight. Because, obviously, medieval maidens went around stabbing men while dressed in modern swimsuits. I'm familiar with the phrase, "never trust a dame," but who knew dames could backstab for double damage? Is Alice a femme fatale? A D&D thief? Or just a highly effective, perhaps mid-level fighter?


Does wrecking things get easier during confusion? I don't think so, but it allowed him to act undetected. 

Then there's the concept of "saving your strength." It actually is a Hideouts & Hoodlums rule that you get +1 to hit if you take a turn to aim. What if you took an extra turn to rest for each +1 you wanted to your wrecking things roll? 

"Stay away from this fight, Alice!"

"What, are you kidding me? I just killed two guys on my way here, while you were being tortured so long your hair grew out!


"Alice! Alice! Are you hurt?"

"Well of course I'm hurt, you moron! You took my sword and left me with this little knife, and now you're not even using the shield I laid down for you!"

It turns out to be a very awkward family reunion, that Alice mortally wounded the man who turned out to be her dad.


Isn't a flying torpedo a missile? 

I like those guard uniforms. Those will be very handy for any heroes looking to knock out a guard and disguise himself as a guard!

There are real Edgewood's in Florida and Washington, but a Meadowlark Village? A real counterpart for that is proving hard to find.


Waaiiit -- the torpedo has to be controlled by a two-man crew inside it? Willingly sitting inside an armed torpedo? I may have to lower the morale save number for guards -- these guys are fearless!

"Hurry - we'll tell the Professor!"

"You know, Ted...not only couldn't the Professor figure out a way to remote control the torpedo, but he didn't even give us a portable radio to contact him with. Do you suppose we weren't meant to come out of this alive...?"

Waaaiiiiit (again). The torpedo made no noise and there was no sign of a plane -- then how does Yank follow any trajectory back to that forest? Is he just flying randomly over hundreds of square miles until he spots something that looks like a hideout? 

And really, Professor? You're planning to blow up the country, but you can't even remember to lock the front door?


A sliding panel in the floor that catches your foot sounds like the most "1st-level" trap I've ever heard of. Would that even do a point of damage? At best, if you miss your save, you can't move during combat until a turn when you do make your save.




Waaiiiit (third time) -- what's with this strange plane that just happens to look like the torpedoes that just happens to land outside in panel 1? Did the artist put panels in the wrong order somehow? It seems like even the author couldn't make sense of what was going on there.

Gee, Yank, if punching them in their helmets doesn't work, maybe you should aim somewhere else? In game, Yank's player is either rolling terrible, or those uniforms are giving a much better Armor Class bonus than I would have thought.

They didn't check to see if Yank was still alive? Classic villain blunder there. Maybe a villain should have to save vs. plot before he can check.

If the "heart of the country" is the continental geographic center of the country, then we're in Kansas, near Lebanon (or Lebanon has been renamed Edgewood). If "heart of the country" means its governmental heart, than Edgewood means Washington, D.C. -- though that doesn't make much sense (but what in this story does?).

Waiiiiittt (gah!). Yank is hitting the percussion caps on the nose of the torpedoes with a length of chain? This means the crews aren't arming the torpedoes just before bailing out, but well in advance for some reason and -- what really bugs me -- Yank's plane is somehow always able to zoom out of range just before the torpedo blows. Why is there that long a delay? Whhyyyy?

(Scans courtesy of Digital Comic Museum.)









Monday, February 7, 2022

Fantastic Comics #5 - pt. 2

We're back for round 2 of Samson vs. Eelo! Although he doesn't look like your "traditional" merman, I'd already decided last time I would stat Eelo as a merman. So panel 1 is either proof that mermen have great swimming movement rate, or this is the first clue that Eelo is actually a supervillain buffed with the Race the Train power.

I've seen some interesting rayguns in golden age comic books, but an underseas gun is a new one. A heat ray shoots heat. What is this one shooting out? Underseas? Is it just a water pistol?

That is some significant wrecking going on there. A submarine weighs a couple of thousand tons, so we're talking battleship category. 

But a hero shouldn't have to do everything; eventually moping up the enemies gets to be rote, or antic-climactic. It's good, then, to have the "cavalry" come in and mop up the remainder, or the remaining sub in this case.
 


I like most of this page. Samson, stoically guarding the two reunited lovers...Eelo, almost heroically, pulling himself up for one more contest with Samson (Eelo must be a supervillain with a few more powers at his disposal, to think he has a chance here)...

And then Samson just hits him and kills him. Ugh. Death-Dealing Blow needs to be its own power. It would be more powerful than Super Punch because Super Punch just does a bunch of damage to knock out virtually any foe, whereas Death-Dealing Blow must make you save vs. plot or die. So, a level 5 power? Maybe level 6? At this point, Samson only should have enough XP to reach 2nd level, so he's either been gifted more brevet ranks, or he's had more all this time and was actually holding back.

Like with ultra-powerful magic-users in the comics, one could ask me, Scott, if superheroes are this powerful, then don't you need more power inflation in even the early levels for Hideouts & Hoodlums? Good question, random stranger, but two explanations for this: 1) the superhero class is based on the first year of Superman stories, before all this power inflation happens, and 2) there are certainly elements I don't want to emulate about the early comic books because I just don't like them. These include done-in-one-blow fights and grossly overpowered heroes.

"Mercury is getting closer to the Sun every year. Eventually it will be destroyed by the - ah, I'm just kiddin'. Mercury is in a stable orbit and is gonna outlast both of us, baby." Apparently Flip just likes to periodically test how gullible Adele is.

Now I'm being flip, but this science is so bad it actually makes me mad that anyone would write it in a book children would be reading. What if they repeated this nonsense in class?




You know...you'd think someone brilliant enough to invent a fourth-dimensional projector would figure out a way to put two separate seats into it. I suspect Flip just uses this as an excuse to get all hands-on with Adele.

I don't even know what I'm looking at with those aliens. Are they giant pigeon angels with halos? Are those beanie copters?


Darn, I was just getting excited about statting Mercurian pigeon angels, but those are just thought-wave helmets. 

Whoa, I thought the misogyny in this issue was just going to be subtle, but this just got way over the top. Not cool, giant pigeon angle impersonators! But what do we think about Flip now? Is he off the hook for sparing her feelings, or should he be honest and tell her that the aliens are women-bashing in front of her? 

A thought about the architecture: at first these look like Earth skyscrapers, but if the natives are birds...what if these "buildings" are actually solid perches for the natives to roost on top of?

Nice...looks like I'm getting something cool for the Mobster Manual after all out of this issue. Heidites are D&D basilisk-like monsters, but instead of having a petrifying gaze attack, they exude green slime from their skin! From a D&D context, this potentially makes them even more dangerous than basilisks. 

Heck, I'm so excited, I just added it into the manuscript now! *sigh* Now to fix all the layout of the book after it...



 
Jumping ahead to Golden Knight, we have a lot of people in chainmail here. Except the girl, of course, who is for some reason in a 20th century bathing suit instead of even a dress. The chainmail is AC 5, but it exists almost as flavor text -- if you hit the target, you can stab right through the chainmail as if isn't there.


I had commented recently on a Facebook post about monster tactics in D&D that the DM has to have some latitude for deciding how advantageous to make those tactics, that the Editor had to stop short of making them so advantageous that the players will switch to the same tactics.

Here, we see entangling with nets giving great advantage. The Golden Knight, despite having a sword in hand, can apparently not cut his way out, or stab through the nets. Now, if this is simply a failed saving throw, and the player knows it, maybe this won't become his next character's main tactic. But if nets work like this every time? Then he will, and he'll expect it to always work for him too, and should. 

Other than that, what bothers me most about this page? The spaghetti straps on The Golden Knight's tabard? The Gothic style of the castle in medieval times? The fact that the castle is brightly painted all over? Okay, it's actually all three.

(Scans courtesy of Digital Comic Museum.) 







Friday, February 4, 2022

Fantastic Comics #5 - pt. 1

That's one big Samson! And this is one nice opening page, establishing our hero, our villain, and the setting, as the scenario gets quickly rolling along.  

Zanbar is just a lazy substitute for Zanzibar, which is also an island in the Indian Ocean.

There was a time when I would have statted Eelo as a merman...but now we have fish men in the Mobster Manual.


But already, on page 2, the fictional geopolitical landscape gets a little confusing. Zanzibar was a British protectorate, so Malajaca is either the name of the British colony there, or maybe it's the name of a neighboring island and Marie is just vacationing on Zanbar/Zanzibar. 

The amphibian henchmen are likely the same race as Eelo -- but not necessarily! I could see an underwater hierarchy where Eelo is a merman, but he can boss around fish men. 

That Eelo thinks he can interbreed with surface humans further suggests to me he is a merman, since we already have precedent for Namor (admittedly from another company) being half-merman.
 
You'd think Eelo would be able to grapple at least one of those girls before they all escape through the window, but he might be waiting for his wedding night to touch them, and his henchmen are all out of range. 

So, islands don't just float on the surface of the water like that. In all but the cartooniest of Hideouts & Hoodlums campaigns, I would refrain from messing with geology like that.

Here's my second clue that the three girls are vacationing on an island not their own. If her father was on the same island, and the islands is that small, you wouldn't need a telegraph to reach him.

The surface area of Zanzibar is 2,654 sq. km, so that island cannot be Zanzibar after all.  

Eelo seems to be an overreactor. Girls jilt him? He sinks their island. To punish the girls...he puts them in a trap that looks like it could kill them? 

That is an amazingly accurate teleporter, able to sit Samson down in a specific boat in an entire ocean. How does the Brun know where the boat is? It's probably best not to question things like that...though it's always possible that the seismograph is so sensitive that it can sense where boats are displacing water?




I find it very interesting that Samson has a blanket around him in panels 2, 3, and 5. What happened? Like the Teleport spell, is there a chance of failure and Samson appeared in the water next to the ship? Did he ask for the blanket so the crew would not get jealous of his amazing physique? 

Ceylon is what Sri Lanka used to be known as, so it's especially interesting that we've had fictional or half-fictional country names so far, and yet here we get a real one.

There's really no reason why the underwater pressure should be sapping Samon's strength, but not the amphibians, and no weakness to water pressure ever comes up again, but this is the beauty of game mechanics with unpredictable, random results -- that when the unexpected happens because of bad dice rolls, you have to explain/rationalize it in-game.

I really like Alex Blum as an artist, but I like him best for his layout work on inspired pages like this one. Panel 1 reveals so much about the characters from their stances. Eelo's dramatic posing in panels 1 and 2 remind me of 1960s Marvel Comics. Samson looks incredible powerful in panels 6 and 7 as he tears the torture apparatus apart and then stands over its wreckage, but the highlight of the page is being dropped down a chute into the deathtrap, as the deathtrap is slowly closing. 

Also note this implies a multi-level hideout.

I don't normally spend this long on admiring the artwork, but look at how panel 1 here zooms out from panel 7 of the previous page. Look at how practically Steranko-esque that 2nd panel is! Look at how panel 5 only exists to show a change of scene, in an age when many comic book panels were background-less. Admire the detail-planning that went into establishing that Eelo's machine has to be started with a key before the levers work. Admire the dynamics of Eelo leaning back, to show us he is about to pull the lever, instead of showing us a moment earlier when he was simply grasping the lever. Observe how the waves of pressure are illustrated in panel 8. 

Game mechanics-wise, I'm not sure how to handle thrusting one's way against pressure, except maybe by Strength checks.

I really don't get how the pressure creates a pathway to the sub, or what that even means. 

I have been grappling with where the "Maljacan fleet" comes from, but I think I've finally figured it out - Maljaca is Malacca, a small (at that time) British protectorate on the Malay Peninsula. I don't know why we're back to fictionalized names again. Now this makes sense, as the British Empire did have a formidable navy that would give even Eelo pause.

Samson sure gained on the sub quickly. He is likely boosted here by the Race the Train power. But how does movement translate underwater? I've never published specific rules on this, I don't think. 

Swimming speed should be 1/3 land speed...though I would be willing to consider it if a player argued that the Race the powers do not consider terrain. 

Turning the torpedo around sounds like the 4th-level Turn Gun on Bad Guy power. I've previously established that Samson started with five brevet ranks, so this should come as no surprise.

(Scans courtesy of Digital Comic Museum.)