Our lead feature is again Red, White, and Blue, a feature I quite enjoy so far. This story takes place in the city of Montville, of which there are at least four, for real, in the Northwest. It takes Red, White, and Blue less than 15 minutes to get there by plane from Washington, D.C., making Montville, New Jersey, our safest bet, though at 220 miles that is one fast plane.
Our villain is an unusual one, a single saboteur working with a longbow to shoot thermite-filled arrows with blasting caps as arrow heads into munitions plants. He also carries a pistol as back-up, but the longbow is his main weapon, making him the first villainous archer in a modern comic book story. Some light detective work traces the archer to a Mr. Rausch, who works at the embassy of a "belligerent nation" Red refuses to identify. In a delightful twist, Mr. Rausch is innocent and being framed by an agent from another nation, who plants all kinds of evidence against him, but Red's girl Doris sees through it all by simply talking to Rausch and finds out he's in love with an American girl and looking to naturalize, removing any motive he might have had. Red, normally the hero of these stories, comes across as a real jerk by not trusting Doris. He does display a gift for tracking in this story, though.
Hop Harrigan sets out on a long plane trip just to blow off some steam, but he finds when he's way out to sea that his radio isn't connected and his compass is off. Maybe I haven't used enough radios, but I don't get what he didn't do to connect his radio. Unreliable compasses is another complication I wouldn't have thought of when planning a scenario. Somehow he crosses the entire Pacific -- 7,000 miles, we're told -- and winds up on the coast of China, where refugees are looking to escape from Japanese aggression. This is a fairly timely story, though by 1940 the Japanese were actually very far inland in China and it's unlikely refugees would be coming to the east coast; it would have made more sense for them to be fleeing to Burma or Cambodia by then. For flying across the Pacific alone and rescuing Chinese refugees, Hop becomes a national hero and gets a ticker tape parade. It's odd that this would create such instant fame for him, as two Australians had already crossed the Pacific by plane as early as 1928.
Adventures in the Unknown continues with Alan and Ted having to tangle with prehistoric ape-men. Producing fire triggers a morale save for them. Alan and Ted want to get into a cave the ape-men are guarding, but the entrance is only accessible by climbing vines and the ape-men can stand above them and drop rocks on them. Their supporting cast member, the ape-man Ikki, is still working for them and carries their guns; they talk about "rewarding" him by taking him back to the present and putting him in a zoo or a sideshow. Alan is captured and taken to a pit where a saber-toothed tiger is being kept prisoner by the ape-men; they throw their enemies inside for the tiger to eat. Ikki helps rescue Alan, but later at the cave housing their time machine, Ted "accidentally" shoots Ikki in the back of the head while aiming for a different ape-man in melee with Ikki, killing their ally that they were planning to put in a zoo anyway.
In Ben Webster, while traversing a desert, Taffy Tate says "water's as rare out here as a 'demmycrat' in Vermont!" That seems an odd saying to still be spouting in 1940, when the Presidential election results from Vermont were only 54% to 44% leaning Republican. In fact, you have to go back to 1928 to find a time when the Republicans had a strong 66% to 32% majority.
Ben seems to pick up a new supporting cast on every adventure. This time, he's looking for a missing prospector with old man Tate, the prospector's friend, Tate's pet monkey, Ben's pet dog, and they pick up a crazy guide in the desert. The guide takes them to a mountain trail hidden behind a waterfall (players should always check behind waterfalls!). The trail is treacherous; their burros slip and almost fall a few times, with it being implied that their chances of slipping and falling would have gone up on foot. The end of the trail is guarded by two bandits using a boulder for cover.
(Read at readcomiconline.to)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label Ben Webster. Show all posts
Showing posts with label Ben Webster. Show all posts
Thursday, May 14, 2020
Monday, February 4, 2019
All-American Comics #11
The lead feature is still Red, White, and Blue, written by Superman's creator, Jerry Siegel. Like Bart Regan, Spy, the highlight of this feature is the fun romance between the lead characters, Red and Doris. Their interplay keeps the story light even when the subject is the murder-disguised-as-suicide of a U.S. Senator. The Senator's name is Clifton A. Carter, which is interesting because Lyndon Johnson would later have an aide named Clifton C. Carter.
The villain is a Mr. I.M. Glib, a refreshingly friendly mad scientist with an invisible car -- the same gimmick Siegel had recently used with the Ultra-Humanite against Superman. Glib has clothes that make him invisible too, and we even get an explanation for how that works; electrical impulses received by silver wire sewn through the suit cause it to become invisible. Unusual in a story, the Heroes decide to share this secret with the government and ask them to make more invisibility suits. It's unclear how this makes everyone wearing invisibility suits able to see each other.
Glib is foolishly killing senators because they won't agree to give him $1 billion for his invisibility invention; if he'd just taken out a patent and a bank loan, he might have made a billion dollars legitimately.
Hop Harrigan starts with a pretty exciting take-off; Hop's plane is parked on a frozen river, and has to take off just as the ice starts cracking underneath the plane. Mechanically, the Editor could decide this with a skill check for Hop, or maybe even an initiative roll to see if Hop can act before the ice does.
Adventures in the Unknown still has Ted and Alan 1 million years in the past, where they encounter ape men. One million years ago there were several real-life contenders for these "ape men," including neanderthals, homo erectus, and homo antecessor. The ape men use cunning tactics, having some of them roll around on the ground as a distraction while others jump down from the trees from behind. The ape men are also advanced enough to make cages and thatched roof huts.
The Scribbly installment clearly is taking place on New Year's Eve, 1939/New Year's Day, 1940.
In the reprinted newspaper feature Ben Webster, Ben goes on a trip in the first RV (recreational vehicle) in comic books.
In Gary Concord, the Ultra-Man, Gary is captured by Stella Tor, the wicked (and wickedly hot) dictatrix who has stormed Gary's lab with her men and found Gary (and his sidekick, Guppy) seemingly dead, but actually being revived from poison gas while in a comatose state. Recovering, Gary locks a door between them and Stella's guards' futuristic weapons are not able to get them through a steel door.
When Stella escapes, Gary's vibra-detector is able to hear the hum of her rocketship in the distance, and can tell it is hers and not anyone else's rocketship, apparently. Gary's helio-shaft is a rocket that is fired out of a giant cannon, making it faster than Stella's rocket. There's a catch to using it, though -- it can't be steered but will crash when it eventually lands. Rather than take her alive, Gary fires a giant bolo at her rocket; the bolo is made from "elasteel" with "destroynamite" on either end.
Luckily, the helio-shaft lands in water. Unluckily, it lands inside the territory controlled by Stella's father. Gary is captured, and observes first hand the flying guns and destroynamite torpedoes that the Tor Army is amassing. Gary's cell is protected by "ray-eyes" (electric eye beams?), electrified bars, and armored guards. In fact, one poorly drawn guard in the background might be wearing some kind of powered armor.
(Read at fullcomic.pro)
The villain is a Mr. I.M. Glib, a refreshingly friendly mad scientist with an invisible car -- the same gimmick Siegel had recently used with the Ultra-Humanite against Superman. Glib has clothes that make him invisible too, and we even get an explanation for how that works; electrical impulses received by silver wire sewn through the suit cause it to become invisible. Unusual in a story, the Heroes decide to share this secret with the government and ask them to make more invisibility suits. It's unclear how this makes everyone wearing invisibility suits able to see each other.
Glib is foolishly killing senators because they won't agree to give him $1 billion for his invisibility invention; if he'd just taken out a patent and a bank loan, he might have made a billion dollars legitimately.
Hop Harrigan starts with a pretty exciting take-off; Hop's plane is parked on a frozen river, and has to take off just as the ice starts cracking underneath the plane. Mechanically, the Editor could decide this with a skill check for Hop, or maybe even an initiative roll to see if Hop can act before the ice does.
Adventures in the Unknown still has Ted and Alan 1 million years in the past, where they encounter ape men. One million years ago there were several real-life contenders for these "ape men," including neanderthals, homo erectus, and homo antecessor. The ape men use cunning tactics, having some of them roll around on the ground as a distraction while others jump down from the trees from behind. The ape men are also advanced enough to make cages and thatched roof huts.
The Scribbly installment clearly is taking place on New Year's Eve, 1939/New Year's Day, 1940.
In the reprinted newspaper feature Ben Webster, Ben goes on a trip in the first RV (recreational vehicle) in comic books.
In Gary Concord, the Ultra-Man, Gary is captured by Stella Tor, the wicked (and wickedly hot) dictatrix who has stormed Gary's lab with her men and found Gary (and his sidekick, Guppy) seemingly dead, but actually being revived from poison gas while in a comatose state. Recovering, Gary locks a door between them and Stella's guards' futuristic weapons are not able to get them through a steel door.
When Stella escapes, Gary's vibra-detector is able to hear the hum of her rocketship in the distance, and can tell it is hers and not anyone else's rocketship, apparently. Gary's helio-shaft is a rocket that is fired out of a giant cannon, making it faster than Stella's rocket. There's a catch to using it, though -- it can't be steered but will crash when it eventually lands. Rather than take her alive, Gary fires a giant bolo at her rocket; the bolo is made from "elasteel" with "destroynamite" on either end.
Luckily, the helio-shaft lands in water. Unluckily, it lands inside the territory controlled by Stella's father. Gary is captured, and observes first hand the flying guns and destroynamite torpedoes that the Tor Army is amassing. Gary's cell is protected by "ray-eyes" (electric eye beams?), electrified bars, and armored guards. In fact, one poorly drawn guard in the background might be wearing some kind of powered armor.
(Read at fullcomic.pro)
Labels:
Adventures in the Unknown,
Ben Webster,
Hop Harrigan,
initiative,
mad science trophies,
mobsters,
Red White and Blue,
Scribbly,
skills,
tactics,
timelines,
transport trophies,
Ultra-Man,
villains
Saturday, July 28, 2018
All-American Comics #8 - pt. 2
Continuing #8...
For comedic effect, Mutt of Mutt & Jeff is able to ignore below freezing temperatures through force of will, as soon as it allows him to ogle women. It makes sense to allow a saving throw vs. science to avoid some environmental factors, though once the temperature becomes extreme enough to start doing points of damage, I would stop relying on this practice.
I have previously written about how strangely common goats are in early comic book humor. In this issue's Daisybelle, three men are unable to push one goat against its will and it has to be moved by a tow truck. Now, it may be that the Editor was treating this as combat and making them all roll to hit before rolling for damage and then converting that into feet pushed, but they just keep missing their target number vs. the goat's Armor Class. But all this makes me think that maybe even 1+1 Hit Dice is conservative for how tough comic book goats should be treated.
Mystery Men of Mars becomes the more generic Adventures in the Unknown in this issue. Ted and Alan travel to Spottiscourt, Virginia, which sounds like a real place, but if it is, I can't find it. We learn that not only did their robot trophy's brain rust, but the entire body corroded and turned to ash -- much like drow magic items do in D&D when exposed to sunlight. Their second adventure follows the pattern of the first, but this time a scientist offers to take them to the prehistoric past in a time machine rather than to Mars in a spaceship. Appropriate for a time travel adventure, we know the date on which they leave for the past, October 24, 1939.
In The Adventures of Popsicle Pete, Pete and his friends are able to fix up a broken radio, suggesting to me that electronics is a basic-level skill in 1939. We also learn that the license to open a radio station cost $100.
Scribbly's humor tends to be hit and miss, but maybe the best joke yet is this exchange, after Scribbly is sent to the principal's office for drawing an unflattering picture of his teacher.
Principal: That's awful! It doesn't look like you at all! It looks like a pig!
Teacher: Well? Aren't you going to say something about it?
Principal: Oh, my! I certainly will! Young man...this is terrible! The next time you draw a pig, remember to make it look more like your teacher!
In Ben Webster, Professor Mattix returns and smashes the last thought recorder, having decided that it is an "agency for trouble" after spies tried to get it. Using shaky science the author doesn't even try to explain, it is claimed that only one thought recorder can ever be built following the same design. But that doesn't insult our intelligence nearly as bad as Ben Webster creator Edwin Alger's bizarrely racist depiction of black servants, drawing them to look more like bears than humans.
(Read at fullcomic.pro)
For comedic effect, Mutt of Mutt & Jeff is able to ignore below freezing temperatures through force of will, as soon as it allows him to ogle women. It makes sense to allow a saving throw vs. science to avoid some environmental factors, though once the temperature becomes extreme enough to start doing points of damage, I would stop relying on this practice.
I have previously written about how strangely common goats are in early comic book humor. In this issue's Daisybelle, three men are unable to push one goat against its will and it has to be moved by a tow truck. Now, it may be that the Editor was treating this as combat and making them all roll to hit before rolling for damage and then converting that into feet pushed, but they just keep missing their target number vs. the goat's Armor Class. But all this makes me think that maybe even 1+1 Hit Dice is conservative for how tough comic book goats should be treated.
Mystery Men of Mars becomes the more generic Adventures in the Unknown in this issue. Ted and Alan travel to Spottiscourt, Virginia, which sounds like a real place, but if it is, I can't find it. We learn that not only did their robot trophy's brain rust, but the entire body corroded and turned to ash -- much like drow magic items do in D&D when exposed to sunlight. Their second adventure follows the pattern of the first, but this time a scientist offers to take them to the prehistoric past in a time machine rather than to Mars in a spaceship. Appropriate for a time travel adventure, we know the date on which they leave for the past, October 24, 1939.
In The Adventures of Popsicle Pete, Pete and his friends are able to fix up a broken radio, suggesting to me that electronics is a basic-level skill in 1939. We also learn that the license to open a radio station cost $100.
Scribbly's humor tends to be hit and miss, but maybe the best joke yet is this exchange, after Scribbly is sent to the principal's office for drawing an unflattering picture of his teacher.
Principal: That's awful! It doesn't look like you at all! It looks like a pig!
Teacher: Well? Aren't you going to say something about it?
Principal: Oh, my! I certainly will! Young man...this is terrible! The next time you draw a pig, remember to make it look more like your teacher!
In Ben Webster, Professor Mattix returns and smashes the last thought recorder, having decided that it is an "agency for trouble" after spies tried to get it. Using shaky science the author doesn't even try to explain, it is claimed that only one thought recorder can ever be built following the same design. But that doesn't insult our intelligence nearly as bad as Ben Webster creator Edwin Alger's bizarrely racist depiction of black servants, drawing them to look more like bears than humans.
(Read at fullcomic.pro)
Labels:
Adventures in the Unknown,
Ben Webster,
consumable trophies,
Daisybelle,
environments,
mobsters,
Mutt and Jeff,
Mystery Men of Mars,
Popsicle Pete,
prices,
pushing,
racism,
science,
Scribbly,
skills
Wednesday, July 25, 2018
All-American Comics #7
Still catching up on All-American Comics. In #7...
Red, White, and Blue takes place at the New York's World Fair, as so many other stories do around the same time period. In fact, this might be the strongest case against shared universe campaigns, as otherwise Heroes would have been meeting up all the time at the World Fair. Once again it's saboteurs at work, though slightly less menacingly this time, they are arms manufacturers agitating for war instead of foreign spies. At first, these saboteurs seem content to sow chaos by doing things like tossing "stench bombs" into restaurants. Unless this is somehow weapons-grade stench, I would think this would be distracting, but not affect game mechanics.
There's a perplexing phrase in the story, where Red says "But if I catch you tanked up on circus water..." to Blooey, and I've had to research what that means. I can't Google the phrase as a whole, but "tanked up" means to get drunk. "Circus water" probably refers to the fact that, before Walt Disney convinced the world there was money in family friendly entertainment, places like circuses and amusement parks actually catered to adults instead. So if you went to the circus, you were likely there buying beer to drink, or maybe even something harder.
Red also says "rushing a squaw around" to mean chasing women, which would certainly be considered racist today. When the saboteurs turn to murder, Whitey grapples with one of them, but the man is able to evade him, straight out of melee (he becomes "lost in the confusion").
Ben Webster and his friend Pat search the roof for signs of the saboteurs in their story, only to find a cryptic clue -- a card that says only "Success or death, 251."
A salesman in Reg'lar Fellers gives some suggestions for what the children can buy with 25 cents for a gift -- a toothbrush, writing paper, two cigars, a metal pencil, and a safety razor. I'm wondering if "metal pencil" means a mechanical pencil.
In Mystery Men of Mars, Ted and Alan lose their robot trophy -- when immersed in salt water, it rusts its "brain." Before it goes, we see it leap once, like an alien Hero.
In Hop Harrigan, we see that SCMs can have their own Supporting Cast too, as Gerry has two German shepherds she wants to fly with her. Hop proves to be a terrible flight instructor; when Gerry freezes up at the stick, Hop clobbers her over the head with a fire extinguisher instead of just grabbing the stick from her. That the dogs then attack him is a sweet bit of justice. A reference to a "Kenosha Dam" makes me doubt my proclamation in the last post that Hop's adventures took place in the Northeast, as this makes me think maybe he's in Wisconsin. In the craziest moment of Hop Harrigan yet, Gerry -- who's supposed to be much younger than Hop, who himself seems to only be 18, rescues him and her father, then makes out with Hop in front of her father.
Speaking of dated humor, both Reg'lar Fellers and Toonerville Folks have jokes about parents beating their children.
(Read at fullcomic.pro.)
Red, White, and Blue takes place at the New York's World Fair, as so many other stories do around the same time period. In fact, this might be the strongest case against shared universe campaigns, as otherwise Heroes would have been meeting up all the time at the World Fair. Once again it's saboteurs at work, though slightly less menacingly this time, they are arms manufacturers agitating for war instead of foreign spies. At first, these saboteurs seem content to sow chaos by doing things like tossing "stench bombs" into restaurants. Unless this is somehow weapons-grade stench, I would think this would be distracting, but not affect game mechanics.
There's a perplexing phrase in the story, where Red says "But if I catch you tanked up on circus water..." to Blooey, and I've had to research what that means. I can't Google the phrase as a whole, but "tanked up" means to get drunk. "Circus water" probably refers to the fact that, before Walt Disney convinced the world there was money in family friendly entertainment, places like circuses and amusement parks actually catered to adults instead. So if you went to the circus, you were likely there buying beer to drink, or maybe even something harder.
Red also says "rushing a squaw around" to mean chasing women, which would certainly be considered racist today. When the saboteurs turn to murder, Whitey grapples with one of them, but the man is able to evade him, straight out of melee (he becomes "lost in the confusion").
Ben Webster and his friend Pat search the roof for signs of the saboteurs in their story, only to find a cryptic clue -- a card that says only "Success or death, 251."
A salesman in Reg'lar Fellers gives some suggestions for what the children can buy with 25 cents for a gift -- a toothbrush, writing paper, two cigars, a metal pencil, and a safety razor. I'm wondering if "metal pencil" means a mechanical pencil.
In Mystery Men of Mars, Ted and Alan lose their robot trophy -- when immersed in salt water, it rusts its "brain." Before it goes, we see it leap once, like an alien Hero.
In Hop Harrigan, we see that SCMs can have their own Supporting Cast too, as Gerry has two German shepherds she wants to fly with her. Hop proves to be a terrible flight instructor; when Gerry freezes up at the stick, Hop clobbers her over the head with a fire extinguisher instead of just grabbing the stick from her. That the dogs then attack him is a sweet bit of justice. A reference to a "Kenosha Dam" makes me doubt my proclamation in the last post that Hop's adventures took place in the Northeast, as this makes me think maybe he's in Wisconsin. In the craziest moment of Hop Harrigan yet, Gerry -- who's supposed to be much younger than Hop, who himself seems to only be 18, rescues him and her father, then makes out with Hop in front of her father.
Speaking of dated humor, both Reg'lar Fellers and Toonerville Folks have jokes about parents beating their children.
(Read at fullcomic.pro.)
Labels:
Ben Webster,
clues,
dated humor,
evasion,
Hop Harrigan,
limitations,
Mystery Men of Mars,
new trophies,
prices,
Red White and Blue,
Reg'lar Fellers,
SCMs,
shared universes,
slang,
Toonerville Folks
Monday, July 23, 2018
All-American Comics #4-6
From the tail end of #4...
From Hop Harrigan, I learned that air mail pilots were required to be armed.
Spot Savage, a humor/adventure strip with an odd sense of humor, has had Spot locked up in an insane asylum, in a straight jacket, for one week of "game time" now. I can't imagine any players being happy with that game session.
Moving on to #5...
From Red, White, and Blue, we learn that a live turkey is worth $4. We see the boys, on leave, playing banko, which as late as the 1980s was still another name for the game of bingo. They also play the card game hearts. While searching a room for clues, they find money and a note hidden in a hollow ashstand (a stand for an ashtray to sit on). Instead of spies, they seem to be opposing anarchists this time. The chief anarchist calls them "cannon fodder," which is amusing because the term gets thrown around a lot in RPG games. It's also interesting to me that they go to a carnival with a shooting gallery and an old mill ride, as both figure into the upcoming adventure module RT2 Adventures in Fun World. Policeman Mike Flynn (another old friend of Red's) joins them as Supporting Cast this time, and is helpful at catching all the lookouts posted by the anarchists. Lastly, it is interesting that after beating up the anarchists, the policeman admits that the only charge they can charge them with is for concealed weapons. This could be another good reason for Heroes to go into scenarios barehanded instead of using weapons.
According to Reg'lar Fellers, admission to an all-you-can-eat strawberry-eating festival would be $1. I wonder how common those were.
Ben Webster meets an inventor who has put together a thought radio. It can record and play back someone's thoughts, but the person has to be standing about 5' in front of the radio and has to stand still for at least 1 melee turn. It even works on animals. Curiously, people they meet are quick to believe in the thought radio, rather than suspect Ben and his friend of some kind of hoax.
In Mystery Men of Mars, the Martian pill-bug men have a melting ray that looks sort of like a planetarium projector. It is revealed that Ted's gun is an automatic, and he has to change the clip between throwing slugs into advancing Martians. In fact, so many Martians fall to his vicious onslaught that the bodies become stacked up too high for more Martians to enter the tunnel. I suspect that Ted is making a lousy first impression of Earthlings for them.
Hop Harrigan runs afoul of an arsonist, a mobster type that debuted in Supplement V and will be in the 2nd edition Mobster Manual. Hop can't escape the deathtrap the arsonist puts him in and would have died, but a new character (Gerry) shows up and saves him, then becomes a temporary Supporting Cast Member for next issue. Because Hop's cheap plane (he'll get fancier ones later) is still lined with paper, he has to be very careful about burning embers falling on it and combusting his whole plane.
In Bobby Thatcher, a half-pint is able to kick open a stuck door. For that matter, Gerry was a half-pint too and was able to do pushing "damage" to Hop to land him in a fountain after his clothes caught on fire. Being young and small does not affect their abilities much -- except in Scribbly, Scribbly is so sickened by a dollar cigar that he's effectively stunned.
In Spot Savage, the "Duchess" breaks into a safe and finds $60,000 in negotiable bonds.
In Scribbly, we learn that Scribbly earned $8 a week as an office boy, plus $2 for every cartoon of his that got published.
I don't know if I've ever gleaned RPG material out of Toonerville Folks before, but this one page tells me that a carpenter would work to fix a shed for $7 back in the '30s.
And on to #6!
In Red, White, and Blue, it appears that Doris lives with her aunt, and that Whitey still lives at home with his parents. Blooey has a pet parrot that stays with him like a Supporting Cast Member. Of course, the parrot saves the day later by repeating something it hears. Red is thwarted from snooping at a window by a noisy cat, which in this instance is just as effective as a watchdog. The bad guys are saboteurs again, but since they are all kind of Japanese-looking, this time they are spies. There are five spies, and one of them has a sub-machine gun. The leader has a pistol and knife and goes by "The Eye." Although much of the fight happens off-panel, Blooey beats a saboteur with a shovel so hard that the man has to go the hospital.
(Read at fullcomic.pro.)
From Hop Harrigan, I learned that air mail pilots were required to be armed.
Spot Savage, a humor/adventure strip with an odd sense of humor, has had Spot locked up in an insane asylum, in a straight jacket, for one week of "game time" now. I can't imagine any players being happy with that game session.
Moving on to #5...
From Red, White, and Blue, we learn that a live turkey is worth $4. We see the boys, on leave, playing banko, which as late as the 1980s was still another name for the game of bingo. They also play the card game hearts. While searching a room for clues, they find money and a note hidden in a hollow ashstand (a stand for an ashtray to sit on). Instead of spies, they seem to be opposing anarchists this time. The chief anarchist calls them "cannon fodder," which is amusing because the term gets thrown around a lot in RPG games. It's also interesting to me that they go to a carnival with a shooting gallery and an old mill ride, as both figure into the upcoming adventure module RT2 Adventures in Fun World. Policeman Mike Flynn (another old friend of Red's) joins them as Supporting Cast this time, and is helpful at catching all the lookouts posted by the anarchists. Lastly, it is interesting that after beating up the anarchists, the policeman admits that the only charge they can charge them with is for concealed weapons. This could be another good reason for Heroes to go into scenarios barehanded instead of using weapons.
According to Reg'lar Fellers, admission to an all-you-can-eat strawberry-eating festival would be $1. I wonder how common those were.
Ben Webster meets an inventor who has put together a thought radio. It can record and play back someone's thoughts, but the person has to be standing about 5' in front of the radio and has to stand still for at least 1 melee turn. It even works on animals. Curiously, people they meet are quick to believe in the thought radio, rather than suspect Ben and his friend of some kind of hoax.
In Mystery Men of Mars, the Martian pill-bug men have a melting ray that looks sort of like a planetarium projector. It is revealed that Ted's gun is an automatic, and he has to change the clip between throwing slugs into advancing Martians. In fact, so many Martians fall to his vicious onslaught that the bodies become stacked up too high for more Martians to enter the tunnel. I suspect that Ted is making a lousy first impression of Earthlings for them.
Hop Harrigan runs afoul of an arsonist, a mobster type that debuted in Supplement V and will be in the 2nd edition Mobster Manual. Hop can't escape the deathtrap the arsonist puts him in and would have died, but a new character (Gerry) shows up and saves him, then becomes a temporary Supporting Cast Member for next issue. Because Hop's cheap plane (he'll get fancier ones later) is still lined with paper, he has to be very careful about burning embers falling on it and combusting his whole plane.
In Bobby Thatcher, a half-pint is able to kick open a stuck door. For that matter, Gerry was a half-pint too and was able to do pushing "damage" to Hop to land him in a fountain after his clothes caught on fire. Being young and small does not affect their abilities much -- except in Scribbly, Scribbly is so sickened by a dollar cigar that he's effectively stunned.
In Spot Savage, the "Duchess" breaks into a safe and finds $60,000 in negotiable bonds.
In Scribbly, we learn that Scribbly earned $8 a week as an office boy, plus $2 for every cartoon of his that got published.
I don't know if I've ever gleaned RPG material out of Toonerville Folks before, but this one page tells me that a carpenter would work to fix a shed for $7 back in the '30s.
And on to #6!
In Red, White, and Blue, it appears that Doris lives with her aunt, and that Whitey still lives at home with his parents. Blooey has a pet parrot that stays with him like a Supporting Cast Member. Of course, the parrot saves the day later by repeating something it hears. Red is thwarted from snooping at a window by a noisy cat, which in this instance is just as effective as a watchdog. The bad guys are saboteurs again, but since they are all kind of Japanese-looking, this time they are spies. There are five spies, and one of them has a sub-machine gun. The leader has a pistol and knife and goes by "The Eye." Although much of the fight happens off-panel, Blooey beats a saboteur with a shovel so hard that the man has to go the hospital.
(Read at fullcomic.pro.)
Labels:
Ben Webster,
clues,
history lesson,
Hop Harrigan,
mobster placement,
mobsters,
new mobsters,
new trophies,
pacing,
prices,
Red White and Blue,
Reg'lar Fellers,
SCMs,
Scribbly,
Spot Savage,
stunning,
treasure,
weapons
Friday, July 20, 2018
All-American Comics #2-4
In Bobby Thatcher, Bobby and his friends are setting up for
the night in an old abandoned cabin when they stumble across a secret
compartment in the fireplace, containing a box of old letters and a
simple treasure map.
Skippy is pranked with a trick camera that squirts blinding ink.
On to #3...
This month's Red, White, and Blue is the first story to take place in Baja California, Mexico. The story moves to Hermosillo, Mexico, showing that someone really paid attention to his atlas -- just maybe not the artist, as we never get a sense of Hermosillo being such a big city. The three of them also "dicker" (a rare word for bartering or bargaining) for horses to get to Hermosillo instead of taking a car or train, which probably was not necessary in 1940.
Instead of answering to some office in Washington, D.C., Red, White, and Blue are headquartered out of a San Diego G2 intelligence office. I can neither confirm nor deny that such an office existed in real life.
Red learns a lesson from Whitey about reading both sides of secret notes for clues.
Blooey stops a plane from taking off by standing on the tail and making it too heavy (let's assume for now that is how it would work). He's not using any real skill to do it, he's just resisting the science of wind resistance that would normally sweep him off. That's why this would be a passive saving throw instead of an active skill check. I would still allow a mysteryman to burn a stunt to do it automatically.
Skippy tells us that butter went for 24 or 25 cents per lb.
Ma Hunkel and the Hunkel Family debut in Scribbly this month. While Scribbly's family always seemed like how Sheldon Mayer imagined gentile families lived, the Hunkels are a breath of fresh air and the truest-feeling New York ethnic ghetto dwellers since Moon Mullins.
In Mystery Men of Mars, Alan empties his pockets. Many times after defeating hoodlums, Heroes will pause to search their pockets. I even put a table for random pocket contents in adventure module RT1 Palace of the Vamp Queen. In this story, Alan has 56 cents, a knife, and a slide rule in his pockets. Funny, but I never would have thought of a slide rule!
When the three men are thrown in a cell, they are locked in with what appears to be an automated stenotype machine that records their every word, but turns out to be a talking computer. Although drawn comically, the concepts here are pretty advanced for their time.
It's an interesting story detail that the Professor establishes communication with the Martians by solving math problems with them.
Mutt & Jeff tells us you could buy a dozen eggs for 40 cents, or a dozen cracked eggs for 25 cents -- which says a lot about how poor people were in the '30s.
In Ben Webster, we learn that "all the jack" was slang for "all the money."
On to #4...
No sooner are Red, White, and Blue assigned to investigate saboteurs, than a saboteur tries to drop a cement block from a roof onto their heads. It seems obvious that the cement block would have done considerably more than just the standard weapon damage of 1-6 points of damage, and probably more like 3-18. The block appears to be a 5' cube, which I would only allow to hit one target. Further, even though the saboteur has a more passive role in the attack once gravity takes over, timing is a critical issue in the attack and so I would require an active attack roll, rather than just passive saving throws from the targets.
Another point to consider is, does a Hero's save vs. missiles apply here, after the attack roll? The missile is larger than average -- almost large enough to count as an area effect attack -- but is also slower than bullets. I would allow the save.
Blooey comically says "Well blow me down!" -- a line Popeye would already be famous for.
The saboteurs are an oddly multicultural bunch; one uses the Italian word "signor," while another uses the French exclamation "sapristi," and still another uses the Latin word "amici." Either the author grabbed words at random, the saboteurs are deliberately trying to throw people off as to what country they are from, or there are an awful lot of countries engaged in this conspiracy!
A "highpowered launch" sounds like a trophy item motorboat that goes faster than normal (Boat +1?).
This adventure takes our boys to Honolulu (via Pearl Harbor, though the story does not pause there), where there is another G2 office.
In Mystery Men of Mars, some of the Martian bug-men are revealed to be robots, and it is not clear if all of them are actually robots.
Daisybelle teaches us that ice cream cones only cost a nickel.
According to Reg'lar Fellers, movies cost 25 cents -- but there might be a free gift for attending, like a shaving cup.
(Scans courtesy of fullcomic.pro/read-comic-online.)
Skippy is pranked with a trick camera that squirts blinding ink.
On to #3...
This month's Red, White, and Blue is the first story to take place in Baja California, Mexico. The story moves to Hermosillo, Mexico, showing that someone really paid attention to his atlas -- just maybe not the artist, as we never get a sense of Hermosillo being such a big city. The three of them also "dicker" (a rare word for bartering or bargaining) for horses to get to Hermosillo instead of taking a car or train, which probably was not necessary in 1940.
Instead of answering to some office in Washington, D.C., Red, White, and Blue are headquartered out of a San Diego G2 intelligence office. I can neither confirm nor deny that such an office existed in real life.
Red learns a lesson from Whitey about reading both sides of secret notes for clues.
Blooey stops a plane from taking off by standing on the tail and making it too heavy (let's assume for now that is how it would work). He's not using any real skill to do it, he's just resisting the science of wind resistance that would normally sweep him off. That's why this would be a passive saving throw instead of an active skill check. I would still allow a mysteryman to burn a stunt to do it automatically.
Skippy tells us that butter went for 24 or 25 cents per lb.
Ma Hunkel and the Hunkel Family debut in Scribbly this month. While Scribbly's family always seemed like how Sheldon Mayer imagined gentile families lived, the Hunkels are a breath of fresh air and the truest-feeling New York ethnic ghetto dwellers since Moon Mullins.
In Mystery Men of Mars, Alan empties his pockets. Many times after defeating hoodlums, Heroes will pause to search their pockets. I even put a table for random pocket contents in adventure module RT1 Palace of the Vamp Queen. In this story, Alan has 56 cents, a knife, and a slide rule in his pockets. Funny, but I never would have thought of a slide rule!
When the three men are thrown in a cell, they are locked in with what appears to be an automated stenotype machine that records their every word, but turns out to be a talking computer. Although drawn comically, the concepts here are pretty advanced for their time.
It's an interesting story detail that the Professor establishes communication with the Martians by solving math problems with them.
Mutt & Jeff tells us you could buy a dozen eggs for 40 cents, or a dozen cracked eggs for 25 cents -- which says a lot about how poor people were in the '30s.
In Ben Webster, we learn that "all the jack" was slang for "all the money."
On to #4...
No sooner are Red, White, and Blue assigned to investigate saboteurs, than a saboteur tries to drop a cement block from a roof onto their heads. It seems obvious that the cement block would have done considerably more than just the standard weapon damage of 1-6 points of damage, and probably more like 3-18. The block appears to be a 5' cube, which I would only allow to hit one target. Further, even though the saboteur has a more passive role in the attack once gravity takes over, timing is a critical issue in the attack and so I would require an active attack roll, rather than just passive saving throws from the targets.
Another point to consider is, does a Hero's save vs. missiles apply here, after the attack roll? The missile is larger than average -- almost large enough to count as an area effect attack -- but is also slower than bullets. I would allow the save.
Blooey comically says "Well blow me down!" -- a line Popeye would already be famous for.
The saboteurs are an oddly multicultural bunch; one uses the Italian word "signor," while another uses the French exclamation "sapristi," and still another uses the Latin word "amici." Either the author grabbed words at random, the saboteurs are deliberately trying to throw people off as to what country they are from, or there are an awful lot of countries engaged in this conspiracy!
A "highpowered launch" sounds like a trophy item motorboat that goes faster than normal (Boat +1?).
This adventure takes our boys to Honolulu (via Pearl Harbor, though the story does not pause there), where there is another G2 office.
In Mystery Men of Mars, some of the Martian bug-men are revealed to be robots, and it is not clear if all of them are actually robots.
Daisybelle teaches us that ice cream cones only cost a nickel.
According to Reg'lar Fellers, movies cost 25 cents -- but there might be a free gift for attending, like a shaving cup.
(Scans courtesy of fullcomic.pro/read-comic-online.)
Labels:
Ben Webster,
Bobby Thatcher,
clues,
locations,
maps,
missile attacks,
Mutt and Jeff,
Mystery Men of Mars,
prices,
Red White and Blue,
saving throws,
Skippy,
slang,
starting equipment,
tricks,
trophy items
Saturday, July 14, 2018
All-American Comics #1-2
This is out of order, but I finally have access to the early issues of All-American Comics and I thought I'd play catch-up!
The first issue opens with Red, White, and Blue, my personal favorite feature from All-American Comics until the introduction of Red Tornado in Scribbly.
Some unusual 1940 lingo from this story: a found purse is called, instead of a purse or even a handbag, a "pocketbook." The owner's ID card inside is not called an ID card, but a "name card." An agent of G-2, the U.S. Secret Service (as it was also known at that time) presents her credentials and they look like a pamphlet.
The very first Hop Harrigan adventure begins with his origin story -- how, as a young boy, he flees by plane after getting in a fight with his evil uncle. Hop and the uncle have a short, but dramatic struggle over a weapon -- a hatchet -- that the uncle planned to use on the plane. Rather than a disarming attack, it seems Hop initiated a grappling contest instead.
Hop makes reference to his aviation heroes Lindbergh and Corrigan. Everyone has heard of Charles Lindbergh, but Corrigan was Douglas "Wrong Way" Corrigan - https://en.wikipedia.org/wiki/ Douglas_Corrigan.
Hop's first plane is a "Jenny" biplane, which is very appropriate because that's the plane I assigned to 1st level aviators.We also learn that a Jenny was worth $500, used!
The first issue opens with Red, White, and Blue, my personal favorite feature from All-American Comics until the introduction of Red Tornado in Scribbly.
Some unusual 1940 lingo from this story: a found purse is called, instead of a purse or even a handbag, a "pocketbook." The owner's ID card inside is not called an ID card, but a "name card." An agent of G-2, the U.S. Secret Service (as it was also known at that time) presents her credentials and they look like a pamphlet.
Reg'lar Fellers features a simple trap -- or is
it simply a trick? -- where an intruder trips a tripwire that rings a
gong and announces his presence. There's also a good chance of the
tripwire simply knocking the intruder prone (save vs. science?).
The very first Hop Harrigan adventure begins with his origin story -- how, as a young boy, he flees by plane after getting in a fight with his evil uncle. Hop and the uncle have a short, but dramatic struggle over a weapon -- a hatchet -- that the uncle planned to use on the plane. Rather than a disarming attack, it seems Hop initiated a grappling contest instead.
Hop makes reference to his aviation heroes Lindbergh and Corrigan. Everyone has heard of Charles Lindbergh, but Corrigan was Douglas "Wrong Way" Corrigan - https://en.wikipedia.org/wiki/
Hop's first plane is a "Jenny" biplane, which is very appropriate because that's the plane I assigned to 1st level aviators.We also learn that a Jenny was worth $500, used!
The Mystery Men of Mars is a great name for a feature, but it starts with some shaky science; three men are going to fly to Mars in an anti-gravity ship. "I don't work with power! I work with the laws of gravity! I found a vay to reverse them und ve can reach Mars by simply falling upwards!" For one thing, there's nothing simple about that. Two, even if you could repel yourself from a center of gravity, how would you gain speed? The further away you "fell," the weaker the repelling force. The trip is going to take a month, which may seem like a long trip to a young reader in 1940, but means that the ship is "falling" at roughly 50,000 MPH. Despite this, the ship does not disintegrate on contact with Mars' atmosphere, and lands so safely that it occurs off-panel. Oh, and Mars has breathable atmosphere and even a pleasant clime. Who knew!
In Ben Webster, we learn that the most expensive fur-lined winter coat in a men's clothing store was $200.
Moving on to issue #2...
Red, White, and Blue find they have to catch a train for a secret mission, so quickly that they don't have time to get their baggage from the hotel. Red isn't worried, because he can wire the hotel from the next town and have them send the baggage to them. Which I point out because it seems an outdated service and one we wouldn't think of hotels doing today.
Red's friend, Christophe Amore, who conveniently shows up has psionic powers (see 1st edition Supplement III). Psionics is, of course, my go-to whenever some form of magic in the comics breaks the rules of magic. Here, Christophe has the ability of Detect Thoughts -- like any magic-user of level 3 or higher -- but with the extra ability of being able to transfer that ability to others for 24 hours. What's more, the range on this power is measured in miles, making it fantastically powerful (and well beyond the 3rd level spell!). I'm beginning to think that psionics needs to be kept out of the players' hands and used by the Editor whenever he needs a magical effect like this that breaks the rules of magic.
The science about helium is actually good in this story, including about how it is extracted from natural gas, but the stuff about it only being produced in the U.S. and the U.S. having a monopoly on helium is pure bunk.
In Mutt & Jeff, we learn that a pedigree dog goes for $60.
That Hop Harrigan's mentor's plane has a ceiling height of 22,000 feet just shows what humble beginnings Hop has; planes were breaking that ceiling height record as early as 1916.
Hop's first SCM, "Ikky", faints in a tense moment. I actually added "fainting" to the morale save results table for just such an occurence.
In Mystery Men of Mars, Ted, Alan, and the Professor encounter Martians riding around in somewhat resemble the dreadnought crabs we saw in Amazing Man Comics a while back. These crabs can go 600 MPH despite walking on stilt-like legs. The Martians inside are called bugs, and look like pillbug men. They have telescoping third arms that come out of the center of their chests. They are encountered in groups as high as 13. The Martian bug men have advanced transportation, but primitive weaponry; they are armed only with spears. They use simple traps like portcullis traps.
(All-American Comics read at ReadComicOnline.)
Moving on to issue #2...
Red, White, and Blue find they have to catch a train for a secret mission, so quickly that they don't have time to get their baggage from the hotel. Red isn't worried, because he can wire the hotel from the next town and have them send the baggage to them. Which I point out because it seems an outdated service and one we wouldn't think of hotels doing today.
Red's friend, Christophe Amore, who conveniently shows up has psionic powers (see 1st edition Supplement III). Psionics is, of course, my go-to whenever some form of magic in the comics breaks the rules of magic. Here, Christophe has the ability of Detect Thoughts -- like any magic-user of level 3 or higher -- but with the extra ability of being able to transfer that ability to others for 24 hours. What's more, the range on this power is measured in miles, making it fantastically powerful (and well beyond the 3rd level spell!). I'm beginning to think that psionics needs to be kept out of the players' hands and used by the Editor whenever he needs a magical effect like this that breaks the rules of magic.
The science about helium is actually good in this story, including about how it is extracted from natural gas, but the stuff about it only being produced in the U.S. and the U.S. having a monopoly on helium is pure bunk.
In Mutt & Jeff, we learn that a pedigree dog goes for $60.
That Hop Harrigan's mentor's plane has a ceiling height of 22,000 feet just shows what humble beginnings Hop has; planes were breaking that ceiling height record as early as 1916.
Hop's first SCM, "Ikky", faints in a tense moment. I actually added "fainting" to the morale save results table for just such an occurence.
In Mystery Men of Mars, Ted, Alan, and the Professor encounter Martians riding around in somewhat resemble the dreadnought crabs we saw in Amazing Man Comics a while back. These crabs can go 600 MPH despite walking on stilt-like legs. The Martians inside are called bugs, and look like pillbug men. They have telescoping third arms that come out of the center of their chests. They are encountered in groups as high as 13. The Martian bug men have advanced transportation, but primitive weaponry; they are armed only with spears. They use simple traps like portcullis traps.
(All-American Comics read at ReadComicOnline.)
Labels:
Aviator,
Ben Webster,
history lesson,
Hop Harrigan,
lingo,
morale,
Mutt and Jeff,
Mystery Men of Mars,
new mobsters,
prices,
psionics,
range,
Red White and Blue,
Reg'lar Fellers,
science,
SCMs,
traps,
tricks
Subscribe to:
Posts (Atom)











