Showing posts with label Biff Bronson. Show all posts
Showing posts with label Biff Bronson. Show all posts

Wednesday, January 6, 2021

More Fun Comics #53

This issue begins with the Spectre! The story picks up where it left off last issue, with Jim Corrigan (the Spectre, when he still looks like a person, but he's a ghost either way) uses the spell Passwall to appear in the mobsters' hideout. After one of the mobsters spots him, Jim turns invisible (shown visually by shading him out on the page). That first mobster is now dead -- Jim has used a new spell called Death Gaze that requires a save vs. spell or the victim dies in 1 turn (similar to Finger of Death, but not instantaneous). This needs to be a 5th level spell.

Jim ends his invisibility (confirming that magic-users can end spells before their duration ends at will) and one of the remaining two mobsters opens fire; the bullets pass right through Jim. This is in keeping with the ghost race presented in Supplement V: Big Bang Comics and its ability to go ethereal a few times per day.

Then Jim uses another new spell, Withering Touch. This happens to the next person who touches the magic-user. Unless a save vs. spell is made, over the next three turns, the person touching withers away until only a skeleton remains, remains alive and aware in that third turn as nothing but a skeleton, but then dies. Further, the victim has to save vs. spell for every item on his person or those items wither to nothingness too, with a +1 to +5 bonus for magic items, depending on how powerful they are. This probably needs to be a 7th level spell.

Jim toys with the remaining mobster, confounding him with a Mirror Images spell, but this leaves the mobster free to shoot his prisoner, the unconscious Clarice (from last issue). Jim thinks Clarice is going to die from a critical wound, but Jim casts Cure Critical Wounds just by touching her.

When police show up, Jim casts Raise Dead on the mobster he killed with his death gaze, but not the one that withered to a skeleton -- perhaps Jim has finally hit his first limit, that he can't raise someone without a complete body. We also clearly see that Jim can cast spells without anyone around him knowing he's doing it. This runs counter to how most magic-users operate in comics, so maybe this needs to be a new special ability of ghosts.

We see a disadvantage of being a ghost, that Jim doesn't breathe anymore and can't even appear to be breathing (no air exhales from his nose or mouth). Since he will be unable to hide his deathly state from Clarice for long, he breaks up with her.

Although his powers are supernatural, the Spectre's costume is sewn by hand. At this point it's unclear if his body is white and he's only wearing green shorts, or if he's wearing a white bodysuit under the shorts.

The rest of the issue is unavailable to me. From some vague descriptions on a Wiki, it seems that Biff Bronson, in his story, goes up against the "mechanical men" (man-sized robots) of a villain called the Wizard and Captain Desmo, in his story, runs afoul of the Society of Assassins in Bombay.

(Spectre story read in Golden Age Spectre Archives Vol. 1.)

Wednesday, October 10, 2018

More Fun Comics #50 - pt. 3 - More Fun Comics #51 - pt. 1

Sergeant O'Malley of the Red Coat Patrol tangles with arsonists. Since this is a rural adventure, the arsonists don't need any special skills; they just show up in the woods with lit torches. After they escape O'Malley in a scuffle, his faithful Indian companion Black Hawk finds evidence of blood at the scene and helps tracks them down (more of the "natives are excellent trackers" cliche).

Bulldog Martin and his racist caricature black friend Jonah are mountain climbing together in the Alps. To be fair, Jonah at least has a normal name and appears to be a friend instead of a servant. This is the first instance I can recall of climbers being shown tied together. Bulldog also claims that they cannot climb back down the mountain without their picks after they lose them; what he might mean is that climbing down will be an expert skill without tools instead of a basic skill, halving their chances, and he's not willing to risk it.

At the top of the mountain, they stumble across robbers planning to rob a hidden stronghold. Bulldog explains that "every foreign country has a hidden stronghold in which they store their gold." This was mostly true back when all countries relied on the gold standard, though I don't see how their locations would be secrets.

Unarmed against the robbers, Bulldog jury rigs bolos to attack them with. Normally, I consider improvised weaponry like that to do half-damage (1-3), but these bolos seem wicked effective.

Moving on to #51, which will catch us up!

Wing Brady has his first adventure in Paris, though it begins more like a sight-seeing tour (we are even treated to a surprising amount of untranslated dialog in French). He punches out a cutpurse and then socializes with two American tourists who have favorable encounter reaction rolls from him and could become supporting cast members for him later.

Biff Bronson deals with a Tong war in a caricatured version of Chinatown. I know I said recently I would do away with the yellow peril hoodlum...but maybe I need to keep them and revise them so they have a bonus to hit with hatchets? They sure use hatchets a lot in comic books.

Biff finds a vital clue hidden in a jade box that can only be opened after finding the concealed spring latch (find as a secret door). The murder list also serves as a directory for what 1940s whites thought of as typical Chinatown locations: curio shop, warehouse, silk shop, hotel, incense house, gaming place, restaurant, barber shop, laundry, joss house. "Joss house" is white slang for an Asian temple.

The "mayor" of Chinatown, a master criminal (as usual), wears a hollow signet ring containing poison powder for slipping into drinks. Biff foils him with a "spot check" (basic skill check) to notice that the signet ring is not sealed tight.

King Carter runs afoul of a shark while trying to reach an island, and a native on the island who (despite having as spear) hurls rocks down at him (maybe because weapon damage is essentially doubled when it's falling; see yesterday's post). King wisely dispatches both foes with his knife, rather than risk bringing more wandering encounters with the loud noise of his gun.

(read at fullcomic.pro)

Thursday, October 4, 2018

More Fun Comics #49 - pt. 3 - More Fun Comics #50 - pt. 1

Sergeant O'Malley of the Red Coat Patrol demonstrates balance by walking on top of logs floating in the river -- a basic skill check. As O'Malley and Pierre grapple on the bridge, O'Malley flips Pierre over the side, but Pierre still has a hold on O'Malley and pulls him over with him. This sounds like an Editor's interpretation of the grappling results (O'Malley's success on the turn following Pierre's established hold), as opposed to needing to become a consideration when one opponent pushes another.

In the water, the story shows how swimming with logs is dangerous; the logs bob up and down in the water like swinging clubs, so anyone in that environment is subjected to 1-4 head blow attacks per turn, depending on how densely packed the logs are.

Bulldog Martin is in Egypt, where the Phantom of the Pyramids has been raiding tombs. The Phantom wears a metal helmet that serves as armor (precedent for helmets helping Armor Class?), and carries a gun with a silencer and a crowbar.

Moving on to #50...

Wing Brady is riding to the rescue of a French Foreign Legion regiment who have fallen victim to vicious tactics -- nomads have snuck into their camp and killed the sentries so no alarm can be raised when the main force rides in.

Biff Bronson and Dan Druff encounter perhaps the first mad wax sculptor in comics. This is a dark story; the sculptor not only kills people and coats them in wax, but they stumble across a bust that is a cut-off head. They sneak back into the museum by climbing a tree and finding an open skylight. During their scuffle, a can of ether falls into a hot vat of wax and fills the whole room with poisonous fumes. Only Biff and Dan make their saving throws and leave conscious.

King Carter follows up on a hit-and-run in India and the trail leads to an "evil" prince, Ali Ghazi (groan), who is plotting an uprising against the British.  Ali has a guard who is armed with a scimitar, but is easily defeated with a punch. Ali is tough; he can throw a dagger so hard that it can crash through a window and stab someone (windows don't count as cover?). Ali doesn't use jail cells for prisoners; he seals them up inside brick walls, Cask of Amontillado-style. Brick walls are easily broken if the cement is not dry yet, apparently, making for a pretty weak prison. The palace (consistently called a castle) has at least one tiger wandering its halls.

(Read in fullcomic.pro)



Tuesday, September 25, 2018

More Fun Comics #49 - pt. 1

I have a little catching up to do on on More Fun Comics!

I last left off on issue #48, so we pick up again in #49 with the first feature, Wing Brady. For one thing, if he thought he was on the Mediterranean island of Majorca, then he was wrong -- this is the fictional city of Majoca in the Middle East. Second, he quickly faces the indignity of being disarmed by a monkey. Wing is surprised that the bandit leader, Ali Pascha, takes more punches than his average foe and keeps fighting, since Ali is a higher-level fighter and has more hit points.

Wing is trying to escape when he runs into Ali's first lieutenant, and level titles tell us that lieutenants are 4th level fighters. Instead of punching him for damage, though, Wing converts his damage roll into feet pushed and sends the Lt. falling off a 15' tall wall.

Wing is not the vicious, murdering type of hero. He triggers a morale check for the bandits by shooting a machine gun over their heads instead of at them, then scoops up a grenade and uses it on the gates so his reinforcements can get in, rather than use it on the bandits. Grenade explosions can wreck things, just like Heroes.

Wing refers to himself as a lieutenant in the Foreign Legion, which may be the first time we've heard his rank. He has roughly 18,000 xp so far by my page count (I figure 100 xp per page), and that would actually make him a captain by Hideouts & Hoodlums levels.

Biff Bronson accidentally gets a sandwich and soda delivered to him, and the sandwich contains a cryptically written note about a rendezvous and password. More interestingly, we see that meal deliveries used to be in plain brown paper bags, with the soda arriving in a bottle. When they arrive they are told to put in white hoods -- no, not that kind of white hoods! It's a meeting of industrial spies, bent on stopping a new wonder fiber from upsetting the silk industry. Now that's a plot you don't see recycled often! 

This story is also my first confirmation from a comic book that there were "open all night" drug stores around in the 1940s. Biff disguises someone as a corpse by splashing him with mercurochrome (misspelled without the first 'r') to look like blood. Mercurochrome was a topical antiseptic, no longer in use because -- obviously -- it contains mercury. Biff further uses sleeping pills more like a Potion of Feign Death.

The head spy is called The Master-Mind repeatedly in this story and even escapes to come back, making him one of the earliest recurring villains in comic books.

King Carter is a new Hero, one of those features that takes the cowboy out of the West and puts him in exotic locales, in this case China. And the story begins with shades of North by Northwest, with a plane chasing King while he runs on foot! But it's not a villain chasing him, it's a plot hook character. Red Rogers is one of those "old friends" we've never seen before, who invites King on a special mission to photograph a secret Japanese air-base (it is not specified as a Japanese base, but it was pretty clear who most of our war allies were, even as early as late 1939).

King does some wing walking, a surprisingly aviator-specific stunt for a cowboy, before the plane is shot down. Neither King nor Red have parachutes; when the Aviator class debuted, one of its stunts was Find Parachute. Now (in 2nd edition) that would translate into a skill check, which they both must have missed. Somehow they survive the crash unharmed, despite landing between boulders and a tree.

King and Red are overwhelmed by Japanese soldiers. The art isn't very good, but there appears to be no more than six soldiers present. The Japanese are not depicted well, being given names like Ah-Choo and Yee-Poo, and they are made to be stupid, taking King and Red to their leader without tying them up first, or doing anything but put them in a car with a single gunman watching them. 

(Read at comiconline.me)





 


Wednesday, February 14, 2018

Adventure Comics #45

The Sandman's starts with him sneaking into a nightclub to investigate the rumors that the popular singer is being threatened with abduction; he overhears that this is a ruse concocted by her manager while concealed in her wardrobe. The Sandman's player doesn't have to make a skill check to hide because he's clearly out of sight. Now, if Gloria had opened her wardrobe, then the player would need to make a skill check to remain hidden (or rely on the Editor's surprise rolls).

Now, some heroes would just beat up her husband at that point and leave him for the police, but The Sandman has only heard the confession; he has no evidence of it. So he abducts Gloria and tries to force a second confession out of her. It's interesting that she does not recognize The Sandman by his distinctive mask, but only by the handful of sand he shows her as a clue. Mystery men may only be recognized by their calling cards, then, unless the non-Hero makes a save vs. plot.

For the first and only time, The Sandman is seen working with a Japanese servant named Toki (an actual Japanese name too!). It is unclear if Toki is one of Wesley Dodds' many employees (the man is a billionaire, after all) or if he works for, or is simply helping The Sandman. The Sandman's hideout is referred to, but we only see one room of it (it looks like a bedroom).

The Sandman cracks a combination lock, probably as an expert skill. We also see that he wears a wristwatch under his glove.

The story is incredibly confusing, being condensed into too few pages. The husband, Rendle, is up to more than Sandman had first guessed. At Rendle's office, Sandman has to face off against two hoodlums and what appears to be a corrupt beat cop. One of the hoodlums is armed with a Tommy gun; he misses Sandman at close range before succumbing to Sandman's gas gun (evidence of how hard it is for a low-Hit Die mobster to hit a target). Pursuing Rendle to a steamer ship which Rendle plans to use to skip the country, Sandman is briefly stunned by being clubbed over the back of the head, but recovers quickly (something I had to account for in the mechanics of 2nd edition).

Barry O'Neil, in his story, appears to have finally outlived Fang Gow (who is shown on his tombstone to had lived to be 69). Fang Gow's age could be as fake as his death, though, as he had apparently taken a Potion of Feign Death and is revived with an Antidote Potion. Meanwhile, Jean Le Grande has been the victim of an extremely slow-moving deathtrap -- a plant has been given to her that attracts a certain type of bug with a deadly bite. Patient hoodlums have to wait until, via proximity and coincidence, she happens to get bitten while tending the flower (maybe a save vs. plot each time she watered it?).

To search for Fang (after finding out he was still alive), Barry flies over Paris and the surrounding countryside for hours, looking for places that look like hideout cliches -- like old castles -- and spying on them with binoculars. Of course, he's lucky that Fang did not go underground, or simply stayed indoors. Unluckily for Jean, Fang is outside watching three lions in his courtyard play cat and mouse with her. I'm not sure how Barry is going to defeat the lions next issue, but I can hazard a disappointing guess that he's going to shoot them all dead.

In Federal Men, a racketeer named Rutska kills a man and only has to pay $5,000 bail. After he kills again and skips bail, the unnamed city this takes place in offers a reward for $25,000 just for information that will lead to his arrest.

Rutska uses a zip-line to escape from the rear window of his boardinghouse hideout, but dies when the line breaks and he crashes into a telephone pole. This could be a good trick for Heroes, zip-lines that have a 1 or 2 in 6 chance of snapping under a full man's weight.

Socko Strong's story begins with a wrinkle on the amnesia cliche: Socko is hit by a car and gets amnesia, but the gamblers who rescue him don't know it and tell him who he is right away. The gamblers aren't evil, but slick opportunists and convince Socko that he had already promised to take a dive in his next fight, for altruistic reasons (skirting the issue of whether amnesia can alter Alignment nicely).

In a virtually unprecedented move, Biff Bronson from More Fun Comics guest stars in this story. Biff and Socko turn out to be old friends and Biff removes the amnesia by punching Socko unconscious (the story goes to great pains to establish how evenly matched they are in the boxing match until Biff sucker-punches him.

Captain Desmo's adventure in India involves "natives" again, though these well-armed natives defy the traditional stereotype. This scenario is different than usual because the natives are a complication rather than the main adversaries; Desmo has to deliver a serum for cholera to a besieged outpost.

Skip Schuyler, while exploring the Arctic, takes a 20' fall, but because he lands in snow he is "shaken, but unhurt." 


(Sandman story read in Golden Age Sandman Archives, the rest read at readcomiconline.to)