Showing posts with label Buck Jones. Show all posts
Showing posts with label Buck Jones. Show all posts

Tuesday, January 17, 2017

Crackajack Funnies #17

Today's adventure of Don Winslow of the Navy includes a naval battle between a battle cruiser and a submarine -- neither one of which is going to make it into the trophy section of the 2nd edition basic book. After much thought and research, I've decided to cap the section on water transport trophies to yachts.

Interestingly, it's a yacht that Don is on and not the two vessels actually fighting. The larger naval battle could be roll-played out, or just treated as background flavor text.

Trigger is "crazed" and staggers blindly from fatigue and thirst. Those are some harsh complications I don't expect any players will want to deal with. Trigger is a mobster, though, so the Editor can assign any complications to him he wants.



This is "Time Marches Back" with Looney Luke, Inventor of the "Time Machine."  It's a feature as bad as its title would suggest. Two things to note from it, though: a) Luke's time machine is his hat, which also lets him fly, and b) this is an actual ghost. Real ghosts are exceedingly rare in the early comics, as they're almost always fake undead. This ghost demonstrates its ability to pass through small holes here, as ectoplasm seems to be closer to a liquid than a solid state.


This is Clyde Beatty, Daredevil Lion & Tiger Trainer -- further proof of my new contention that the longer a title is the worse it is. At least Clyde is done messing around in the circus now and is exploring Africa.

Clyde doesn't bother with taming leopards, though -- he just wants to kill 'em!  I've spoken recently about Hit Dice intentionally not accurately reflecting the comics, and here this leopard would have to have 4 hit points for there to be any chance of that dagger killing it in one hit.

This is Buck Jones and the Canyon Rustler, and there's more going on here than you might think at a glance. Buck has defeated this outlaw (an evil cowboy) and now the outlaw is spilling the beans about the hideout Buck needs to head to next. Buck has already learned how the entrance to the hideout is concealed and the location of a lookout (another new mobster type) guarding the entrance.  But there's also a bandit lurking about and he's about to attack. Look out, Buck!


It's been awhile since we've checked in on Dann Dunn, Secret Operative 48. Here his poor dog Wolf is doing most of the work because Dan is low on hit points. At the end, when all the danger is past, Dan faints from low hp. Except, that's not a thing -- you can't somehow delay unconsciousness in the game through force of will. So, this must be the player's decision to make Dan faint -- self-imposed flavor text, if you will.

Also, an example of the usefulness of carrying handcuffs.


Wash Tubbs finds that the 1930s is a great time to buy things cheap, if you've got the money.

This reminds me of a recent issue I had in the 2nd edition trophy section -- how do you set $ values on hi-tech or magic trophy items so that Heroes don't become instantly rich? One answer is, if it's the pre-WWII years, not enough people are buying who have enough money to make you rich.

Speed Bolton Air Ace should be a lot more exciting than it usually is, but in this installment things really start to happen after a lot of issues of people standing around talking to each other.

I'm wondering, though, if a marksman's medal should be a trophy item. The wielder would get a +1 to hit with missiles?

This is Ed Tracer, G-Man X32. He's in an interesting hideout, and I call it interesting because there's plenty to explore here. Did he search all the cells in the dungeon? What's in that barrel and crate? What flows out of that long pipe sticking out of the wall -- water, or green slime?

The radio room is halfway between levels. It contains a safe - don't you want to know what's in it, Ed? Above that is, one could presume, the ground floor where the party is taking place.

(Scans courtesy of Comic Book Plus.)








Friday, November 25, 2016

Crackajack Funnies #16 - pt. 1

(The following post makes more sense if you think of this as having been posted on Thanksgiving, when I started writing it.)

Happy Thanksgiving!

What is Dan Dunn thankful for? That Hideouts & Hoodlums doesn't have "bleeding out" rules. Despite the fact that he's apparently been unconscious from a gunshot wound for hours, he wakes up just fine. And it really is the amount of time passing that made the difference, not the water that Irwin brought him -- unless Irwin happened to slip a dissolving healing pill into the water!

The mobsters are thankful for the new 2nd edition rule on cover fire, making the police afraid to move into the path of the bullets for they would be automatically hit. But Wolf is fine. Is that because cover fire doesn't work against smaller than man-sized targets, or is the grass really so tall that the mobsters don't have line of sight?

Here, the fact that Wolf hops over a wall and still isn't nailed by the cover fire seems to prove that it doesn't work against smaller than man-sized opponents. Or they switched off of the cover fire tactic for some reason (running out of bullets?).

Dan is awfully optimistic for a man who should be only back up to 1 hit point right now.



We've seen more elaborate trap triggers, like electric eyes, pressure plates, and even motion sensors (before that was even a thing you could buy), but here we get the simple trigger of a black thread setting off an alarm.

This page also suggests that carrying a lit flashlight could make it easier to target someone -- or at least would cancel out the dim light bonus in 1st edition.

Red Ryder is grateful for those hot coals, and being able to kick them in the air as high as a person's face. Now, I do plan on having a rule in 2nd edition for blinding attacks, but should hot material also do damage? I would be inclined to say no, since it gives a double advantage to the blinding attack. Of course, this might make sense for hot coals, but what if the hero was invulnerable and could kick up molten lava? An Editor will still have to play situations like that by ear.

Ed Tracer has less reason to be thankful; first he's tricked by The Piranha, who pretends to have stuck Ed with a poison dart (bluffing is much easier than actually carrying poisoned weapons!), then a mobster gets surprise on him and puts him in a double-arm lock. I have grappling rules for 2nd edition that will cover multiple holds, like this one.


1st ed. H&H had the giant piranha. 2nd ed. is going to stat normal schools of piranha. But this appears to be a tank of only four piranha? That's a pretty easy deathtrap. They're going to be able to do maybe 1 point of damage to him per turn?




This is Buck Jones, and I don't share this page because of the simple "I'll roll a boulder down the hill" trap -- because we've seen that already. No, it's for the peculiar incident of the horse stumbling. Over what? When do cowboy's horses ever trip?  There's no need for a game mechanic for this -- this is clearly a freebie from the Editor.


I'm equally skeptical of this. Should Heroes be able to outrun attacks? How slowly are those boulders rolling? In this case, I'm inclined to say Buck made a save vs. missiles to avoid the boulder trap, which was explained by the flavor text of him climbing a nearby tree to escape them.



Wash Tubbs is abused by his ex-girlfriend's bratty kids in this sequence that harkens back to the strip's pre-Captain Easy days. On the previous page was the ol' bucket of water balanced on the door trap -- avoided by a save vs. missiles and -- since it was only water -- doing no damage.

Itching powder also does no damage but could be a good distraction, maybe making someone save vs. science each turn or lose initiative until the powder is washed off.

Spitballs do no damage, but they sure are annoying (no game mechanic for annoying though).

Trip attacks will be covered under the grappling rules.

(Scans courtesy of Comic Book Plus.)







Thursday, June 16, 2016

Crackajack Funnies #12

The theme for today's post is stunts, a game mechanic from the Hideouts & Hoodlums supplements that is being radically overhauled for 2nd edition. In 1st edition, stunts had one-shot activations, like powers and spells, and then automatically worked so long as you made it into the duration before it expired. What will replace this are skills, that you always have a random chance of succeeding at. Mysterymen will still get a chance to use stunts -- a limited number of times per day they can auto-succeed at a skill, with extra panache.

So, despite how heavily the new rules will talk about Mysterymen, they apply equally to Cowboys. Cowboys are from Supplement III: Better Quality, will not make it into the 2nd edition Basic Rules book, but might make it into a later book expanding Hero creation options for different settings/genres.

Here, we see Tom Mix and another cowboy performing a stunt together. Leaping from one moving horse to another seems like a skill anyone might have a chance to accomplish -- though I would make it an expert skill with a lower chance. But leaping while your hands are tied behind your back? That's something extra, and has to be a stunt.

This is something that I had not considered a skill at first, probably because Heroes don't resort to it too often, but hiding is definitely a skill.




Captain Easy is often a good source of inspiration. Here, he teaches H&H players a thing about perseverance! Without any clues to go on where the pirates who kidnapped the girl he was responsible for are hiding, Easy and Tubbs start visiting every island where they could be hiding and checking every one. They have searched 17 islands so far at this point, and are about to finally strike pay dirt on the 18th...




This is a situation where a stunt, Increase Speed, that originally debuted for the Cowboy class, made so much sense that it was also given to the Aviator class (in The Trophy Case v. 1 #6-7), and then to Paladins in Supplement V: Big Bang.  Now it makes sense to just let everyone have a chance at it, which is why it will now be a skill.



I don't have a lot to say about this, and any wargamer worth their minis already knows this, but tactics are important even when your Hero is in a Naval battleship, or a bomb-dropping blimp.




The tropes of the genre work both ways. There's no way that mask should be able to conceal anyone's identity. But if it works for the heroes, it works for the villains (and everyone still has to save vs. plot to recognize him through the mask).




(Scans courtesy of Comic Book Plus)

Friday, June 3, 2016

Crackajack Funnies #11

Take a look at this guy in the yellow suit. Would you guess he was a hoodlum? No, but Irwin somehow makes him right away? I'm more convinced than ever that Hideouts & Hoodlums needs a skill for identifying mobsters.


Car bombs are deadly in H&H -- maybe 5-30 points of damage, if there's a full tank of gas. It's deadly enough that I wouldn't even think of putting a 1st-level Hero in a scenario where he could encounter one.



Now this is a mistake I never make anymore, when running any RPG. No players act like Red Ryder here, and stay away from a rendezvous point until the time of the rendezvous. They always want to show up hours early to stake the place out. So this scenario would never work out in a real game.


The law always seems to crack down hardest on the Heroes in stories like this -- note the $1,000 reward for Red Ryder, an exorbitant amount for a Western setting.


This is Buck Jones, and this is clearly the 1st level Cowboy stunt, Summon Horse, on display here. There's really no other explanation I can think of for why his horse just happens to walk into the cabin.

This is also the only instance I can think of where I've ever read about keeping matchsticks in your hat band being a good thing.


I'm going to have to call shenanigans on this one, Buck. Okay, maybe you coaxed your horse into leaping off the cliff with a lot of spurring, but you'll have an even harder time convincing me you both just took a 90' plunge into the lake and took no damage. Minimal damage, I can believe, but here they just ride off as if they took a light rinse.


This is Don Winslow doing the rowing. The plot here is an especially intriguing one, looking back, as the Spanish Civil War is really the forgotten war that didn't figure into World War II. But that does beg the question -- is Red's theory really half-baked, or is the intervention of men like Don Winslow that ended the Spanish Civil War early before it could spill out into the larger War in Europe?

Giant piranha are statted for H&H right away in Book II, though, to be honest, I've yet to see a giant one in the comics. Maybe I should apply those stats to a piranha swarm instead.



I don't plan on using a precise encumbrance system anymore in 2nd ed., so I guess it won't really matter how much an automatic pistol weights. But I was still surprised that an automatic could fit in a handbag that small.

(Scans courtesy of Digital Comic Museum)



Friday, April 22, 2016

Crackajack Funnies #9 - part 1

We haven't checked in on Dan Dunn in awhile. Here he reminds us that you should always check for clues at a crime scene. The metal tag is probably something all factory workers had to wear.



This is Speed Bolton, Air Ace.  He keeps a machine gun in his plane and shoots out the window because a) planes weren't pressurized so windows could all be opened, and b) because not every plane can hold a gun mounted behind the propeller, and not just anyone would be able to sync up the gun for synchronized fire.

Speed is nervous at the end because he doesn't seem to have the Improvised Landing stunt prepared...


Even a cowboy like Buck Jones can learn clues from a letter, like if the letter was written by a man or woman.

Rattlesnakes need to be statted in 2nd ed.

In a cowboy setting, there should probably be rules about spooked hosses -- that is, horses. If a horse is spooked, it's going to make morale saves in every encounter at a -2 penalty until an animal trainer spends time with it (or maybe a Cowboy with a Calm Hoss stunt).

You'd think an outfit like this guy's would make him stand out too much for a mask to do him much good, but that's not what masks are like in a comic book world. Put a little black around your eyes and anyone would have to save vs. plot to recognize him -- even if they should recognize him from the bright green pants.



Occupations are good for plot hooks, but it's important for Heroes to keep the people they work for happy. A superhero in one of my home campaigns got fired from his job not that long ago because he was supposed to be a photojournalist and never took pictures on adventures. If you do care about keeping your job, you've got to work at keeping those encounter reaction results high.



This page of Wash Tubbs explains how a magnetic boxing ring would work. It would be difficult to put a Hero in a situation where he would need to put on special shoes with a metal plate in it before a fight (and I would give the Hero a chance of noticing), but the big issue is that there is no game mechanic effect that staying motionless in combat has. I guess, if attacking while prone confers a -4 penalty, then attacking while you can't move one foot should give a -1 or even a -2 penalty.

(Scans courtesy of Digital Comic Museum)











Thursday, February 11, 2016

Crackajack Funnies #6

These panels are from Capt. Frank Hawks, Air Ace, and shows the old "shoot the lock off" trick. The game mechanics for wrecking things don't distinguish between what tool you're using, so shooting the lock has the same non-Superhero wrecking chance as going at it with a crowbar.


You can definitely move around in combat, as shone here. You only have to be within 10' of your opponent to stay in melee range with them, so a combatant could move up 10' to engage, then pass and stand 10' on the far side of their opponent, without ever leaving melee.


I've never understood how diving underwater protects fictional characters from bullets so well, but maybe water should serve as hard cover?

And, of course, an amphibious plane is a trophy transport item.  Collect 'em all!


Myra North, Special Nurse, is not normally prone to flights of fancy, so maybe this is a real thing, injecting a capsule into a chicken so that it gets passed through into an egg. It seems a crazy way to pass a secret message to me, but maybe it'll really catch your players off-guard someday.



There's not a really good long shot of this hideout, but it seems to be a cluster of cabins located in a remote mountain pass. You can approach it from either end, and be observed by scouts, or you can climb up over the sides and lower yourself down 70' cliffs by rope. I suppose you could also just drop flaming debris onto the cabins, to the scenario had best call for making sure everyone isn't killed. Indeed, in this story, Buck Jones is going into the hideout to rescue someone.


I liked this idea from Don Winslow -- bad guys drain a lake to reveal a sunken Mayan city. Now the Heroes get to explore the ruins with a nice mix of dry and aquatic encounter areas.



Don's plan to re-take the stolen naval cruiser is to use a tin pan full of flaming oil in the powder magazine to make the crew think there's an out-of-control fire in with the explosives. It's a desperate gamble; I would leave some chance, if I was running this scenario, for the fire to get out of control.  I would also make morale saves for the crew, and some unlucky rolls might mean some of the crew are willing to play hero and go down to fight the fire.

This is Tom Mix, and the hideout here appears to be a cave with a giant secret door blocking the entrance that can only be turned by a crank from the inside. However, since the door is really only canvas on a frame, made to look like stone, it would actually be easy to wreck through. However, because it's only canvas, it's real easy for the defenders to shoot through at anyone trying to wreck through...



And lastly, there is the sanitarium hideout of Doctor Sabin in Tom Traylor. No single page of the story gives you a very good sense of the layout of the place, but it a spacious, well-furnished, house built on the shore of a sound, with a dock and a boat out back. Besides the dining room, sanitarium office, and operating room, there is a radio room, a dungeon (complete with prison cells), and an underground passage that extends from the dungeon up to the dock.

(Scans courtesy of Digital Comic Museum)