Showing posts with label Captain Fortune. Show all posts
Showing posts with label Captain Fortune. Show all posts

Wednesday, August 26, 2020

Feature Comics #30 - pt. 1

It's been a long time since we last checked in with Quality Comics' flagship title. Here, the Clock (sans mask) investigates how a car was tricked into careening off the road, and anticipates the movie Goldfinger by 24 years.

That the Clock wakes up after 30 minutes suggests that he was simply stunned and recovers 1-6 turns later, but the Editor has decided to make those 10-minute exploration turns (which the Editor can do, at his discretion).
Monogrammed cigarettes must have been a novelty item of decades past.

That's also quiet an expose in the newspaper, that the dead man was a FBI man with secret industrial mobilization plans on him. I bet the FBI was wanting to keep that a secret. Industrial mobilization was, of course, a real thing, and had been ongoing since Sept. 1939 in the U.S.
I've seen this in games before, paying kids to run messages for you. In a pre-modern age it can be more reliable than technology for communication, though it could put the kids in danger.

Panel 3 is a good example of how easy it is for Heroes to scale walls, even in dress shoes and tuxedos, while carrying canes in one hand.
This is Lena Pry and we haven't looked in on this comic strip in a dog's age. I include this bit because of the discussion of relief checks, which was another real thing. The Agricultural Adjustment Act (AAA) was a United States federal law of the New Deal era designed to boost agricultural prices by reducing surpluses. The government bought livestock for slaughter and paid farmers subsidies not to plant on part of their land.
The Great Bear Lake is a real lake. It is the largest lake entirely in Canada, the fourth-largest in North America, and the eighth-largest in the world. Moose Creek is also real, running through Ontario.

There really is a Nugget City in the Yukon, but it's a RV park and, I suspect, doesn't date back as far as 1940. It's possible that "Nugget City" is a euphemism for the Town of Dawson, which was at the center of the Klondike Gold Rush.
This is Spin Shaw and Spin is in an unusual gaming situation that I've only seen once before in a Star Wars session; Spin is "grounded" by a captain who doesn't want him involved in the scenario, so part of the scenario becomes finding a way to get into the rest of the scenario. Here, Spin's player wisely finds a use for his plane that nothing else can do, forcing the captain's hand to let him take off. No dice rolls should be needed to judge a situation like this, and the player should certainly be rewarded for ingenuity.
Unlike Reynolds of the Mounted, which was surprisingly easy to place in the real world, San Luray seems to be entirely fictional. There actually is an archipelago called the Barren Islands -- but it's in Alaska, and it's very unlikely that this adventure takes place there. "Barren Islands" was surely meant to sound evocative, but also generic enough that they could be anywhere.
The cliche of the hollow statue that can be made to appear to be talking to its worshipers is as old as racism in adventure fiction. I include this example, though, because of the added details, like the density of the foliage concealing the entrance (find as secret door?), the fact that the entrance is a "queer opening" because it's much smaller than a normal door, and the shots of the interior show that the body has just one hollow column leading up to a small floored room in the head.
Eisner makes a point of showing us that Dollman is a good fighter at full-size to explain how he is still so capable at tiny size. Why I share this particular page, though, is for the use of "tomahawk" to describe a sap/blackjack. This may be purely a joke, as I can find no evidence that tomahawk was ever a slang term for a sap or blackjack.

(Scans courtesy of Digital Comic Museum.)

Wednesday, March 27, 2019

Feature Comics #29 - pt. 2

I sure hope those cows are okay!

Rance Keane goes over the evidence and finds the hard-to-miss one -- the railroad spike has been removed -- and one that feels a bit like overreach -- because he only finds the print from a right shoe, he presumes that there was only a right shoe. Odd that he isn't suspicious about not seeing the marks from a cane or crutch at the scene. Did he think the saboteur just hopped around?
Rance not only thinks he has the right to go snooping under the beds of people he suspects, but if he finds two matching shoes he thinks he has irrefutable evidence. This reminds me of a school of thought when it comes to game refereeing which advocates having no planned solution to a problem, but just go along with whatever solution the players come up with.
A rare instance of a hatchet being used as a missile weapon, and of a male supporting cast member fainting (failed morale save, not a failed loyalty save).





This is Captain Fortune climbing around, finding that even on cliffs there can be encounter areas. The skeleton with the warning pinned to it is great hideout dressing.
Slim and Tubby encounter bad guys with an unusual strategy -- they lose on purpose, to make the good guys look bad. In certain circumstances (like this boxing ring) it could work.
And we'll wrap up with Spin Shaw, who's in an aerial dogfight with unidentified, but possibly Japanese, planes. The fighting maneuver most used in this fight appears to be a wingover, though it is never named by the narrator. I just found this Wikipedia entry, which I will definitely have to incorporate in the Heroes Handbook.
Forcing a pilot to crash is, interestingly, not listed among the basic fighting maneuvers I linked to above.
I'm not sure a parachute would just pop open and spread out like that...in fact, I'm inclined to doubt it (save vs. science to make it happen?). I'm also not sure how swinging overhead keeps Spin from getting shot at; more likely he just won initiative that turn.

(Scans courtesy of Digital Comic Museum.)

Tuesday, August 28, 2018

Feature Comics #28

Phew! Some of the copy of this issue from Quality is of, well, poor quality!

From this page of Joe Palooka that I can read, I see some prices listed. Now, I am highly skeptical of the $3 offer for a used camper -- I suspect Ham Fisher had a really bad experience with campers -- but more interesting to me is Knobby's accepted offer of $10 for car repairs. So much cheaper than today!
I started out thinking that Porto Bello was a joke about mushrooms, but it turns out that Porto Bello is/was a real place in Panama. Panama was controlled by Spain when this took place, but note how not only does everyone there talk in English, but even the signs are written in English.

The phrase "pike ye the dandy" is an unusual one, as I've never seen "pike" used to mean trip before, but it clearly does here.
Ripping right through this issue, we're on Rance Keane already. And speaking of tripping....Even braced, I have trouble believing that Rance could trip a horse like that; surely, the horse's strength and mass would just pull Rance off the roof. In this instance, I would treat it as an opposed grappling attack, even though Rance is not in melee range. If the horse wins, Rance gets pulled off the roof and lands for 1-6 points of damage; if Rance wins, the horse gets pulled over and is prone. I might even give the horse a +2 situational modifier.

I haven't featured The Bungle Family in a while. Here we see George Bungle taking two good smacks to the kisser, each of which should be doing 1-3 points of damage, and walking away from them. He must be a bit of a scrapper; possibly a 1st level fighter with max (or near-max) hit points.

The ineffectiveness of bare knuckle punching in Hideouts & Hoodlums' current edition bothers me. It's realistic, but leads to no one wanting to fight without weapons. I've been thinking about introducing graduated punching damage, so that they do 1-4 points of damage starting at 2nd level, 1-6 points starting at 4th level, 1-8 points starting at 6th level, and so on.

This is The Clock.  We've seen Heroes be able to boss around beat cops before, but never with an excuse this flimsy -- based purely on having been Captain Kane's driver, The Clock is able to wander around the crime scene and pocket evidence.


With little confidence in their new feature Dollman, we find this installment pushed towards the back of the book. The "monsterous machine" is an aquatic tank.


This is why I don't like rats -- you never know when they might have dynamite strapped to them. This would also make for a really dangerous encounter!



This is Reynolds of the Mountains. The bright light blinds them during a surprise attack. Then they lose initiative and receive lucky head blows. Had they won initiative, they could have still tried to attack first, but would have done so at a penalty.


Most of this checks out. The floor board is an improvised club, so that does 1-3 points of damage, but that's enough to trigger a disarm check. More curious is how Reynolds misses Sam. Even assuming Sam is at medium range (that's -2), Sam is wearing no armor, has no cover, and isn't moving fast enough in an accelerating speedboat to get more bonuses -- that gives Sam only slightly worse than 50/50 chances of hitting, better if he's higher level already. I guess he just really got an unlucky die roll!

(Scans courtesy of Comic Book Plus.)

Saturday, January 28, 2017

Feature Comics #26

I've talked before about how easy disguise needs to be in Hideouts & Hoodlums, and how easy it should be for Heroes to disguise themselves as mobsters. But here we see how easy it is for mobsters to disguise themselves as mobsters too!


Captain Fortune stops to woo a maiden in the street. Because he's such a lady's man? No, so she'll be moved to lie about seeing him! Given the conventions of the genre, it should only take a positive encounter reaction result to get a fair maiden to do that for you.



From Mickey Finn we learn that you could make up to $10 a day selling brushes door to door.



The Clock and this thug/robber tell us that this lone mobster managed to net $250,000 over three robberies. That's an awful lot of money to leave in a hideout as recoverable loot. I've tried before to deal with a solid demarcation between recoverable loot and claimable treasure, but the line remains frustratingly blurry, particularly with Heroes of different Alignments.


Back when I first read this story, I thought "Oh, how unusual -- a mysteryman knows hypnotism!" It was the first indication (there will be more) that The Clock doesn't fit just the mysteryman class. It was also an early example that the mysteryman class was varied enough and led to my adopting the concept of stunts for them instead of set skills.

By now, though, I've read every kind of character practice hypnotism and it's not so big a deal anymore...

This is Rance Kean's strip, but the real star of this page is the sharpshooting outlaw Dirk Purdue who managed to shoot half the mustache off a man through an open window.

Now, there is the fact that this only happened to a supporting cast member, was not crucial to a combat or a life-or-death situation, and so the Editor could choose to hand-wave game mechanics in instances like these and just say that happened. However, doing this sets a precedent for "impossible shots" being possible in your game and players will ask to try the same things eventually.

I would require a natural 20 on the attack roll for an impossible shot like that (giving a generous 5% chance of success).

This is from a filler page called Off-Side.  I include it mainly for the gag on the right, which is what I feel like whenever people around me are talking about sports.

This is a well-equipped Charlie Chan, with a miner's helmet and gas mask, but even those aren't enough to save him from a cave-in. Cave-ins are tricky, mechanics-wise. The damage from the falling weight alone should be enough to render Charlie unconscious, and then the continuing damage from having that weight on top of him should kill him. Perhaps a generous Editor would allow two saves here -- a save vs. missiles to avoid the initial falling damage and a save vs. science to avoid the continuing damage (assuming the rubble all became miraculously balanced over him).


Here, Charlie beats a dynamite stick in initiative and gets the chance to toss it away; dynamite sticks get thrown at the end of the turn, ignoring normal procedure for missiles, and don't go off until their opportunity in the next turn.

It's unclear what Kirk is doing, but it seems he's shooting the second dynamite stick in mid-air. While not an impossible shot, I'd be inclined to make a dynamite stick thrown in the dark to be AC 2 or even 1...

(Scans courtesy of Comic Book Plus)