Showing posts with label Dr. Fung. Show all posts
Showing posts with label Dr. Fung. Show all posts

Thursday, August 20, 2020

Wonderworld Comics #11 - pt. 3

We're still here with Patty O'Day and her rival suitors, the aristocratic Mike and the common man, Ham. Ham was climbing out of the well (we saw him get dumped down the well last time) when he pulls this stone loose. Now, we can treat this as a secret door, but it's sort of a build-your-own secret door.

Mike is a very confident climber. Had he begun from standing on top of Ham's shoulders, I would have given him a +1 modifier to his skill roll.
I just googled some pics of French cars of this time period and while, yes, they did tend to have long bodies, and I did see some two-seaters that looked like three men abreast would have to be really comfortable with overlapping thighs...but I still don't think any cars of the era were that narrow.

More evidence of damage done to cars in a chase should trigger a random chance of complication, rather than assigning hit points to vehicles.











Complicating matters about the nationality of these villains, Egroe isn't a French name, but a Dutch word (I believe it means "grand"). Dutch separatists fighting in France?

It's interesting that the bad guys "miraculously" survive, suggesting that car wrecks should usually be lethal in the game. I've got plenty of conflicting evidence on that, but maybe only Heroes should have such an easy time escaping car wrecks.


We're going to leave that story and jump into the following Dr. Fung story. Here, in Persia, Fung and Dan are shown this well by an old friend. It seems like a trap, since there is no visible explanation for how the ground around the well gives way so easily, but apparently it is just coincidental instability.
That is one of the craziest monster designs I've ever seen. I'm not even sure what to call them -- unicycle ghouls? The captions only call them things like "weird creatures" and "strange beings." How do you even rationalize a species evolving to have a built-in wheel?

Complaints aside, I like the idea of pneumatic tubes transporting Heroes quickly between levels of a hideout.

And, of course, we end this page with the cliche of monsters adopting a hot human woman as their queen.
For no reason whatsoever, one of the unicycle ghouls is a gigantic unicycle ghoul, about 20' tall. If unicycle ghouls have 1 HD (I would be skeptical about giving them more, since they should be knocked over easily), then this fella must have at least 12 HD. Rather than being presented as their leader, this thing is just one of them, so it's refreshing to know this race doesn't go in for hierarchical societies, except for elevating human women.

It's hard to imagine the young lady has never thought to scream at the monsters to take advantage of their sensitivity to sound. And then, perhaps she has, but enough of them made their saves that they could always stop her.
We're going to jump ahead again, this time into Munson Paddock's Tex Maxon, the Phantom Rider. The stop, drop, and roll campaign would not start until the 1970s, but that doesn't mean people didn't know that's what to do when you catch on fire in the 1940s.

It's interesting how guns only make lots of smoke when the story benefits from it. I'm not sure if guns every actually made that much smoke, or if this comes from old cowboy movies exaggerating the smoke clouds.

While dropping out of a tree on your opponent looks impressive, I would assign no more than a +1 to hit modifier for it, making it questionable if it was worth all the effort of clambering to get into position for it.







Surprisingly, this "Spark" Stevens of the Navy story may be our very first set in Guam. By October 1941, all U.S. dependents and civilians on Guam would be evacuated, but here at the beginning of 1940, Guam would have a burgeoning population of 22,000.

There's little that need be said about the "damsel in distress" plot hook, except that it's so. darn. easy.

(Scans courtesy of Comic Book Plus.)



Friday, March 22, 2019

Wonderworld Comics #10 - pt. 3

Bob Powell really seemed to enjoy working on Dr. Fung, as he put his best early work into this feature.

Here we get to see a rare cutaway view map in a comic book panel, showing an underground tunnel complex. Note the tunnels at different levels, as evidenced in the last panel, where you have the dry level up above, and a water-lined tunnel at the lower level.
Hideouts & Hoodlums has lots of stats for giant fish in it already, but maybe there's room for one more. I'm not an expert on fish identification and the narration doesn't help. Is that a giant carp?
Dan's pretty funny.

I'm not sure how Dr. Fung knows the guard has the keys on him. Just a good guess? An expert skill check to notice things?

Dan is a 3rd-level fighter (sergeant) by now, which is how he's able to plow through sentries so fast with just his bare hands. He uses his surprise attack disarming the sentry. It appears that Dan can punch at the same time as being grappled, instead of grappling back, going against the grappling rules I wrote for 2nd edition. Stop that, Dan!
Sort of like the keys earlier, it seems like a big leap to say that a volcanic eruption is about to happen just because a subterranean river is getting warmer.

Powell must have become too busy in mid-feature, as we went abruptly from seven high-quality panels a page to this three-panel rush job. I can see what he was trying to do in the second panel, with the scientific accoutrements in the extreme foreground and the figures in the extreme background, but it also makes it look like the Chess Man is inside a giant glass sphere. Which is not a bad defense, if you know your opponents are coming in unarmed. Interestingly, Dan never bothered taking the sentry's rifle (or shirt).
I've seen lots of disarming attacks in comic books so far, but snapping a sweaty handkerchief in someone's face has got to be the most improbable yet. Maybe Karno has a flashback to being snapped with towels in gym class and freezes up. And then his guard is so shocked at Dr. Fung's sheer audacity that he does nothing to stop him. And then the other three guards are so shocked that the first guard was shocked that they don't bother attacking as Dan lunges at them (initiative rules are very loose in these situations for a reason).
Munson Paddock continues to set new artistic ground, this issue with his Tex Maxon feature. Note the creative way he illustrates a roundhouse kick in panel 2, a method that I've never seen duplicated since. And I love that insult in panel 4 -- "You insinuatin' snake!"

We've seen lots of examples of people recovering quickly from being temporarily stunned in comics -- so much so that I had to relent and put stunning rules in 2nd edition -- but this could be the fastest recovery in panel 2, as the outlaws revive while the fight is still going on and get back into it.
It's rare to see a comic book character stick around while the stolen loot is being identified, but the sheriff gives us a good excuse for why when he claims his own share "fer doin' th' work" -- which seems a likely excuse players would come up with.


This is Spark Stevens and, I'm curious, how Spark knows that those are secret Navy plans. I mean, maybe it's something super obvious and they say "TOP SECRET" across the top of them. He seems very sure of their authenticity at just a glance (skill check?).
It's interesting how they loosen the hinges first, to give them a bonus modifier to their open doors check. I wonder what they used on the screws, though -- their fingernails?

(Scans courtesy of Comic Book Plus.)





Saturday, August 18, 2018

Wonderworld Comics #9 - pt. 3

This is still Dr. Fung (and Dan Barrister, who never gets title billing). It seems the shrinking process of Karno takes two days, which is an unusually long onset time for comic books.

I had long toyed with the notion of allowing a stunning blow to the back of the head. It finally made it into the 2nd edition Basic book as the "head blow" rule (page 90).

Dr. Fung moves silently with an expert skill check to avoid detection.

Dr. Fung is still making skill checks.

It is difficult to say what that ray-gun does exactly. It can definitely strike two people side-by-side at the same time. Since Dr. Fung says it "blasts," maybe it shoots pure concussive force, allowing it to both do damage to opponents and wreck things.


It's worth noting that this is a distinctly different chamber than the throne room we saw Karno in earlier, and possibly also different from the lab Irene was imprisoned in. The rest of the hideout seems to be caves, other than these three chambers.

Tex Mason used a skill check to disguise himself as an Indian.

The bank robbers are consistently called bandits on this page, so they must be statted that way.

The last bandit should be shouting "It's over, Tex! I have the high ground!"


Willis Rensie is likely a pseudonym for Will Eisner (though the art is Bob Powell). Will seemed to have a great deal of apprehension about the War in Europe and here wrongly anticipates three Axis powers in Europe. He likely assumed that Spain would join the Axis. Unofficially they did aid Germany, but could do little because they were so wiped after their civil war.

Of Diableef, Riano, and Morga, it will be interesting to see which represents Germany, Italy, and Spain.

"Ahh, no, please -- the coat is rubbing on the fresh wounds from my lashings! Take it off!"

K-51's bizarre sentence seems to be something in Italian written out phonetically, but I can't guess what it is.

If I'm right, though, that makes Morga the Italian guy!

The uniforms look an awful lot like chauffeur uniforms...

"Guten abend" means that Diableef is the German guy (though, really, that one was not a hard guess).

It's a little bizarre that the plot of this scenario is to save Hitler.

Only this early in 1940 could someone think Hitler was just being manipulated by Mussolini and would be willing to sign a peace accord with Europe.



Stories like this were often ripped from the headlines (even if it was the headlines of a few years past). This is interesting because it is based on no real life sugar shortage that I can find. Sugar rationing did occur during the war years, but not until 1942 for the U.S.

"Daily Globe" is a fairly generic newspaper name used in a lot of cities, so it does not tell us where Mob Buster Robinson takes place.

(Scans courtesy of Digital Comic Museum.)










Sunday, November 19, 2017

Wonderworld Comics #8 - pt. 3

Dr. Fung finds it extra hard to find the trickster Scorpio (the trickster class, designed for mediums and psychics, debuted in The Trophy Case v. 1 #4) in his weirdly-shaped mansion. The first room is concealed behind curtains, but behind the room is a secret door keeping the blackmail files safe. The Editor can double up on tricks and traps as well if it keeps the hideouts challenging.


Weapons concealed in canes are so cliche that they'll never fool your players, but a spring-loaded arrow-launcher concealed in a magician's wand? That's a trophy item that will surprise them (though I question the penetrating power of such a weapon -- maybe it would only do 1-4 points of damage?).



Tex Maxon is good in a fight, but not as good as Timmons!  Check out how he kicks a rock with the back of his foot and manages to get enough lift to strike Tex in the head. I'm not sure even professional soccer players could pull off that stunt. It certainly makes me question if Hideouts & Hoodlums needs any facing rules.


It is not unfeasible for someone to fall 150' and survive, as there have been lots of examples of people falling even further and living. The H&H rules are unforgiving , with a fall from that height doing 15-90 points of damage. Now, it's possible that Jon Pulski had 16 hit points and got really lucky, or the Editor set a lower minimum damage (which he could always do, at his discretion).

Fake skulls seems like it could be interesting hideout dressing.


This is K-51, though the influence of Will Eisner makes it seem an awful lot like a Black X story. This takes place in the Philippines, which was an U.S. territory at the time. The rabble-rouser Mussoni is obviously based on Mussolini, though what he'd be doing in the Philippines isn't clear.

Notice how, in fiction, no one ever gets stabbed during a grappling fight. This is borne out in the 2nd edition grappling rules, where if you grapple someone, that opponent can't make any attack back at you that turn except for grappling.

The typhoon is either a wandering event or something the Editor just tossed in, at his discretion, to shake up the plot (it had been a standoff before this). The typhoon is strong and wrecks as if a high-level superhero. X-51 and his fellow agent Claire (she does have a codename, but it's not used past the first page) both make their saving throws vs. science (or maybe plot, or whichever was worse?) to survive the storm, with the Editor rolling for the major antagonists on the ship, while likely hand-waving the rest of the rolls and just saying the crew all died.


The bad guy here is called both a bandit and a robber, but by the way he gets from the side door of the train to the ropes hanging above the train, he must be a mysteryman.



The "chief" is a master criminal; you can tell he is by the bald head. A thug (another mobster type) robs the train this time, using less acrobatics.





The car is full of a mixture of gangsters and thugs. One of the thugs recovers quickly, having made his save vs. plot to recover quickly from unconsciousness (a new 2nd ed. rule). This indicates that even small-fry mobsters are eligible for the recovery rule...though, if there was no such rule, this could perhaps be explained away as a special ability of the thug mobster-type.

(Scans courtesy of Digital Comic Museum.)


Monday, January 23, 2017

Wonderworld Comics #7 - pt. 3

There are a couple of incredulous factors here, from kicking the ball of yarn just right so that it would make the cat leap right at the syringe, to Dan's seemingly superhuman strength.

I have talked before about allowing players to request for something to happen and the Editor can choose whether or not to give them a save vs. plot for that to happen. This time, let's talk about negative modifiers to that. There's an awful lot of coincidence necessary in Wong's "daring plan" -- that the ball will roll over to him, that he can kick it just right, that the cat will chase it, that the ball will fly in the right direction, that the timing will be just right to prevent the syringe injection -- and each additional coincidence past the first should add a -1 modifier to the roll. Further, in addition to the save vs. plot at -4, it would not be unreasonable to require an attack roll from Wong's player, and maybe even an initiative roll to see if he can pull it off before the injection.

As for Dan's strength...Dan has clearly been a fighter in the past and I hesitate to switch him to superhero just because of this. Maybe Heroes should be able to break weak bonds as a skill check.

K-51 Spies at War, whether Will Eisner or Bob Powell was drawing it, always seemed to be their least important rush job. Here, K-51 has to thwart a Japanese attack on Hawaii!  There's some interesting differences from real history here, like the blimp launched to detect the approaching planes and the Japanese relying on a huge bomber instead of more little fighter planes. Unable to stop the bomber with artillery, K-51 parachutes onto it. Now, at this point, the bomber could have become a small hideout for K-51 to explore, but instead he stays put in the gun turret and just keeps attacking the bomber until he gets lucky.

$500,000 in diamonds is an awful lot of treasure to put out there for Heroes to find!


Mob Buster Robinson pumps a police captain for information. Here, either a) the police captain is one of Robinson's supporting cast members, so he freely shares information, b) the captain is a plot hook character put there by the Editor to get Robinson into the adventure, c) the captain is simply encountered, asked, and Robinson gets a good encounter reaction roll, or d) because Robinson is a D.A., and it makes sense that he would have contacts on the police force, the Editor simply lets the player have this encounter as a freebie.

For the bar scene, the bartender misses a save vs. plot to see through the disguise, then Robinson gets a favorable encounter reaction roll -- a very good roll, to get hired on the spot like that!

The diamond fencers have their own hideout. The entrance is in an unassuming shack on a pier, but inside is a trapdoor leading to a concealed walkway under the pier that leads to a concealed building. I'm sure I've seen this same layout in a comic book already. To it, this time, is added a large office and, connected to it somehow, a large workroom. It's possible to enter and exit the hideout and go to either of these rooms, but without needing to pass through both, so they may be side by side. There would, presumedly, be other rooms down here, like barracks, but we never see them.


Speaking of hastily-done rush jobs, here's a crudely drawn and ridiculous installment of "Spark" Stevens of the Navy. This is probably the only time you're ever going to see a hideout with an electrical outlet inside a prison cell. It's like the Editor was distracted, made a hasty call, and the players unfairly held him to it. Naturally, it's going to be awful easy to arrange an escape from here. In fact, I'm surprised they didn't try the simpler approach of just lighting a fire at the wall socket instead of this elaborate plan of electrifying the fence below the cell...

It would be an interesting complication for gunfights to account for ricochets. A cruel Editor could roll a random compass direction for the direction of ricochets, possibly exposing Heroes to a barrage of their own missed shots!

The armory here is generously loaded with hand grenades and machine guns that the spies have forgotten to use. More interesting is the jai-alai glove. Not only does it lend some authentic local flavor to the room dressing -- as jai-alai is apparently a popular Latin American sport and this is supposed to be Cuba -- but it appears using one also adds maybe 10-20' to thrown missile ranges.

(Scans courtesy of Comic Book Plus)



  

Sunday, January 22, 2017

Wonderworld Comics #7 - pt. 2

Let's look at what spells Yarko the Great is casting today. Some sort of untying spell? Floating through the bars might just be a generous interpretation of the Knock spell, or maybe Yarko is really showing off and cast Passwall on the gate. And what has he done to to the rifle -- melted it? Bent it with Telekinesis?

And then we get some more great Eisner room layouts. Good enough to use as a player handout!

Here, Yarko uses some sort of Teleport spell. Like Telekinesis, Teleport is a high-level spell that needed a low-level alternative for Hideouts & Hoodlums, as these sorts of spells get cast all the time in comics. A lower-level Teleport would only have teleported the tortured person a short distance, like to the next room.

The next spell is very clearly Hold Person, and other uses of the spell have set a precedent for the magic-user being able to allow the held victim to still speak.


Here's a puzzle, though -- Projected Image should be visible to everyone; why is Yarko making his image only visible to Burke? Another lower-level version, like a Message spell that only reaches one person (but is still visual to that person)?

Burke's "much persuasion" must have been multiple encounter reaction rolls -- though if Burke is a supporting cast member, then the Editor could just choose to hand-wave the rolling for this scene, as no Hero is actually present.

There is also evidence here of spells having random duration that magic-users cannot always predict.



So it turns out that approaching the ruins normally is a suicide run without large numbers, great stealth, and maybe magic or powers as there's large open space with no cover around the ruins and multiple concealed machine gun nests inside. Heroes just trying to waltz up to the front door would face a frightening amount of potential damage if not bulletproof, making this a challenging scenario for even mid-level Heroes.


Shorty Shortcake walks an interesting line between being a humor strip and an adventure strip. Some of it isn't appropriate for H&H, like suggesting that a pin to the butt would do enough damage to distract a hardened fighter. But other things ring true, like trying to grapple with an opponent from behind and slap handcuffs on him. I've had the same technique tried in some past H&H sessions.


Similarly, there are both things appropriate and inappropriate for H&H here. A chair that misses your target should not break and bounce back in your face -- it would make sense if H&H had a fumble mechanic in combat. Fumbles are funny, and some players like them, but I don't think it's a good fit for H&H despite pages like this.

Using pepper to stun opponents is appropriate and has been talked about on this blog before. It would require a successful attack roll and a missed save vs. science.

The chandelier coming down seems a lucky coincidence. However, the Editor would be in his rights to consider the weight of the Hero and the quality of the chandelier and judge that a save vs. plot is in order. Or, the player could ask for a save vs. plot to see if the chandelier comes down or not.

The mayor falling through the ceiling feels more like a wandering encounter to me.

This is the original meaning of "thug" -- professional murderers with skills like hiding in shadows and climbing walls. These will be called assassins in H&H, to distinguish them from hoodlum-thugs.



One of the earliest appearances of slings in comic books. It can, surprisingly, do enough damage to take down Dan, who should be at least a 2nd-level fighter by now.

But what the heck is up with Dan's long, luscious eyelashes? Has he been dressing up as a woman lately?


How this is going to work from now on is that, after being knocked unconscious, if Dan makes his save vs. plot, he'll recover with 1-6 hit points back in 1-6 turns. Here, it seems only one turn has passed and the Editor has, generously, decided to still keep this in melee turns even though there's no fighting left.

The Editor's generosity has its limits, though, as he has five yellow peril hoodlums jump a Hero with no more than 6 hit points.

(Scans courtesy of Comic Book Plus)