Showing posts with label Federal Men. Show all posts
Showing posts with label Federal Men. Show all posts

Friday, January 29, 2021

Adventure Comics #48 - pt. 2

And we're back with what I promised, a look at this issue's installment of Federal Men. In it, the FBI gets a hot tip that counterfeiters are working in Northville, and in an unusual way -- a fake $1,000 bill is mailed to them anonymously, but came from Northville. Of course, we're given no indication as to where Northville is but, since so many comic book stories have a New York City orientation by now, it stands to reason that "Northville" means somewhere North of NYC, so...maybe it's actually Albany? Or even Poughkeepsie? Ah well, it's all speculation...

The plot is one we've seen before and will see again -- the hero stumbles across a crime school where a professor (or professors) teach classes on forgery, safe cracking, and killing in exchange for a cut of future profits. This one is pretty expensive -- a complete course costs $5,000, plus 25% of your take for the first year. I would be really leery of allowing a real game mechanic benefit to this.

Steve Carson (our hero) disguises himself as a "tough" by smoking a cigarette, going without shaving, and possibly darkening his eyebrows. He's caught -- not because he looks just like Steve Carson, but because he gets fingerprinted and the Professor somehow has all federal men's fingerprints on file.

Fitting in with the dark themes at DC Comics this month, the deathtrap is a suicide machine -- you're strapped in, with a gun in your hand, and the machine makes you squeeze the trigger and shoot yourself in the head. Without wrecking things, it's a pretty foolproof deathtrap -- so the only way out for Steve is to have one of the hoodlums turn on the Professor and free him. The twist is that the hoodlum did it -- and sent the fake $1,000 bill to tip off the feds -- not out of any altruism, but revenge because he was about to be expelled.

By now, the Sandman has been downgraded from billionaire Wesley Dodds to millionaire Wesley Dodds. Wesley is shown smoking a pipe, and the Sandman carries binoculars for the first, if not only time, in this issue.

Dian Belmont is in love with Wesley already, if her letter to him is written honestly. Her father, the D.A., learns Wesley is the Sandman in this story and seems cool with it, even though the Sandman was wanted by the police in the past.

The Sandman is shown jumping safely from a second floor window. Should stunts be able to lessen falling damage? Maybe. Maybe...half damage per 10', per stunt?

The Belmonts own a Chris-Craft -- Chris-Craft Boats was an American manufacturer of boats that was founded by Christopher Columbus Smith. This page is a good commercial for them -- it's fleet, and can easily catch up to a yacht. 

When Sandman searches Judge Quick he finds a letter in a secret pocket. I'm not sure how you conceal a "secret pocket" on your person. A pocket inside your jacket certainly wouldn't qualify as "secret." Maybe it's sewn to the inside of his pant leg...? The letter is a major clue without even reading it, because it smells of one of the suspects' perfume. 

Sandman climbs a wine-covered trellis (it's called a ladder, but it's pretty clearly a trellis) to an upstairs window, which should be a basic skill check, maybe even with a bonus if the trellis is sturdy. Dian, the Woman in Evening Clothes (and that's including high heels, no doubt) climbs it right after him, and that's got to be an expert skill check.

In one panel, the gas from his gas gun is referred to as "deadly."   

In Socko Strong, Socko is trapped in a deathtrap underwater, but he finds a trapdoor that serves as the drain for this pool. It feeds to an underground stream and Socko is swept into it. He emerges, "finally," on the bank of a river. But how long was he underwater? Were there pockets of air for him, or did he hold his breath the whole time? We're not told, but those details can mean life or death in a realistic campaign. 

The next day, while shooting a film, the guide wire snaps on a heavy arc lamp, and the lamp is about to fall on a small girl. "The entire group all stands motionless in frozen horror -- except for Socko..." Now, there's two possible explanations for that. One is that, as the only Hero present on the scene, the Editor is making sure none of the other characters on the scene can upstage him. Or, the Editor used surprise rolls to determine if anyone was surprised by the falling arc lamp, or perhaps Socko surprises the falling arc lamp, giving him even more time to act.

In an interesting twist, the father of the girl was paid to kill off Socko by sabotaging his parachute for the next scene to film. Doing the good deed pays off and saves Socko.  

(Read at readcomiconline.to)

 



 


Tuesday, July 23, 2019

Adventure Comics #47 - pt. 2

Moving on to Jerry Siegel's Federal Men...so often, it's senators or generals being bumped off in comic books that it's novel when a government employee with a distinctly different job title is going to be killed. This one is particularly novel, because the position of "Commissioner of National Functions" seems entirely fictional. Even the "Eastern Exposition" is fake, which is weird because it almost surely refers to the New York World's Fair, and DC has already had plenty of stories referring to the New York World's Fair by name.

The plot is a little strange; Steve Carson is knocked out and left in a house with a dying man. Normally, in a story, this is to frame someone for the murder, but the story never goes there.

===

Another wrinkle is that the murderer isn't a spy, but an anarchist (which have been statted for the game since Supplement I).

At one point, Steve appears to get two completely different actions, taking a warning shot to alert the commissioner and then attacking the murderer/anarchist before the m/a gets to act. Normally, if the bad guy knows you're there, you don't get a surprise attack. I believe, even though the m/a clearly knows Steve is there, Steve still gets a surprise action because the warning shot is so unexpected. Then Steve wins initiative on his first turn of regular combat.

===

Socko Strong is in Hollywood starring in a boxing movie. The director is Solly Lloyd and the rival star is Monte Swift, neither of which sounds familiar and are likely not stand-ins for any particular real life people. Monte is able to bribe someone on set to put Socko in danger for just $100. Later, Solly throws a party at his castle -- that's right, he's one of those eccentric rich people who have medieval castles built for them in the U.S., and he's even had deathtraps built into it, purely for his own amusement. Monte traps Socko in a pit with a locked cover that he can fill up with water.

Captain Desmo's enemy, Vasili Gerke, has taken a precaution that few game referees use because in most uses it would seem anticlimactic, but he has guards stationed outside his hideout, tasked with shooting at anyone escaping. One exit has a single sniper watching it, while another exit has a machine gun nest stationed over it.

Having escaped via swimming, and his sidekick Gabby having taken on too much water, Desmo has to perform artificial respiration, which in 1940 still means tipping someone face down and holding them by the ribs.

Desmo uses some unusual dialogue, once saying "We're one rifle to the good," which is either poorly written dialogue or maybe an archaic way of saying "We're one rifle better off than we were." He also uses the phrase "bite the dust," being the first time I've encountered this in a comic book.

Desmo can be a jerk, blaming the two guards that he knocks off a cliff to their deaths for "getting so close to the edge."

===

Does using a gun grant a bonus to a wrecking things roll? Perhaps it should, to justify why Heroes would go the trouble when the noise can so clearly alert the entire hideout (as it does in this story).

Steve Conrad is back after a long break. Steve Conrad's adventure is a bit risque, with him trying to rescue a woman who is grabbed off the street and dragged into a brothel. How do Steve and his sidekick Chang know it's a brothel from outside...? Steve, like a player who's being too cautious for his Editor's plot hooks to work, backs down when the brothel's side entrance is guarded by six yellow peril hoodlums. Only when he reads later in the paper that the girl is the police commissioner's daughter is he shamed into investigating further.

Maybe it's understandable that Steve chickened out earlier; when he comes back, he is bonked over the head and captured immediately. The Editor scales down the scenario to make it less challenging, but goes too far; after Chang rescues Steve, they find all the bad guys are on opium highs and easily tied up.


(Read at readcomiconline.to.)



Thursday, November 1, 2018

Adventure Comics #46 - pt. 2


Steve Carson of Federal Men has an awful easy time investigating this one. When a judge appears to have been kidnapped, Steve naturally suspects the most current criminal defendant and just happens to spot two well-known mobsters outside the man's office. He follows them to a well-known pool-parlor (apparently pool hall is not a common term yet) frequented by the underworld. Now, how does Steve recognize all this? Maybe the Editor gave all that information away as freebies. Maybe he made Steve make skill checks to know it. Or, if Steve's player requested information, and the Editor could not decide if Steve should know it or not, the situation should be resolved by saves vs. plot instead. At lower levels, a basic skill check is easier than most saving throws to make, but an expert skill check is harder than both, so players might do well to be inquisitive and risk that saving throw.

Steve is shown to use an automatic pistol in this story. The judge was actually not kidnapped but was hiding out on his own after thinking he'd run someone over and killed him. The fake accident was arranged by the man on trial. Interestingly, the judge does not recuse himself, but continues with sentencing.

Socko Strong has a strange working relationship with Jerry Indutch; in addition to being Socko's trainer, Jerry is a photographer for the Daily Bulletin. Jerry and Socko are both lured out of town before a match by fake telegrams, but they luckily run into each other on the road as Jerry is driving back. The odds of that seem low, but a basic skill check could be allowed for each of them to recognize the other's car en route. A lucky encounter reaction roll from a motorcycle cop gets them a police escort back to the match (going over 80 MPH, no less -- must have rolled double 6's!).

Captain Desmo's adventure takes place at "latitude 70 degrees, longitude 30 degrees," which is odd because that's nowhere, but if you flip latitude and longitude it would be in modern-day Pakistan, which makes perfect sense for the adventure. The villain in this piece is Vasili Gerke, the sort of Golden Age villain name that is almost impossible to take seriously. Vasili has yet another of those rayguns that can make planes stop flying, but also has a complex irrigation system that allows him to drain lagoons and make them look like suitable landing fields, then flood them again later to hide the evidence. I'm hard-pressed to think of any other adventures where a mastery of irrigation made a villain dangerous...

Skip Schuyler is referred to as a lieutenant in this story, but I had to go back nine issues to find a reminder that Skip works for the U.S. Intelligence Service. Skip is romancing a general's niece outside a party and goes back in to get punch when she is kidnapped and dragged off. Skip can see the evidence of where she was dragged away, but apparently blows his skill check and is unable to track them further. Skip covers for his failure later when talking to her uncle, saying it will be easier to find them in daylight...you know, hours later when they could have done anything to her. Her uncle doesn't seem remotely worried; when Skip tells him he just goes "Hmm..." like he'd just been told a good brain-teaser.

While flying around over the area in his plane, the only clue Skip gets is seeing the sun flash off of something metal among the trees. Skip's player meta-games and assumes this is too important to pass up. Sure enough, that was exactly where the girl, Linda, was taken. Though the story began in the real city of Shanghai, it moves now to the fictional island of Hanyow. The kidnappers try to move Linda again by boat, but Skip makes his skill check this time to spot her. The kidnappers have a repeating rifle (automatic rifle?). Skip flies too fast for the rifleman to aim, but Skip has no trouble hitting their boat at the same speed -- this could be easily explained by the luck of the dice, though.

Skip's shots disable to the boat, but the kidnappers bring up a good point -- Skip isn't flying a seaplane, so he can't get to them and it's a stalemate. The scenario is effectively over for Skip at that point, who has to radio in Army seaplanes to finish his rescue for him.

Rusty and His Pals are in England (still? I'm pretty sure this isn't where they started, but their parents must not be missing them). To get out of the rain, they have to go try to find shelter at a spooky old mansion.  I think I've written about this before, but in comic books, if it's raining, you have to save vs. plot to resist seeking shelter. The old man in the mansion seems paranoid, until his bodyguard (not much of a bodyguard) is dropped by a dart to the neck, and then the old man has a heart attack (Editor's fiat, no game mechanics apply to heart attacks).

(read at fullcomic.pro)




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)


Tuesday, February 7, 2017

Adventure Comics #44 - pt. 1

The Sandman makes a reference to growing up in Hilltown. There is a Hilltown Township in Pennsylvania, corroborating my growing suspicion that the Sandman is based out of Philadelphia.

The Sandman calls his butler "Feathers."

After being shot by The Face, The Sandman has to spend a week convalescing/healing.

The Sandman can pick a lock.

The Sandman's gas gun has a range of at least 10'.

In an interesting twist, the Sandman's best lead in finding the face is that his costumes are too authentic. He's able to find his costume supplier and track down The Face from there. It's an interesting angle that is largely forgotten in later stories with disguise villains.

For the only time ever, The Sandman deliberately murders a foe.

Fang Gow returns to harass Barry O'Neill -- mainly because Barry was floundering for direction without his nemesis, I'd guess. Gow has invented a potion of wax transformation that seems to be permanent, or at least has a very long duration.  The potion is administered by syringe, and in 2nd edition H&H will clearly specify that potions do not just have to be drank.

Gow has some new real estate, operating out of a French castle, but he's so confident that the main entrance only has one guard! Maybe the rest were just on their coffee break, because a "horde" of yellow peril hoodlums are available for Gow to summon later.

The Federal Men story starts with Steve Carson getting a lead on a case, then not getting any further with it for months before a second plot hook comes his way.  The smuggler's hiding place is a nod to the Sherlock Holmes story, "The Adventure of the Mazarin Stone."

The Socko Strong story gets a much easier start, with Socko showing up for a photography assignment only to, luckily, spot the person he'd come to photograph tied up through the basement window. Why the thugs abducting the young man would leave him within sight of a window facing the front of the house is beyond me, but without it Socko would never have known something was up and there would be no adventure. So, either Socko has to roll to spot the victim through the window, or he's a plot hook character and is automatically encountered.

The Captain Desmo story is stolen from "The Most Dangerous Game," perhaps the most-stolen story ever. Count Ogreoff has ape-men following him.  Desmo is pretty ruthless with offing Ogreoff's ape-men, pushing one off a cliff and rolling a boulder over the others. I think I've covered pushing in previous blog posts -- but, to review, pushing off a cliff requires a failed save vs. science after a successful attack. Rolling a boulder takes a save vs. plot to get a boulder rolling, with a cumulative -1 penalty for each person you expect the boulder to hit (and then each of them gets a save vs. missiles). Desmo is attacked by a constrictor snake before the second wave of ape-men. The second wave switches tactics and overbear him with numbers, assigning a cumulative penalty to his saving throw vs. science for each successful hit on him.

(Sandman read in Golden Age Sandman Archives, the rest read in summary at DC Wiki).






Monday, October 3, 2016

Adventure Comics #41 - pt. 1

There's a bit of controversy over the second Sandman story in this issue. The Sandman pulls a mobster underwater, beats him up, and then we never see that mobster again. The author summarizing stories for DC Wikia believes that Sandman must have drowned the man, making this the Sandman's first kill (despite the narrator's claims that the Sandman has never committed a crime). Thank goodness I had access to The Golden Age Sandman Archives to corroborate these things! I don't think any definitive conclusion can be drawn from that page. We never see the end of that underwater battle. For all we know, before the Sandman surfaces again, he leaves the mobster safely unconscious on a nearby dock.

When Sandman does resurface, the girl he's rescuing says she's "heard a lot about" him, which seems unlikely if this is only his third mission ever. Like with the magic-users and superheroes we've seen so far, there is ample precedent for allowing Heroes to begin with more than 0 xp, or even whole "brevet ranks" (called "big bang levels" in Supplement V).

The Sandman spends much of this adventure out of costume -- retaining his gas mask, but otherwise wearing only a bathing suit and a shoulder holster for his gas gun. At some points he is wearing a coat and hat over his bathing suit. Mysterymen do not seem to need to always be in costume as much as superheroes do.

Barry O'Neill, in his adventure, is in Tunisia -- a welcome departure for me from the habit of creating fictional countries (a personal pet peeve of mine).  Cecil Krull is a great villain name -- too bad it was just an alias.  "Cecil" is a spy, but we already knew spies needed to be a mobster type.

Steve Carson of Federal Men has been slumming for awhile now, but it seems like Jerry Siegel decided to go all out for this issue. An entire town dies, strangely, during a snowfall -- raising the stakes from Steve's recent adventures of stopping crooks. Mobrune is a prophet-like figure who predicts other towns will be hit by the killer snow to be purged of wickedness. As those towns are later hit, Mobrune grows a cult around him (making me wonder if cultist should be a mobster type). Mobrune is actually using a poison gas that is catalyzed by cold air, and the snow is just incidental. A bit bloodthirsty for my liking, but otherwise a plot!

Two of the benefits of a Western campaign (the same with many fantasy campaigns, really) is that a) a trope of the genre is that the Hero is always moving and, b) in a remote environment, any encounter is worthy of description. Which is good because, under normal circumstances an old man looking to go home to see his son -- as Jack Woods meets -- would not seem like much of a plot hook in a busy city.

The bandits Jack Woods meet do something interesting and different -- they just let Jack go, trusting that they've intimidated him enough that he would stay away!

Speaking of different, Socko Strong and his friend Jerry Indutch are shipwrecked on a primitive island but, instead of focusing on getting off the island, Socko and Jerry form ties to the islanders and seem ready to settle down! Socko wins a job as a bodyguard and Jerry has eyes on the chief's daughter. That's creative, proactive roleplaying! The natives use poisoned spears, so the native mobster type needs a 1 in 6 chance of having poisoned weapons.

Should a film projector be a trophy item? Hmm...

Captain Desmo and Gabby are dealing with thugs - the Indian thugs (or Thugees) the word originated with. These thugs are treated as natives, swarming over an Indian city (a fictional city? I can't find a real Jeddur). Since the natives have a huge number advantage, Desmo "has" to resort to wiping them out with a grenade, and the cliche of cutting a primitive bridge over a chasm.

(Sandman read in Golden Age Sandman Archives v. 1, the rest read as summaries at DC Wikia.)








Monday, July 18, 2016

Adventure Comics #39

Barry O'Neill begins having post-Fang Gow adventures, though Count Guniff seems to be cut from the same mold. Indeed, when Guniff traps O'Neill and LeGrand in a water trap, Barry would have been within his rights to go "What, again?"

Two things worth pointing out from this story: one, it is one of the first time in comic books where the hero runs out of bullets; and, two, Guniff's second death trap for O'Neill and LeGrand is a much simpler affair -- he douses them with gasoline and is going to brings a match towards them. That's a pretty serious death trap -- serious enough that I'd probably have it do 1-10 points of damage per minute to heroes until they can somehow extinguish themselves (like a save vs. science to smother the flames by stop, drop, and rolling).

Cotton Carver continues exploring his Don Dixon-like lost world environment. One thing to notice is that the hideout/dungeon Cotton is exploring is taking him down quite a few levels, by stairs and slides, but his encounters are not getting significantly more challenging. He gets to a dead end where he cannot proceed without having a special stone with him that fits into an indentation in the wall -- a classic dungeon trick.

Cotton fights a half-cat, half-man called a Watcher. Watchers must be pretty tough; this thing takes multiple arrow hits without going down, and is probably at least 3 Hit Dice. They're also Lawful because, if you defeat one and leave it alive, it agrees to repay the life-debt by serving you (or maybe Cotton just had cat treats in his pocket).

The animated statue Cotton meets seems straight out of Dungeons & Dragons. I wonder if it's a living statue, a golem, or if I'm going to be disappointed next issue by it getting explained away as ventriloquism...

In Federal Men, we learn more about how reefer works in the comic book world. It's "the drug that causes the smoker to lose all moral restraint". So, if you smoke marijuana and fail a save vs. science, you become okay with killing others (just like most of my players) and don't have to save vs. plot before you can take a life.

Jack Woods (fresh over from More Fun Comics) faces a bandit and an unusual dilemma -- a victim who isn't glad he was saved. Soon he's confronted with another dilemma much like one I recently used in my Monday night campaign. The Hero is hired to deliver something under suspicious circumstances. Does the Hero do the job and go home, investigate the sender, or investigate the receiver? It's a nice scenario because the Hero is free to choose and shouldn't be railroaded into investigating one before the other.

Steve Malone finds a cuff link. This is important because a cuff link is never mentioned in a story unless it's a clue.  If your Editor so much as says "cuff", you'd better be ready to take notes.

Steve does a lot of searching. He finds the first cuff link searching by a gong (not where you'd normally expect to find one), but finds the second one searching a bedroom where you'd expect to find one (maybe at a +1 bonus then?). There is a secret compartment hidden in a model castle and, unless the Hero has reason to suspect it's there, the chance of finding it is the same as a secret door.

Tom Brent is sailing down a jungle river, seeing no natives, but they see him and track his boat's movement. Which might not bear mentioning, except that there seems to be a lot of natives and they evade being noticed for quite some time. Maybe natives need to have a better (3 in 6?) chance of surprise?

The Skip Schuyler story has him pitching for the Yankees during a special game for charity. Which might not bear mentioning, except that it's so rare for a real baseball team to be named, and real players (Lou Gehrig and Joe DiMaggio) cameo. Of course, in your home campaigns, whether you go with real historical figures, characters obviously based on real historical figures (with similar names, like Jim DiMaggia?), or entirely fictional characters is entirely up to you.

In Anchors Aweigh, because the Editor clearly doesn't have a new plot for them lined up, Don and Red decide to go hunt up some experience points, literally, by hunting crocodiles off the Panama Canal. They meet a wandering encounter while hunting who turns out to be a mad engineer who makes bombs (I can't decide if that qualifies him to be a mad scientist (Book II), a madman (Supplement V), or even an anarchist (Supplement I). Once the encounter has been rolled up, the Editor has to think up an excuse for the engineer to be there, so he concocts a plot on the spot for foreign powers to have hired him to blow up the Canal.

(Summaries read at DC Wikia)

 

Friday, April 1, 2016

Adventure Comics #34

Fang Gow purchases a mind control drug in this installment of Barry O'Neill. The drug has to be injected (at least in this form). Worth discussing here is the nature of mind control and what it can and cannot force someone to do. Characters in stories with their minds controlled, even supporting cast, often shake off the effects at the last moment for maximum dramatic effect. In this case, it is notable that Inspector Le Grand is not able to shake off the effect. Evidence of saving throws?

In Tom Brent, the First Mate gets shot when Tom dodges a bullet -- proof both of the save vs. missiles rule, and the dangers of shooting into a melee. The story also involves a shipboard mutiny...Hideouts & Hoodlums briefly touches on Loyalty as a game mechanic, but it is basically just treated as Morale under another name. Loyalty might need to be expanded on in 2nd edition, particularly in terms of how it could cause mutinies among supporting cast members.

Steve Carson of Federal Men goes on a car chase. I've talked before about using hit points and combat for ending car chases, but there needs to be a competing mechanic of evasion at work too. Can Steve make an evasion roll before his opponents shoot up his car? I don't want evasion to just be a single roll, though, because that's boring. Maybe evasion should work in degrees, so the first successful roll moves you from short range to medium, the next roll could move you from medium to long range - or back to short range if you bungle the roll. It needs more thought.

Dale Daring and her boyfriend encounter a trap that consists of a pit/crevice. The unusual thing here is that the pit is not covered or concealed in any way, but the Heroes may fall into the pit because the uneven floor around it is not safe to walk on.

Tod Hunter faces cannibals. I had once considered treating cannibals as its own mobster type, but decided to lump them under Natives instead. There is also an 8' gorilla in this story. In the normal/large/huge/giant categories for animal-mobsters, would an 8' gorilla be large or huge? I would think it would fall somewhere in between, but would probably side conservatively with making it a "large ape", so that "giant ape" could still be something more King Kong-sized.  Also, we know from this story that apes should get a crushing hug attack and a bite attack.

In The Gold Dragon -- we finally see the gold dragon. It's been a long set-up for this (this is the 29th episode), so much so that this is not our first dragon in comics at this point, or even our second. It is the first dragon to fit the dragon types found in H&H, though the gold dragon has, luckily, always been found in the game since Book II: Mobsters & Trophies.

Anchors Aweigh reminded me of several issues this month. One is keeping track of ammo -- because being on your last bullet should be a suspenseful moment for every Fighter relying on guns. Two is fatigue from running. H&H has a fatigue rule that is more combat-oriented; it needs to apply to running as well. Three is when Marshall's last shot fails to frighten off the natives because of their large numbers -- morale needs to be modified so that number encountered affects morale saves.

(Summaries from DC Wikia)


Saturday, January 30, 2016

New Adventure Comics #31 - part 1

Barry O'Neill takes it slow while moving through hideouts. He tests the walls, pulls on anything suspicious, like rings set in walls -- and finds secret doors that way!

In the first room behind the secret door, Barry finds two cobras. Luckily, even though Barry came disguised, he still has a concealed flashlight and weapon.

In the room is a note for Barry from his nemesis, Fang Gow. An Editor can always do this too, retroactively placing notes wherever the Heroes are, as if the nemesis anticipated them. Just be careful not to go too far with this, if the Heroes went somewhere really unexpected.

The tunnel after the cobra room is trapped -- it swiftly fills with water. I assume the secret door Barry used to get in can't be opened from this side. I'll have to wait until next month to find out how he gets out!

Tom Brent, in his adventure, is captured, but his captors forget to search him and leave a weapon on him. This same situation happened in one of my Hideouts & Hoodlums campaigns; in that case, the player asked for a chance of having a weapon left unfound on his person, so I gave him a save vs. plot to make that happen.

Tom makes the smart move of capturing the leader and making all his henchmen stand down, rather than fight his way through everyone. It's the safer move, anyway. I'm not sure I'd allow full experience awards for the henchmen for it, even though he's technically defeated them this way.

Players often want to get to where they need to go as early as possible. Tell them that they have a midnight rendezvous and they'll show up at 6 pm and start staking out the place. The same holds true for Steve Carson of Federal Men, who thinks the 4-hour car ride from Washington, D.C. to New York City is too long and flies there instead.  Knowing this, the Editor can plan more scenarios that require a time crunch.

On the other hand, if the scenario has high stakes, like a kidnapped child who will be killed if the Heroes do not find him in time, it's best to keep from setting a definite deadline, so the Heroes can always show up at the last minute and save him.

In Dale Daring, the Heroes shockingly take a moment to check their guns to see if they still have any ammo left. One is empty, but the other is okay.

I have suggested several "fixes" over the years for good ways to more easily keep track of remaining ammo during combat. One of them was to roll randomly, 1d6, to see how many turns you can shoot before running out of bullets. That seems to be what happened here, in Dale Daring, given the disparity between their ammo situations.

In Cal n' Alec, Cal wants Alec to go ahead because Cal thinks he sees quicksand and Alec doesn't. Sounds like spotting dangerous terrain needs to be a random chance, just like finding secret doors.

Cal n' Alec is a gag strip, so I don't know how seriously to take this, but it takes Cal five hours to dig a 25' deep pit.

As Captain Desmo's India adventure continues, a bounty is set for him at 20 gold pieces. Which is odd because, by 1938, India already was using the silver Rupee as its unit of currency.

Desmo wins two battles against the thieves by failed morale saves -- once after mowing down enough of them with a machine gun, and then later by mowing down their leader with a machine gun.

(This issue can be read at Comic Book Archives)


Wednesday, December 23, 2015

New Adventure Comics #29

Anchors Aweigh! picks up where it left off last issue, with our Don Winslow-clone investigating El Diablo. El Diablo has somehow slipped poison slips of paper to Don Kerry's prisoners and the chief suspect is an old friend of Don's. This is a good position to put your players in -- do they stand by their Hero's supporting cast, or turn on them when things look bad?

Later, Don and Red are listening to clues from a nearby group of sailors in a joint, but one of the sailors notices them listening. Hideouts & Hoodlums definitely has a game mechanic for hearing noise, but not for the reverse -- and it does not make sense to simply reverse the mechanic (it should be easier to hear noise through a door, for example, than to hear someone listening through a door). The Editor may have to play this one by ear -- are circumstances right to be observed listening? -- and then resolve it with a save vs. plot for the Hero.

This story also gives us an explanation for why not to have hoodlums immediately use guns in a fight -- for fear that the sound will bring the police.

Don overhears the name of a ship captain who might be in league with El Diablo. But how to find the ship captain? Don asks around, claiming to have a message for the captain from El Diablo. It's a clever and daring plan -- exactly the kind that Editors should give a good chance to work.

Tom Brent's adventure has a crew mutiny, two jewel thieves, a diamond worth $50,000, and a suspect who turns out to be a police inspector doing his own secret investigation. I particularly like this last wrinkle. Could it be a cure for Heroes who shoot first and ask questions later?

The next adventure of Steve Carson of Federal Men is an unusual one in that it takes place just before a Presidential inauguration ceremony -- which means it took place two years earlier in 1936 or two years later in 1940!  Time can be a fluid thing in a roleplaying campaign -- it can take place over days or it can take place over years, but generally campaigns follow sequential time. This does not always need to be the case, as I wrote about in Supplement V: Big Bang.

Nadir, Master of Magic, continues to show an aversion to actually using magic. He gets through a locked door, not with a spell, but with a skeleton key. He gets around by "powerful sedan" instead of by spell.  Instead of turning invisible, he hides behind curtains. He does cast a Detect Thoughts spell.

Captain Desmo starts this new adventure by flying overhead when he sees travelers being attacked. Luckily he has two grenades for his sidekick to toss over the side of his plane. Then Desmo and Gabby use the oldest trick in the book, disguising themselves (in this case wearing Arabic robes, even though this is supposed to be India) so they can get in to see the big boss. The boss is guarded by a fighter who must be at least 9' tall (I would stat him as an ogre, then).

In Tod Hunter, Jungle Master, the primitives we met last time are called tribesmen here (a better name than natives or savages, maybe?). From the arena we observed last time, the prison cells are only reachable via an underground stream that requires Tod and crew to travel by raft. Past the stream is a maze of tunnels that seem to go on for miles. And yet, the trip back to the throne room seems to take no time at all -- perhaps they find a shortcut back. In the throne room are large urns, axes and spears mounted on the walls, hanging masks, and statues -- including a giant statue of the tribe's bald, fanged god that must be at least 30' tall. Tod is able to climb the statue and find a secret door leading through the statue's arm. The statue (I believe we learned it was wooden last time) is hollow and can be navigated inside by ladder. There is a secret room in the head where a crazy old man with a scimitar can speak through amplifiers and imitate the god.

Dale Daring's boyfriend Don is able to conceal a sub-machine gun under a cloak.

In The Golden Dragon, it's very unclear if the men are attacked by undead skeletons, or men dressed to look like skeletons, Scooby Doo-style. Regardless, a woman present is so frightened that she is paralyzed with fright. I'm thinking that everyone, even Heroes, will have to make morale saves when first encountering the undead, and non-Heoes will have to make morale saves when first encountering people pretending to be undead.

(This issue can be read at Comic Book Archives)

Thursday, December 3, 2015

New Adventure Comics #28 - part 1

We're still a bit ahead from this title headlining with the Sandman, so this issue begins with "Anchors Aweigh", a brand new Don Winslow clone (the lead character's name is even Don Kerry!).

Like I observed recently, aviator stunts seem to be something every comic book character masters as soon as they sit in a plane. Here, we see the stunt Power Dive, as described in The Trophy Case v. 1 no. 7

Although Hideouts & Hoodlums is the Golden Age Comic Book Roleplaying Game, Editors need not limit themselves to American comic books, or even comic books for inspiration. The "Anchors Aweigh" story seems inspired by the Tintin comic strip adventure "The Crab with the Golden Claws", combined with the Raymond Chandler story "Nevada Gas".

Tom Brent is also a new character debuting this issue. He's a sailor; I have not felt sailors need their own character class yet. The ones I've read so far are either Fighters or (in Popeye's case) Superheroes. Tom Brent is definitely of the Fighter persuasion. The mood of the story is dark, with heroin smugglers being the villains, and a stash of morphine being used to frame Tom. It is also unusual for taking place in Marseilles, France, rather than the U.S. Note that France won't be conquered for almost another two years.

It's only 1938 and it's already been too long since Steve Carson of Federal Men has had a cool adventure. This serial, vs. The Cobra, might change that. We've already got a hideout set-up here, with a concealed trapdoor in the back room of a flower shop leading into a deep shaft with ladder rungs in the wall. At the bottom is a trapped metal door -- touch it and you're shocked unconscious (or forced to save vs. science to avoid being stunned).

A death trap awaits Steve in the lair of the master criminal -- a fight with a large cobra that is not only a poisonous snake but, curiously, a constrictor snake as well (maybe it's a mutant!).  How do we know it's a death trap instead of a normal combat? Because of its placement in the storyline (after Steve is powerless in The Cobra's clutches).

Nadir, Master of Magic continues to go around not using magic.  Sure, he claims he's giving a lady he rescued a potion to dispel the hypnotism placed on her, but I can't help but think that "potion" is really just a bit of brandy, or maybe even just a strong coffee. He does, however, seem to have a magic Ring of Evil Detection and he uses the Crystal Ball again he used in his first appearance.

Captain Desmo continues to vex me; the man fights way beyond the abilities of someone who should, at this stage, only be a first level Fighter. He exhibits the special ability of "combat machine" (multiple attacks vs. weak foes) as a Fighter of at least third level, and I can't easily guess how big a penalty to the die roll to assign to not only a disarming shot, but one that shatters a dagger with the bullet.

In this story, Desmo picks up his first supporting cast sidekick, Brooklyn-born Gabby McGuire, who is probably a first-level Fighter. Desmo also happens to know a Hindu mystic named Seyah Ashear, but Seyah is more of a Detective than a Magic-User, using clues to induce information for Desmo, rather than divination spells. Knowing a Detective as a Supporting Cast Member is very handy for players who aren't good at picking up on clues on their own.

(This issue can be read at Comic Book Archives)




Wednesday, November 4, 2015

New Adventure Comics #26

The first crossover in comic book history was not Batman and Superman. It was not the Shield and the Wizard. It was this installment of Federal Men, guest-starring Sandy Kean of Radio Squad -- even though they never leave the car and we are only told the radio squad is in there. One month before introducing Superman, Siegel and Shuster were already building a shared universe for their characters.


Nadir, Master of Magic, is probably the most reluctant caster of spells of all magicians -- or an actual first-level Magic-User with only one spell. In this installment, we find Nadir doing nothing more remarkable than climbing a tree.  But -- a palm tree? That should be nearly impossible to climb as he's shown doing it. Could this be the first instance of the spell Spider Climb in comic books...?



This is The Adventures of Rusty and His Pals, the feature Bob Kane did before Batman.  It makes the intriguing suggestion that there are both good and bad pirates. The pirates statted in Book II: Mobsters & Trophies were definitely the bad type. I wonder what good pirates would be like...?



There are all kinds of situations that keep popping up in the comics that Hideouts & Hoodlums, as yet, has no rules to handle.  Case in point, how many miles one can cover per day on foot, and how long one can force a march before becoming exhausted. The closest there is are the fatigue rules for combat.

Off-hand, I'd rule that you can move 25 miles in a day, +1 mile for every made save. vs plot.



This is from new feature Captain Desmo.  Yesterday I was talking about campaign moods and how dark Golden Age comics could get. It doesn't get much darker than this last panel, with the newlyweds discussing her suicide to avoid a fate worse than death if captured...


Does Captain Desmo really have grenades? As an Aviator, he has access to the stunt Bomb, which lets him act like he has grenades to drop from his plane. There are several stunts that Aviators can use to "give themselves" trophy-like items that not only exist as flavor text, but can affect combat temporarily.

Also note, Fighter-types can smoke cigarettes.



I was thinking I might be able to make some point about this page in regards to using cover in combat, or "concealing" trophy weapons where they can be easily found if needed -- but, really, I think I'm going to share this page because I would always put down Centaur for being so racist, but DC could be really racist too.



(Scans courtesy of Comic Book Archives)