Showing posts with label Ibis the Invincible. Show all posts
Showing posts with label Ibis the Invincible. Show all posts

Tuesday, January 14, 2020

Whiz Comics #2(b) - pt. 2

Before I get back to the next feature, the discerning reader may be left wondering how this issue can be #2(b). That's because they printed two #3's, forgetting that they started numbering the series with #2! This is actually the first #3...but I'm calling it #2(b) because I can.

Next up is Ibis the Invincible! Again, this story proves problematic for H&H, or rather, we have to make allowance for Ibis' wand, the Ibistick, to have extra powers of its own besides holding Ibis' allotment of magic spells, and it can transfer magic-user abilities to anyone who holds it. The nameless thief who swipes the Ibistick is able to cast Wall of Stone and something that seems like an advanced version of the Dig spell, since it makes a chasm between him and Ibis -- although cast at a high-enough level, maybe there is no difference.

More difficult to explain is when the thief is using the Ibistick to make piles of gold for himself, as there's no spell for that -- or is there? Maybe the Ibistick interprets what you ask for into the closest equivalent spell. So it's casting Fool's Gold for him, or maybe creating illusionary gold with a Phantasmal Image spell.

Somehow, Ibis trips on a loose floorboard while charging up to tackle the thief. I'm guessing that's flavor text associated with a botched die roll, though if I was playing Ibis, I wouldn't be too happy if my Editor told me I tripped like a clumsy idiot just rushing into a room.

The Ibistick has another nice feature: it has decided that Ibis is its true owner, making it the first intelligent magic item in comic books (not a magic sword!). As such, any spell cast with the Ibistick at Ibis is turned back on the caster. The spell is Turn Flesh to Gold, a variant on Turn Flesh to Stone.

Meanwhile, Ibis' love Taia is trapped in an airtight glass case, but with enough air that she is little harmed during the long minutes Ibis is chasing the thief. Once he has the Ibistick he dissolves the glass. It is not clear why he didn't just break the glass with a rock.

Ibis is correct that the ancient city of Thebes is gone, though how he learned that when he had just recently awoke in this millennium. Ibis recreates the city of Thebes, which could be nothing short of a 9th level Wish spell.

I'm sure I've shared this opinion before in regards to Zatara, but comic book magic-users are usually ridiculously broken, and Ibis is strongly in that category. Sure, breaking out a 9th level spell to make Taia happy is deeply romantic and probably worthwhile to both of them, but after she is foolishly kidnapped by Arabs, Ibis polymorphs their plane into a falcon and then a horse -- all to do what he could have accomplished by simply following the plane in the first place. This new Chain Polymorph spell (for lack of a better name) is probably also 9th level.

Ibis has little to worry about from desert nomads, but he still wastes powerful polymorph spells on them, including a Mass Polymorph spell (also 9th level?) that turns a group of armed men ("Arab cut-throats" = bloodthirsty hoodlums?) into geese. Polymorphing a bullet into an apple is an unusual trick -- and there is more to it than transformation, because Ibis' spell is able to drain it most of its momentum. He casts the same spell soon thereafter, turning a dagger into a dove. This must be another new spell, Polymorph Missiles (5th level spell?), and perhaps it is not a one-shot spell but a duration spell that allows him to temporarily transform any missile weapons aimed at him into living things and steal them of their momentum until the spell ends.

In Lance O'Casey, we learn that Lance's home is on Maloana Island, which isn't a real island as far as I can tell -- but it does have a nice South Seas sound to it. Lance's boat is called the Brian Boru; I don't recall if we learned that last time or not.

Lance gets a visit from a plot hook character, a native who says he knows where to find giant pearls -- and then conveniently gets lost during a typhoon. At this point, out in the ocean and surrounded by islands, Lance could be at the beginning of a "sandbox"-type campaign, where he could explore the islands in any order he wants. And maybe it was meant to be that way, except that he finds the "giant pearls" island first try out of the box.

On the island, Lance encounters a "renegade half-breed." Golden Age comic books seemed to love making half-breeds villains, but we're going to rise above that and ignore it in Hideouts & Hoodlums. Instead, we're going to stat him as a pirate, because he looks like a pirate. Actually, with an eyepatch and skull and crossbones tattooed on his chest, he would look like a pretty fearsome villain had he been drawn better.

The story takes a surprise twist when, instead of rescuing slaves from the pirate-slaver, one of the slaves frees himself, captures the pirate, and tosses him to the sharks -- then Lance finally takes action and dives in to save the pirate! To save the pirate, he has to kill a shark and punch out the slave who justifiably wants this bad guy dead. This is not that rare in RPG scenarios, that you just don't know what is going to motivate your players, or at least it's not what you planned.  Unfortunately, what's really going on in the story is that Lance saved the half-breed because he was half-white, and he likes how the natives call him "white master" now.

Further disgusting me about this story, Lance is rewarded by the slaves with a giant pearl, despite the fact that he just sided against them. And it turns out that he didn't even want to keep the giant pearl, he just wanted to find one. I do not like Lance O'Casey...

From a telegram, we learn that Dan Dare is based out of Sea Castle, Florida, another of those places that sounds real but really isn't. This might also make Dan the first comic book hero based in Florida.

This month's adventure takes Dan to San Francisco, California. Dan wisely takes a plane to California, since it's such a long trip, and appears to have a small passenger plane of his own that he pilots on the trip. A truck tries to hit his taxi once he's in San Francisco, seemingly on purpose, but Dan simply notes the event and does nothing about it (once again, not that rare for RPG players to ignore your planned encounters and just keep moving!). 

Dan, being a renowned private eye, was summoned to investigate an extortion letter that's surprisingly easy to figure out, as the dumb hoodlums (should that be its own mobstertype?) left a fingerprint on the letter -- that amazingly wasn't obscured when Dan held the letter with his own bare hand.

The next day, Dan tours San Fransciso's "Barbary Coast" neighborhood, a red-light district that hadn't actually existed since the 1910s, but was still featured in popular culture into the 1970s.


The villain, at least, is memorable. Dynamite Davis was horribly disfigured in an explosion and now has gray skin, no hair, and no ears, and not much left of a nose. Yet he compensates by wearing nice suits and sitting in a throne in his underground hideout, just waiting for someone to accidentally find him. He even has his own Asian sidekick named Taxi.

Dan seemingly just happens to stumble across the barbershop over Davis' hideout by dumb luck. The solution of how he got there comes at the end and, while slightly more satisfying, is still suspect. Somehow, Dan recognized the paper the ransom letter was written on as the kind of paper used in barbershops (and even if that was a thing, who's to say Davis didn't just steal the paper from one?), and on just a hunch he suspected the chauffeur was in on it and trusted the chauffeur would drive him to a trap (which was true, the barber had a trapped chair on top of a pit trap, just in case something like this happened).

(Read at readcomiconline.to)


Thursday, December 20, 2018

Whiz Comics #2 - pt. 2

Ibis the Invincible is not acting like a 1st-level magic-user here. Create Underpass doesn't seem like a spell that needs to exist, but perhaps a 4th-level Dig spell would explain that.

We learn how much sailing from Manhattan to Cairo cost back then.

Again, I'm skeptical about the need for a Create Money spell (though maybe Fool's Gold could be modified for this). Also, since Ibis would not yet have encountered American money, it seems unlikely he would have known how to make the right kind of money, and makes for a pretty convincing case that this is another illusion that makes you see what you want to see (I had suggested last time that Ibis used an Improved Disguise spell that makes him appear to be wearing what others want to see him wearing).
Create Cottage does have some precedent, lying somewhere between Leomund's Tiny Hut and Mordenkainen's Magnificent Mansion, making this likely a 5th level spell -- but only if temporary. If permanent, this has to be a Wish, and a 9th level spell!

Create Bridge could actually be a spell with a lot of uses, and if it had a short enough duration I could see that maybe being only a 2nd level spell.
Here is a spell version of the power Turn Gun on Bad Guy - maybe called Missile Turning?

Excellent commentary on world affairs, circa 1940.
Wow, okay, this is Protection from Normal Missiles...but instead of 15' Radius, it's extended to 1 mile Radius. And then there's Restore City, a spell that has got to be Wish-level power.

I did have a conversation here in the comments section (an actual conversation with a reader!) recently about the issue of if Hideouts & Hoodlums emulated the power-level of golden age comic book characters well enough. I would use this page as a prime example for my answer: yes it does, as far as I would wish it to emulate those comic books. Because, really, stopping an enemy bombardment in one turn and then reversing all its damage in the next turn -- how do you build a challenging and entertaining scenario when they can all be resolved this quickly and easily?
Moving right along, this is the origin story of Golden Arrow. You only get part of it on this page, and it's interesting how often his story seems to go in a Mowgli-in-the-Wild-West direction and then surprise detours.

This page is still early in the origin story, so I'm not sure what to make of these last two panels, or if I should make anything out of them. Being able to wrestle a bear cub at the age of 5 or catch an antelope at age 7 seem relatively superhuman. It also suggests to me that half-pints be able to have classes like mysteryman or even superhero. I have toyed with the notion in the past of treating half-pints as a separate race.

I'm not entirely sure yet how I would make them a separate race (I mean, obviously they aren't ever going to literally be a separate race, but to separate them out from normal humans game mechanics-wise). It would make sense to take away the free Supporting Cast Member (unless the SCM was a parent). It seems like half-pints would do half damage, but others would have to save vs. plot to harm them. Anyway, it all needs more thought.

This would be a world record for a horse jump (it currently stands at 8'). So, if I did bring back the cowboy class (and I'm not saying I am yet), one thing that would distinguish them is that they could not only push themselves past normal limits with stunts, but they can push their mounts too.


That is one beautifully aimed arrow, but it does create a problem for me. When I revised the mysteryman class, I limited stunts to applying to out-of-combat situations, so as not to take away what makes fighters special. So this can't be a mysteryman-cowboy using an arrow for a stunt, if the result is a trip attack.

So then I have to decide if a trip attack should normally be allowable at range. I guess the answer to that should be yes, though it would make more sense when throwing something heavy at someone else's feet, or launching a lot of marbles across the floor.

And that brings us back to the perennial question: should Heroes get to attack more than one opponent per turn? There is ample evidence of this in comic books, yet I've shied away from this in terms of game mechanics because it's not fair in a group setting to have one Hero get to attack everyone before the others have had a turn. But...what if this was an optional rule for solo play only? I will consider putting that in the Heroes Handbook.

And, lastly, if I do bring back the cowboy class, it will have the ability to fall from any height, without damage, as long as there is a horse and saddle within 10' of where he would have landed.

And now on to Spy Smasher! I'm including this page because it gives my players a goal for how much money they have to save up to buy their own aircraft carrier.
Spy Smasher is a mysteryman, and the surest sign of that is a dramatic window entrance. In fact, my biggest regret with the class redesign is that it included no mechanic for dramatic entrances. I suppose they could use a stunt to ensure they have surprise, but that's not quite what is happening here; this is more like what mysterymen could do in 1st edition, with their intimidate ability, forcing a morale save before they've even done anything. Ah well...

(Scans courtesy of Comic Book Plus.)

Saturday, December 15, 2018

Whiz Comics #2 - pt. 1

This is it! I feel like the last four years of this blog have led up to this moment, as I consider the first year and a half run of Captain Marvel to be one of the best runs in comic book history.

And, no, you didn't miss an issue -- Whiz Comics accidentally began with #2, counting the unpublished ashcan copy as #1 (which most companies did not add to their issue count).

Before we get into this, let me add that I fine tooth-combed this story previously for details, and annotated it carefully here, here, here, and here.

So what is there left to do? Why, talk about game mechanics, of course!

As I said on my other blog, it's unclear if the Phantom Companion is compelling Billy, perhaps with a Charm Person spell. 
The Strange Subway Car must be a trophy item, capable of Plane Shifting to prepared destinations.

Note the two figures in front of the Car. They seem to be real creatures, possibly lizard men or troglodytes. They are never encountered or mentioned again, though they could be natural inhabitants of the caverns inside the Rock of Eternity (not named as such yet).
There is currently no spell that makes thunder happen whenever you speak your own name, though it might be useful to have such a spell. It would probably be low level, unless treated as a Power Word spell and connected to something more useful like, say, Power Word: Transform into Superhero.
The Historama is itself a powerful, magical trophy item, like a flat-screen Crystal Ball that can view any moment in history sought for (Shazam can do so quickly because he's studied it for centuries; I would advise that new users have a very low chance of seeing events).
And here we get the alter ego "race" for Heroes which was absent from the Basic 2nd edition book, but will be in the Advanced Hideouts & Hoodlums Heroes Handbook.
Something happens to Billy after Shazam dies that he cannot remember, but it's really hard to assign a game mechanic to something we can only speculate about. My guess is, the death of Shazam unleashes such disruptive magic that it reverses Billy's transformation (Dispel Magic?), and a Forget spell on Billy.

This does bring up the question: should Dispel Magic work on Captain Marvel, at least if cast by a high enough level magic-user? I would say yes...but it does seem to set a precedent for allowing it to affect all powers of superheroes, which an Editor should think carefully about.

I statted Captain Marvel as an alien in Supplement IV: Captains, Magicians, and Incredible Men because he's not Billy transformed into a man, but a magical construct with its own intelligence that Billy's mind also inhabits. As an alien, he can make good jumps at will, and is unlikely burning a power here.

Television sets are minor trophy items in 1940.

As I've said before, breaking through windows does not require a roll for a superhero.
A radio silencer is a mad science trophy item in H&H.

Smashing lab equipment is the second category for wrecking things, Machines. Ripping open the door is the first category (Doors).

Less clear is if CM needs to be using a Raise Car power to lift up the elevator car. My quick research seems to indicate that an elevator car weighs over a ton -- too much to just hand-wave, I feel (I also missed this first indication of Captain Marvel's strength in my annotations!).
Moving on, here's a first look at Ibis the Invincible. In the comics, Ibis just has to say something while holding the Ibisstick to make it happen, but what spells could explain these things?

A glass-melting spell sounds too specific to be of much use, but a spell that mimics wrecking things would be useful to a magic-user.

The second spell is likely Disguise...and yet, if Ibis has had his eyes covered in mummy wrap all this time, how did he know what clothes modern people wore? Perhaps this is a 2nd level spell that clothes you in the illusion of how people expect you to look, rather than a disguise of your own choosing?

Mentioned just in passing, Ibis casts a Knock spell.

(Scans courtesy of Comic Book Plus.)