Showing posts with label Inspector Bancroft. Show all posts
Showing posts with label Inspector Bancroft. Show all posts

Tuesday, December 10, 2019

Jumbo Comics #13 - pt. 4

I've got time for one more rant session -- I mean review! -- of this issue of Jumbo Comics.

Wilton of the West is in Skull Valley, which is an actual place out in Utah. It should also sound familiar because of the White Boy in Skull Valley strip we already reviewed a few years back on this blog.

Drinking water does not restore hit points in Hideouts & Hoodlums, but giving water to a dehydrated person can count as first aid, and that does heal back 1 hp.


I'll skip most of the story; this page reminds us that the cowboy genre is often set in modern day times, so you can include modern cars in your stories.

I don't know how you jump off a horse into a speeding car, but I wouldn't make that easy. It should require an attack roll vs. a low AC, like maybe 2, or even 0.











Jumping ahead, this is our final story, Inspector Bancroft. Bancroft has been given a lot more supporting cast this story, including a fiancee and...well, I don't know what relationship those two kids are supposed to be to Bancroft or Wini, but they don't figure into the plot anyway.

Lumps of jelly used for containers in medicine that melt in heat are good clues to find in a poisoning murder.

"Swanky!" That's a word you don't see often enough in comic books. 
Bancroft gets incredibly lucky here; his accusation comes way out of left field, and all Benza has to do is deny it and Bancroft has no evidence. Things like this always seem to go incredibly easy for the Heroes in Golden Age comic books, so in a H&H campaign, if you accuse a mobster of a crime, that mobster has to save vs. plot or confess.

The author, "George Thatcher" (likely a pen name), likes unusual words, so he gives us "hoary creatures." I'm not sure if he's referring to the color of the spiders or how old they are...

But speaking of spiders, why place them so far from Bancroft, instead of, you know, throwing them in his lap? It seems like a particularly poor deathtrap, if the spiders choose to go in a different direction. 
Keep in mind, as you're reading this, how badly Bancroft has failed at this scenario. He gets captured. He fails to get himself out of his deathtrap. He fails to capture the killer. He doesn't even phone for the police himself; Wini does all of this for him. The moral is, it's okay to fail when you're playing H&H. You're still a Hero as long as you tried.
If I was Wini, I would be hesitant to untie him too. If Dayton had just stood by and let the cops take him, Benza would have gone to jail. Well, maybe. I mean, Dayton still has nothing on him for the murder other than a confession that Dayton has no corroboration for.

But punching him gives Benza the opportunity he needs to try and run, and the cops are so enraged by this that they don't even shout "Stop or we'll shoot" first. This lack of due process and vigilante justice, though, is entirely appropriate for Golden Age campaigns.

(Scans courtesy of Digital Comic Museum.)

Wednesday, June 27, 2018

Mystery Men Comics #6 - pt. 3


This is Lt. Drake of the Naval Intelligence.  The grappling rules, as written, do not specify, but strongly imply, that both combatants have to be mobile and non-prone. In this case, I would give Drake a penalty of -4 to his attack roll and his opponent a +4 bonus to his save roll. With lucky rolls, Drake could still get this head lock.

The thug (there's that very common mobstertype again!) "sees Drake's shadow and wheels," meaning that Drake didn't manage to get a surprise action. The thug got to go first (this could have been the result of a dice roll-off, or the Editor making a common sense ruling that a missile weapon should go before an unarmed tackle).

The tackling attack -- a grappling attack, really -- caused a disarm (you automatically get that as a bonus when your opponent has a firearm).

Then Drake trades damage for pushing distance to get the thug knocked down the stairs. That's a sweet trade-off because he still gets some falling damage out of it, and it leaves the thug prone at the feet of the "black gang."
This is from Inspector Bancroft of Scotland Yard. We see the work of a sniper here, who are statted as assassins in 2nd edition.  The mobster entry will even mention how they always hit and kill non-Hero characters about to reveal crucial plot information.


I've never owned an umbrella made in 1940, so I can't say for certain, but I have this suspicion that there were no parts inside an umbrella sharp enough to cut rope. I'm also suspicious of how long the mobsters hung around before driving away, giving Bancroft so much time to get free and catch up to them. Still, an Editor who hadn't done a lot of planning on how to get the Hero from point A to point B might need to allow for this much leniency.


Speaking of leniency, it looks like either Bancroft got lucky on saves vs. science to keep from being thrown off the back of the car and vs. plot to keep from being spotted, or was given this as another freebie. Speaking of freebies -- that's exactly what the dropped bomb is, as there's no game mechanic for mobsters accidentally dropping trophy items while fleeing.

I'm amused by that ending. "I'll take care of the rest of your report. No reason to investigate me for reckless homicide. No reason at all!"

This is Secret Agent D-13. It's true, the British were not loved by the Egyptians, and understandably so; since the 1890s, Britain had been increasingly taking over the Egyptian government, cutting out self-representation of the ethnically indigenous population.

I'm much more skeptical of machine guns being able to be fired from camel-back. For one thing, the camels are just not going to like that, and I suspect the recoil from a machine gun might throw the camels off their feet.

This is Blue Beetle. I did eventually settle on what class to stat Blue Beetle as (for spoilers, see Supplement IV: Captains, Magicians, and Incredible Men), but this early in his career it was still hard to pin down what BB was, as it changed from issue to issue.  This page, with Blue Beetle playing along with being a ghost, makes me feel like he's using the Spook Bad Guys power, making him a superhero -- for at least this issue. 

This is Denny Scott and the Bengal Lancers. I've been wondering how I would stat a femme fatale differently from a vamp. This page makes me think that a Hero will always have to save vs. plot to go first against a femme fatale, even when you know she's a femme fatale.


This is Zanzibar.  It's weird how Zanzibar just happens to be there at the time of the crime, and it's unclear if this is just coincidence, or Zatara somehow mystically sensed this would happen. Perhaps he even just goes around town randomly casting Detect Evil on people and follows the ones he gets readings from...

At the bottom of the page, it seems Zanzibar has cast Poof!, although we don't see the poofing part. It also looks like, since Zanzibar is able to keep dodging around the room on the following page, that this could be our first evidence of the Blink spell being cast.

(Scans courtesy of Comic Book Plus.)

Wednesday, March 15, 2017

Mystery Men Comics #5 - pt. 4

I've always stressed how a Hero can only -- with specific exceptions -- get one attack per turn. So how do I explain Blue Beetle getting to attack four hoodlums at once with a ladder? Even the Multi-Attack power would only get him three attacks, and this sure doesn't look like Flurry of Blows. But, what if this isn't an attack, but a trap? Maybe BB has a chance of setting up a trap (with a skill roll). As a trap, it can be made to have an area of effect instead of a single target.


Serious, Inspector Bancroft? He just gave you the name of the hotel, the hotel room number, who to ask for, and when to ask for him -- that's about four times as much information as I give out in my clues. And you were waiting for a personalized invitation?



You can tell Bancroft is low-level because it says he's being overwhelmed by "superior numbers", but there's only two of them. Well, I guess two is more than one!

Note how easy it is for the bobby to shoot the knife out of the mobster's hand, despite the fact that the knife isn't far from Bancroft's face. That bobby wasn't too concerned about missing!  Also note that bobbies, traditionally, didn't carry guns.

Nope, nope -- calling shenanigans here!  There's no way Bancroft jumped 40' into the seat of a car and landed safely because the seats were so cushion-y. Take your falling damage and like it, Inspector!





Smashing a window should be easier than busting a door down, so I'd treat this as a skill check instead of wrecking things.

When you shoot inside a plane, I would reach for my copy of The Trophy Case v. 2 no. 8 for the plane mishap table. In fact, I keep referring to that so often on this blog that I need vehicle mishap tables for my 2d ed. basic book...

This is D-13, Secret Agent.  Recognizing fake accents is apparently an automatic skill, a skill that the Editor can ask the player to roll for, and not just when the Hero intentionally tries something.

I'm still not comfortable with searching being an automatic skill, though. I think players should have to announce they plan to use a skill in most cases, with a few exceptions.

5,000 nomads may seem like too much opposition for one scenario, but here the goal isn't to beat them; the Heroes win if they keep them out of the fort for the entire session.



Waaiiit...do I have to call shenanigans again already? If the fort is surrounded by 5,000 nomads, how do you sneak the entire regiment holding the fort out the front gate and into the same hills, without being seen? Is this some back door gate the nomads forgot to watch?  I would never let this work in one of my games.



This is from the next story of Denny Scott of the Bengal Lancers, and this is why I hate hunting stories. That tiger was just minding his own business, not bothering anyone, until he got shot and wounded. Then he goes into a mad attacking spree, hurting that poor elephant.

It took an hour of hunting to find the tiger, which is pretty quick for a wandering encounter -- though one of the hunters still griped about how long that took. The sudden appearance of the constrictor snake is unusual; it's way too soon for another wandering encounter roll, so the Editor would have had to plan for both animals to be encountered together.

The elephant failed its morale save and flees. That's as per the rules. The morale rules imply that the victim moves directly away from its attacker, but the implication here is that the elephant moves in a random compass direction, and can even move back towards its attacker. I'm not fond of that, as it seems like an extra punishment for failing a morale save, but I'll give it some thought.

(Scans courtesy of Digital Comic Museum)


Monday, January 9, 2017

Mystery Men Comics #4 - pt. 3

Blue Beetle drops from a height of at least 15-20' onto the head of that hoodlum. So he's doing kick damage, plus transferring his falling damage, while the hoodlum is cushioning the fall for him so BB only takes half damage from the fall. Unless, of course, he's using a Leap I power here, but I think Blue Beetle is still a mysteryman, not a superhero, at this point.

It would appear that BB's flying tackle makes the gun miss, but the more accurate description, game mechanics-wise, is that they had simultaneous initiative, BB went for a grappling attack and hit, and the hoodlum shot and missed.

More specifically, Blue Beetle is tackling a gangster (now statted for 2nd edition) and a thug.

Although we don't see it happen, BB apparently lets the hoodlums go so they can return to their boss. Despite the fact that they failed, the master criminal still pays them. That's a good boss!

It's really unclear how BB got into the office and slipped his blue beetle calling card into each pay envelope, or why he would choose to do that and then leave the hoodlums for the police to deal with. Maybe BB was low on hit points after that jump from the roof...

This is Inspector Bancroft of Scotland Yard now. I'll be working on chase rules for Hideouts & Hoodlums as I get into part 3 of the 2nd ed. basic rules book. I'll have to remember to make them universally applicable -- for car chases, airplane races, and even swimming after each other.



And now we're on Secret Agent D-13. Note that your surprise action does not have to be attacking. Here, D-13 spends his surprise turn sneaking up into melee range.



Nice interior of a blimp. This is Bob Powell art, so I'm going to assume this was well-researched.



In Denny Scott of the Bengal Lancers, the civil war being referenced here might be the Second Waziristan Campaign. 



So, according to this, if you were the British in India in 1939, then drowning your enemies was a perfectly honorable military tactic. I'm almost concerned about how much TNT they have there -- is that 21 barrels of it? I would be afraid for the future of my campaign setting if some of my players got their hands on 21 barrels of TNT...


Most any hero can disguise himself, but Zanzibar uses a Phantasmal Image spell to make it appear that he's someone else's ghost.



Here, it seems Zanzibar uses an illusion spell, possibly another Phantasmal Image, to make Simone look like a skeleton, even to herself. Coupled with that, he might be using Hold Person to pin her to the chair so she can't move.

(Scans courtesy of Digital Comic Museum.)

Monday, November 14, 2016

Mystery Men Comics #3 - pt. 2

The figure floating around in near-background-less panels here is Wing Turner, Air Detective. And if I seem too flip about the art, know that I am earnestly appreciative of the story details here. The pulling of the parachute cord to defeat an opponent and the intention of using the net to tangle the propeller are both good ideas -- and ones unsupported by any game mechanic in Hideouts & Hoodlums. But that's okay; when your player comes up with a clever way to win a fight quickly, sometimes you should just let it work without any dice rolls.

Maybe it's less okay when the Editor does this for himself, of course. Rather than working out ensnaring rules for non-human targets in every instance, one could just use a blanket save vs. plot or science (for the pilot, in this case).


Dan Garrett is revealed to be The Blue Beetle in this story. Here, the mysteryman punches a guy and knocks him back about 15'. And this isn't even a superhero. I have rules for pushing in combat in 2nd edition, but over time I may find my rules are too conservative as combat scenes gradually push this envelope.


This is Inspector Bancroft of Scotland Yard and this is at least the second time I've seen the "he can't talk because his tongue is cut out" cliche in comic books. And...as gross as it is, and I hate to do it to even my own mobsters as Editor -- I have to admit, it's an awfully good way to keep the Heroes from being able to question your bad guys and find out too much.


Now, Bancroft could have easily gone back to Scotland Yard and tried to enlist 20-odd policemen armed with shotguns for this raid, but he decided to go back in, unarmed, with one beat cop with a billy club as back-up. The Editor here could have had a hideout prepared full of well-armed mobsters with flak jackets, sub-machine guns, grenades -- the works -- and just stuck to his guns and killed off Bancroft. It could have been a lesson in playing smart for the future, but it wouldn't have been very fun. So a smart Editor pairs down the occupants, and limits their weapons to swords and knives, just enough to keep it challenging.

 Secret Agent D-13 is a perfect example here of one of the special abilities of the spy class (found in TTC v. 2 no. 5) that doesn't port over well to any other classes -- the ability to requisition trophy items (the seaplanes, in this case).  I guess, though, that this could be the result of a really positive encounter reaction roll, when first being given a mission.


I don't know what's going on here. Why is the radio in the wireless room hooked up to a huge dynamo? It's a radio, not a mad scientist's lab. And why is this radio able to knock out power to the whole rest of the ship? Is there no fuse box? Sometimes an Editor can go too easy on the player(s).


One nice thing about having your Heroes under orders -- they can't just commandeer captured submarines and sail off in them, unless you want them to have the sub. In this case, D-13 has to chose between a motor launch and riding around in somebody else's destroyer.

Also, 12-inch cannons are hugely dangerous in the hands of a superhero with lifting powers, so be careful putting them out there.

This is Zanzibar the Magician. He found this opium den, not by spell, but by smell -- exploring rooftops until he detected the odor from the building below.

The bad guy looks too non-threatening to be a Fu Manchu villain and is probably a Master Criminal at best.

The spell Zanzibar uses on the blowgun dart -- Protection from Missiles, with the bubbles as flavor text?

Is the hatchet turned into a snake an illusion? The spell descriptions are not crystal clear on the subject, but I believe an illusion spell could kill. That, or this is some Polymorph Weapon spell (such as we've seen Zatara cast many times already). The spell on the sword is some time of Shatter spell. Sanchoo (an absolutely terrible attempt at a Chinese name) is polymorphed into something frightening, but I don't think it's the spell that terrifies the mobsters as much as a missed morale save after all these spells.

2nd edition will be talking about magic-users casting spells and how they can do it with their hands tied.

(Scans courtesy of Digital Comic Museum)






Friday, October 7, 2016

Mystery Men Comics #2 - pt. 3

This is from Hemlock Shomes and Dr. Potsam. Although a humor strip, the dressing in this castle -- bones on the floor, shields and crossed swords on the walls -- would work equally well in many hideouts. Also, I'm likely to add a new mobster to Hideouts & Hoodlums, the haunt. It's a harmless poltergeist most of the time, but if it can inhabit a free-standing suit of armor it becomes dangerous.

This is from The Waco Kid. I've heard of guard dogs barking when intruders approach, but guard horses who whinny...?




An example of a gun running empty (ammunition should not be limitless in the game), an example of a chair being more effective than a gun in stopping a fight, and an example of bad guy loot being concealed rather than left out in the open to be claimed.



This is from Inspector Bancroft, Ace Investigator of Scotland Yard, and another example of how you don't need a big bribe to get people to do things that could get them in a lot of trouble. Instead, you just need a good encounter reaction check. Now, if the inspector did have a poor encounter reaction check, he could have produced a much bigger bribe to try to get a bonus. The Editor will have to wing those numbers, based on the circumstances (and how much he wants to milk his players!).


The Inspector likes to keep his nails well-groomed. He also, probably, kept his nail file from being confiscated with a save vs. plot. He "painstakingly" toils at the lock, suggesting that it takes multiple tries. Since he has probably not been in this brig for a full day, I would guess that his Editor is letting him have a fresh try once every exploration turn (10 minutes).


This is the Blue Beetle's second outfit in just his second appearance, and the first to appear to be chainmail armor. Chainmail is treated as a trophy item in H&H, just because it wouldn't have been widely available for sale.

I don't plan to include any game mechanic for ducking and making your opponent hit another opponent behind you -- that seems like a giveaway from the Editor to me.

Long-time followers of H&H will remember when I had to read a whole lot of Blue Beetle for his write-up in Supplement IV and how much I disliked his stories then. I'm not liking them anymore this time around. I find it particularly hard to take him seriously in that last panel, where he's doing the bunny hop to the window.


Blue Beetle is still a mysteryman here, so he burns a stunt to leap into that moving car, but I would not let the stunt also absorb the falling damage from that height. So Blue Beetle -- still a 1st-level mysteryman at this point -- just took 2-12 points of falling damage. His Editor must have rolled snake eyes!


This is Captain Denny Scott of the Bengal Lancers (another long title!). Usually, "bandit" is a racist term for Mexican outlaws in the comics, but we've also seen nomadic warriors in the Middle East called bandits. Here, we get "bandit" being used as synonymous with "slaver" in India.

(Scans courtesy of Comic Book Plus)