Showing posts with label Landor Maker of the Monsters. Show all posts
Showing posts with label Landor Maker of the Monsters. Show all posts

Tuesday, September 10, 2019

Speed Comics #6 - pt. 4

One last visit to this issue, and we'll resume where we were with Lt. Jim Cannon of the British Navy. This page will give you a good sense for how hard it is for a low-Hit Die mobster/low-level villain to hit a target. Jim isn't far off when he mocks Devilfish for not being able to hit the broad side of a barn.

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While this author was spot-on last time with the British using 15-inch guns, the Germans had already switched to metrics by then. These German "6-inch guns" were really 15 cm naval guns, and yes, the Germans were using those (the scale being to the ammunition, of course, not the gun itself!).

However, there seems to be significant artistic license going on here with the "torpedo cruiser." I've seen no pictures of torpedo cruisers that looked like small motorboats, nor have I seen any that launch from the bow of the boat yet.
Moving on, we're going to look at a super-creepy installment of Landor, Maker of Monsters. Voldemort's Dad here has created a new mobster-type, the cat man, in the most disturbing way possible. He's apparently shrunken a woman's body down to the size of a large cat, say 3' tall, traded her head for a real cat's head, and made it so that it would act in very un-cat-like ways, like listening to you when you tell it to do something.
So they just happened to be within sight of Landor's castle. Maybe not the safest place to take your niece for a picnic? And if they know this is Landor's castle, why do they leave it unguarded? Or why not buy it and raze it to the ground? Or convince the nearest municipality to annex the land and rezone it?

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Cat-people are good for fighting half-pints and small dogs, but pretty useless against full-grown men. I would be generous giving this poor thing 1-1 Hit Dice.


The hammer toss is an unusual grappling maneuver, but I'm not sure if we need to add it, as this could be replicated with the throw result. In game play, I would say Torrence's player asked if he could throw Landor into the generator and make it explode. The Editor then said, let's break this down mechanically; you can roll to grapple Landor, then you can roll to hit the generator with Landor, then you can make a wrecking things roll vs. the generator. Torrence's player then got some pretty good dice rolls!

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"If only we could be sure! If only...we could wait for the fire to die out and then check the ruins for his remains. Or watch the entrance and see if anyone comes out..."

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Moving on to Smoke Carter, we find some unusual clues to find at an arson scene, including blood, a counter cut away with an automatic inserted in the opening (like finding a trap), and a letter addressed to himself from the arsonist (not generally a good thing to be carrying when you're committing crimes, but it makes things really easy for your players!).
Guard dogs makes a lot of sense from a mobster's perspective, though it makes things tricky during game play -- do you discourage your players from beating up on dogs and make them outsmart them, or let the players play out the encounter anyway they want (spoiler: odds are 50/50 they will beat up the dogs)?

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Hey...where did Smoke get those steaks from? Are you telling me he routinely carries steaks around in his car for emergencies just like this?
And lastly, we're just going to peek in on Spike Marlin, with a more whimsical than normal adventure courtesy of George Tuska (whose figure work is as stiff as ever here).

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Spike pulls off a coupe most players of H&H would be envious of: a two-man press gang fails to capture him, so he beats them up, disguises them, and sells them back to their own boss -- netting him XP and $!

(Scans courtesy of Digital Comic Museum.)

Saturday, February 25, 2017

Speed Comics #3 - pt. 3

We return to Crash, Cork, and the Baron in time to see the Baron snag his rope ladder on a sapling -- which is an odd occurrence in Hideouts & Hoodlums, since there are no fumble mechanics here.  There seems to be no reason for the ladder to get snagged other than Editor's fiat, especially given how empty the terrain seems to be around it. Yet, if the terrain was covered in more features, the Editor would be fair in declaring that the Baron's player would have to save vs. plot to avoid his ladder getting snagged on something as he flew past.

*ahem* African "white ants" are actually termites. I think the writer meant "red" ants here.

Crash thinks it's easy to escape those bonds, but it's up to the Editor (in 2nd ed.) to decide if this is a basic or expert skill, and then assigns the die roll to you to determine success (based on race and level).



This is from Ted Parrish, the Man of 1000 Faces.  The mobster he's punching folds after one punch. It's reasonable to roll for morale every turn of combat, unless the bad guys have an obvious advantage.

It's also interesting that the mobsters at the hideout have a special warning knock they can signal each other with.

This is Biff Bannon of the U.S. Marines, looking particularly cartoony today.  I've written before about how a convenience leading to a trap escape (termites here) could be either Editor's discretion or the player requesting it and winning it with a save vs. plot.

No, what strikes me here is that a sea plane is just sitting there in the water, right next to some type of naval ship, unmanned and seemingly abandoned there. It's odd -- but it's exactly like the "summon aircraft" ability of the Aviator class, from The Trophy Case #6.

A submarine of this size seems awfully ..well, overkill for what appears to be a mob of six hoodlums. And yet, this raises a good point that trophy tables are random and you never know who or what will wind up with something really good!



This is Smoke Carter.  I like the scenario I see here -- Smoke simply has to get from point A to point B (point B being a boat that's on fire) without being stopped, and mobsters along the way want to stop him. So there's a falling bridge to overcome (beat it in initiative to go under it in time), and mobsters in boats you pass taking potshots at you.

I don't understand how the mobsters are fooled by a thrown coat, though...


This has got to be a first -- Smoke throws a grenade at someone, to save them, and it works.  What this writer would have you believe is that you can choose between damaging opponents or wrecking things with explosive weapons. I'm not comfortable with that distinction for H&H, as it makes them too easy to use.

Also worth noting, all story long, they've been called "bombs", but this reference to one being a "pineapple" leads me to believe "bomb" was being used for "grenade".

Well, I'll be!  When I introduced giant mosquitoes in Supplement I, I thought I was just giving the game its own version of stirges. Imagine my surprise when it turned out there actually was a giant mosquito in a comic book -- and the same size too!


Giant mosquitoes are good enough fliers to carry away a full-grown woman. They're also smart enough to follow orders like a dog. Who knew?

(Scans courtesy of Comic Book Plus)



Sunday, November 6, 2016

Speed Comics #1 - pt. 3

This is Spike Marlin. This is not the first time we've seen whalers in the comics. This is the first time, though, that the whaling has been background detail. The real scenario here is the mutinous attack on Spike while the rest of the crew is fighting the whale.


This is Smoke Carter. Note how the gangsters are car-based; the 2nd ed. write-up will also be car-based.



Am I going to have to stat brutes as something new? I was going to treat them as a sub-category of thug, but this looks more like a flesh golem...

Oh, and this is Landor, Maker of Monsters.



Three air speeds (though I can probably get that from Wikipedia too).



This is Biff Bannon of the United States Marines, but I share it for the yellow peril hoodlums, and demonstrating that they can be armed with handguns and rifles too, not just daggers and hatchets.

(Scans courtesy of Digital Comic Museum)