Showing posts with label Monako. Show all posts
Showing posts with label Monako. Show all posts

Thursday, March 29, 2018

Daring Mystery Comics #1 - pt. 3

Picking up where I left off with Monako.  Monako falls through a pit trap (and apparently not a deep one) while following the trail of footsteps, though it does raise the question of how no one before him triggered the pit trap. Traps should, out of fairness, apply equally to everyone.

Monako casts Mirror Image to fool the mobsters waiting at the bottom of the pit trap, then attacks them with what appeared to be a new spell that I think I would call Flying Fists. It would make a pair of fists appear in the air and both attack for the caster, per turn, allowing the caster to continue to do other activities. I would probably make this a 4th level spell.

Despite how powerful Monako is (he must be at least 8th level?), when a steel cage drops over him, he appears to be powerless.

Monako and Josie's brother are put in a deathtrap where they are strapped to a table and a razor-shape axe swings lower towards them.  Monako, who has apparently been biding his time all this time -- despite the fact he just watched Josie's brother getting whipped -- now casts another new spell to get them out of the deathtrap.  The spell appears to be Speak with Weapons -- the caster can talk to the weapon and convince it to serve him, and empowers the weapon to float through the air and attack or cut things on its own. This has got to be a 5th level spell.

I've seen stories before where the villain has a back-up hideout, but this is the first story where the a hideout is on a tugboat. I guess it's more of a "hide in plain sight" plan rather than a "get away at top speed" plan.

Muro sets up a very unusual deathtrap for Josie. She's tied to a chair with a keg of gasoline next to her and a lit fuse on the keg. Okay, that part makes sense...but it's a two-hour fuse. Is Muro that unsure about going through with this? And the fuse doesn't even look that long -- how on Earth does it take a whole two hours to burn?

At her brother's lab, Monako casts a series of protective spells on the canister holding the secret explosive powder. One is a Magic Mouth spell that makes the canister appear to speak. Two is an odd one -- it seems to be Heat Metal, making the canister too hot to hold, but that seems like an awfully dangerous thing to do to a canister holding an explosive powder in it. So...the heat must be illusory heat? A low-level illusion spell like Phantasmal Image can't do that...maybe a higher level one, though.  And then the third spell is a Phantasmal Image of Monako himself.

I don't have a lot to say about Phantom of the Underworld...except what a jerk he is. He takes the place of a doctor in order to infiltrate a mob looking to recruit the doctor -- all well and good -- but then he allows himself to get captured and lets the newspapers report that the doctor turned criminal, ruining the man's reputation.

The "Phantom" -- though he's actually called "Doc" Denton all through the story -- has a solution he can give people that makes them temporarily blind. Then, after blinding the mobsters, he simply pretends to have a gun and gets them all to fail their morale saves.

Lastly, Barney Mullen, Sea Rover, has an unusual sea journey, starting in Lisbon and ending in Rotterdam to deliver some gold. At this time, The Netherlands were still neutral in the war. Barney has to deal with German cruisers that try and stop his steamship, French officials who try to con him out of his gold, and a mutinous crew (though, c'mon, guys; this is a "you knew the job was dangerous when you took it" situation...).

One of the cruisers is evaded thanks to thick fog, which should add a high modifier to evasion rolls.

(Read at Marvel Unlimited.)


Wednesday, March 28, 2018

Daring Mystery Comics #1 - pt. 2

Still on John Steele, Soldier of Fortune, the second feature in this title.

There is a delayed reaction from John shooting the bomber that's been dropping bombs at him -- a delayed explosion that crashes the plane. This seems to back up my initial notion that damage to vehicles should cause complications instead of hit points of damage.

When John completes the scenario of delivering the agent to the general, all he gets is thanks. A Hideouts & Hoodlums player would probably appreciate getting some kind of tangible reward instead.

The next feature is The Texas Kid, Robin Hood of the Range. Again, without preamble or set-up, our Hero plunges into action when he catches raiders in the act of burning down a ranch. Instead of statting raiders, I think I would just make them outlaws (chaotic cowboys).  The outlaw/raiders have to make their morale checks in the first turn of combat, before even taking damage, after the Texas Kid goes first.

When The Texas Kid needs to get into the burning building fast, he makes his horse Spot wreck the door down with its hooves. If we assume horses should have a chance of wrecking things (which seems plausible, given their size and mass), then The Texas Kid could order his mount to use its special skill with a skill check of his own, or burn a stunt for it. So...at this point, I wonder if I even need a Cowboy class and couldn't just use the Mysteryman class.

The rancher from the burning building is one of those dying plot hook characters who you can't revive in time before he reveals too much plot information.

Before riding away, The Texas Kid just happens to spot something. I've always held that searching needs to be an active skill use and not incidental, but sometimes the comic books contradict me. Generally, I feel it's not good for the game to make it too easy to find things, but this should be up to the individual Editor...and my skills section should specify that.

To look for trouble in town, The Texas Kid wears the hat one of the outlaws lost.  It turns out to be a very fast way to get a hostile reaction from the outlaws when they spot him in town. In the ensuing confrontation, The Texas Kid disarms one of the three outlaws, but instead of pushing his luck against the other two, he escapes out the window so he can observe what they do next, and have them lead him to the stolen loot from the ranches. As I observed just recently on another story, an equally valid tactic would have been to capture all three men and force them to reveal the loot.

At the outlaws' hideout, The Texas Kid douses the lights, get the advantage of surprise -- and uses it to steal the loot back, again putting off a three-to-one battle. If The Texas Kid is 1st level, this makes complete sense. Instead, he rides to the ranch they planned to hit next and raises some help. Now, luring the outlaws into an ambush of angry ranchers would have been an acceptable ending, but the author throws one more wrinkle in the plot when our Hero somehow deduces the identity of the outlaws' ringleader on just a hunch. Now, instead of beating up the bad guys when they arrive at the ranch, the rancher gives them his money so the Texas Kid can follow them, get caught, and have them confess when the ringleader shows up in an overly complex sting operation.

Next up is Monako, Prince of Magic.  The story begins with a very implausible spell -- Monako saves a woman from a hit-and-run driver by making a bridge magically appear underneath her. It seems like nothing short of a Wish spell could create a bridge and lift her up on top of it in the second it would take for the car to hit her. Maybe he was already casting Levitate and the Editor allowed a lot of flavor text.

While spell range tends to be huge for other comic book magicians, Monako can seemingly do nothing when the hit-and-run car drives too far away, despite the fact that he saw the passenger and recognized it as his old nemesis, Mr. Muro.

The woman rescued, Josie, is both already a Supporting Cast Member, but doubles for this story as a plot hook character. She needs Monako to save her brother from kidnappers.

Mr. Muro uses two thugs (a mobster type we haven't seen in awhile) for the abduction. Monako pays his taxi driver the princely sum of $50 to "follow that car."

Monako casts a spell he calls Vision -- it would be a new spell, like an improved Phantasmal Force, but it is intelligent, can communicate, can travel pretty far distances, and the caster can see the Vision and its immediate environs by concentrating. The Vision cannot pass through thick metals, like a heavy steel door. This might be a new 4th level spell.

Monako casts Reduce Person on himself (and carries a small rope ladder he can use while shrunk). He casts a spell that seems to be the high-level Find the Path -- though maybe he just used the tracking skill and pretended he was casting a spell.

(Read at Marvel Unlimited.)