It feels like forever since I last reviewed a Dell Comic, so it's pretty exciting to come back around to Crackajack Funnies and all the comic strip reprints here.
First up is Don Winslow of the Navy. I always share a page that shows a code in use, but this one also shows that a code stencil is a random item you might pick out of a hoodlum's pockets someday.
After that stirring anti-war speech, Admiral Warburton uses "scotch" as a verb in a way I'm not familiar with. This use is defined as "decisively put an end to."
It's also real handy, being given an assignment by your commanding officer, and finding out the hard work of getting started has already been done for him. This makes a lot of sense in a comic strip format, when things have to move quickly, or a home campaign when you don't have many hours to play per session.
Innocent soul that I am, I had to look up "half-caste" to see if that was an actual thing. It's just another way of saying "half-breed," or "a person whose parents are of different races." Yeah, it's pretty racist.
The main reason you're seeing this page, though, is for the idea of tucking your secret notes into the visor of your hat. Noticing the thickness of the visor and thinking that's suspicious enough to investigate is like rolling a 1 for a secret door.
I'm not going to make you look at very much of Looney Luke this time, as it's really insulting towards American Indians.
There are some peculiar features to this page worth pointing out. One is Luke going all the way back to the 14th century to meet Indians; I wonder how Wingsmith happened to choose that century.
Despite these appearing to be Plains Indians, they have a mix of teepee and pueblo housing.
I don't think this is right, Indians practicing mummification. Indian mummies have been found, but mummified through natural processes. The most famous may be the Spirit Cave Mummy found in Nevada -- but that was in 1940, and these reprints usually run two years behind their original newspaper runs. So I wonder what earlier mummy was found that inspired this strip.
Interrupting the melodrama of Myra North is this explanation of a verbal code between mobsters. Myra was even nice enough to write out the explanation for us!
For a feature with "stratosphere" in the title, it's surprising to find them exploring caves this month.
In Hideouts & Hoodlums, you don't have to be a dwarf or gnome to detect sloping passages (I would make it a basic skill check).
The science here isn't terrible -- it is most likely that the Native Americans originated in Asia, maybe 20,000 years ago. The big question is, would primitive people from the stone age have been able to carve out a tunnel that smooth and carve idols like that? Probably not.
It takes them a few days to build a shack (how handy that their plane was full of nails!). It takes them almost a week to repair a radio transmitter. Useful to know if I ever revise my inventing things rules.
This feature went from cave exploring to an aerial dogfight so fast I think I have whiplash!
A cowling is the removable covering of a vehicle's engine, most often found on automobiles, motorcycles, aircraft, and on outboard boat motors. On planes, cowlings are used to reduce drag and to cool the engine.
Ah, Roy Crane, how I've missed you!
Here we learn that Flo's skirt is just the right length. I mean -- we learn that it's a good idea, if you're a hero running a business, or just staffing your secret lair with ordinary people, to wire-tap your own phones in case one of your own people turns disloyal. Boy, that Roy Crane art is distracting!
(Scans courtesy of Digital Comic Museum.)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label Myra North. Show all posts
Showing posts with label Myra North. Show all posts
Tuesday, June 30, 2020
Sunday, February 24, 2019
Crackajack Funnies #20 - pt. 2
And we return with Freckles, which surprises me sometimes with its continued relevance to this blog. Here we see how easy it is to find treasure in the game -- particularly when the treasure is meant as a plot hook, and then you can literally snag it up anywhere.
An interesting code of colored lights for villains to use to communicate with each other.
I think I've mentioned elsewhere how natives need a better chance of hearing noise.
The cowboy genre has lots of reasons for bad guys to want to take someone's ranch by force, but this may be the first time the bad guys have wanted the ranch so they can turn around and sell it to the government. Won't the joke be on them if the government declares eminent domain on the ranch and builds the dam anyway!
Do natives also need a better chance of hiding in shadows, or should that apply to half-pints?
Sleight of hand is a skill you don't often see bad guys using, but this outlaw is an expert -- managing to move his hands over to an exposed axe right in front of Red and still goes unnoticed.
We haven't visited our old friend Myra North in awhile. Most male heroes solve problems with their fists; Myra solves this one with just her shoulder! I wrote recently about how a character should be able to sacrifice his chance at an attack to modify someone else's attack roll upwards, but here is an example of someone foregoing her attack to modify someone's attack roll downwards.
It's also interesting that this scene hinges on wind direction, an element often neglected in stories and RPG scenarios.
"Forcing away" needs to become a stunt in dog fights between aviators; basically a push attack, but without contact between the planes.
Power dive is already an aviation stunt, but I should probably write something about this tactic, of playing chicken with airplanes. It would apply equally to cars; the non-Hero/non-Heroes involved have to make morale saves or swerve out of the way. The Hero then has to make a save vs. science to pull out (or hit the brakes) in time to avoid the collision. Of course, the goal is to make your opponents swerve so hard that they crash, so they have to make saves vs. science if they fail their morale saves, crashing if they fail again (just not into you).
Blowguns are a surprisingly rare weapon in comic books.
According to Clyde Beatty, clowns have a soothing effect on crowds. Perhaps Heroes should bring clowns with them so their allies will all get a bonus to morale saves.
(Scans courtesy of Comic Book Plus.)
An interesting code of colored lights for villains to use to communicate with each other.
I think I've mentioned elsewhere how natives need a better chance of hearing noise.
The cowboy genre has lots of reasons for bad guys to want to take someone's ranch by force, but this may be the first time the bad guys have wanted the ranch so they can turn around and sell it to the government. Won't the joke be on them if the government declares eminent domain on the ranch and builds the dam anyway!
Do natives also need a better chance of hiding in shadows, or should that apply to half-pints?
Sleight of hand is a skill you don't often see bad guys using, but this outlaw is an expert -- managing to move his hands over to an exposed axe right in front of Red and still goes unnoticed.
We haven't visited our old friend Myra North in awhile. Most male heroes solve problems with their fists; Myra solves this one with just her shoulder! I wrote recently about how a character should be able to sacrifice his chance at an attack to modify someone else's attack roll upwards, but here is an example of someone foregoing her attack to modify someone's attack roll downwards.
It's also interesting that this scene hinges on wind direction, an element often neglected in stories and RPG scenarios.
"Forcing away" needs to become a stunt in dog fights between aviators; basically a push attack, but without contact between the planes.
Power dive is already an aviation stunt, but I should probably write something about this tactic, of playing chicken with airplanes. It would apply equally to cars; the non-Hero/non-Heroes involved have to make morale saves or swerve out of the way. The Hero then has to make a save vs. science to pull out (or hit the brakes) in time to avoid the collision. Of course, the goal is to make your opponents swerve so hard that they crash, so they have to make saves vs. science if they fail their morale saves, crashing if they fail again (just not into you).
Blowguns are a surprisingly rare weapon in comic books.
According to Clyde Beatty, clowns have a soothing effect on crowds. Perhaps Heroes should bring clowns with them so their allies will all get a bonus to morale saves.
(Scans courtesy of Comic Book Plus.)
Labels:
aerial combat,
Clyde Beatty,
codes,
combat modifiers,
Freckles,
hear noise,
hiding,
mobsters,
morale,
Myra North,
plot hooks,
Red Ryder,
saving throws,
scenarios,
skills,
treasure,
weapons
Thursday, August 9, 2018
Crackajack Funnies #19 - pt. 2
This is still Stratosphere Jim...
The trophy transportation section in the Hideouts & Hoodlums Basic book has a list of upgrades to vehicles that qualify them as trophy items, and one of them is being bulletproof.
Heroes at any level might think about setting up a hideout for themselves. Here's some sound advice on picking a location with a hard-to-reach entrance, concealing the entrance, and stocking the hideout.
At the rate I go through months' worth of comics now, it takes way too long for me to come back around to Wash Tubbs. Here, we learn that a swanky nightclub could clear $450 in profit in two nights.
You also have to get past the racist nickname of Lucifer for a black man.
And then there's the large-scale ride-on train -- my dad works on those! (true story)
Two things to point out here. Captain Easy could probably handle these racketeers a lot quicker than Wash is, but Wash chooses to do it on his own because combat is dangerous and innocent people could be hurt. That is a Lawful Hero.
Secondly, when Wash has an important decision to make, he gets five different opinions offered to him, four of them from clearly non-Hero characters under the Editor's control. The Editor has to be careful in situations like this not to appear to be guiding the player(s) by making one option sound much better than the other options on the table.
This is Clyde Beatty, who I've already learned was a real person who just happened to get his own comic strip. What I took away from this page is a) not even a cruise ship is too unlikely a location to run into a lion that needs taming, and b) if you spray big cats with water, they need to make morale saves.
Bolton's got a map! I wonder if they would consider opening the flood gates and broadening the Waterfall of Tahar, to wash away the climbing attacking forces...? Let's see!
Woo, called that one! But -- what? "My job is done"? You weren't even the one who opened the flood gates, Bolton, all you did was stand around and watch!
A new plane is a pretty sweet reward for him...but I guess it's like giving the player who's Hero was knocked down to 1 hp and couldn't do much all session a full share of treasure.
More evidence of how "bandit" almost always means Hispanic. Other than that, the scenario of rescuing a prisoner from the bandits is much more interesting to me than a "defeat the bandits" scenario.
That is one risky rescue plan; it apparently all came down to Jack beating the bandits at initiative. Otherwise, Whitey was going to have to survive a hail of bullets before that tear gas gun went off.
(Scans courtesy of Digital Comic Museum.)
The trophy transportation section in the Hideouts & Hoodlums Basic book has a list of upgrades to vehicles that qualify them as trophy items, and one of them is being bulletproof.
Heroes at any level might think about setting up a hideout for themselves. Here's some sound advice on picking a location with a hard-to-reach entrance, concealing the entrance, and stocking the hideout.
At the rate I go through months' worth of comics now, it takes way too long for me to come back around to Wash Tubbs. Here, we learn that a swanky nightclub could clear $450 in profit in two nights.
You also have to get past the racist nickname of Lucifer for a black man.
And then there's the large-scale ride-on train -- my dad works on those! (true story)
Two things to point out here. Captain Easy could probably handle these racketeers a lot quicker than Wash is, but Wash chooses to do it on his own because combat is dangerous and innocent people could be hurt. That is a Lawful Hero.
Secondly, when Wash has an important decision to make, he gets five different opinions offered to him, four of them from clearly non-Hero characters under the Editor's control. The Editor has to be careful in situations like this not to appear to be guiding the player(s) by making one option sound much better than the other options on the table.
This is Clyde Beatty, who I've already learned was a real person who just happened to get his own comic strip. What I took away from this page is a) not even a cruise ship is too unlikely a location to run into a lion that needs taming, and b) if you spray big cats with water, they need to make morale saves.
Bolton's got a map! I wonder if they would consider opening the flood gates and broadening the Waterfall of Tahar, to wash away the climbing attacking forces...? Let's see!
Woo, called that one! But -- what? "My job is done"? You weren't even the one who opened the flood gates, Bolton, all you did was stand around and watch!
A new plane is a pretty sweet reward for him...but I guess it's like giving the player who's Hero was knocked down to 1 hp and couldn't do much all session a full share of treasure.
More evidence of how "bandit" almost always means Hispanic. Other than that, the scenario of rescuing a prisoner from the bandits is much more interesting to me than a "defeat the bandits" scenario.
That is one risky rescue plan; it apparently all came down to Jack beating the bandits at initiative. Otherwise, Whitey was going to have to survive a hail of bullets before that tear gas gun went off.
(Scans courtesy of Digital Comic Museum.)
Labels:
Clyde Beatty,
hideouts,
initiative,
maps,
mobsters,
morale saves,
Myra North,
racism,
rewards,
salaries,
scenarios,
SCMs,
Speed Bolton Air Ace,
Stratosphere Jim,
tactics,
transport trophies,
Wash Tubbs
Tuesday, September 12, 2017
Crackajack Funnies #18
Freckles and His Friends deals with an unusual trophy item of questionable keep-ability -- seal pelts. There are $5,000 worth of seal pelts in this boat, though we don't know how much that comes to per pelt. We do know they bought a used boat for $75, but found it a good enough value to be suspicious.
Clyde Beatty, Daredevil Lion and Tiger Trainer encounters a very well-guarded trophy item -- gold chains, with a lion attached to them. In the story the lion is what they consider the trophy, though I imagine most players would prefer the gold chains.
Myra North, Special Nurse is not actively looking for Supporting Cast Members, but after healing Captain Weaver, it's only natural to make a recruitment roll for her. SCM recruitment can be initiated by the player or the Editor.
The lair of The Spider is a fortress-like villa in Mexico. We see a fence around the yard and a roof defended by three guards armed with an anti-aircraft gun.
Again, we see evidence of complications in vehicular combat (plane stalled) instead of hit point loss (or an equivalent mechanic). We also see the stunt Deadstick.
(Scans courtesy of ComicBookPlus.)
Clyde Beatty, Daredevil Lion and Tiger Trainer encounters a very well-guarded trophy item -- gold chains, with a lion attached to them. In the story the lion is what they consider the trophy, though I imagine most players would prefer the gold chains.
Myra North, Special Nurse is not actively looking for Supporting Cast Members, but after healing Captain Weaver, it's only natural to make a recruitment roll for her. SCM recruitment can be initiated by the player or the Editor.
The lair of The Spider is a fortress-like villa in Mexico. We see a fence around the yard and a roof defended by three guards armed with an anti-aircraft gun.
Again, we see evidence of complications in vehicular combat (plane stalled) instead of hit point loss (or an equivalent mechanic). We also see the stunt Deadstick.
(Scans courtesy of ComicBookPlus.)
Saturday, August 27, 2016
Crackajack Funnies #14
We haven't checked in on Dan Dunn in awhile. Here, I'm interested in the double protection of having a secret room, behind a secret door, and a second concealed door behind a painting in the secret room. But can we distinguish between secret and concealed doors here? We don't actually see the first secret door behind the bookcase; it's just described to us. If the bookcase is only blocking a normal door, then I would call that a concealed door. But if it looked like blank wall behind the bookcase until you pulled a lever disguised to look like a book on the shelf, causing it to slide open, then you have a secret door.
Slade missed his save vs. plot to see through Dan's act, but Fallon made his. It's worth pointing out that a disguise doesn't have to be a fake mustache or stage make-up; it can be trying to pass yourself off as someone else.
This reminds me of the Cowboy stunt Jump into Saddle (from Supplement III), and also reminds me that Jump into Saddle could have explained how Abdul the Arab could have leaped down into a moving car in the post I did on Smash Comics #1 two days ago.
Only a hoodlum who's never read Treasure Island would skip searching a crutch.
But I'm more interested here in Peggy's Mother's concern about her jewelry being all fakes. Granted, this is a non-Hero character, but if it was a Hero, how would I handle this? A successful appraisal check tells her they're fake, but a failed roll only tells her she doesn't know for sure yet.
In Hideouts & Hoodlums I don't tell you who should make the dice rolls, leaving that up to each Editor to decide. Often, I like to let players make their own encounter reaction rolls. I normally do let them make their own skill checks -- but I can see situations, like appraisal, where a secret check by the Editor might make more sense. Then the players have to react to what the Editor tells them, instead of what they know from the dice roll.
The nice thing about this escape plan is that there's no time crunch involved. If the cistern had been filling up with water, that would be another thing, but because the three of them can try the human pyramid trick as many times as they want, there's no reason not to just wave game mechanics, say it works, and reward Easy's player for his good idea.
From Myra North, Special Nurse, we learn that artificial respiration was much different in the 1930s! It makes you wonder how first aid ever worked back then. No wonder it doesn't give you immediate hit points back in H&H!
I just had to share this because it's pretty cool. Myra North must have at least one level in Fighter. Here she takes on a spy armed with a gun, using only a pair of scissors, and still wins!
Sound-proof doors in hideouts is something to consider. It would waste a lot of players' hear noise rolls during a hideout-clearing expedition. On the other hand, it would also keep mobsters from being able to hear combat in their neighbors' rooms and lend aid.
(Scans courtesy of Digital Comics Museum)
Slade missed his save vs. plot to see through Dan's act, but Fallon made his. It's worth pointing out that a disguise doesn't have to be a fake mustache or stage make-up; it can be trying to pass yourself off as someone else.
This reminds me of the Cowboy stunt Jump into Saddle (from Supplement III), and also reminds me that Jump into Saddle could have explained how Abdul the Arab could have leaped down into a moving car in the post I did on Smash Comics #1 two days ago.
Only a hoodlum who's never read Treasure Island would skip searching a crutch.
But I'm more interested here in Peggy's Mother's concern about her jewelry being all fakes. Granted, this is a non-Hero character, but if it was a Hero, how would I handle this? A successful appraisal check tells her they're fake, but a failed roll only tells her she doesn't know for sure yet.
In Hideouts & Hoodlums I don't tell you who should make the dice rolls, leaving that up to each Editor to decide. Often, I like to let players make their own encounter reaction rolls. I normally do let them make their own skill checks -- but I can see situations, like appraisal, where a secret check by the Editor might make more sense. Then the players have to react to what the Editor tells them, instead of what they know from the dice roll.
The nice thing about this escape plan is that there's no time crunch involved. If the cistern had been filling up with water, that would be another thing, but because the three of them can try the human pyramid trick as many times as they want, there's no reason not to just wave game mechanics, say it works, and reward Easy's player for his good idea.
From Myra North, Special Nurse, we learn that artificial respiration was much different in the 1930s! It makes you wonder how first aid ever worked back then. No wonder it doesn't give you immediate hit points back in H&H!
I just had to share this because it's pretty cool. Myra North must have at least one level in Fighter. Here she takes on a spy armed with a gun, using only a pair of scissors, and still wins!
Sound-proof doors in hideouts is something to consider. It would waste a lot of players' hear noise rolls during a hideout-clearing expedition. On the other hand, it would also keep mobsters from being able to hear combat in their neighbors' rooms and lend aid.
(Scans courtesy of Digital Comics Museum)
Saturday, May 14, 2016
Crackajack Funnies #10
This is Red Ryder, and he's in some serious trouble. Rolling a barrel full of gunpowder with a lit fuse is not something I would throw lightly at my players' heroes. We're probably looking at, at least, 6-36 points of damage from that barrel, if not higher (thankfully there would be a save vs. missiles for half damage!).
This is Myra North, and her boyfriend Jack tells us that chartering a trans-Atlantic flight at short notice was not difficult in 1939 (this would almost surely not be the case any longer further into the war years).
This is Tom Mix, and his friend Tony "Lanky" Jones demonstrates the difference between an ordinary person using tracking and what a professional tracker like a Cowboy, Explorer, or a Mysteryman would find; anyone would be able to find the horseshoe prints at the campsite, but Lanky is able to identify the owner by the shape of the horseshoe.
(Scans courtesy of Digital Comic Museum)
This is Myra North, and her boyfriend Jack tells us that chartering a trans-Atlantic flight at short notice was not difficult in 1939 (this would almost surely not be the case any longer further into the war years).
This is Tom Mix, and his friend Tony "Lanky" Jones demonstrates the difference between an ordinary person using tracking and what a professional tracker like a Cowboy, Explorer, or a Mysteryman would find; anyone would be able to find the horseshoe prints at the campsite, but Lanky is able to identify the owner by the shape of the horseshoe.
(Scans courtesy of Digital Comic Museum)
Thursday, February 11, 2016
Crackajack Funnies #6
These panels are from Capt. Frank Hawks, Air Ace, and shows the old "shoot the lock off" trick. The game mechanics for wrecking things don't distinguish between what tool you're using, so shooting the lock has the same non-Superhero wrecking chance as going at it with a crowbar.
You can definitely move around in combat, as shone here. You only have to be within 10' of your opponent to stay in melee range with them, so a combatant could move up 10' to engage, then pass and stand 10' on the far side of their opponent, without ever leaving melee.
I've never understood how diving underwater protects fictional characters from bullets so well, but maybe water should serve as hard cover?
And, of course, an amphibious plane is a trophy transport item. Collect 'em all!
Myra North, Special Nurse, is not normally prone to flights of fancy, so maybe this is a real thing, injecting a capsule into a chicken so that it gets passed through into an egg. It seems a crazy way to pass a secret message to me, but maybe it'll really catch your players off-guard someday.
There's not a really good long shot of this hideout, but it seems to be a cluster of cabins located in a remote mountain pass. You can approach it from either end, and be observed by scouts, or you can climb up over the sides and lower yourself down 70' cliffs by rope. I suppose you could also just drop flaming debris onto the cabins, to the scenario had best call for making sure everyone isn't killed. Indeed, in this story, Buck Jones is going into the hideout to rescue someone.
I liked this idea from Don Winslow -- bad guys drain a lake to reveal a sunken Mayan city. Now the Heroes get to explore the ruins with a nice mix of dry and aquatic encounter areas.
Don's plan to re-take the stolen naval cruiser is to use a tin pan full of flaming oil in the powder magazine to make the crew think there's an out-of-control fire in with the explosives. It's a desperate gamble; I would leave some chance, if I was running this scenario, for the fire to get out of control. I would also make morale saves for the crew, and some unlucky rolls might mean some of the crew are willing to play hero and go down to fight the fire.
This is Tom Mix, and the hideout here appears to be a cave with a giant secret door blocking the entrance that can only be turned by a crank from the inside. However, since the door is really only canvas on a frame, made to look like stone, it would actually be easy to wreck through. However, because it's only canvas, it's real easy for the defenders to shoot through at anyone trying to wreck through...
And lastly, there is the sanitarium hideout of Doctor Sabin in Tom Traylor. No single page of the story gives you a very good sense of the layout of the place, but it a spacious, well-furnished, house built on the shore of a sound, with a dock and a boat out back. Besides the dining room, sanitarium office, and operating room, there is a radio room, a dungeon (complete with prison cells), and an underground passage that extends from the dungeon up to the dock.
(Scans courtesy of Digital Comic Museum)
You can definitely move around in combat, as shone here. You only have to be within 10' of your opponent to stay in melee range with them, so a combatant could move up 10' to engage, then pass and stand 10' on the far side of their opponent, without ever leaving melee.
I've never understood how diving underwater protects fictional characters from bullets so well, but maybe water should serve as hard cover?
And, of course, an amphibious plane is a trophy transport item. Collect 'em all!
Myra North, Special Nurse, is not normally prone to flights of fancy, so maybe this is a real thing, injecting a capsule into a chicken so that it gets passed through into an egg. It seems a crazy way to pass a secret message to me, but maybe it'll really catch your players off-guard someday.
There's not a really good long shot of this hideout, but it seems to be a cluster of cabins located in a remote mountain pass. You can approach it from either end, and be observed by scouts, or you can climb up over the sides and lower yourself down 70' cliffs by rope. I suppose you could also just drop flaming debris onto the cabins, to the scenario had best call for making sure everyone isn't killed. Indeed, in this story, Buck Jones is going into the hideout to rescue someone.
I liked this idea from Don Winslow -- bad guys drain a lake to reveal a sunken Mayan city. Now the Heroes get to explore the ruins with a nice mix of dry and aquatic encounter areas.
Don's plan to re-take the stolen naval cruiser is to use a tin pan full of flaming oil in the powder magazine to make the crew think there's an out-of-control fire in with the explosives. It's a desperate gamble; I would leave some chance, if I was running this scenario, for the fire to get out of control. I would also make morale saves for the crew, and some unlucky rolls might mean some of the crew are willing to play hero and go down to fight the fire.
This is Tom Mix, and the hideout here appears to be a cave with a giant secret door blocking the entrance that can only be turned by a crank from the inside. However, since the door is really only canvas on a frame, made to look like stone, it would actually be easy to wreck through. However, because it's only canvas, it's real easy for the defenders to shoot through at anyone trying to wreck through...
And lastly, there is the sanitarium hideout of Doctor Sabin in Tom Traylor. No single page of the story gives you a very good sense of the layout of the place, but it a spacious, well-furnished, house built on the shore of a sound, with a dock and a boat out back. Besides the dining room, sanitarium office, and operating room, there is a radio room, a dungeon (complete with prison cells), and an underground passage that extends from the dungeon up to the dock.
(Scans courtesy of Digital Comic Museum)
Labels:
Buck Jones,
Captain Frank Hawks Air Ace,
combat,
cover,
Don Winslow U.S.N.,
hideouts,
morale,
movement,
Myra North,
playing tip,
Tom Mix,
Tom Traylor,
transportation,
tricks,
trophy items,
wrecking things
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