After a long pause I see I was still shuffling through December 1939. Here we rejoin Sheena, throwing a party for guests, when they are ambushed by natives. The natives are described as giants, but I've talked before about how that term is thrown around too loosely in comics and needn't be taken seriously.
The natives ambushing the dancers are enjoying light cover (bushes don't have enough mass to count as hard cover), but also may be firing from darkness (despite the fact we can see them on the page). In 1st edition there was the distinction of them firing from dim light that was half as good as firing from darkness (-2 to be hit vs. -4), but I dislike that rule and have discarded it for being too subjective. In 2nd ed., it's either dark or it isn't.
Now, 8' tall humans...maybe at this point I do need to consider statting them different. Not sure how to distinguish them from real giants, though. Pseudo-giants?
I don't stat lionesses any differently from male lions.
The story gives us no clue how Bob manages to scale that sheer wall, but apparently he does it with ease. Maybe it really is as sloped as it appears to be.
That's a rhino charging through the wall, showing that rhinos have a pretty good wrecking things chance (equal to extraordinary men, 3rd level superheroes, at least). In all my years of playing That Other Game, I never considered making a rhino an indoor encounter -- but look, I have a precedent for that now!
"Little rascal"? That chimp just saved your bacon, Sheena. Show a little respect! It must be a little embarrassing when the Editor has to rush in with an animal supporting cast member to save the day, though -- to be fair -- the Editor really had no business putting them up against a rhino at their level in the first place. Keep appropriate challenge levels in mind!
This is The Hawk (of the Seas), and it raises an interesting point for me that not every encounter needs to go straight to combat after surprise is rolled. Some opponents might only want to attack under surprise conditions, disengaging and coming at the Hero(es) later from another angle.
Though guns can be disarmed through the least efforts and at a distance, disarming a sword takes attacking in melee, this time with grappling.
Despite outnumbering the Hawk five to one, these pirates still stupidly attack him one at a time. Of course, this makes solo play much easier.
Bad guys may feign death so they can sneak away when the Heroes aren't looking. This isn't a skill so much as it's the bad guy taking advantage of the Hero being too busy to check for signs of life.
And here we have an example of the Hero using disguise to sneak into the hideout.
Under certain circumstances -- like being the only person in the room with a gun -- the Hero can force morale saves to happen by not attacking, but just threatening to.
(Scans courtesy of Comic Book Plus.)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label Sheena Queen of the Jungle. Show all posts
Showing posts with label Sheena Queen of the Jungle. Show all posts
Wednesday, March 29, 2017
Tuesday, August 30, 2016
Jumbo Comics #9
I don't always have perfect digital copies of old comic books to look at, and Jumbo Comics is a perfect example of that. So far, I've had to settle for looking at the entire series in black and white. Normally, that doesn't trouble me greatly, but I do wish I could see "The Golden City" here in color, and determine how much of that "golden" is literal description and how much of it is hyperbole.
We get treated to some great visuals of this hidden land, most especially the courtyard of a palace. We see a dais, two trees growing up behind a throne carved to look like a many-armed demon. A man on the throne, flanked by trained apes. Looks to be quite an encounter!
A rare instance of a gun jam in comics.
The ape is using its "rend" special attack on Bob. Bob doesn't seem to be appreciating it.
The ape takes lethal damage from a fall. Bob was knocked out after two turns of fighting an ape (really, the ape just wailing on him mercilessly), but here is already recovered just a turn or two later.
The text doesn't match up with the pictures when Sheena and Bob fall into the trap. The caption says they are entering the courtyard, but they just fought the apes in the courtyard. It must mean "As they enter the palace".
The ol' trap door leading to an underground river trap. Note that Bob tries and falls to save them by holding onto the trap door, suggesting that the Editor gave them a saving throw to try and save themselves.
Peter Pupp runs into a 20' tall moon giant. They look and act like hill giants, but they're as big as cloud giants.
The Hawk fights Gor, a black "giant". Gor is able to pay "no attention to the rain of punches", probably because he's statted as a thug, and has a thug's Armor Class, despite wearing no actual armor. The Hawk keeps swinging, but isn't actually hitting well enough to do damage yet.
I think that's pretty funny.
Wilton of the West is teamed up with the Crimson Rider with this issue, the Crimson Rider being a cowboy, but of the Mysteryman class. My evidence of this? Mysterymen trigger morale saves as soon as they show up, while other classes have to do something first.
The Crimson Rider isn't concerned about making a 20' leap on horseback, and probably for good reason. The world record for a jumping horse leap is 28', so I'd probably give the Crimson Rider a ...4 in 6 chance of making the jump successfully?
(Scans courtesy of Comic Book Plus)
We get treated to some great visuals of this hidden land, most especially the courtyard of a palace. We see a dais, two trees growing up behind a throne carved to look like a many-armed demon. A man on the throne, flanked by trained apes. Looks to be quite an encounter!
A rare instance of a gun jam in comics.
The ape is using its "rend" special attack on Bob. Bob doesn't seem to be appreciating it.
The ape takes lethal damage from a fall. Bob was knocked out after two turns of fighting an ape (really, the ape just wailing on him mercilessly), but here is already recovered just a turn or two later.
The text doesn't match up with the pictures when Sheena and Bob fall into the trap. The caption says they are entering the courtyard, but they just fought the apes in the courtyard. It must mean "As they enter the palace".
The ol' trap door leading to an underground river trap. Note that Bob tries and falls to save them by holding onto the trap door, suggesting that the Editor gave them a saving throw to try and save themselves.
Peter Pupp runs into a 20' tall moon giant. They look and act like hill giants, but they're as big as cloud giants.
The Hawk fights Gor, a black "giant". Gor is able to pay "no attention to the rain of punches", probably because he's statted as a thug, and has a thug's Armor Class, despite wearing no actual armor. The Hawk keeps swinging, but isn't actually hitting well enough to do damage yet.
I think that's pretty funny.
Wilton of the West is teamed up with the Crimson Rider with this issue, the Crimson Rider being a cowboy, but of the Mysteryman class. My evidence of this? Mysterymen trigger morale saves as soon as they show up, while other classes have to do something first.
The Crimson Rider isn't concerned about making a 20' leap on horseback, and probably for good reason. The world record for a jumping horse leap is 28', so I'd probably give the Crimson Rider a ...4 in 6 chance of making the jump successfully?
(Scans courtesy of Comic Book Plus)
Labels:
falling damage,
firearms,
gag filler,
Hawks of the Seas,
healing,
hideouts,
leaping,
mobsters,
morale,
Mysteryman,
Peter Pupp,
saving throws,
Sheena Queen of the Jungle,
skills,
traps,
Wilton of the West
Saturday, January 16, 2016
Jumbo Comics #2
I wonder if anyone will ever run a funny animals campaign using Hideouts & Hoodlums? In Peter Pupp, which we looked at with issue #1, all the elements of an action adventure scenario are here -- they can just be greatly exaggerated and make no sense. I would normally discourage an Editor from treating a weather control mad science device (as found in Book II: Mobsters & Trophies) from being able to affect the entire planet from space -- but in this sort of campaign it could.
Supplement III: Better Quality talked about various environments an Editor could use in a campaign and one environment that was cut and put in The Trophy Case v. 1 no. 6 was the "aerial wilderness". I wrote "While no Golden Age comics of my acquaintance ever picked up on this notion" -- but I was unaware of Peter Pupp at that time. Clearly, the idea of exploring solid clouds has precedence here, as does hillbilly cloud giants...
I don't normally have my players stumble across mysterious Magic-Users handing out magic rings, but if I did decide, in mid-scenario, that some upcoming encounters were going to be too tough for them, I could see this as being a possible solution. A Ring of Djinni Calling is very apropos for H&H. I used a similar item recently in one of my campaigns (but it was a bottle instead of a ring), and like Peter Pupp's ring it only had a limited number of uses/charges.
The Hawk, always a class act, is here the very definition of Lawful Alignment as he consuls his men on "no wanton looting or unnecessary shooting".
I've said before that rappelling by rope should be easy for Heroes, except on challenging surfaces like a wet wall -- but here we have ten supporting cast all easily climbing a wall, while soaking wet from head to toe. Does climbing need to be automatic for everybody?
I'm not sure yet how I'd wind up statting this guy. This is the first appearance of a character called Mr. Eternity, who seems to be able to control his own shadow -- making it grow, move, etc. He also claims to be Death itself, but this bears further investigation.
This is from the continuing origin story of Sheena, Queen of the Jungle. The witch doctor tells of casting a Curse spell (Remove Curse reversed?). It's unclear if he wields actual magic or if Sheena's father died coincidentally, but if is magic, then a Bestow Curse spell can be lethal.
Somehow, ZX-5 is able to look at the car behind him, see the enemy agents discussed as policemen, and tell that they are agents in disguise on sight. This has got to be a special ability for spies.
(Scans courtesy of Comic Book Plus)
Supplement III: Better Quality talked about various environments an Editor could use in a campaign and one environment that was cut and put in The Trophy Case v. 1 no. 6 was the "aerial wilderness". I wrote "While no Golden Age comics of my acquaintance ever picked up on this notion" -- but I was unaware of Peter Pupp at that time. Clearly, the idea of exploring solid clouds has precedence here, as does hillbilly cloud giants...
I don't normally have my players stumble across mysterious Magic-Users handing out magic rings, but if I did decide, in mid-scenario, that some upcoming encounters were going to be too tough for them, I could see this as being a possible solution. A Ring of Djinni Calling is very apropos for H&H. I used a similar item recently in one of my campaigns (but it was a bottle instead of a ring), and like Peter Pupp's ring it only had a limited number of uses/charges.
The Hawk, always a class act, is here the very definition of Lawful Alignment as he consuls his men on "no wanton looting or unnecessary shooting".
I've said before that rappelling by rope should be easy for Heroes, except on challenging surfaces like a wet wall -- but here we have ten supporting cast all easily climbing a wall, while soaking wet from head to toe. Does climbing need to be automatic for everybody?
I'm not sure yet how I'd wind up statting this guy. This is the first appearance of a character called Mr. Eternity, who seems to be able to control his own shadow -- making it grow, move, etc. He also claims to be Death itself, but this bears further investigation.
This is from the continuing origin story of Sheena, Queen of the Jungle. The witch doctor tells of casting a Curse spell (Remove Curse reversed?). It's unclear if he wields actual magic or if Sheena's father died coincidentally, but if is magic, then a Bestow Curse spell can be lethal.
Somehow, ZX-5 is able to look at the car behind him, see the enemy agents discussed as policemen, and tell that they are agents in disguise on sight. This has got to be a special ability for spies.
(Scans courtesy of Comic Book Plus)
Saturday, December 26, 2015
Jumbo Comics #1 - part 1
I've been doing this for almost a whole year now and, during this run of examining the comics from 1935-1938, there have never been more than seven U.S. companies publishing at a time (and I only have access to five). So it's a Christmas treat to finally read the first comic book from "new" publisher, Fiction House. There's some familiar stuff here -- Will Eisner's "Hawks of the Seas" picks up right where it left off in Quality's Feature Funnies, Bob Kane starts his second pre-Batman feature, Peter Pupp, Mort Meskin is the first artist on Sheena Queen of the Jungle, and future comic book virtuoso Jack Kirby debuts with an adaptation of The Count of Monte Cristo.
I don't share a lot of funny animal strips here, but when they are focused on adventure I will. Some campaigns begin loosely, with some optional directions for the Heroes to take it in. Some campaigns (the "sandbox" campaign style) sets up all the options for the campaign in advance and lets the players decide entirely on how to explore it. What happens to Peter Pupp is the complete opposite -- before he's had more than a moment to roleplay, he's kidnapped in his sleep and taken on his first quest.
One of the benefits of not taking your Hideouts & Hoodlums campaign too seriously is that you can do anything with it? Want them to go to the moon to find out if it's made of cream cheese? Just put them in a rocket ship and fire them out of a giant cannon at the moon? Now, if you want to give them control over the rocket, you can plop other destinations in Earth orbit, like these totally impossible plantetoids. Remember, even though astronomy said this wasn't so, no one had yet been to space to find out for sure, so all this science stuff could be taken with a grain of salt (heck, some people still live this way!)
Moon rockets were introduced into H&H in Supplement III: Better Quality.
We don't actually see any of Spencer Steel on this whole page, but we do get a glimpse of a villain hideout, accessible through a garage with a sound-activated door. In the private office is a secret door that leads to an elevator that does down to an underground laboratory (stairs go back up, presumedly to a floor in between). There's a nice amount of detail to the lab here, handy for an Editor looking to describe one on the fly.
This is some of the earliest Joe Simon/Jack Kirby art in print, three years before Captain America. You can see some detail of a mad scientist's mind transfer machine here. Mind transfer devices were introduced back in Book II: Mobsters & Trophies.
Hypnosis is currently a 1st level power for Superheroes. But does it need to be a skill that everyone has a chance to use? Though, if Kromo is a supervillain, maybe that explains his goofy name...
This is the cave-throne room of Sheena, Queen of the Jungle. Though the ceiling is festooned with stalactites, the floor has been cleared and smoothed. There is a dais and throne and -- more importantly -- note the oriental urns on either side of the room...
Clues explained on this page! Note that, although Persia was officially called Iran since 1935, it was still commonly called Persia in the West for many years afterwards.
(Scans courtesy of Digital Comic Museum)
I don't share a lot of funny animal strips here, but when they are focused on adventure I will. Some campaigns begin loosely, with some optional directions for the Heroes to take it in. Some campaigns (the "sandbox" campaign style) sets up all the options for the campaign in advance and lets the players decide entirely on how to explore it. What happens to Peter Pupp is the complete opposite -- before he's had more than a moment to roleplay, he's kidnapped in his sleep and taken on his first quest.
One of the benefits of not taking your Hideouts & Hoodlums campaign too seriously is that you can do anything with it? Want them to go to the moon to find out if it's made of cream cheese? Just put them in a rocket ship and fire them out of a giant cannon at the moon? Now, if you want to give them control over the rocket, you can plop other destinations in Earth orbit, like these totally impossible plantetoids. Remember, even though astronomy said this wasn't so, no one had yet been to space to find out for sure, so all this science stuff could be taken with a grain of salt (heck, some people still live this way!)
Moon rockets were introduced into H&H in Supplement III: Better Quality.
We don't actually see any of Spencer Steel on this whole page, but we do get a glimpse of a villain hideout, accessible through a garage with a sound-activated door. In the private office is a secret door that leads to an elevator that does down to an underground laboratory (stairs go back up, presumedly to a floor in between). There's a nice amount of detail to the lab here, handy for an Editor looking to describe one on the fly.
This is some of the earliest Joe Simon/Jack Kirby art in print, three years before Captain America. You can see some detail of a mad scientist's mind transfer machine here. Mind transfer devices were introduced back in Book II: Mobsters & Trophies.
Hypnosis is currently a 1st level power for Superheroes. But does it need to be a skill that everyone has a chance to use? Though, if Kromo is a supervillain, maybe that explains his goofy name...
This is the cave-throne room of Sheena, Queen of the Jungle. Though the ceiling is festooned with stalactites, the floor has been cleared and smoothed. There is a dais and throne and -- more importantly -- note the oriental urns on either side of the room...
Clues explained on this page! Note that, although Persia was officially called Iran since 1935, it was still commonly called Persia in the West for many years afterwards.
(Scans courtesy of Digital Comic Museum)
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