Showing posts with label Spy Hunters. Show all posts
Showing posts with label Spy Hunters. Show all posts

Wednesday, March 31, 2021

Keen Detective Funnies #19 - pt. 1

WOOOOOO! Finally! Finally, made it to April 1940, after being stuck on March 1940 for the longest time. But will the stories get any better? Uh-oh -- we're back to Centaur Comics...

We're going to start with Spark O'Leary, and the upteenth time someone in comics has invented a method of invisibility! Kudos, at least, to getting the optics of it kind of right, that it would have to bend light around an object instead of reflecting it, though how it makes hands invisible when they're left uncovered is unclear. And is it dangerous to wear the suit? Is that why it needs a built-in gas mask?


There is a lot of plot convenience on this page. One, Spark just happens to leave the press conference early, which seems to be a terrible thing for a "newshawk" to be doing, but otherwise he wouldn't already be on the road to see the kidnappers, who just happen to drive past him. 

The story completely glosses over how Spark manages to sneak into the building unseen, and then how the two men manage to sneak out unseen. But then, these are some pretty nearsighted mobsters, because they completely miss the car just sitting off to the side of the road. Perhaps we can at least give Spark credit for having Prof. Doran lay down in the backseat, rather than visibly sitting shotgun, but it seems a risky move when more careful mobsters might have stopped and checked out the suspicious vehicle.


An old flivver conveniently blocking the road is just the sort of examples of chase complications I need to expand my table, and the owner of the flivver also being an ornery sheriff is just a bonus complication. But how they resolve the problem leaves me very suspicious of who's side this professor is really on. And how impressionable is Spark that he immediately goes along with this plan to run a sheriff off the road into a pond, where he might drown?


It's very rare for early trophy items in comics to have this kind of built-in weakness, like having water short-circuit them. 

In anyone else's hands, having an invisibility suit would be the origin story for a new superhero (indeed, that's precisely the Invisible Hood's origin story!), but Spark simply gives the suit back when he's done with it. 

Spark is, again, unconcerned when he is out-scooped by another reporter, on the same story he should have been on top of, and instead of being concerned about this mysterious-sounding fire, he just shrugs it off like it's no skin off his nose. Way to avoid your next plot hook, player! 

We're going to jump to the end of the next story, Dean Masters, D.A. Dean has apparently gone out and bought this trophy item, a magnetic cane. It allows him to control rigged roulette wheels and, I presume, pick up his dropped keys without bending over. How it cut wires isn't clear; it would be cool if it had a concealed pop-out blade in the foot of it, but such was never shown.










Now we'll jump into Spy Hunters, for a very early, very rare example of breaking the fourth wall in a serious adventure story. Eat your heart out, Deadpool!

Brest is a real city, a port city in the Finistère département in Brittany.

The Maginot Line of defenses had been installed along the German border throughout the 1930s and would be familiar to most American readers. This comic book, though cover dated April 1940, would have come out in January, four months before the Maginot Line became irrelevant. 


I usually share any maps I see in old stories, in case they could be useful later in planning game sessions or published scenarios...but I'm not even sure what I'm looking at in this map. I wouldn't have much confidence in a military campaign relying on such a map. 

Salzwedel is a town in Saxony-Anhalt, Germany, so it's optimistic, if not poor forecasting, to assume France would be taking the offensive into Germany soon.


I wouldn't be bragging if I won a fight with 30:4 odds, but this is always possible when you rely on random wandering encounters instead of planned encounters. The dice give you breaks sometimes!

A subaltern is an officer in the British army below the rank of captain, especially a second lieutenant, so this wouldn't be a term you'd be using to describe German soldiers.





This is from Dan Dennis, FBI. Polly spotted Dan and Tick shadowing her because he failed a skill check or a surprise roll (the Editor could handle that either way), and then she tries to throw them off by handing the package to someone else and splitting up, so Dan and Tick have to split up to follow them both. This could work particularly well against H&H players, as not splitting up is so ingrained in their training.

St. James Place may seem familiar to most of us from the Monopoly board, but it's also a fairly common place name. We can't know for sure if this is the St. James Place in Brooklyn, or Chicago, or somewhere else.

(Scans courtesy of Digital Comic Museum.) 











   
 

Thursday, September 19, 2019

Keen Detective Funnies #18 - pt. 3

We're getting to the back of the book now and this month's semi-colored installment of Spy Hunters.

There is a village in Punjab, India called Abdal, but I don't know if that already existed in 1940, or would be a place an American author then would know about. There is an Abdal people in India, Urdu-speaking Muslims, that might be where the author learned the name from.

It's also worth reminding players that this was a time before portable radios, so communication by flashing light off of mirrors was a thing your Heroes might have to employ.



I'm including this page because it's important to note that not everyone everywhere had a radio by 1940. This whole village has no radio, and it's not just natives in the village.
You don't see "Unlimber your machine gun" every day, so I thought I'd include this page, and then look up what "unlimber" means. Apparently, it's a real word that means "detach (a gun) from its limber so that it can be used."

Okay...then I had to look up what a "limber" is. It's 
"a two-wheeled cart designed to support the trail of an artillery piece, or the stock of a field carriage such as a caisson or traveling forge, allowing it to be towed." Huh, who knew?

I'm interested in this page for the map, and wondering how authentic it is. Again, series creator Lochlan Field (according to comics.org) has done his research; Chitral is a real place, both a state and a city that serves as the capital of that state. The Mahi River flows past Chitral at the same angle as that road in the drawing. 

Chitral is significant for the British because of the
Chitral Expedition. It was, according to Wikipedia, "a military expedition in 1895 sent by the British authorities to relieve the fort at Chitral which was under siege after a local coup. After the death of the old ruler power changed hands several times. An intervening British force of about 400 men was besieged in the fort until it was relieved by two expeditions, a small one from Gilgit and a larger one from Peshawar." In other words, a major wargaming scenario.

And this page I'm sharing because it's a rare time when we see first aid being administered (rare, despite how common it is in all Hideouts & Hoodlums scenarios).
Moving on, we have another adventure of the inspiration for the floating eye mobstertype in H&H -- The Eye. We see here that there is a peculiar feature to its invisibility, as one of the workers is able to see it. Does everyone in line of sight need to save vs. spells to see through its special invisibility (the spell does not act this way)?

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The other reason to share this page is to speculate as to which real country "Osthania" represents. Remember that, this early in 1940, Germany has hardly invaded any countries yet. Further, "bombarded on all sides" seems to only apply to Poland, uniquely caught between Russian and German advances.

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The Eye can talk! Or is it telepathy, like I had floating eyes use? It's hard to tell because the "science" of word balloons is still in its infancy; there's not even a uniform balloon shape for thought balloons yet, let alone ones that denote telepathy.
Here the Eye demonstrates telekinesis, and not particularly strong telekinesis either, just like the spell. Though maybe he's just being very careful at not setting off the explosives.















"Alfonsky" even seems to confirm this is Poland. But there wouldn't be a Pole in charge of Poland past September 1939, meaning this story had to have taken place earlier than that. The President then was Ignacy Moscicki, which doesn't even rhyme with Alfonsky. Our ambassador to Poland at the time was Anthony J. Drexel Biddle Jr. -- and we know what date he left Poland, September 5, 1939, so we can date this story to the specific day thanks to this page. Anthony even had two daughters, though they were named Mary and Margaret, neither being Sandra.

Further, applying Polish history to this scene explains why the bombers are coming; this would be Day 5 of the German Invasion of Poland.

(Scans courtesy of Comic Book Plus.)















Friday, August 24, 2018

Keen Detective Funnies v. 3 #1 - pt. 2


No, this isn't a black and white reprint; Centaur was still having financial difficulty at the beginning of 1940 and could not afford to put color on every page.

Dan Dennis shows you that G-Men did not have to observe rules or laws in comic books. Here, rather than getting a warrant for an autopsy in a sterile medical lab, Dan sneaks a complicit medical examiner into a private funeral home and has the examiner perform one in the dark. Interesting verdict on that autopsy -- unless it was skin cancer, there would be no outwardly visible sign of cancer. I wonder how much cutting up the examiner did.

This is Ed Colton. It's interesting how many similarities there are between this scenario and the Masked Marvel story I shared from yesterday, despite that being a mysteryman story and this being a cowboy story.

Ed lays out a good series of clues that can be gathered at a crime scene.



In order to pull off this bluff, Ed took a deliberate 10' fall into a gulch in order to look injured.

I guess there were not too many ranches with plane hangars in the area, so solving the "who done it" part of this mystery was relatively easy. Finding one of them conveniently holding the murder weapon in the hangar certainly helps.

By making it a tripod-mounted weapon, the Editor has made it virtually impossible to use in melee range, to Ed's benefit.

I laughed at first when confronted with the term "liquid oxygen," but it is a real thing and has apparently been used in rocket fuel in the past.

Of course, the caption is way too long, taking up an entire panel, and includes a lot of detail we just do not need to understand the story.


This is Dean Masters, D.A. There are three ways to handle that trick where he sneaks the tear gas grenade out of his pocket. The player could either make a sleight of hand check (basic skill check) to palm the grenade, rely on surprise rolls, or even just rely on initiative rolls to see if he could set it off before Louie could take an action.


Dean tricks Sam into going out into the hallway and getting shot. My first inclination was to say Sam had to save vs. plot to resist fast-talk, but there's not really anything here to resist. Instead, I would say this is an encounter reaction check situation.


Dean wisely doesn't fire into the crowd -- if he rolls low, he runs a risk of hitting a civilian (there's no game mechanic penalty, by the way, for shooting a civilian, but there could be in-game repercussions, like him losing his job.

Sam takes three bullets before he goes down. With those hit points, he must be a master criminal!

Scenario map (though, admittedly, not very detailed).



This is Captain Forsyth & Sergeant Maclean, Spy Hunters -- a title almost longer than its own feature. Here, we see bandits. We are told they are Arab bandits, but counter to typical racism of the day, there are no visual cues to the bandit leader being an Arab, other than a caption telling us.

$50,000 is a fortune in 1940 money.

(Scans courtesy of Digital Comic Museum.)

Monday, December 5, 2016

Keen Detective Funnies v. 2 #10

The Masked Marvel seems to have forgotten he has superpowers in this installment. Instead he does things like creep on others with his "raudion-detector" -- yet another TV set that can see anything like a crystal ball.


I'm including this page because this ordinary mob boss has 500 lbs. of dynamite at his disposal. Sometimes, you can just go crazy outfitting the bad guys with resources. Plus, it makes for a more level playing field once the Heroes are higher level and still facing mobsters.



This is from Spy Hunters. I like to include any maps I find on this blog. This one is more of a tactical map than a terrain map, but maybe it would be useful for someone planning a battle scenario in India.



The guy rolling around shirtless is Gabby Flynn. I share this page because tripping attacks seem unusually potent at knocking people out in two different fights here. Could a trip do as much damage as a weapon?



I'm not sure what to make of this. Bellows with a red pepper attachment, as a stunning weapon? If it's that potent, I'm not sure why Heroes would ever rely on anything else. I could see maybe allowing this as a blinding weapon, but not incapacitating.

The reference to an "ogre" shouldn't be taken literal; Gabby's opponent barely qualified for a thug, let alone ogre stats.


This is from "Foggy Night", a serial with Officer O'Keefe as the hero. Somehow, O'Keefe is stunned by a bullet, is dropped from a height, and still manages to come around a little later (on the next page). If the bullet had knocked him unconscious, by H&H rules he should have been killed by the fall.


Dean Denton may be a scientific detective, but he can't seem to figure out a way around a smokescreen. H&H will have evasion rules for chase scenes...but maybe the real issue here is Dean being afraid of hitting pedestrians in the smokescreen. In that case, Dean's Alignment stops him, not the smokescreen itself.


Stunts have come a long way already since they were first introduced in 1st edition. Here we see Out of the Sun, a relic from the Aviator class and its stunt list. Though these are going to be absent from the 2nd ed. Basic Book, they will likely have a place in an Advanced Hideouts & Hoodlums Heroes Handbook, which should come out...someday.

(Scans courtesy of Comic Book Plus.)




Wednesday, October 19, 2016

Keen Detective Funnies v. 2 #9

The Masked Marvel is slumming on this adventure, tackling stamp counterfeiters. He apparently has a power that allows him to translate codes super fast. A Read Codes power?

As a superhero, MM should be able to rip open that wall safe with brute strength, but instead opts to play safecracker and hope for a lucky skill check.



Here we have a rare example of a disguise failing. A small printing press probably still weights just over a ton, meaning The Masked Marvel had to use Raise Car to lift that.



This is from Spy Hunters and it demonstrates some of the challenging solutions players have to come up with in a low-level campaign, or even a solo mid-level campaign. A more powerful group of Heroes would have just stormed in there and fought their way to the prisoners, not coordinate with the prisoners via thrown note and stage a diversion for them.



And I share this page because these continue to be good tactics. Again, bear in mind that these must be low-level fighters -- because mid-level Heroes can usually take out low-level/Hit Die opponents in large numbers -- so they are using sneakier tactics like hit-and-run raids to steal better weapons from the enemy. They also use the terrain to their advantage, not only using the height advantage of the hill, but seeking out a cave to bottleneck combatants into.


One good thing you can say about cultists -- they know to change their passwords often. There's now a stat entry for cultists in 2nd edition Hideouts & Hoodlums.




This interesting wrinkle turns out to be a good history lesson. 3-D film was first shown in 1915, but it either didn't work very well or just failed to catch the public's interest.  Most people wouldn't have even heard of 3-D film until 1936, when a 3-D short won an Oscar, and it would not be until 1939 when millions first witnessed 3-D at the New York World's Fair. Out here in California, though, it is conceivable that many of these cultists had not made the trip to New York yet and could be fooled by their first exposure to 3-D film.



It takes Dean Denton all day to invent something, and it's not even anything major (spoilers: it's a calcium chloride bomb with an external trigger).

What I really like here is the multi-tiered cave complex, where one can lower oneself from the ledge of one level down to a lower level, without having to look for stairs or sloping tunnels to get down.

From a filler page called Detectionotes! -- this note about the FBI not being able to arrest people before 1934 is another useful history lesson for any H&H campaign set pre-1934 (or a later campaign with a very detailed backstory, or a time travel adventure...).

(Scans courtesy of Comic Book Plus)












Thursday, July 28, 2016

Keen Detective Funnies v. 2 #7 - pt. 2

Dan Dix, Ship Detective seems like a strip that doesn't have a lot of room to grow, but this scenario does sport some interesting locals. It starts in Miama, is bound for Puerto Rico, and winds up on the Island of Nassau -- and I had to look that one up, but it is a real island in the Bahamas. It almost sounds more like someone's idea of a dream vacation more than an adventure story, until someone starts shooting at Dan.

$50 for a sailboat, even a small one, seems like an awful good deal, but let's give the author the benefit of a doubt; maybe the economics of the Bahamas were like this in 1939.

This cheap deal seems to be the only break these bad guys get; other than that, they are comically incompetent. Which may be fun to read for a page, but does not make for a challenging adventure scenario in game play. Your villains need to be about equally competent with your players.


This is from a one-shot story called "The Keefer Snatch". I find myself highly skeptical that someone could hang on to the side of a car as it drives for miles, then roll under the car when it stops, and have no one in the car notice. In fact, I'd probably assign a stiff penalty to his surprise roll -- like down to 1 in 8 -- but that still makes it possible.


You wouldn't think it from looking at this page, but it brings up an age old issue, as old as Dungeons & Dragons modules themselves -- why do bad guys leave treasure lying around to be collected, without using it themselves? In this case, it's the sub-machine gun conveniently left sitting out while the bad guys try to pick off the cop with their revolvers.


Comic books and their inconsistencies....I had just posted recently about needing to apply falling damage rules to horizontal sliding/falling -- and here's a motorcycle cop who takes no harm from falling off a speeding motorcycle. Maybe there needs to be a save vs. science to avoid horizontal sliding damage?


This is from Spy Hunters. We usually see people seemingly fall dead right away from poison in comics, but on this occasion we actually get an example of the onset time for a lethal poison -- 15 to 30 minutes.


How to rig a trap in a hockey stick (in case you ever plan to do so in a scenario).



Dean Denton, Scientific Detective, doesn't want to ride the fancy plane with the electric refrigerator. That's the only plot point I've seen so far, but it's worth pointing out that an electric fridge light enough to be on an airplane. and this is just the sort of modular perks I was talking about yesterday.



I'm not sure if 12 hours to fix a smashed carburetor and ripped ignition sounds right. Right now, Hideouts & Hoodlums has no mechanic for fixing things, just inventing things. I'm not sure if we need a mechanic for fixing things...

(Scans courtesy of Digital Comic Museum)