Showing posts with label Steve Malone. Show all posts
Showing posts with label Steve Malone. Show all posts

Friday, July 5, 2019

Detective Comics #36 - pt. 2

Back in time for the tail end of the Batman's first encounter with Hugo Strange! Having escaped Strange's deathtrap/S&M session, the two of them grapple. Remember that Strange is about 6' tall and physically imposing, so it's not an unequal match-up (if Strange is an ultra-mad scientist, then they even have equal Hit Dice!). Strange has an early advantage, establishing a choke hold, but the Batman reverses it; both are perfectly emulated in Hideouts & Hoodlums' grappling rules.

After defeating Strange, the Batman does something that most players don't do in any RPG -- after defeating the main bad guy, he still methodically searches the hideout. In this way he finds a prisoner (that he claims to have always known about, though this is the readers' first time hearing about it), and learns how Strange was inducing fog around the robberies -- with a stolen lightning gun! Now, why he used the lightning gun to make fog and not turn it into a weapon...

No mention is made of what happens to the lightning gun (which looks like a planetarium projector, by the way). It doesn't seem to make it into the Batman's trophy room, and certainly doesn't become part of its arsenal. The Editor of that game session, perhaps just not feeling generous, made it a mad science trophy with very limited charges/uses.

Next up is Bart Regan, Spy. When Jerry Siegel was still drawing this it was my favorite feature, but now....Bart is up against more spies, now from the fictional nation of Tortania. I haven't a clue what country "Tortania" is meant to represent; it could just be a truly generic foreign power. Bart's big clue as to who the spy is, is overhearing him curse in Tortanian, which might be the first time cursing is demonstrated as a series of symbols in a DC comic.

The hunchbacked spy gets the drop on Bart, from behind, but Bart is somehow able to spin around and shoot first. H&H's simple initiative system allows for a lot of leeway like this, though circumstances almost cry out for a common sense adjudication and hand-waving the dice rolls. Perhaps the spy missed on his surprise roll so badly that the Editor said he hadn't even managed to get his shot off yet.

The hunchbacked spy turns out to be a pretty nifty threat; he's wearing a vest lined with dynamite under his coat, making him the first suicide bomber in comicbook history. It's a challenging threat, normally, but this adventure takes place on a boat, so Bart simply pushes the man into the water in time (though, if Bart had lost initiative...). The spy also has a poison pill on him that is confiscated.

Bart administers truth serum to the spy to learn where his hideout is. The hideout appears to be empty, but a secret door opens like a shutter sliding down.

Steve Malone, District Attorney, is hunting down a mobster on the lam, and figures out who the disguised mobster is by the clue of the hairs in his comb. In the ensuing fight, Steve uses a table for a club and the mobster's vamp girlfriend uses this really big candle holder, so vamps are sometimes armed with clubs. Steve doesn't start out the encounter with a gun, but he lifts one off a mobster. In a rare instance, both gunman run out of bullets in the same firefight.

I normally like Speed Saunders, Ace Investigator more than this installment. Speed is on the trail of a jewel thief who calls himself The Spider and leaves toy spiders behind as a calling card. There's even a nice spin where The Spider doesn't break into homes, he convinces rich people to rent from him, unaware of the secret doors he's built into his properties. But the story has some serious flaws. One, The Spider tries a drive-by shooting against Speed, but from his own car licensed in his own name. Two, Speed slaps the man's wife around while The Spider isn't home, and then she still obediently obeys him. Now, there's a nice twist on that, where the wife turns out to be The Spider, dressed as a man, the whole time, and there never was a husband...but I'm not sure Speed knew that when he slapped her...

(Batman story read in The Batman Archives vol. 1; the rest read at readcomiconline)

Monday, July 18, 2016

Adventure Comics #39

Barry O'Neill begins having post-Fang Gow adventures, though Count Guniff seems to be cut from the same mold. Indeed, when Guniff traps O'Neill and LeGrand in a water trap, Barry would have been within his rights to go "What, again?"

Two things worth pointing out from this story: one, it is one of the first time in comic books where the hero runs out of bullets; and, two, Guniff's second death trap for O'Neill and LeGrand is a much simpler affair -- he douses them with gasoline and is going to brings a match towards them. That's a pretty serious death trap -- serious enough that I'd probably have it do 1-10 points of damage per minute to heroes until they can somehow extinguish themselves (like a save vs. science to smother the flames by stop, drop, and rolling).

Cotton Carver continues exploring his Don Dixon-like lost world environment. One thing to notice is that the hideout/dungeon Cotton is exploring is taking him down quite a few levels, by stairs and slides, but his encounters are not getting significantly more challenging. He gets to a dead end where he cannot proceed without having a special stone with him that fits into an indentation in the wall -- a classic dungeon trick.

Cotton fights a half-cat, half-man called a Watcher. Watchers must be pretty tough; this thing takes multiple arrow hits without going down, and is probably at least 3 Hit Dice. They're also Lawful because, if you defeat one and leave it alive, it agrees to repay the life-debt by serving you (or maybe Cotton just had cat treats in his pocket).

The animated statue Cotton meets seems straight out of Dungeons & Dragons. I wonder if it's a living statue, a golem, or if I'm going to be disappointed next issue by it getting explained away as ventriloquism...

In Federal Men, we learn more about how reefer works in the comic book world. It's "the drug that causes the smoker to lose all moral restraint". So, if you smoke marijuana and fail a save vs. science, you become okay with killing others (just like most of my players) and don't have to save vs. plot before you can take a life.

Jack Woods (fresh over from More Fun Comics) faces a bandit and an unusual dilemma -- a victim who isn't glad he was saved. Soon he's confronted with another dilemma much like one I recently used in my Monday night campaign. The Hero is hired to deliver something under suspicious circumstances. Does the Hero do the job and go home, investigate the sender, or investigate the receiver? It's a nice scenario because the Hero is free to choose and shouldn't be railroaded into investigating one before the other.

Steve Malone finds a cuff link. This is important because a cuff link is never mentioned in a story unless it's a clue.  If your Editor so much as says "cuff", you'd better be ready to take notes.

Steve does a lot of searching. He finds the first cuff link searching by a gong (not where you'd normally expect to find one), but finds the second one searching a bedroom where you'd expect to find one (maybe at a +1 bonus then?). There is a secret compartment hidden in a model castle and, unless the Hero has reason to suspect it's there, the chance of finding it is the same as a secret door.

Tom Brent is sailing down a jungle river, seeing no natives, but they see him and track his boat's movement. Which might not bear mentioning, except that there seems to be a lot of natives and they evade being noticed for quite some time. Maybe natives need to have a better (3 in 6?) chance of surprise?

The Skip Schuyler story has him pitching for the Yankees during a special game for charity. Which might not bear mentioning, except that it's so rare for a real baseball team to be named, and real players (Lou Gehrig and Joe DiMaggio) cameo. Of course, in your home campaigns, whether you go with real historical figures, characters obviously based on real historical figures (with similar names, like Jim DiMaggia?), or entirely fictional characters is entirely up to you.

In Anchors Aweigh, because the Editor clearly doesn't have a new plot for them lined up, Don and Red decide to go hunt up some experience points, literally, by hunting crocodiles off the Panama Canal. They meet a wandering encounter while hunting who turns out to be a mad engineer who makes bombs (I can't decide if that qualifies him to be a mad scientist (Book II), a madman (Supplement V), or even an anarchist (Supplement I). Once the encounter has been rolled up, the Editor has to think up an excuse for the engineer to be there, so he concocts a plot on the spot for foreign powers to have hired him to blow up the Canal.

(Summaries read at DC Wikia)

 

Sunday, June 12, 2016

Adventure Comics #38

Yesterday, I was wondering if surprise should not offer more advantages game mechanics-wise. In "The Original Game" that inspires Hideouts & Hoodlums, the side that has surprise before combat not only gets a free turn to act, but goes first in the next turn of combat. I always thought that was inherently unfair, though, and everyone should have the chance to have the advantage of going first, each turn. But...I am seeing an awful lot of evidence in the comic books of surprise giving Heroes big advantages.

Take, for instance, Inspector Kent of Scotland Yard. In this issue, Kent charges through a secret door, sees the secret plans on the table, runs up, grabs the secret plans, and runs back out through the secret door before anyone can stop him. I don't think all of that should happen in just a surprise turn, but even if Kent has the initiative on the following turn, I'm surprised none of the spies at the table get free back attacks on him when he turns to run.

Tod Hunter has the spell Phantasmal Force/Silent Image cast at him, but sees through it (got a save vs. spells to disbelieve) because the bowmen firing arrows at him make no sound.  Without resolving this storyline, the wizard simply disappears and Tod leaves to go exploring elsewhere. He finds a wanted poster that mentions rape, the first time this subject is ever addressed in a comic book. At the end of the story Tod is shot -- and is never seen again!  Tod Hunter is not the first Hero to have his series canceled in comic book history, but he is the first one to apparently die in his last appearance.

District Attorney Steve Malone is handy in a scenario without being present; he tracks reports of fleeing armored truck robbers by radio, compares them on a map, and tries to predict where they are heading next. This could be a good puzzle for H&H players to try and solve (particularly if there is no wrong answer and the bad guys head where ever the players guess).

Captain Desmo's player might be calling shenanigans in this story -- Desmo and Gabby come across Tartar warriors raiding a village and drive them off. Before the warriors all leave, though, some of them somehow managed to get behind Desmo and snatch Marie, one of his new traveling companions. It's a plot device, clearly, but did not need to be. The Editor could have mapped out the scene, placed all the combatants and noncombatants on the map, and made it clear that Desmo had the double priorities of defending the villagers and his own supporting cast. Could Desmo keep from being outflanked?

Tom Brent is in trouble when he is captured by mobster Vic Gano, but Tom talks his way out of it, pretending to want to join Vic's operation, and thereby gets a new encounter reaction roll out of it, modified by Tom's Charisma.

Vic takes Tom to Vic's boss, or at least a swank apartment where a woman speaks to Vic through a wall. Now, Tom could probably follow up on any number of clues at this point, like finding out who owns that apartment, but Tom chooses instead to get invited to a swank party that night, figuring anyone with that swank an apartment would be invited to it. And turns out to be right!

Skip Schuyler is also captured, but in his case he's tied to a chair and whipped until he has scars on his face. Although rare in comics, maybe there is starting to be some evidence here that there should be a small chance of permanent scarring on Heroes.

Anchors Aweigh reminds us of another use for flashlights: sending Morse code messages to each other (and every Hero seems to know Morse code!).

(Summaries read at DC Wikia)