Showing posts with label Wings Johnson. Show all posts
Showing posts with label Wings Johnson. Show all posts

Wednesday, October 13, 2021

Top-Notch Comics #4 - pt. 4

We're back and looking at the next page of Wings Johnson. Panel 4 looks very dramatic, but playing chicken that close with two airplanes seems like a terrible idea to me. It also gives the impression that facing really doesn't matter in aerial combat -- and in Hideouts & Hoodlums, maybe it shouldn't. In hand-to-hand combat, you don't get a bonus to hit for being right in front of someone; your odds are still about 50/50.

Finding a grenade in your plane seems like a dangerous idea, but in a campaign where trophy items are randomly dropped this makes more sense.


We're going to jump out of that story (nothing is every really resolved in a Wings Johnson story, he just hops from one dire situation straight into the next - as if anticipating how Marvel Comics will work someday!). 

...And we're going to jump ahead to yet another disastrously named comic book character, the laughable Bob Phantom. This particular story isn't too laughable, though, because you're going to be choking on the racism here instead. But if we look past that, we'll see an instance of game mechanics poking through here at the end, where the mobster gets a bonus to his morale save as soon as he knows his boss is listening.

This page gets really dark, as Bob completely fails to save an entire plane-full of people. Are there consequences? Only for the bad guy, as Bob now has an excuse to really cut loose on him.

And here we see something unusual; a superhero using an opponent as his instrument of wrecking things. The H&H rules are really set up to avoid this, mainly for game balance; the superhero is supposed to be good at breaking stuff and the fighter is supposed to be good at hurting people. Now, the superhero can knock a bad guy into a wall, essentially treating the wall as a club, and doing 1-6 points of damage (possibly modified by the superhero's Wisdom bonus). Wrecking things should be a separate action the player would have to wait a turn to do...but suppose the hero was buffed with a power, like Race the Train, that granted him an extra action per turn? Then he could legit wreck the wall at the same time as knocking the mobster into it, though it would confer no additional damage to the mobster. 

And check out the text around that newspaper article! It's the text from a story, but not from a made-up newspaper story. It seems to be cribbed from some piece of fiction. Maybe a text story from another MLJ comic book? I don't read the text stories, so I'm not sure.

I am really hoping that the writer of this story just didn't think it through. All the bad guys want to do is smuggle Chinese citizens into the U.S. Five times Bob has forced the planes to dump their human cargo into the ocean and kill them all. Never once has he teleported into the plane before it takes off, or waits for it to land and then catch the smugglers red-handed. It's really bizarre how Bob's player keeps making the situation worse every time he intervenes, and he just keeps right on doing the same thing each time.

 

You'd guess that pit was, what? Sixty feet deep based on the drawings? It seems unlikely that the boss could survive that fall, but Bob could just teleport down there and check. But this is a comic book story, so Bob would have to save vs. plot to interfere with a villain plunging to her death. 

Walt (it's hard to believe that his real name isn't Bob) goes to great pains here to hide Bob Phantom's involvement in the case, and this seems like it would be up to the personal preference of the player. Maybe it's just as well that there's no Popularity or Reputation mechanic in H&H, because it would hurt the players wanting their characters to act more anonymously.


I'm going to jump into the middle of Stacey Knight, M.D. If you do a good deed, but someone's forcing you to do it, even though you would have done it anyway - do you still get the 100 xp for doing a good deed? It's a question almost as tough as, why did these mobsters leave a kerosene can within reach of their prisoner? 

As dumb as the mobsters are, Stacey's plan is pretty bright. Not only does the fire distract his guards and puts their mobile hideout in jeopardy, but it draws the attention of much-needed help.

 

It's unclear if Stacey can boss the Coast Guard around because of his occupation or because of his level. 

Is that guy on the radio saying "Roosevelt" really slowly or spelling it out? 

The Roosevelt Field?  According to Wikipedia, "Roosevelt Field is a former airport, located 2.3 miles (3.7 km) east-southeast of Mineola, Long Island, New York. Originally called the Hempstead Plains Aerodrome, or sometimes Hempstead Plains field or the Garden City Aerodrome, it was a training field (Hazelhurst Field) for the Air Service, United States Army during World War I.

In 1919, it was renamed in honor of President Theodore Roosevelt's son, Quentin, who was killed in air combat during World War I.

Roosevelt Field was the takeoff point for many historic flights in the early history of aviation, including Charles Lindbergh's 1927 solo transatlantic flight."

Apparently, "auto-giro" is still a legitimate spelling, even though you never see it anymore. 

Good guys can pretty much go around punching bad guys with complete immunity, whereas in real life that cop could also arrest Stacey for assault, and Moriarty could still sue him for the assault even if Moriarty was found guilty of a crime.

And is this the biggest waste of the name Moriarty ever? You're going to use the name of Sherlock Holmes' nemesis on a guy who rigs boxing matches?
 


Before we wrap up this post we're going to take a sneak peek at Kardak, the Mystic Magician. Here we see an unusual type of mermen, for two reasons -- one, they have legs and fishtails, and two, despite obviously being mermen they are never once called mermen. They are referred to as underseas men, fishtails, and Anderrans (after the name of their city, Anderras). 

Oh, and Kardak casts Part Water, so, as commonly happens in comic book magic-user stories, we can expect the high-level spells to come fast and furious...

(Scans courtesy of Digital Comic Museum.)   


Thursday, October 7, 2021

Top-Notch Comics #4 - pt. 3

We're still reading Streak Chandler of Mars here, but it's Professor Finlay speaking first. "I might as well tell you now, the landing gear on this ship is not finished! And...while things are getting real, I might as well fess up, there isn't enough air and food on this ship for five of us. Oops!"

The science is typically terrible for a comic book story here. Granted, we didn't know for sure Mars had no breathable atmosphere back in 1940, but we did know the distance to Mars, and there would be no way to fly there in what seems to take only a few hours -- and even if you could, there would be no way to brake hard enough to not be atomized on contact with the surface. 

Streak's player must have rolled pretty low for his Intelligence score. "Is that Mars?" "Gee, Einstein, how many other planets do you think are in this area?"

And things don't get better on the next page, when they are attacked by Martians that look like demonic Elmer Fudds wearing women's bathing suits. As comical as they look, they can shoot heat rays out of their fingertips and that seems impressive, even if they can only hit one out of three targets with them (they are not rays or cones so much as "Magic Missile" spells, from the earliest editions when you had to roll to hit for them). 

Oh Streak. Yep, your plan worked to perfection -- if your plan was to shoot all the oxygen you needed for a return trip out of the ship. 

More impressive are the strange, winged green men (you know, the blue ones) who fight with gas guns and can communicate telepathically.  

 

Oh boy...it looks like I have to add three new mobstertypes to the Mobster Manual, but these are not winners. The green men who are blue are the lokis. The Elmer Fudds are ferrugas. The octopus with a horse head is called a brontauris, which is a terribly unimaginative name. 

So far I haven't seen enough of what the lokis can do to stat them. I haven't seen the ferrugas do much either, other than shoot magic missiles. 

Now, normally, you'd think, of course you're not going to have much luck fighting with just a pocket knife against a horse-headed octopus. But this is a golden age comic book, and almost all animals get killed with a single stab. So these brontaurises must be really tough! I'm thinking at least 4, maybe up to 9 Hit Dice. It obviously attacks by constricting with its tentacles, but it isn't very strong and doesn't seem to do a lot of damage per turn.


Moving on to Wings Johnson of the Air Patrol, we see that wandering encounters can occur with unexpected frequency, Even in the middle of the English Channel you apparently need to roll once per turn. It's also possible to have a house rule that, after 1 wandering encounter, you immediately roll once in the next turn only.

 

Wings is one unlucky guy -- there's not even a game mechanic for accidental wind shear. I'm imagining a scenario playing out like this -- 

Editor: "Welcome to our first solo session of H&H!"

Player: "I want to play an aviator!"

Editor: "...You're sure? You don't want to be a mysteryman? Or superhero?"

Player: "Nope, I want an aviator campaign, and I'm naming him Wings Johnson?"

Editor: "Wings Johnson?"

Player: "Yeah, why?"

Editor: "Well, it's just that your last character was named Dick Storm. And the one before that was Spurt Hammond..."

Player: "I don't see where you're going with this."

Editor: "Fine. You know...fine! You want an aviator campaign? Wings Johnson is flying home over the English Channel in a German plane when...two British planes try to shoot him down!"

Player: "Don't I have some kind of pass code I can radio to them...?"

Editor: "There's no time! Because...As you fly low to evade them...a sub surfaces right in front of you!"

Player: "What die do I roll to--"

Editor: "And then your wing falls off!"

Player (excited): "Whoa!"

[After 3 hours of successful dice rolls]

Player: "Best session ever!"

Editor: *sighs*

Back to the comic (I think that was my longest digression ever)!

We pick up with Wings climbing his tangled parachute and we're told it's cutting up his hands really bad. Okay, I guess I can believe that would happen, but how do we handle that in-game? It seems too important to wave off as flavor text, as it could make him lose his grip and plunge to his death. I'm thinking the pain should cause a save vs. science to avoid losing his grip, but should the pain itself be flavor text, or 1 point of damage? It's got to be the Editor's call.

The bottom tier of panels does make me wish I had a Popularity or Reputation mechanic in H&H. I know I've talked about it and toyed with it before, but I don't think I have ever worked out anything concrete yet.


 

Not having any military experience, I had to look up to see if "officer of the day" was a real thing. According to Wikipedia, "a duty officer or officer of the day is a position that is assigned to a worker on a regularly rotational basis. While on duty, duty officers attend to administrative tasks and incidents that require attention regardless of the time of day, in addition to the officer's normal duties."

Which, I suppose, now makes it seem odd to me that the officer of the day who is responsible largely for administrative tasks is being put in charge of the arrest here.

Wings isn't wrong; the Spitfire was the fastest plane on the Allied side and would remain so for the next few years. The Germans would soon have a faster plane, the Messerschmitt Me 163 Komet rocket plane, but that's a year from "now."

(Scans courtesy of Digital Comic Museum.)



Monday, June 10, 2019

Top-Notch Comics #3 - pt. 3

We're still looking at the third issue of MLJ's second series and the aviation/espionage adventure of Wings Johnson. I'm looking at the German seaplane bomber and am unable to identify what type of plane that is...though, the artist is correct to use the 'plus' sign on the side of the plane.
Now, it looks like the plane coming after Wings is a Dornier Do 24, a 1937 flying boat, and not what one expects to see in an aerial dogfight.
Already moving on to Swift of the Secret Service. I include this page because the technique of getting the gems off the ship interests me. It's a daring ploy, and it's carried out right in front of the Hero, so if the player is paying attention there is a good chance of catching it.
The unfortunate engine accident is an unusual complication, especially since it occurs inexplicably.

Swift made his save vs. plot very well (maybe a natural 20) to find not only a convenient motorcycle, but one conveniently with its key still in it.
We have two more chase complications here -- the "has to beat the train to the tracks" complication and the "bridge is going up" complication. Both require an expert skill check -- or stunt -- to overcome.
We'll also look at Scott Rand on Mars today. Here we see Martian pirate saucers, with four weapons on opposing 'sides.' It's unclear what these weapons are, whether some kind of projectile weapons or rayguns.
As if we didn't already have enough versions of Martians, now we get Pink Martians, bald, with pointy ears and fangs. In one previous panel they were yellow, suggesting that they can either change their colors chameleon-like, or was miscolored for one page.

Four-to-one odds are too much for Thor, meaning these Martians are super-tough, or this is not an Asgardian god (something that was never clear).
I'm as big a fan of my wrecking things mechanic as anybody, but I don't think throwing a rock into the gears should have this big an effect...unless maybe you roll triple 6's?
I haven't showcased some filler in awhile, and picked this page to discuss condors. If a normal sized condor has a 15' wingspan, then a large condor would have a 30' wingspan, a huge condor 45', and a giant condor 60'. A large condor would weigh as much as a full-grown man, so would have 1 HD (if a particularly ferocious fighter, it might have 2). That would also be as large as the largest flying animal ever, the quetzalcoatlus. As such, I can only speculate as to how much a huge or giant condor would weigh. Maybe enough to be 4 and 8 HD...?

(Scans courtesy of Digital Comic Museum.)

Saturday, June 8, 2019

Top-Notch Comics #3 - pt. 2

We'll continue today with  Dick Storm - and, yes, I still think that's funny.

Speaking of names...considering how important Kang the Conqueror is going to be for Marvel Comics in 24 years, it's interesting to see the first use of "K'ang" in a comic book.

Dick tries to trick/bluff K'ang, but K'ang isn't buying it; K'ang may have made a save vs. plot here, which I think is a more appropriate mechanic than a skill check to persuade someone. Of course, the Editor can always disregard mechanics and rule on persuasion based on role-playing skill.

Six-to-one odds is too great for Dick.
It's an unusual variant on the "get the guard to rush into your cell strategy," choking the woman in the cell with you, and there's a certain amount of extra danger here if the guard doesn't fall for it soon enough.

Dick is also really trusting of this woman who just happened to be in the same cell with him. If it was me, I would worry that she was a plant, put in there to pump me for information.
Moving on, this is Bob Phantom (another character who's name I often make fun of).

There's an unusual quality to this story where Bob doesn't seem to be an actual character in it, but is just turning up, Phantom Stranger-like, and warning the bad guys about the decisions they are making.

And he's clearly using the spell Poof! to do it.
It really looks like Bob is catching the bullet in his mouth, but the caption tells me he is blowing the bullet back. That seems too powerful for Gust of Wind. It's more likely the power Turn Gun on Bad Guy, but that's a 4th level spell, and we only need to use that if there was really a good chance of the mobster being hit by it. Or, this could just be flavor text explaining how the bullet missed Bob at such short range.
Walls of fire are very hard to get through. Just passing through fire is going to do damage, which should vary based on the size and intensity of the fire. At the low end is jumping through a campfire, which would do maybe 1 point of damage. At the high end is the magic-user spell Wall of Fire which does...well, I don't have my books handy, but I believe it's a lot of damage. Walking through a line of burning kerosene would likely do 1-8 points of damage. Walking through the inferno of a burning oil field, that seems like it would be more like the spell.

Bikini cut, Bob? Really?

Speaking of intensity, starting a cyclone is pretty intense. The weight of a shack is way beyond the lift capacity of a Telekinesis spell, so that's not what Bob is using. Maybe


Control Weather? Or we need a new power or spell for Create Cyclone.

Now we're moving on to our next feature, Stacey Knight, M. D. Here we see the benefit of keeping a sedative and syringe with you.

It seems a lot less risky a tactic than jumping out a third story window to grapple someone below you. For one thing, I wouldn't even allow the jumping and the grappling on the same turn; you can jump and try to land on the mobster to half your falling damage (and give him full damage) and then on the following turn begin grappling.

I would also not combine attacks with wrecking; you can hit the mobster with the gun or you can try to break the gun, but not both at the same time.


Now, the main reason I would not allow these things is that, in a group setting, you need to leave things for the other players to do. If this was solo play, I might be more lenient on combining effects.

I'm including this page of Wings Johnson of the Air Patrol because I want to remind players to always know where the exits are, and be prepared to use non-traditional exits. And, a note to Editors, include more things like laundry chutes in your game. Vertical transportation keeps your players thinking in three dimensions.
The 2nd edition basic book has suggestions for ramming damage with different vehicle types, and both editions of Hideouts & Hoodlums have rules for wrecking things. But what about when you want to ram a conning tower with your plane to wreck it? A good rule of thumb is that, for every 10 points of damage the vehicle ramming can do (not necessarily what you roll for damage), assign 1 level in superhero for wrecking.

It seems really implausible that your nemesis just happens to be on the first submarine you crash into in that entire theater of war, but if you want to get your story moving along sometimes...
I'm not going to bother talking about the "knock out the guard and steal his uniform" tactic again, but returning to the same building you just escaped from to hide is certainly an interesting tactic.

I have a feeling that, despite how poor Wings thinks his German is, that he would understand whatever the commandant tells him to do.

(Scans courtesy of Digital Comic Museum.)