Showing posts with label Woman in Red. Show all posts
Showing posts with label Woman in Red. Show all posts

Thursday, September 1, 2022

Thrilling Comics #3 - pt. 4

We're back (after a LONG time away!), still with the Three Comrades, though you'll only see two of them on this page. 

Max should be statted as a guard, or maybe a beat cop. 

Note that our two Heroes intentionally surrender to Von Sneer, no doubt to learn what he's up to. If they'd wanted to, they could have rushed him, even from across the room, and still gone before him if they'd won initiative (which I see happen in comics a lot!).

It's worth noting that Heroes shouldn't have to worry about what languages they know, but you're encouraged to take this benefit away from non-Hero characters. This is a good way to give Heroes another advantage over normal people (and here, greatly assists the plot!).

This page brings up an interesting point, because a lot of the time Heroes are tied up for deathtraps, but are almost never gagged. And they almost never yell for help either. Now, we don't expect them to because it doesn't come off as very heroic, but it is certainly the most natural reaction to being tied up. 

I am skeptical about allowing a filing cabinet tipping over on someone to knock them out - though it will famously be super-effective against Iron Man years later - and would probably allow this to do no more than 1 point of damage. Of course, it's possible for mobsters to only have 1 hit point!

That's a really good guess as to what the oil drums are for. I probably would have guessed they were smugglers myself, but this makes for a better story with higher stakes.

It's weird how physics work in comic books to feed the narrative. A filing cabinet tipping over knocks out a guard, but Lucky bounces down a flight of stairs, caught halfway in a barrel, and seems virtually unharmed. Two thoughts: 1) this proves that damage ranges are a thing, and 2) it makes me wonder if objects should be able to soak damage. I have ruled before if you fall on a person, you can half your damage and transfer the other half to the person you're landing on. But if we applied that to inanimate objects...then armor has to work much differently game mechanics-wise. I think we'll skip this for now.


"Attaboy, Lucky, keep 'em busy killing you!" Seriously, how is Lucky not dead, as the mobsters shoot down at him at short range and he's only moving as fast as a motorboat attempting to match to their vessel? Luckily, in the hands of a 1 HD mobster, even sub-machine guns only get 1 attack per turn. 

I am as unconvinced by that wooden beam being able to do that as I was by the filing cabinet. This is a very generous Editor these boys' players have.

Using the oil seemed an ingenious move at first, but wouldn't starting a fire with it have been more effective?




We're done with those crazy kids and moving onto the next feature, The Woman in Red. The violence level is pretty extreme in this feature, with a man being shown (granted, in silhouette) hanging from the rope that you see on this page on the previous page, and on this page you get a knife thrown into someone's neck (again, granted, not the first time I've seen that in a golden age comic book; it even features into Amazing Man's origin story). 

I mainly include this page for two points. One, American mansions have a tendency to be castles or have many castle-like features in golden age comic books -- and that is a good thing, because you can freely borrow castle maps from That Other Game and use them here and they fit this game. And secondly, telling the handedness of someone from how they tied a knot sounds like a basic skill check to me.

Okay, one more observation - other than having very pronounced cheekbones, there doesn't seem to be anything too terrifying about The Terror.
 
Since The Woman in Red and The Terror are both unencumbered and, hence, moving at the same movement rate, it's only natural that WiR fails to catch up. 
 
Here, we learn that you can open a secret door and still get a surprise turn after. 
 
A 200' drop is a very tall castle, unless this also accounts for a dry moat at the base of the castle wall too? 
 
It's not clear where the mysteriously handy rope is hanging from. Depending on how far down she is when she passes it would help me determine how fast she's falling and, from that, the AC to reach out and "hit" the rope -- AC 9 in the first second, AC 7 in the second second, AC 4 in the third second - by then she's fallen more than halfway. I might also require a Strength or a Dexterity check (whichever is better on the 1st second; whichever is worse on the 3rd second) to determine if she can keep a hold on the rope after catching it, or if her downward momentum pulls her past it. 
 
I'm puzzled by what that shape is in front of the window, as I'm not aware of that being a castle feature. I mean, it makes sense, as it makes it harder for anyone to smash through the window and fit inside, but I just don't know what that pole would be called.  
 
I wish I had enough detail to map this castle, because we keep getting tantalizing glimpses of how elaborate it is. So far we have a rooftop access door from a tower, multiple staircases, rooms that are only accessible by secret doors and outside windows (or by digging your way into them), and a literal dungeon with cell doors (double-barred no less) on the same floor with a library.
 


 
More interesting points - the Woman in Red gives away her real name in order to gain someone's trust, a rare instance of a gun being used to disarm a knife, and in the Scooby Doo-esque climax we learn that the butler - that is, someone named Butler - did it.
 
 
 
 
Here's a quick look at the next feature, which gives us two novel twists - one, a new location to rescue a damsel in distress from, and two, a new "Macguffin" - a military code book (thank goodness it's not yet another new invention!).

(Scans courtesy of Digital Comic Museum.)
 


 






  


Saturday, November 23, 2019

Thrilling Comics #2 - pt. 4

We're still looking at The Woman in Red as she investigates at a hospital, and talking Hideouts & Hoodlums game mechanics.

The one benefit I've seen so far to WiR dressing as a vigilante is, when she comes out of the costume, she's unrecognizable and doesn't have to make a disguise skill check.

Grabbing the canopy is a normal attack roll. The Editor has to wing the Armor Class based on how fast WiR was falling past it. Since it looks like she fell no more than 30', I'd say AC 7. Of course, the Editor does not have to put a canopy there, but a player can request one and, if the Editor is feeling half-generous, allow a save vs. plot for there to be a canopy between the window and the ground.
It's hard to make out that figure in panel 3, but it looks like the killer is wrapped up like a mummy. So...stat as fake undead?

Note the wisps of smoke around the police officers in panel 5, suggesting that they have been shooting at her, in the hallway of a hospital! This is so typical of the mysteryman genre, that police are ineffectual against crooks, but super-dangerous when they turn on the Hero.
The basement of the hospital is now more like a traditional hideout, with long, dark corridors and cell-like doors. A morgue contains lots of good, atmospheric dressing for a hideout.

A maniac might be a workable mobstertype. He seems at least as tough as a thug, but also has the ability to rip costumes off.
It's rare for radiation to be treated realistically in a comic book at any decade, so it's nice to see radium having an effect on someone. It must have also affected the morgue attendant's brain, since he doesn't apparently recognize a Geiger counter.

Geiger counters should be a mundane trophy item Heroes can collect.


Here's a question to ponder: is the rattlesnake a wandering encounter, the woman in trouble, or both together? Setting up wandering encounters as a rescue situation is a good way to let your players net additional XP!

"You spoke your piece" is just the kind of phrase you'd expect in a western.
There's some interesting slang on this page. A "waddy" was a cowboy, in this context, and not an Aboriginal war club.
This page makes me nuts. The top tier is all about confronting the killer, and then the store veers off into this sub-plot about capturing wild horses. The timing of it is terrible, but the idea of having sub-plots ready that your players can go do during less busy times in the game is a great idea.

Speaking of great ideas...setting off dynamite in the vicinity of the wild horses you want to capture alive? Probably not one of those great ideas...
This is from Tommy Dolan, Ace Detective. It's a confusing story that seems to be about an undercover detective pretending to have shot a cop in order to get in with a vamp who knows where treasure is buried, but not all of that is very clear up to this point; confusing things is that even the captions keep referring to Tommy as his alias, Terry.

Under dashboards is a good place to look for hidden weapons.

The "Lambeth Walk" is "an exaggerated rhythmic swagger, with plenty of arm swinging, copious hat-play, and elements of slapstick," according to the Londonist.com. 

There's some interesting chemistry between detective and vamp here, and lots of good pulpish dialogue, like "You hold all the cards," "I'm nothing but a stooge for a blonde," and "grab yourself a chunk of ceiling!" Perfect for an urban campaign with lots of noir to it.

(Scans courtesy of Comic Book Plus.)

Sunday, November 17, 2019

Thrilling Comics #2 - pt. 3

Saving the Wayne Girl is worth 100 XP for the good deed. Capturing the Mask is worth $25,000 and almost guarantees a level up.

And yet...letting the villain slip away once he's underwater is a staple of the genre, so he would have had to make a save vs. plot to dive for the Mask.
Now we'll jump into Tom Niles, Undersea Raider. This strip is even harder to read, with smaller font and gray captions. I could read enough for this part to jump out at me, about Berlin being a seaport. That can't be right, can it? I thought. Apparently, Berlin is linked to the Baltic Sea, the North Sea, and the Rhine River by a network of rivers, lakes, and canals.

There are a lot of ways this encounter at the bottom could have gone without violence. I mean, don't be so jumpy, Tom! They probably just wanted to check your papers. But in fairness, the soldiers seem to jump the gun too for no reason. It's a good idea to always come up with an idea for your encounter and a motive for the mobsters to work for.
The ol' impersonate-an-officer trick backfires because the commanding officer makes his save vs. plot. The guards at the door fail their saves and fall for such an obvious bluff.


I'm not sure how you would use a bayonet to bend iron bars, but apparently it was easy enough for Tom that it happened off-panel.

I honestly don't know how difficult a zip line is to ride, and if it should be treated as a skill or not.




I wonder if there is really a single lever on a submarine that would let water in. That doesn't seem like good design to me.

I really wanted to share this page because the U-boat is the U-46, and that was the name of my school district!

Tom's strategy seems sound, but I'm not sure how those tactics would play out mechanically in Hideouts & Hoodlums. I'm not liking the idea of fast-moving opponents being able to move into range, attack, and move out without counter-attack, as it seems grossly unfair the way the combat system is set up now. I may have to come back to thinking about that, particularly later when we start looking at more speedster superheroes.
Mobsters can punch women without a save vs. plot!

Despite only being halfway ready for second level, Tom is already given a captaincy at the end, as a special reward for his mission. Special rewards and titles can be worth XP as well.














There's trouble at the hospital and the police are called in. Naturally, a policewoman is put on the case and...immediately dresses up like a vigilante? Does she not think being a policewoman would give her enough pull with the hospital to let her talk to the staff? Or is this some subtle social commentary, that as a woman she feels unsupported by the establishment and has to go outside the boundaries to do what needs doing?

She lucks onto that mobster way too easily in the hospital, like a really lucky wandering encounter roll, or maybe a set encounter.



The assassin is a good one, offing the mobster before he can get out any clue.

The Woman in Red also loses the fight quickly, as a 1st-level Hero most likely would.

Typical of the mysteryman convention, everyone who sees her thinks she's one of the bad guys. You'd think she would just give up and show them her badge...
There's no such thing as an automatic hit in H&H, even when you're firing with a gun and your target is standing less than 10' away from you.

Implied in panel 3 is that the Woman in Red killed those mobsters, or else she could have questioned them when they woke up.

The caption in panel 5 tells us that the assassin we saw earlier is also classed as a mysteryman. Probably at least 2nd level, since he worked over WiR so quickly.

(Scans courtesy of Comic Book Plus.)