Showing posts with label amnesia. Show all posts
Showing posts with label amnesia. Show all posts

Wednesday, January 2, 2019

Amazing Man Comics #9 - pt. 2

This is still King of the South Seas, and it's Junkins who crowns him! I've written before about improvised weapons sometimes doing only half a die of damage, but without any firm guidelines as to when. I'm afraid I still don't have firm guidelines, but a lot of it has to do with weight and how wieldy it is. In this case, that looks like a heavy kettle, easily thrown by its handle, so it gets a full die of damage, but a lighter kettle or one without  a handle would not make as effective a weapon.

I included brief rules on amnesia in 2nd edition, but really don't like the old trope of needing a second blow to the head to recover (Heroes would just hit each other right away) and opted for a random duration instead.
Jungle Battles is a bizarre little one-shot, and that's saying something because the comic book landscape circa 1935-1940 is littered with bizarreness. It starts with Jay jumping into the trees to save a person from this gorilla, then Jay feels sorry for it and helps the gorilla free itself from quicksand. Then, a stegosaurus just waltzes in and no one seems enormously surprised to see it, as if Africa was full of Jurassic-era dinosaurs.
In a rare instance of a dinosaur having lots of hit points (as they do in Hideouts & Hoodlums), the stegosaurus takes a bomb to the face, is stunned, then gets back up and shrugs off a rifle shot, and then only fails a morale check when more men come running.

Then the constrictor snake encounter just seems to come out of nowhere. I can't help but wonder if this was part of a larger story, but it was chopped down to fit three pages. Missing panels could have explained a lot more of this strange continuity.

The gorilla is recruited as supporting cast simply by being rescued (remember to make those recruitment checks, even if the players don't ask for them!).
Iron Skull's adventures now take place in 1970 instead of 1950. Retcon or time jump? Either way, it's the biggest of its kind yet in the early comic book medium. Since none of the supporting cast is the same, and Iron Skull is an android and would look the same anyway, this could well be 20 years after the previous issue.
Rocket planes -- or rather, jets -- are just months away from becoming reality in February 1940. Sound detectors had been around since the 1910s. So the technology level envisioned here for 1970 has barely changed at all.

Ray guns that kill motors are the oldest mad science trope in comics, so they don't need to come from 1970.

Dead Stick Landing was a stunt for aviators in 1st edition (and could be coming back in 2nd...).
Though Iron Skull is often depicted as a superhero, there are times when he is more like the fighter class. Here is a prime example, where he seems to be unable to wreck his way out of a net. Of course, Iron Skull might be pretending to be captured so he can get Ludwig to reveal his plan to him (which does happen, on the following pages we'll skip looking at).

By the way, it's extremely hard for one person to throw a net like that.
This is Magician from Mars -- the feature, not the creature shown here. What we're looking at is a new variety of elemental. Let's call it a fear elemental. It is summoned accidentally when a musician just happens to make the right sounds in sequence. It has a paralyzing gaze, grows larger the more people fear it (size based on crowd size). His size seems to max out at 120' tall.
"No Earthly substance seems to affect it" seems to suggest that it can only be harmed by magic weapons (generally always true about elementals anyway).
Jane's ability to match the elemental for size far exceeds what the spell Enlargement is usually capable of. We might need a higher level version (Super Enlargement?) that goes up to 120' tall (or taller? They look even taller than 120' in panel 4) and increases hit dice accordingly.

Before pointing out the impracticality of fighting in what Jane is wearing, keep in mind that the elemental is wearing a loose, baggy robe he could easily be tripping over.

(Scans courtesy of Comic Book Plus.)

Monday, December 10, 2018

Thrilling Comics #1 - pt. 3

And we're back with more of Dr. Strange! If this feature seems unusually long, it's because it is! It runs on for a record-breaking 37 pages and was probably intended for the first three issues, but I'm guessing the new publisher, Better Publications, didn't have enough other material to get a full anthology out.

We get an example of wrecking things in panel 2, unarmed combat (2 attacks vs. unarmed foes) in panel 3, but now we have to decide what to do about panel 4. Is the Faceless Phantom using Invisibility (as I first thought, but now seems increasingly unlikely), the spell Poof! (disappearing in a swirling purple mist is very Poof!-like), or is this a new power of Intangibility? Or, is intangibility just flavor text for Imperviousness?

What's more important is that, without Super-Senses, a superhero is practically powerless in the dark. Had the lights stayed on, there was no way anyone would have been able to spirit Victoria away from him again.

I don't know about you, but I'm getting kind of annoyed with these early superheroes killing every animal they encounter. What is with that?

The hidden aeroplane is dropped trophy loot, meant for the Hero to find.


It would be nice if I could tell from this blurry picture how many natives it takes to "hopelessly outnumber" Strange. Very likely, they just keep coming at him in waves until the durations end on all his buffing powers.

What doesn't emulate well in Hideouts & Hoodlums is not being able to wreck things, and getting back his defensive powers. I have considered putting a cap on how often per day a superhero can wreck things, and maybe he wasted them all on wrecking spears and shields in the big fight.

As for getting his powers back, maybe he was a prisoner for 8 hours, giving him time to get his power slots refilled, but it doesn't make sense to waste 1 turn of a high-level power protecting himself from the fire when he could just bust the ropes by flexing his muscles instead. Even ignoring game mechanics and looking at this from a story perspective, it doesn't make much sense.
Poisonous snakes can be encountered in groups up to 7, when found in their dens, which are apparently sometimes at the bottom of 20' deep pits.

Pushing attacks must always work on superheroes, no matter how defensively they are buffed up.

Wha?? The delta ray gun is only a rifle? That's the weapon that had a range of about a mile?
Amazingly, after killing a tiger in one hit, Strange is unable to save himself from seven poisonous snakes without help. Perhaps he burnt through all his powers fighting the natives.

The Faceless Phantom had a pen and paper on him in the jungle, and took the time to write Strange a note? Or was he so cocky he wrote the note in advance?
Again, Strange failed a save vs. poison and was kept asleep.

Watch this plot hole about the stolen Alosun. Despite not having his Alosun, he will be displaying superpowers repeatedly for the rest of the story (and don't forget how he recovered his powers while tied to a stake without taking more Alosun). The Alosun is clearly flavor text and does not affect him game mechanics-wise in any way.

Tropical hurricanes need to be on outdoor wandering encounter lists when out at sea. As must giant octopi (naturally).
Almost as bad as all this animal killing is how they never even stand a chance against the Hero. If anything killed the superhero genre, it's probably the lack of suspense that engendered.

Without any fatigue rules tied to movement, there is no game mechanic stopping Strange from swimming a few miles without even needing to buff with a power.

If I was Strange's player, I would call shenanigans on my Editor for this agent of the Faceless Phantom, who just happens to be near the beach where Strange just happens to wash up on shore. How the Faceless Phantom could possibly anticipate that Strange's plane was downed by a hurricane and had to swim to Florida, instead of arriving at an airport, is beyond suspicious.

And speaking of that hurricane, what happened to the hurricane that was just miles away from mainland Florida a little while ago? Now there's not even a tropical storm on the coast.
I skipped a page where the Phantom's men tried to off Strange by crashing another train into his (they were two well-drawn trains at that). The crash gave him amnesia - a comic book staple so common that I finally included it in 2nd edition (p. 90) of the Basic book, but only under head blows.


The amnesia was only temporary and the hobos all got beat up on the pages I skipped over.

By now, you've probably figured out that I'm not a fan of this story, over all. One of the things I do like about it occurs here -- Strange's failure to stop the Faceless Phantom earlier has campaign-changing consequences. Now, weeks later, New York City is in a state of terror, besieged by FP's mobster henchmen.

Oh, and Strange picks up a kid sidekick. This is kind of a big deal because this is two months before Robin debuts in Detective Comics, making Jerry one of the first kid sidekicks, and the first one for a superhero.

(Scans courtesy of Digital Comic Museum.)

Thursday, October 11, 2018

More Fun Comics #51 - pt. 2

Still on King Carter. There are at least 10 more natives on the island, with a pet watchdog who alerts them to King (and his kid sidekick, Red). The natives really don't like intruders and throw spears as King and Red flee. In a cliched ending, a volcano just happens to erupt and sink the island as they escape, which seems a waste of a good encounter area to me.

The Buccaneer's new story begins with an odd premise. A man adrift is rescued, but goes berserk and kills a crewman. Then the man gets amnesia from the head blow and wants to help everyone follow the treasure map hidden in his wooden leg. The problem is...did everyone get amnesia about the dead crewman, or are they really that greedy for the treasure?

Later, the Buccaneer uses a whip to disarm a knife from a man's hand. And this is the last we see of The Buccaneer (who strangely looks just like Tex Thompson), as he retires so we can get the Spectre's debut next month!

"Kit" Strong is a "manhunter" (Private detective? Plainclothes detective?) working a kidnapping case when he finds bits of coal on the floor where the abduction took place. He smartly asks the father if they use coal in the house, and they don't. Just as smartly of the mobsters, they have the maid working as their inside mole and she tips them off that Kit is on the case. It is only dumb luck, or a freebie from the Editor, that allows Kit to accidentally hear the maid calling them.

Kit is waylaid by the kidnappers on the road and they try to force his car off a cliff. Last month I talked about the game mechanics of cars pushing cars, but timing it so it happens right at the cliff seems like it would take more luck than skill. I would, as Editor, perhaps pick a number between 2 and 5, roll a die, and if it comes up as that number or 1 away from it, then the timing is just right to go over the bridge (like a modification of the initiative rules). It's a risky maneuver, as the Editor fails the die roll and the mobsters go over the cliff themselves.

The mine where the rest of the kidnappers are using as a hideout is located in the "Larksville Mountains." It turns out that there really is such a thing as Larksville Mountain, in Pennsylvania. We don't know where Kit is based, but he needs a plane to reach the mountain quickly.

Lieutenant Bob Neal of Sub 662 tangles with spies this issue. Despite the adventure still taking place around Honolulu, the spies are Germans. The main spy is a femme fatale (a new mobstertype in the Mobster Manual, distinct from vamps). She is skilled at disguises, but her main tactic fails her. Had she not had hired thugs try to rough up Bob and his men first, Bob would not have been suspicious later when she tricks Bob and Dr. McDonald (the scientist who invented all the trophy items from last issue) into leaving a party. Later, Bob has to resort to throwing ink in her face to stop her because he must need a save vs. plot to strike a femme fatale (I'll need to make sure that's in their description).

After digging up gold from the underwater volcano, Bob jokes that they have enough gold to pay off the national debt. At the beginning of 1940, the national debt was somewhere around $41.5 billion.

Ah, Flying Fox... DC, I get that you were trying to meld the mysteryman genre with the aviator genre, like Dell had with The Masked Pilot, but Flying Fox just never works for me. Here, someone sends Rex Darrell on a mission to investigate a missing aviator. What does Rex do for a living again? Rex/Flying Fox arrives at the man's house in time to see an assassination, but he can't stop the mobster from getting away because he has to land his plane first.

This is really the frustrating thing about the aviator genre, in terms of putting a new class together for them in 2nd edition Hideouts & Hoodlums - half the time they are on the ground, and have no special abilities when not in a plane.

At least there's an interesting angle to this scenario in that the stakes are unusually high; the killings are to gain control of the shares of an island where the missing aviator found an old pirate fortress and $5 million in buried treasure. There still seems to be a big plot hole here -- why is ownership of the property so important, when they could just steal the treasure and leave the island with it? 



(Read at fullcomic.pro)





Wednesday, February 14, 2018

Adventure Comics #45

The Sandman's starts with him sneaking into a nightclub to investigate the rumors that the popular singer is being threatened with abduction; he overhears that this is a ruse concocted by her manager while concealed in her wardrobe. The Sandman's player doesn't have to make a skill check to hide because he's clearly out of sight. Now, if Gloria had opened her wardrobe, then the player would need to make a skill check to remain hidden (or rely on the Editor's surprise rolls).

Now, some heroes would just beat up her husband at that point and leave him for the police, but The Sandman has only heard the confession; he has no evidence of it. So he abducts Gloria and tries to force a second confession out of her. It's interesting that she does not recognize The Sandman by his distinctive mask, but only by the handful of sand he shows her as a clue. Mystery men may only be recognized by their calling cards, then, unless the non-Hero makes a save vs. plot.

For the first and only time, The Sandman is seen working with a Japanese servant named Toki (an actual Japanese name too!). It is unclear if Toki is one of Wesley Dodds' many employees (the man is a billionaire, after all) or if he works for, or is simply helping The Sandman. The Sandman's hideout is referred to, but we only see one room of it (it looks like a bedroom).

The Sandman cracks a combination lock, probably as an expert skill. We also see that he wears a wristwatch under his glove.

The story is incredibly confusing, being condensed into too few pages. The husband, Rendle, is up to more than Sandman had first guessed. At Rendle's office, Sandman has to face off against two hoodlums and what appears to be a corrupt beat cop. One of the hoodlums is armed with a Tommy gun; he misses Sandman at close range before succumbing to Sandman's gas gun (evidence of how hard it is for a low-Hit Die mobster to hit a target). Pursuing Rendle to a steamer ship which Rendle plans to use to skip the country, Sandman is briefly stunned by being clubbed over the back of the head, but recovers quickly (something I had to account for in the mechanics of 2nd edition).

Barry O'Neil, in his story, appears to have finally outlived Fang Gow (who is shown on his tombstone to had lived to be 69). Fang Gow's age could be as fake as his death, though, as he had apparently taken a Potion of Feign Death and is revived with an Antidote Potion. Meanwhile, Jean Le Grande has been the victim of an extremely slow-moving deathtrap -- a plant has been given to her that attracts a certain type of bug with a deadly bite. Patient hoodlums have to wait until, via proximity and coincidence, she happens to get bitten while tending the flower (maybe a save vs. plot each time she watered it?).

To search for Fang (after finding out he was still alive), Barry flies over Paris and the surrounding countryside for hours, looking for places that look like hideout cliches -- like old castles -- and spying on them with binoculars. Of course, he's lucky that Fang did not go underground, or simply stayed indoors. Unluckily for Jean, Fang is outside watching three lions in his courtyard play cat and mouse with her. I'm not sure how Barry is going to defeat the lions next issue, but I can hazard a disappointing guess that he's going to shoot them all dead.

In Federal Men, a racketeer named Rutska kills a man and only has to pay $5,000 bail. After he kills again and skips bail, the unnamed city this takes place in offers a reward for $25,000 just for information that will lead to his arrest.

Rutska uses a zip-line to escape from the rear window of his boardinghouse hideout, but dies when the line breaks and he crashes into a telephone pole. This could be a good trick for Heroes, zip-lines that have a 1 or 2 in 6 chance of snapping under a full man's weight.

Socko Strong's story begins with a wrinkle on the amnesia cliche: Socko is hit by a car and gets amnesia, but the gamblers who rescue him don't know it and tell him who he is right away. The gamblers aren't evil, but slick opportunists and convince Socko that he had already promised to take a dive in his next fight, for altruistic reasons (skirting the issue of whether amnesia can alter Alignment nicely).

In a virtually unprecedented move, Biff Bronson from More Fun Comics guest stars in this story. Biff and Socko turn out to be old friends and Biff removes the amnesia by punching Socko unconscious (the story goes to great pains to establish how evenly matched they are in the boxing match until Biff sucker-punches him.

Captain Desmo's adventure in India involves "natives" again, though these well-armed natives defy the traditional stereotype. This scenario is different than usual because the natives are a complication rather than the main adversaries; Desmo has to deliver a serum for cholera to a besieged outpost.

Skip Schuyler, while exploring the Arctic, takes a 20' fall, but because he lands in snow he is "shaken, but unhurt." 


(Sandman story read in Golden Age Sandman Archives, the rest read at readcomiconline.to)


Sunday, April 17, 2016

Adventure Comics #35

In this installment of Barry O'Neill, Barry dives underwater and the bad guys assume he's dead because he stayed under so long. Villains seem to be terrible at underestimating how long Heroes can stay underwater -- so much so that they should have to save vs. plot to avoid making this cliched mistake.

Doctors are treated as a Lawful mobster-type in Supplement V: Big Bang because they have special abilities in comics -- one found here is the ability to quickly concoct antidotes. Dr. Bonfil crafts an antidote for Fang Gow's hypnosis drug in less than a day.

Shades of the Savage Land!  Cotton Carver's adventures debut in this issue. When forced to land on Antarctica, Cotton is saved by a group of people from the lost world of Mayala, a tropical valley long ago found and settled by both the Mayans and Incas (who are rival tribes here now). Though the natives have seen gunpowder weapons before, they have none of their own and Cotton's six-shooters make him a fearsome foe for the natives (and awfully handy for a solo campaign!).

It is unclear how Mayala can only be entered by swimming underwater, if the valley is open to the sky -- unless it is assumed that Mayala is a "hollow world" setting like Pellucidar.

Sleeping gas takes out an entire bank-full of people in this installment of Federal Men. This will be neither the first nor the last instance of sleeping gas being shown to be much more effective in the comics than it is in real life. The amnesia-suffering Steve Carson seems to have no trouble acquiring this super-sleeping gas, as well as gas masks for his gang, despite the absence of such things from the starting equipment list. Though perhaps we are just not privy to the separate adventure Steve went on to find these trophy items.

In Dale Daring, Don and Dale seek shelter in a cave from an approaching storm. The weird thing about storms is that, in real life, everyone rushes out of them, but there is little in-game reason to do so. Is your Hero going to take damage from getting wet? Is the Editor going to pull out all the stops on that storm and start pummeling Heroes with lightning strikes? Probably neither -- and yet Heroes should have to save vs. plot to resist the urge to seek shelter.

Tod Hunter becomes the second Hero in comics to suffer amnesia (since the other is Steve Carson, they both happen in the same comic book!). Maybe there needs to be a 1% chance every time someone is reduced to zero hit points and recovers of suffering temporary amnesia.

Large gorillas are strong enough to wreck things, at least against doors.

Both the Dale Daring and Rusty and His Pals installments revolve around finding something in the back of a cave -- a pile of stolen ivory and a secret door to a hidden lair respectively. It makes me think Hideouts & Hoodlums needs a random table for random cave contents.

In Rusty and His Pals, the villains have a seaplane. The villains also benefit from the Heroes lighting a fire in the cave, serving as a reminder for the Editor that any light source the Heroes rely on can be seen by mobsters some distance away (and vice versa).

(Summaries read at DC Wikia)

Monday, March 14, 2016

Adventure Comics #33

Last issue I'll be looking at from 1938!

In Anchors Aweigh, we're reminded that natives are often depicted as being expert trackers (though in the wilderness, not necessarily in urban environments), and should have some kind of bonus for doing that (or be treated like the explorer class for tracking).

Tom Brent's adventure apparently takes place in a real city in China, Ningbo. Tom pulls the ol' pull-the-rug-out trick on his attacker, which is so commonplace that it should probably only require a straight save vs. plot to avoid. Further, Tom shows remarkable ingenuity at searching bodies for treasure -- even looking inside somebody's glass eye for a missing diamond (and finding it there!).

This issue's Federal Men adventure is the first time in comic books that a starring character suffers amnesia. I suppose every comic book character gets amnesia eventually -- but I would hesitate to allow even a 1% chance per injury of player-Heroes suffering amnesia, as it is difficult to roleplay and disruptive to ongoing scenarios.

The Dale Daring adventure seems remarkable only in that the natives are armed with guns for a change, instead of primitive weapons.

(Summaries of this issue's stories read at DC Wikia)