Showing posts with label armor. Show all posts
Showing posts with label armor. Show all posts

Saturday, June 20, 2020

Zip Comics #2 - pt. 2

When we left off on this story the other day, I was talking about how, game mechanically, Steel Sterling could get out of these chains without wrecking them. And yet, for some reason, he doesn't. He doesn't for a very long time, even allowing himself to be dropped out of the plane. It's a very odd sequence in an otherwise very enjoyable story. There is no reason Steel's magnetism-based powers wouldn't make escaping this very easy. I can almost believe that he is playing possum, thinking the Black Knight is taking him somewhere important to give more of his plot away. Then he can't escape during the villain's monologing because he blows his saves vs. plot and can't interrupt the monolog (this is officially in the Hideouts & Hoodlums rules!). A 3,000-foot drop would do 30d6 damage, which would still only render unconscious if this was not clearly a deathtrap, and that changes how damage works.
Magnetism is really just a label pasted over Steel's Superman-like powers; there's no reason I can think of why magnetism should make it easier to fall onto an iceberg, or how he's pushing two icebergs apart, unless there's a lot of iron content in that ice.

An iceberg can easily weigh 100,000 tons, so tipping one over is going to require a high-level Raise power buffing his strength. I'm still tinkering with a more uniform structure to the Raise powers, now leaning towards something like this:

Level 1 - 1 ton
Level 2 - 10 tons
Level 3 - 100 tons
Level 4 - 1,000 tons
Level 5 - 10,000 tons
Level 6 - 100,000 tons
It's rare when a henchman looks cooler than the main villain, but we have another example of that here. This supervillain, let's call him Liquid Fire after his weapon of choice, looks plenty intimidating! I'm not even sure what this stuff he's squirting is, as we're still two years away from Napalm being invented (I had no idea it was so early). The concept for Napalm has been around since antiquity, with Greek Fire, but I wonder if that was where Biro got the idea here, or if the concept for a modern version was floating around before Napalm...

Anyway, it's worth mentioning that any defensive powers that buff you from hit point loss do not protect you from other attack forms, like blinding attacks -- which is precisely why Steel has to dive in the water.

A yacht like that probably weighs about 35 tons, putting it in the level 3 Raise power category, or Raise Trolley Car. The description for Raise Trolley Car even mentions being able to shake out occupants.

The end of that story is confusing...how is Steel's job finished, if he just leaves Black Knight standing there with his anti-aircraft gun? Did he use Turn Gun on Bad Guy between panels? Or did Biro simply run out of panels to tell his story?

Speaking of stories, we're going to jump into the Scarlet Avenger's story in progress. SA, aka Jim Kendall, is kinda all over the place, stylistically. He keeps skulls around him to seem scary, then keeps electrical equipment around him to look nerdy. He uses "phono-vis" -- yet another television-radio trophy item -- to contact some of his operatives, but he also uses carrier pigeons to reach other ones.




For a mysteryman who should only be 1st level this far into his published career, SA sure has a lot of powerful trophy items at his disposal. Here he is, driving his rocket car, with a "super-solaric heat ray" apparently attached to his windshield (or maybe it pops up out of the hood, we really can't see it). The heat ray uses wrecking things, and can wreck at least up to the cars category.

It's usually the main villains who wear hooded robes, but this guy in panel 2 talks like he's just a lieutenant. This guy's no dummy, though, he bought a robe with pockets!

Yeah, that's not how a bullet-proof cloaks would work, unless it's got some mad science inertia dampening field around it. This is far from the first time armor has defied physics in a comic book, nor the first time bullets have.

I've never treated racketeers as a separate mobstertype,

and I probably still won't since I don't see them doing anything here ordinary hoodlums can't do.

The chief looks suspiciously like a KKK member who left something yellow in the white wash.

Hoodlums don't have a very good chance of carrying trophy items, but when they do it makes them much more dangerous. Note how the hoodlums divide their tactics; two are grappling, one is clubbing from behind, and the fourth is using the sleeping gas spray can.

I still don't like the Scarlet Avenger feature very much, but I have to say I like panels 6-8 here. The door in the extreme foreground gives a subtle sense of place, and the panel compositions on the next two are above average too.


At 1940, mustard gas was probably still the most deadly gas known to man -- unless this was a fictitious chemical agent.

One million volts sounds like a lot, but we can make Tasers that can discharge more than that these days. I don't think it's the electricity that lets SA bust through that glass.

A million volts could, I suppose, kill someone, but I think it's more likely to just knock them out.

That last panel makes me think the chief is hiding, but he passed gas and that's how SA is going to find him...
As your last resort you pull out your magnetic ray that can wreck through walls? That wasn't your first choice when you were put into the glass cage with mustard gas? There's something very comic book-y about that, though...enough that I feel like maybe Heroes should need to save vs. plot to use their most effective attack mode first.

How long can SA hold a million volt charge, when he keeps discharging it on people? And what about when he climbed in his car, wouldn't that ground his charge? The science here is a bit beyond me.
I get deja vu reading a lot of these Western stories, but none as much as this issue. Every facet of Nevada Jones' transformation into a Lone Ranger clone seems calculated for maximum rip-offidity.

All these Western tropes, despite their commonness, don't necessarily make much sense. If you're an outlaw trying to look less suspicious, it seems like a wearing a mask is the exact opposite direction you should take.

My favorite part of this page is the arrow pointing to the final panel, foreshadowing the arrow that strikes the dying man in the back.

(Scans courtesy of Comic Book Plus.)

Saturday, April 4, 2020

Flash Comics #3 - pt. 3

King Standish debuts in this issue, a prettily drawn mysteryman feature by Gardner Fox and a William Smith, who I've not heard of before. King is one of those master-of-disguise types, and an excellent pick pocket, able to remove a wallet out of a woman's purse -- while facing her! That's definitely a mysteryman stunt, not possible with a simple skill check (though maybe one at a significant penalty, like making it a 1 in 10 chance).

King's interesting gimmick, at least initially, is his anonymity. He can just show up in evening dress and either admit he's the King or deny it; all he's known by is his calling card, an actual card with a crown on it.

Deliberately walking into a trap to prove to a pretty lady that she's fallen in with mobsters, King is attacked by two thugs in an ambush. Fox doesn't seem to ever get how bulletproof vests work, as King's makes him completely immune to the impact of bullets, and they just bounce off his clothing. King also has a "specially built, high powered car," though we never see what's so special about it. His license plate reads "410-W."

King cracks a combination safe, which would be an expert skill check.

Appropriate for a first level mysteryman, King is about to be overwhelmed by the two thugs along with their boss, and needs to be saved by the aforementioned lady (who's not adverse to killing with a gun, apparently).

In The Whip's adventure, he uses a tripwire to trip at least five running people. The first person reaching the tripwire I would have make a save vs. science to avoid tripping, and then each person after him a +1 bonus. The first person to make their save stops the others behind him from falling for the trap. This is a rather mild trap, only making the runners prone for one melee turn, but since he only uses it to get their attention it is quite effective.

Quite a bit of Spanish is being tossed around in this installment, including common words like "bueno" and "amigos," but also words less common in comic books, like "adelante" (for "go ahead!") and "enredeso" (for "complicated").

The Whip's whip tricks include using the whip like a grappling hook, and then supporting his weight while he climbs a wall, and grabbing and pulling an item with the whip. I hesitant to assign game mechanics to the former; with no time limit, he could just keep trying with the whip until it caught on the balcony (though the actual climbing might require a basic skill check). In the latter case, since it occurs in combat, the grab-and-pull needs to require an attack roll, vs. an Armor Class of the Editor's discretion (it's a complex move, grabbing the shade and pulling it down over someone's head, so I'd say AC 6 or 5).

One of the mobsters the Whip encounters uses the slang "horse-podder." I cannot figure out what that means. In the context of the sentence, it seems to mean BS, and the literal definition of "podder" is "a cup." So I don't get how these things go together.

(Stories read at readcomiconline.to)

Thursday, April 4, 2019

Popular Comics #48 - pt. 1

We come back around to Dell as it celebrates the fourth anniversary of its very first title. With no sign of its original licensed comic strip features, like Moon Mullins, Dick Tracy, or Little Orphan Annie, we begin instead with the now-completely forgotten Captain Tornado. Although Tornado, Professor Bordani, and Jane are all stranded on an alien world, they might as well be just shrunken to insect size on Earth, because this whole feature is just an excuse to teach kids about bugs. Well, "teach" might be too strong a word for a feature that shows spiders as having only two eyes.
Normally people don't shoot into crowded melees in comic books, but Prof. Bordani does take time to aim first, which (at least in 1st ed. Hideouts & Hoodlums) always got you a +1 bonus to hit.
Everyone seems fine with the Professor's math, and not curious at all how the entire planet is not a barren desert, with three suns beating down on it, all at those sizes in the sky. In fact, I'm pretty sure they should be taking heat damage every turn.
Look out, Jane! In its belly, you will find a new definition of pain and suffering as you are slowly digested over a thousand years! Oh wait, it's only a giant ant lion. I might have to include giant ant lions in the Mobster Manual now (if I ever get it done!), probably as a 4-5 HD giant animal mobstertype. It is tough, taking a bullet or two from Tornado, and then still being able to chow down on a giant bug on the following page (not shown here).
Finally giving us something besides insects, our auteur here introduces an alien bug man. Professor hypothesizes that the man has a broken wing, failing to consider that his weight might just be too much for that type of wings to support (vestigial wings, perhaps?). As a nocturnal race, unaccustomed to daylight, they would likely be -2 to hit in broad daylight.
Here we get evidence that our "wingman" (for want of a better name) comes from a civilization with at least 20th century elevator technology.
I don't have much to say about Shark Egan this month, but this page seems like a great example of grappling working the way I imagined it in the 2nd ed. H&H rules, with the attack and counterattack taking place in the same turn.
Shark seems to have no idea what Buddhists believe in and is just wildly guessing. It's okay to say you don't know, Shark!
Finally, Martan the Marvel Man is still flying around Earth, talking smack about Earthlings, which I guess is only fair as we keep shooting at him and the ...invisible armor on his ship? I can't help but wonder what the point of making armor invisible is. Does Martan mean that the armor is blended seamlessly into the structure of the ship (he's now bragging about his aesthetic superiority?)? Does he mean that his ship is surrounded by an invisible forcefield? Regardless, I'm guessing his ship has a very low Armor Class and those bullets are just going to bounce off it on the next page...

(Scans courtesy of Comic Book Plus.)

Thursday, February 7, 2019

Marvel Mystery Comics #4 - pt. 3

Ferret is an odd name for a Hero, and a seemingly unnecessary one since everyone seems to know who Ferret is. I suspect what's going on there is that "Ferret" is meant to be protecting the famous author's identity from his the readers, so you don't know who he's meant to be.

Ferret is investigating a murder and the police are focused on a stereotypical clue -- the matchbook in the dead man's pocket. Ferret, however, does his legwork and interviews people from the nightclub. Now, it turns out the first clue was right, but being thorough can help the Heroes from following up false leads, and then blaming the Editor later for letting them spend the whole session on a dead end.

Ferret wears a bulletproof vest. It doesn't protect Ferret from taking the bullet, but he gets pushed back and has the wind knocked out of him instead of being killed. It is more realistic sounding, but it's not how bulletproof vests work in most comic books, and won't work this way in Hideouts & Hoodlums.

Ferret is staked out, watching an apartment, for two hours before he falls asleep. There's no game mechanic that covers that sort of thing. I guess Ferret's player announced he was falling asleep, or the Editor punished the player for yawning at the game table.

When a life is in danger, Ferret has to ditch his plans of being methodical and play on a hunch as to who the killer is. He barges into the nightclub and searches the office for secret doors before anyone can stop him. It's not behind the bookcase, but it looks like it's behind some paneling that slides open, revealing a door. Behind the doors is a short flight of steps that leads down into a lower room with barrels of cement in it.

In Ka-Zar's fourth installment, white men have come back to the Congo where Ka-Zar calls home, with a small army of native porters with them. Ka-Zar goes to their camp to harass them with his bow and arrows, but when a native shoots at him, that's provocation enough for Ka-Zar to shoot him with an arrow and kill him (which isn't possible under normal H&H rules).

Leopards really have it out for Ka-Zar -- again a leopard challenges Ka-Zar and only backs down when other animals come to Ka-Zar's aid.  Maybe Ka-Zar is just unlucky with encounter reaction checks when leopards are around -- or maybe the Explorer class needs an animal with a special enmity for the Hero.

Ka-Zar roars like a lion and it chases some of the natives away; mixed in with the natives might be some superstitious hoodlums.

(Read at Marvel Unlimited.)





Tuesday, October 23, 2018

Detective Comics #35 - pt. 1

This installment of The Batman infamously opens on Batman standing in a doorway with a smoking gun in his hands -- it has nothing to do with the story, but must have impressed Kane as being a really cool opening panel.

This is, I think, the only story that makes out Bruce to be an amateur writer.

The story is a confusing jumble of racism, as the Batman tangles with Indian natives, working for a Chinese Fu Manchu-like character, who is actually a white man in disguise.

The Batman pauses to announce his presence before springing on two robbers, making me think his initial signature move was making sure bad guys got a good look at his costume before attacking them (and it makes me wonder if I should have rules on changing signature moves over time).

The "Batmobile" (not yet called that) is still only a high-powered roadster the Batman happens to drive.

Sin Fang's henchmen use khopeshes (swords; at least they aren't hatchets). Sin lures the Batman into a trapped room where the door slams shut and it slowly fills with mustard gas. Anticipating the 1960's Batman, the Batman just happens to have an anti-mustard gas pellet in his utility belt (marking the first time something weirdly random is drawn from the utility belt). Utility belts have been a trophy item since Book II: Mobsters & Trophies.

Despite the fact that Sin has lured the Batman into a mobster encounter and a trap already, the Batman still falls into another trap -- this time, a pit trap that is filled with water at the bottom, but there's a pipe in the wall partway down that he can grab at.

The Batman seems unconcerned when he knocks "Sin Fang" out a window to plunge to his death.

Fictional names for foreign countries often change from issue to issue, but this is the second issue in a series of Spy stories where Germany is "Luxor."  Being a spy is easy when you see the ambassador walking down the street and then just have to look through a door transom and you spot him colluding with a submarine commander in person.

Bart Regan uses a "sensitive microphone" to listen to a conversation through a brick wall. He wears a bulletproof vest in his installment.

Tangling with the commander, Bart is grappled, thrown prone, shot at, and knocked out with a blow to his head. The shot narrowly missed his ear -- though combat in Hideouts & Hoodlums is abstract enough that it could have been a "hit" and still caused hit point loss, without causing any physical wound.

Commanders are 7th-level fighters, so Bart is hard-pressed every time they fight. Bart is twice saved by convenient encounters -- the first time by a passing beat cop, and the second time by a rival spy who takes Bart out of the scenario and finishes it himself (poor refereeing!).

Buck Marshall, Range Detective starts off with an unusual premise, making it the best start to a Buck Marshall story yet -- Buck robs a stagecoach! It turns out, Buck is robbing it because he knows robbers are on their way that are too numerous for him to stop (6 to 1 odds), so he appears to rob the coach and tricks the robbers into chasing off after him. Finding their lair, Buck puts aniline powder in all the gloves he finds, so the dye will make their hands and they can be found later. Aniline powder is a real thing.

One of the robbers calls Buck a "gink" -- this is old slang that only means "guy." 

Next up is Steve Malone, District Attorney. This story establishes that Steve is based out of New York, and that his secretary's name is Nancy. Steve has three assistants who serve as supporting cast in this story, but none of them are named.

Ethnic restaurants are not treated with much respect circa 1940; an Italian restaurant is called a "spagetti house" (not my misspelling).

The hideout of the kidnappers Steve is after is only accessible by a bridge. The kidnappers watch the bridge and plan to shoot anyone crossing it, but Steve foils them by swinging hand-or-hand underneath the bridge (basic skill check?)

(Batman story read in The Batman Archives v. 1; the rest read at fullcomic.pro.)




Friday, April 20, 2018

Planet Comics #1 - pt. 4

So much to talk about Planet Comics! I really think someone could run a great, if campy, sci fi campaign using Hideouts & Hoodlums, and I hope someone does someday and tells me about it.

A couple of things about this page: one, making heroes wait for a reward at the end of the adventure not only gives them more XP, but it motivates the players to play out the return trip home, rather than just wind up a scenario right after the battles are over.

And another thing -- one of many that bugged me about this story -- who is that woman? She's been standing around Zan the entire story, and even in jail she's forced to keep the same gown on, but she never says a word. What's her story?

Ah, Spurt Hammond, the most awkward comic book character name of all time!  Spoilers abound here, as we learn that Spurt is going to run afoul of Amazons on the Moon (so, Lunerzons). This is sometime in the future after Mars has been colonized, so in the Amazon entry in the AH&H Mobster Manual, I'll just add a mention about them having a moon colony in the future.


Now this is kind of a cool cultural tidbit -- despite being armed with scimitars, the Lunerzons only beat Spurt into submission with their fists. This could be a code of honor like is found in the Edgar Rice Burroughs' John Carter books, where no one on Mars attacks with a weapon better than their opponent is using.


Those are some funky-looking plants for making explosives.

Speaking of funky-looking, the droopy-nosed Mooniacs are said to be "powerful," which should translate into at least 5 Hit Dice. But how powerful? Hopefully we'll see clues soon.






All we learn here is that the "dullwitted" Mooniacs are still smart enough to use tools (or at least can throw weapons), and that they can walk on two or four legs like a bear.


I guess mooniacs aren't so powerful after all, as Spurt can not only defeat them with his bare fists, but he beats a bunch of them. Oddly, despite the fact that I can clearly see four mooniacs in that lower left hand corner, they only attack him one at a time (maybe they are dullwitted after all).

Spurt clearly has no code of honor, threatening women with a gun that refused, twice, to use weapons on him.


Oh come on!  I guess the Amazons are attracted to douche-nozzles with no code of honor. I can honestly say I've never read a Golden Age story until now where I wanted the hero to get beat up by a moon monster.



I can tell getting through Planet Comics is going to be tough; here's another interchangeable space hero. Maybe this story will have more to offer us, though, as we already get the concept of plastic armor (AC 6 maybe?) and a mention of Neptunian Shark-Men.


Okaayy...I don't know what those shark-men are supposed to look like, but it sure isn't sharks.

Despite the fact that Buzz seems to be a fighter, Buzz appears to be using the Sleeping Nerve Pinch power of a superhero on the control room shark-man.

(Scans courtesy of Digital Comic Museum.)

Monday, February 19, 2018

Amazing Man Comics #8 - pt. 2

This is the original Cat Man again. From this page, we get a rare "dead or alive" bounty for $35,000 (that's a lot of xp for Lawful Heroes!). We also see that plot hook characters can turn up coming from any direction.


Cat Man uses his cat to poison bad guys. Technically, it gets around the rule that Heroes cannot use poison, though since a cat has low Hit Dice and a corresponding low chance to hit a target, it seems an impractical method of delivery.

Speaking of impractical, this character takes the age-old cliche of crime-fighting in a dress and crossdresses it. It still seems impractical, but at least a dress this concealing can hold a bulletproof vest under it. Typical of comic books, people in bulletproof vests are shown to feel no pain at all when shot.

This is from the serial The King of the South Seas. First we see an unusual improvised missile weapon, and one that looks so small you wouldn't think throwing it against someone's head would knock them unconscious.

We see pirates and natives working together, which is a good combination of archetypes for variety.

Next we see a character bleeding out from a head wound who faints from it. This isn't how hit point loss works for Heroes and mobsters, but Editors have more leniency for bending the rules when it comes to plot-useful side characters.

I've no idea why the boat blows up.

The jungle island is pretty big; if the boat is being rowed at 6-7 MPH, and it takes them 30 minutes to reach their destination in the heart of the island, it means the island must be at least 6-7 miles in diameter. And this is good, because if you're going to use an island as a "sandbox" setting, you need it to be spacious enough for lots of travel.

If the coincidence of the "King" turning out to be the old man's son seems too great for your liking, bear in mind that we still don't know this is true; we only know the old man thinks it is true. Editors can always introduce false information through characters to throw the players off.

In the "future" setting of the 1950s, people use televisions to call each other. Carl Burgos is only one invention off here, as what he's posited turns out to be true later for computers.


Game mechanically, all Dr. Magno has done here is a disarming attack. If played that way, then the magnetism power is only flavor text. But it's possible to have performed this feat with a telekinesis, or a magnetic control power too (though the later would only duplicate telekinesis in this case).



There are some superhero buffing powers that would have shielded Iron Skull from that throwing knife, but it seems unlikely that he would have them prepared for a trip to talk to the police commissioner, and cannot activate them at the same time as being surprised. So, either Iron Skull is not as surprised by the knife thrower as the panel would have you believe, or perhaps the Editor has hand-waived game mechanics for this scene, since the thrower only needed to send the message and was not here to kill him.


It's remarkable that Iron Skull fails to sneak into the second floor window, so he changes tactics dramatically and noisily crashes into the basement. He's definitely buffed himself defensively so he takes no damage from the fall, and uses wrecking things while falling to go through the door.

Of course, this just plays right into Dr. Magno's hands, as his electromagnets happen to be housed right in the basement. I wonder what effect they would have had on Iron Skull if he was still up on the second floor. In the basement, the effect is essentially a Hold Person spell.

This museum keeps $50 million in jewels on display. A Hideouts & Hoodlums player playing the numbers would wait to thwart Dr. Magno until after he's stolen the jewels and the museum has put up a reward -- even a 1% finders fee would be 500,000 XP (basically 1 free level), while Dr. Magno himself is probably worth just a few hundred XP.

(Scans courtesy of Comic Book Plus.)


Saturday, February 4, 2017

Detective Comics #33 - pt. 1

This is the issue that gave us Batman's famous, two-page origin story. This story is also the origin of both the "cowardly" and "superstitious" hoodlums, from Bruce's famous speech about "criminals are a superstitious cowardly lot."

When the real adventure begins, Bruce Wayne observes scarlet rays. These rays have multiple effects -- they can blind people and wreck buildings (probably at least as well as a 6th level superhero). Since thousands are killed in a single attack, we can assume they have a large range and a wide area of effect.

Prof. Carl Kruger is at least our 2nd Napoleon mobster in comics -- though I'm still not seeing a lot of justification for statting it differently like I did before in 1st edition. Maybe Napoleons are just master criminals or master criminal/scientists.

Batman hurls his Baterang as a missile weapon for the first time here, but Kruger is protected by a glass wall he keeps in his office between his desk and the window (perhaps wary of snipers?). Batman is overcome with a surprise head blow from behind (already going in 2nd edition).

Kruger's death trap is to leave Batman tied up with rope on the floor with a bomb set to go off in five minutes. Why Kruger wants to blow up his own house isn't clear, other than that he's obviously crazy. Batman cuts his bonds with a blade concealed in his boot and escapes in time. Luckily, Kruger never checked his boots -- or even peeked under his mask! (Save vs. plot to make sure villains don't do anything that obvious to you when you're captured.)

Batman doesn't escape entirely, though. His bleeding lip seems to indicate he took some of the blast, just not enough to kill him. An explosion would normally require a save vs. science for half damage, but with a deathtrap maybe it should be a save vs. plot for half damage, with a failed save meaning death instead of twice the damage.

Batman's not a great fighter yet in these early stories, but he's smart. He doesn't know where Kruger fled to, but Kruger unwisely told him the names of his lieutenants and one, apparently, has a publicly known address. Batman confronts him, tells him to take a message to Kruger, and then follows him in his Batplane (still the auto-gyro).  Of course, Batman would have been sunk had the lieutenant simply called Kruger on the phone...

Batman has a glass vial that, when it breaks, surrounds the Batplane in a thick smokescreen that clings to the plane. How this doesn't blind Batman isn't clear.

Guards can be really stupid. They see a smokescreen hovering in the sky and mistake it for a raincloud. I think even Winnie-the-Pooh would have seen through this.

Smaller (I presume weaker) versions of the scarlet death-rayguns can be mounted on trucks. They're delicate though -- one shot and they all blow up. Kruger explains soon thereafter that the death ray is a combination of ozone and gamma rays.

This is the first story in which Batman's life is saved by a bulletproof vest. This time, the bullets still knock him out and make him bleed (superficially).  On later occasions, bullets will just bounce off him because of the vest (maybe he has a Vest +1 by then).

Then Bruce Wayne whips up -- and I'm not making this up -- an anti-death-ray chemical spray to coat his Batplane with. This was the story that made me decide Batman had to be dual-statted as a mysteryman/scientist for Supplement IV.

The first Batplane is destroyed when Batman crashes it into Kruger's blimp, from which the scarlet death-rays are being fired.

Kruger apparently had an army of 2,000 mercenaries, though we never saw more than him, his three lieutenants, and two guards. After Kruger dies, Batman seems to sit back and let the authorities round up the army.

The next installment of Spy has to do with the country of "Luxen" -- a very poorly disguised Luxembourg suffering a bloodless annexation from "Thoria" (Germany). The story is interestingly prophetic, as this was 1939 and Luxembourg wasn't invaded until the following year -- and it was largely bloodless! The government did flee the country, but to the UK, not the US.  Past that, details seem strangely altered; Luxen has a male president instead of a female duchess. Also, in real life, the duchess fled with her family, which makes more sense than what the president does -- leaving his family behind so they can be threatened as hostages.

Bart Regan seems more observant than normal; he spots a wire hanging down behind a painting and immediately recognizes that it's a dictaphone wire.

The Luxen president's speech is interrupted by what appear to be mountebanks -- or so I call them in a new stat block for 2nd edition. Mountebanks, or rabble rousers, are able to get a growing number of innocent bystanders to start fighting.

And I learned a vocabulary word in this story -- plebiscite. Though it is consistently misspelled "plebecite."

Buck Marshall, Range Detective plays for high stakes when he has a defend a played out mine suddenly valued at $500,000. I learned the term "salting a mine", a con where you add extra gold to the random samples to make the mine seem more valuable.

Buck slips into a shack through a window because the front door is padlocked. It's important to keep in mind that, in modern times, we have multiple ways of locking doors. A padlock is relatively easy for Heroes to foil -- they might be able to wreck it with bolt cutters (though at a -4 penalty, if a non-superhero), or it can be shot off with a bullet if the bullet hits AC 7. Buck didn't want to make that much noise...

Buck didn't bring his own light source, though, so the Editor was gracious and left a lamp sitting out in the dark interior.

(Batman stories read in Batman Archives vol. 1; the rest read at Readcomics.net









Wednesday, December 28, 2016

Detective Comics #32 - pt. 2

Skull-Face is also the first mad scientist to wear a bulletproof vest.

Speed Saunders is placed in a locked cell with a fairly ingenious way to escape -- the floor is clay instead of stone and a resourceful Hero can dig through it to water.

Speed comes back with just two supporting cast -- unnamed police officers -- for back-up. They swim into the lair, and Speed thinks to bring waterproof bags for their guns. The hideout entrance tunnel has water up to their knees. There are at least three levels to the place and on the second level is a dry office with a balcony overlooking the water.

It's Speed's best story yet -- marred only by the fact that Speed stumbles across everything by accident and doesn't actually learn anything through investigation.

In Cosmo, Phantom of Disguise, a state governor is murdered. But which one? It seemed like Cosmo's adventures took place in New York before, but this guy doesn't look like Herbert Lehman, A prominent newspaper in the story is the "Evening Record." New Jersey had a prominent newspaper called the Evening Record. Hmm...

Cosmo disguises himself as a judge targeted for death to lure out the killer. The killer plans to use the cliche of the gun-in-a-camera, with the extra twist that it fires ice bullets -- though the story isn't clear about how Cosmo recognizes the weapon as a fake camera.

Interestingly, Cosmo uses the phrase "tag after that wagon!" instead of the more familiar "follow that car!"

In Cosmo's fistfight, he takes advantage of the "semidarkness and confusion." Could this be evidence that I was right to give humans a penalty to be hit in dim light -- or maybe a morale modifier for fighting in the dark?

Bruce Nelson describes purse snatchers as "never dangerous. They're the sniveling rat type. Weak kneed and lame brained." Sounds like cowardly hoodlums!

To find a woman Bruce Nelson is looking for he simply looks in the phone book -- one of the first times a Hero takes such a simple action in the comics.

To find out about a murder, Bruce goes straight to the police captain, who promptly tells Bruce everything he knows. Bruce is either exploiting a supporting cast member we haven't seen before, or he's benefiting from a really good encounter reaction roll.

Slam Bradley starts his story with an interesting conundrum. He finds two men in an alley; one is accosting the other.  But which is the bad guy? Slam takes a guess and gets it wrong. How could he have gotten it right? I have toyed with the notion of allowing Heroes to identify mobsters with a skill check, but that could invalidate the Detect Evil power or spell. I guess he could have asked questions first and punched later.

Slam makes it up to the guy he punched by coming to work in his haunted hotel (he was a disguised plot hook character!). The hotel is sprinkled liberally with secret doors that "ghosts" use to pull pranks like stealing suitcases (when they have surprise, they can open the secret door, grab something nearby, and exit without being seen). Of course, it's not really the supernatural (even though Slam did have that one adventure when he could cast spells!). The creepy voice in the elevator is coming from a concealed speaker.

The "ghosts" appear to be a mad scientist and his lovely assistant (definitely not an Igor-like assistant!). Shorty is overcome by the assistant when she chloroforms him. Slam is gassed by the scientist, using a gas gun, that first blinds him, then knocks him unconscious. But then, in another twist, the mad scientist and his assistant turn out to be something else and -- ah, ah -- spoilers!

(Read at Readcomics.net.)

Friday, October 7, 2016

Mystery Men Comics #2 - pt. 3

This is from Hemlock Shomes and Dr. Potsam. Although a humor strip, the dressing in this castle -- bones on the floor, shields and crossed swords on the walls -- would work equally well in many hideouts. Also, I'm likely to add a new mobster to Hideouts & Hoodlums, the haunt. It's a harmless poltergeist most of the time, but if it can inhabit a free-standing suit of armor it becomes dangerous.

This is from The Waco Kid. I've heard of guard dogs barking when intruders approach, but guard horses who whinny...?




An example of a gun running empty (ammunition should not be limitless in the game), an example of a chair being more effective than a gun in stopping a fight, and an example of bad guy loot being concealed rather than left out in the open to be claimed.



This is from Inspector Bancroft, Ace Investigator of Scotland Yard, and another example of how you don't need a big bribe to get people to do things that could get them in a lot of trouble. Instead, you just need a good encounter reaction check. Now, if the inspector did have a poor encounter reaction check, he could have produced a much bigger bribe to try to get a bonus. The Editor will have to wing those numbers, based on the circumstances (and how much he wants to milk his players!).


The Inspector likes to keep his nails well-groomed. He also, probably, kept his nail file from being confiscated with a save vs. plot. He "painstakingly" toils at the lock, suggesting that it takes multiple tries. Since he has probably not been in this brig for a full day, I would guess that his Editor is letting him have a fresh try once every exploration turn (10 minutes).


This is the Blue Beetle's second outfit in just his second appearance, and the first to appear to be chainmail armor. Chainmail is treated as a trophy item in H&H, just because it wouldn't have been widely available for sale.

I don't plan to include any game mechanic for ducking and making your opponent hit another opponent behind you -- that seems like a giveaway from the Editor to me.

Long-time followers of H&H will remember when I had to read a whole lot of Blue Beetle for his write-up in Supplement IV and how much I disliked his stories then. I'm not liking them anymore this time around. I find it particularly hard to take him seriously in that last panel, where he's doing the bunny hop to the window.


Blue Beetle is still a mysteryman here, so he burns a stunt to leap into that moving car, but I would not let the stunt also absorb the falling damage from that height. So Blue Beetle -- still a 1st-level mysteryman at this point -- just took 2-12 points of falling damage. His Editor must have rolled snake eyes!


This is Captain Denny Scott of the Bengal Lancers (another long title!). Usually, "bandit" is a racist term for Mexican outlaws in the comics, but we've also seen nomadic warriors in the Middle East called bandits. Here, we get "bandit" being used as synonymous with "slaver" in India.

(Scans courtesy of Comic Book Plus)


Sunday, September 25, 2016

Comics on Parade #17

One of the earliest mentions of bulletproof vests in comics.



Bill and Nell use fire, strategically, as a barrier. I had just written about this for 2nd edition Hideouts & Hoodlums not too long ago, under combat options.





This is from a gag filler called Grin and Bear It. It's a rare sighting of anarchists in comic books, sightings that will become increasingly rare as Fifth Columnists replace the role of anarchists in stories during the war years.


I also think the top and bottom gags are pretty funny here...


As are the top right and the bottom left panels here. There's a lot of gag filler in this comic book.




Here we see a surprise turn, a morale save made, a successful disarming attack (I've already hinted that disarming guns is going to be much easier in 2nd ed.), and a really successful unarmed grappling attack, throwing this guy on the ground for damage. I have just recently, finally, written grappling rules I'm happy with.

I'm not sure how taking his boots are really going to stop Dave the Fox if he gets loose. Unless maybe he'll be at a -1 penalty to Move because of his bare feet...?

Here's an example of taking environmental damage from really cold weather, enough in fact to knock our hero Billy unconscious. We also learn here that Dave the Fox is actually Neutral in Alignment, making for an unpredictable reaction when meeting Billy again.



This is a reminder to myself to consider putting gnomes into 2nd ed.'s mobster section. On one hand, I'm getting interesting ideas for gnomish culture here (like flower shoes). On the other hand, it seems like gnomes are so tiny in this strip that they might not even qualify for 1 hit point.

Surprisingly, this might be the first mermaid I've seen in the comic books.

(Scans courtesy of Comic Book Plus)