Showing posts with label car chases. Show all posts
Showing posts with label car chases. Show all posts

Thursday, August 20, 2020

Wonderworld Comics #11 - pt. 3

We're still here with Patty O'Day and her rival suitors, the aristocratic Mike and the common man, Ham. Ham was climbing out of the well (we saw him get dumped down the well last time) when he pulls this stone loose. Now, we can treat this as a secret door, but it's sort of a build-your-own secret door.

Mike is a very confident climber. Had he begun from standing on top of Ham's shoulders, I would have given him a +1 modifier to his skill roll.
I just googled some pics of French cars of this time period and while, yes, they did tend to have long bodies, and I did see some two-seaters that looked like three men abreast would have to be really comfortable with overlapping thighs...but I still don't think any cars of the era were that narrow.

More evidence of damage done to cars in a chase should trigger a random chance of complication, rather than assigning hit points to vehicles.











Complicating matters about the nationality of these villains, Egroe isn't a French name, but a Dutch word (I believe it means "grand"). Dutch separatists fighting in France?

It's interesting that the bad guys "miraculously" survive, suggesting that car wrecks should usually be lethal in the game. I've got plenty of conflicting evidence on that, but maybe only Heroes should have such an easy time escaping car wrecks.


We're going to leave that story and jump into the following Dr. Fung story. Here, in Persia, Fung and Dan are shown this well by an old friend. It seems like a trap, since there is no visible explanation for how the ground around the well gives way so easily, but apparently it is just coincidental instability.
That is one of the craziest monster designs I've ever seen. I'm not even sure what to call them -- unicycle ghouls? The captions only call them things like "weird creatures" and "strange beings." How do you even rationalize a species evolving to have a built-in wheel?

Complaints aside, I like the idea of pneumatic tubes transporting Heroes quickly between levels of a hideout.

And, of course, we end this page with the cliche of monsters adopting a hot human woman as their queen.
For no reason whatsoever, one of the unicycle ghouls is a gigantic unicycle ghoul, about 20' tall. If unicycle ghouls have 1 HD (I would be skeptical about giving them more, since they should be knocked over easily), then this fella must have at least 12 HD. Rather than being presented as their leader, this thing is just one of them, so it's refreshing to know this race doesn't go in for hierarchical societies, except for elevating human women.

It's hard to imagine the young lady has never thought to scream at the monsters to take advantage of their sensitivity to sound. And then, perhaps she has, but enough of them made their saves that they could always stop her.
We're going to jump ahead again, this time into Munson Paddock's Tex Maxon, the Phantom Rider. The stop, drop, and roll campaign would not start until the 1970s, but that doesn't mean people didn't know that's what to do when you catch on fire in the 1940s.

It's interesting how guns only make lots of smoke when the story benefits from it. I'm not sure if guns every actually made that much smoke, or if this comes from old cowboy movies exaggerating the smoke clouds.

While dropping out of a tree on your opponent looks impressive, I would assign no more than a +1 to hit modifier for it, making it questionable if it was worth all the effort of clambering to get into position for it.







Surprisingly, this "Spark" Stevens of the Navy story may be our very first set in Guam. By October 1941, all U.S. dependents and civilians on Guam would be evacuated, but here at the beginning of 1940, Guam would have a burgeoning population of 22,000.

There's little that need be said about the "damsel in distress" plot hook, except that it's so. darn. easy.

(Scans courtesy of Comic Book Plus.)



Tuesday, April 28, 2020

Marvel Mystery Comics #5 - pt. 3

Two features left!

Second to last is Irwen Hasen's Ferret, Mystery Detective. In it, we learn that the police code for a shooting is 23. At the crime scene, Ferret gets a good encounter reaction roll and the commissioner on the scene let's him keep a clue. We learn that Ferret's car has bulletproof glass, improving its Armor Class value and shielding Ferret from a lot of bullets as he is chased from the crime scene. Mobsters force him to crash -- treat it as an obstacle in a car chase, but with a save vs. science or a skill check to avoid? -- and he emerges with just a light wound on his arm.

We learn that "they've been doing this in Europe for years. You place a dry sheet of paper over a wet one and write a message with a matchstick. When the paper dries it's blank - but wet it again - presto! A message!" I haven't tested this to see if it really works.

Before going into a suspicious building, Ferret leaves his pet ferret outside, so he can whistle and summon it to rescue him later. Which turns out to be a good thing, as Ferret is vulnerable to the "surprise head blow" trope that fells so many golden age heroes. We learn it takes a ferret 30 minutes to chew through a wall (interior wall, I'm guessing -- or that ferret needs to be statted as a superhero!).

After escaping, Ferret has three hoodlums chasing him. He uses a length of rope to trip all three of them. Okay, I've talked about allowing this before, but giving them a bonus to their saves to reflect how his efforts are being divided. What's unusual here is that only two get back up right away to fight him, while the third takes longer. I've always ruled that it takes 1 melee turn to get back on your feet...but what if it should take 1-2 turns, to stagger how fast your opponents can get back into combat?

Speaking of combat, a ferret, at only 2-3 pounds, shouldn't even add up to 1 hit point, but Ferret's ferret Nosey looks like he does 1 point of damage in a fight.

In a queer bit of slang, counterfeit money is called "the queer" in this story.

In Ka-Zar, Ka-Zar steals into de Kraft's tent and steals all his guns. Rather than use the guns against him, he wants to make for a fair fight, so he wrecks the guns against a big rock (possibly for fighters to do, as guns fall only in the doors category).

Ka-Zar is later captured, though, tied up, and slashed with sharp weapons 100 times by natives. This has to be flavor text, there is no way Ka-Zar has over 100 hit points. Despite having been able to wreck guns, Ka-Zar is not strong enough to snap the rope tying him. Without leverage, he could have a significant disadvantage to his rolls. 

(Read at readcomiconline.to)

Tuesday, September 11, 2018

Smash Comics #6 - pt. 2

Bozo, the name of the robot, doesn't even appear in this story.

It's interesting that the New York port is not named. The Daily Mail was a long-running newspaper in the Catskills, so it's possible that New York City is actually not where this takes place.
The entry for large iron robots has, since the Basic book, included more specific references to the Iron Man (indeed, they will be called Iron Men in the Mobster Manual), including having pilots able to ride around inside the robot. It does make me think that Hugh might be a midget, and that any time we see him side-by-side another person, he's standing on top of something.
The telescopic eye is an example of the telescopic vision power from both 1st and 2nd edition Hideouts & Hoodlums. Bozo also lets Hugh use the Fly I power. Lastly, he wrecks his way through an outer wall, which is something superheroes don't even have a chance to smash through until 3rd level. So Bozo is at least a 3rd level superhero here.
Bizarrely, Hugh leaves his robot standing on his roof, concealed only by an awning. I find this remarkable enough to share because a) it shows how Golden Age heroes are not all obsessed with protecting secret identities, and b) it's a good reminder for players not to be so careless with where they leave their valuable trophy items.

But maybe the real issue highlighted here is -- can Hugh be a superhero if the robot can be stolen from him? Does the robot exist except as flavor text? 
Note how, on this page, the mobsters don't even try to take Bozo with them, but put Hugh right back into it. It's a bizarre decision -- even if they can't figure out how to work it, surely they could try and sell it -- that only makes sense if they can't take it away from him.
Now we return to some real artwork, with Eisner's Archie O'Toole. The map is not particularly useful, but it sure is pretty! Unlike most fictional countries that have obvious real world analogues, there's still nothing concrete we can hook Pyromania and Spatoonia to.
The issue here is, during the car chase, does slamming on the brakes make the thrown bomb miss? It actually is not just flavor text here, as relative speed differences present an Armor Class adjustment. By braking first, Cook's driver changes his car's AC. But since this isn't ordinary combat, how to determine if the braking comes before the throw? We don't need to introduce initiative rolls into chase scenes if we remember the order of play of combat -- with movement coming before missile attacks.
Cook was knocked out on the previous page. Here is an somewhat rare example of the Hero not being able to recover from unconsciousness until the next day.

This is not our first story where helium is seen as a valuable commodity worth stealing, and I suspect it will not be the last.
This is a page from Abdul the Arab. Abdul was framed because some men were attacked and heard the name "Abdul" being yelled -- which is lousy evidence to frame someone with, since there can't possibly be just one Abdul in the region.

So, sentenced to die on the flimsiest circumstantial evidence possible, Abdul is only freed after everyone hears a forced confession. Amazingly, Abdul still wants to be friends with the British after this.

But most importantly, that remarkable shot, from behind the cover of a wall, that splits the rope, was either a 1 in 20 lucky break, or a Mysteryman stunt. Even though a weapon was used, because it was not being used for combat, a stunt can still be burned for something like that.

(Scans courtesy of Comic Book Plus.)

Tuesday, September 4, 2018

Blue Ribbon Comics #3 - pt. 1

Back now to early MLJ and, remarkably, another reason to visit with Rang a Tang the Wonder Dog. And it's not for anything that Rang has done yet, but for this interesting transition of the term bandit. Long-time readers here (if there is such a thing) will recall that bandit was long used as a racist term for non-white or Latino criminals. But lately I've been seeing "bandit" used much more as it's used here, as synonymous with bank robbers. I wonder what changed in 1939 to make that happen?

A dropped hat is a good clue circa 1940, as hats could still be purchased then at specialty stores and might be more easily traced back to their owners.

Instead, Speed must be hungry because he decides to go have lunch first. This is the first use of the terms "lunchroom" and "luncheonette" in comics, terms that have been cast aside in favor of "diners" today.

Bandits are now also synonymous with gangsters. Cut it out, guys, or you're going to take away all my mobstertypes!

Still unresolved is, is Rang a playable Hero, or Speed's supporting cast?

You wouldn't think this page would present such a game mechanics problem, but what causes Speed's crash, game mechanics-wise? Is his inability to see where he's going a randomly generated complication or obstacle to overcome during the car chase? Or is the complication triggered by the car taking damage during the chase? Could Speed's hit points apply to both himself and his car during a chase scene (the answer is a weak yes -- yes, hit points are highly abstract, but on the other hand there is no precedent for treating them so broadly)?

We also see that bodies of water do not necessarily stop tracking (at least not for dogs).

This first issue is older than RPGs and goes back to war games -- do you let the players know exact measurements, so they know where missile ranges end, or make them guess? There is no definitive way to rule on this and Hideouts & Hoodlums Editors could go either way.

Very unusual for a RPG scenario, Hy (our hero "Speed") finds the boss villain outside the hideout, rather than after exploring much of it. The gang's chief and at least one other are thugs, making them tougher than bandit/robber/gangsters. Because Hy is low level, two thugs are more than a match for him.

Now this is a little crazy, and why I find it hard to believe Rang is an ordinary dog. This is the second time he's leapt through an upstairs window, making me think Rang should be statted as an alien instead of a real dog.


Hy, now I know you don't really care about this dog at all anymore. We know those mobsters have at least two guns between them. And you're making your dog run towards them, with dynamite in his mouth? How about dropping the dynamite out a window on the other side of the house, where he won't get shot at?


Okay, as crazy random as this page seems to be, it actually could play out this way in Hideouts & Hoodlums. Even though Rang cannot get to the boat without running past the three men on the dock, there's still a chance of the dog getting surprise. Maybe all their backs were turned for three seconds.

The mobsters are not "paralyzed," but stunned by the explosion (because they made their saves to avoid being unconscious longer when reduced to zero hp). They are all stunned for a random amount of time, but it is possible to roll the same recovery time for all three of them. Since they recover hp after recovering from a stun, it's possible for them to be winning this fight.

And...yeah, I'm not really sure what to make of this page. The local police force has planes, and elite squad of parachutists, and extra parachutes for rescue dogs? What do they even need low-level Heroes for around here?


This page is from the next feature, Stuart Logan. The artist is unknown, and Stuart Logan never appeared again, which is doubly tragic because this looks really good.  I've also never considered searching a scabbard for dust before to find out when the blade was drawn.

(Scans courtesy of Digital Comic Museum.)



Thursday, August 23, 2018

Keen Detective Funnies v. 3 #1 - pt. 1

We return now to The Masked Marvel, from Centaur. Originally, we had to decide if The Masked Marvel was a mysteryman or a superhero, but by now his skills have grown so mundane that he appears to be just an aviator.

Although, he does display excellent investigation and math skills, which might suggest he is a mysteryman (with their advanced skill checks).
I don't know if I should be sad or glad that my players don't take the time to leave scenarios in progress to go home to their base and check the rifling on bullets recovered for clues. It doesn't even seem to wind up to be that important a clue in this plot.
 "Ach" is our clue that the unnamed saboteur is German.

The way the Masked Marvel really figures out where the killer came from is by tracing the angle of the bullet holes, and this is legitimate forensic science coupled with trigonometry. One could use skill checks for mathematics, but if time is not a big factor, you could just keep making checks until your numbers work out (i.e., you rolled well enough).
That's a big clue to leave behind on the roof (and apparently it never gets too windy up there!). Remember, if you want your players to be able to finish your scenarios, sometimes the clues have to be really big and obvious.

That's a pretty vague and unintimidating silhouette cast on the clouds. Mysterymen are supposed to trigger morale saves when they do stuff like that, but I might give a +1 bonus because I have trouble accepting that is "feared."

That stunt at the end...I would require a to hit roll first to snag the parachute, followed by burning a stunt to make the parachute wrap around the wing like that.


Modern day pirates need a chance to carry firearms as deadly as sub-machine guns.


I'm not a big Spark O'Leary fan, but I have to admit, that's a fairly clever scheme the pirates had to capture a patrol boat. It's also sort of like how H&H play works for players, always trading up one trophy item for a better, more useful one.



Spark's encounter with the half-pints could be a wandering encounter, or could be a fixed encounter planned by the Editor to make sure Spark gets that clue.

Spotting the concealed hinges on those piles was the result of a secret door check (expert skill check).

There is no reason for Spark, a radio news reporter, to be leading a police raid, except that he must be leveling as a fighter and his level title is higher than beat cops' levels.

There is no reason for Spark to have a cold just then, except to stretch out the story -- or to explain a botched surprise roll with flavor text.

A "high-powered car" is a trophy item, the equivalent of a Car +1.

The trap requires the Editor and the players to agree on interpreting the situation -- would a tripwire make a car crash, or would it just drive through it? The situation is somewhat similar to yesterday's post, where The Owl covered a windshield and made bad guys crash, though here I think the chances of a tripwire making a car skid are so low that the save vs. plot to avoid should be at +4.

The drunk is surely a wandering encounter (unless just a freebie from the Editor?).  If the player had wanted to contest the drunk driver getting ahead of him, they could have rolled driving skill checks (basic skill) until one of them failed to see who reached the curve first (or which one came closest to succeeding). It's a simple race and doesn't need a complex mechanical resolution.


Dan Dennis' "danger sense" is not a real thing, in the sense that he has to actively roll for something. If the assassin fails a surprise roll, then Dan's "danger sense" is what warned him of the attack.

(Scans courtesy of Digital Comic Museum.)



Wednesday, April 13, 2016

Action Comics #9 - Part 1

We come back to Superman, who has an interesting antagonist this issue. No, not the Ultra-Humanite, he comes later -- but Captain Riley of the Chicago Police Department.

Though most of the Hideouts & Hoodlums games I run take place in 1941, when all Heroes are considered to be working closely with the authorities, many comic book heroes were rebels in 1939. Editors might want to play up this adversarial relationship with the police. 

Riley is himself an interesting character, probably inspired by Dick Tracy -- the then-already famous comic strip detective who's fictional city is never named, but was probably meant to be Chicago. Or Riley could be mocking the real life lawman Elliot Ness, who rose to prominence in Chicago, but came to Siegel & Shuster's town of Cleveland in disgrace by the late '30s. 

The mental patient Superman saves from suicide doesn't really figure into the main plot and is almost surely a random wandering encounter.

What happens next in the story is a fun bit of metafiction, considering what happens in a superhero story when the superhero's discarded clothes are discovered. This could be an issue where Editors will have to tread carefully -- how much do you hand-wave the challenges of hiding a secret identity, and how much do you challenge them with it? Superheroes in the comics often conceal their true identities for years and years just to maintain the status quo; in actual play, I suspect many players will quickly tire of maintaining their dual identities when it becomes too difficult.

Speaking of how much to challenge your players...Superman is completely flummoxed when Riley is about to search everyone and is about to find Superman's uniform under his clothes. Only a deus ex machina -- or a generous Editor -- allowed another non-Hero present to foil Riley's intentions. But this is the same danger inherent in avoiding conflict for your players. Just like, if you're too hard on them they may avoid conflicts, if they sense you'll always look out for them, they may play recklessly or foolishly.

But Action Comics isn't just Superman, so moving on to Scoop Scanlon...

Scoop encounters mobsters with a car that has rotating license plates. This should already be a trophy item in H&H.

Both the Scoop and the Pep Morgan stories have chases/races in them. From the description of both stories, it seems the chaser has a target number they have to reach, but an obstacle gets in their way and subtracts off their target number. The chasee seems to have a much more static role in these chases -- though I understand that this is not always so in chase scenes.  I'm considering, instead of a flat percentage chance of evasion, the chasee setting his own target number with an attack roll, and then the chaser having to hit that number. This would make high-level Fighters the best at car chases, which I have no problem with.

Hypothermia, or at least the threat of hypothermia, also plays a role in the Pep Morgan story. I think we can take care of this condition with cold damage without needing separate game mechanics for environmental harm.

In this installment of The Adventures of Marco Polo, Marco's hosts are playing a game like capture the flag, only on horseback and attacking each other with weapons.  I've talked before about unhorsing opponents, but it's worth talking about subdual damage with weapons. If weapons only render unconscious at zero hit points (which is recommended for all but very dark campaign moods), then there is no reason for a separate mechanic for subduing.


Tex Thomspon, in his adventure, makes a fire by rubbing two sticks together and, in the same issue, Chuck Dawson starts a fire using sunlight reflected off his pocket watch! It seems unlikely that this would come up often in a campaign setting where cigarette lighters are ubiquitous, and yet, with how often Heroes get captured....For a skill like this, rarely needed, with a low chance of success, I would just assign a blanket 1 in 6 chance to these.

Chuck Dawson lights his fire as a diversionary tactic. With diversions, to be fair, the Editor should use a save vs. plot (for the divertee, not the diverter) to avoid being diverted, rather than deciding arbitrarily.

If the summary I've read is to be believed, Chuck also disarms a gunman by throwing a pebble at him! I find it hard to believe the pebble could hit him hard enough to knock the gun out of his hands, but I also don't see a lot of evidence that surprise alone should have a chance of disarming the surprisee (as was an obscure rule in The Original Game).

(Superman adventure read in Superman: the Action Comics Archives vol. 1. Summaries of the rest read here.)

















Tuesday, April 12, 2016

Keen Detective Funnies v. 2 #2

And we're back!

Meet Dean Denton. He's a scientist-ventriloquist -- yeah, I'm still wrapping my head around that -- who turns his talents towards fighting crime. Not too surprisingly, Dean never once relies on ventriloquism in this adventure, but he is clearly a scientist.

When I developed the Scientist class for Supplement III: Better Quality, my focus was solely on making a class specialized in inventing things. But Dean, perhaps the first scientist-adventure hero original to comics, never invents anything in this story. Instead, he's good at gathering information, short-circuiting power to sections of the hideout, and finding secret doors.

Speaking of secret doors, this page made me think about secret doors in hideouts and -- how do the mobsters who need to use the doors know how to find them? It makes sense that there would be a secret marker over secret doors that, if you knew what to look for, you would spot right away -- like the sun emblem that appears to be over this secret door. Of course, if you use that in your hideout, then once Heroes figure out the secret marker once, they'll know where all the secret doors are. But maybe that's not such a bad thing.

This is Ben "Little Dynamite" Trumpson. I could point out that this car chase is resolved with evasion instead of combat, and Hideouts & Hoodlums' car chase mechanics need to account for both. I could point out that smokescreen ejectors have been on the H&H trophy list since Book II: Mobsters & Trophies.  I could point out that playing a Fighter who is really a beat cop makes it real easy for the Editor to dole out plot hooks to you, but could also give the campaign a "railroad-y" feel, since you would be under orders to take up quests in the order given to you. But I'm mainly pointing this out because it might be the first published work by Jack Cole.

"We've invented a secret compartment in the back of a car! We call it...a trunk!"

I can also point out the pacing of this scenario. I think my players would balk if I had them spend six days in the trunk of a car waiting for a wandering encounter. But then, I don't like to hand-wave time passing too quickly.

And then there's the interesting idea of making a parking garage into a hideout.
Proof that you get more than one chance at open doors rolls.

I also had an idea today for a new rule about playing possum. It will become such a cliche in comics, that playing possum should afford some game mechanic advantage. Maybe allowing for a new surprise roll if your opponent fails a save vs. plot?

I need vehicular combat rules with something about ramming damage.

It's also really interesting how it takes Trumpson "two weeks" to heal from "a few cuts and bruises". Of course, the police chief could be exaggerating -- or, this could be proof that, outside of getting some hit points back after a "short rest", that healing should be a slow and laborious process in H&H.



This is Stoney Dawson, who takes a flesh wound to the head from a gunshot and is just "dazed".  We don't have rules for dazing in H&H.  It was possible Stoney was knocked out, but recovered after a short rest. Another possibility is to have a low chance after any damage of being temporarily stunned.

Also note the medieval castle -- you can still have those in H&H!

(Scans courtesy of Comic Book Plus)



Friday, April 1, 2016

Adventure Comics #34

Fang Gow purchases a mind control drug in this installment of Barry O'Neill. The drug has to be injected (at least in this form). Worth discussing here is the nature of mind control and what it can and cannot force someone to do. Characters in stories with their minds controlled, even supporting cast, often shake off the effects at the last moment for maximum dramatic effect. In this case, it is notable that Inspector Le Grand is not able to shake off the effect. Evidence of saving throws?

In Tom Brent, the First Mate gets shot when Tom dodges a bullet -- proof both of the save vs. missiles rule, and the dangers of shooting into a melee. The story also involves a shipboard mutiny...Hideouts & Hoodlums briefly touches on Loyalty as a game mechanic, but it is basically just treated as Morale under another name. Loyalty might need to be expanded on in 2nd edition, particularly in terms of how it could cause mutinies among supporting cast members.

Steve Carson of Federal Men goes on a car chase. I've talked before about using hit points and combat for ending car chases, but there needs to be a competing mechanic of evasion at work too. Can Steve make an evasion roll before his opponents shoot up his car? I don't want evasion to just be a single roll, though, because that's boring. Maybe evasion should work in degrees, so the first successful roll moves you from short range to medium, the next roll could move you from medium to long range - or back to short range if you bungle the roll. It needs more thought.

Dale Daring and her boyfriend encounter a trap that consists of a pit/crevice. The unusual thing here is that the pit is not covered or concealed in any way, but the Heroes may fall into the pit because the uneven floor around it is not safe to walk on.

Tod Hunter faces cannibals. I had once considered treating cannibals as its own mobster type, but decided to lump them under Natives instead. There is also an 8' gorilla in this story. In the normal/large/huge/giant categories for animal-mobsters, would an 8' gorilla be large or huge? I would think it would fall somewhere in between, but would probably side conservatively with making it a "large ape", so that "giant ape" could still be something more King Kong-sized.  Also, we know from this story that apes should get a crushing hug attack and a bite attack.

In The Gold Dragon -- we finally see the gold dragon. It's been a long set-up for this (this is the 29th episode), so much so that this is not our first dragon in comics at this point, or even our second. It is the first dragon to fit the dragon types found in H&H, though the gold dragon has, luckily, always been found in the game since Book II: Mobsters & Trophies.

Anchors Aweigh reminded me of several issues this month. One is keeping track of ammo -- because being on your last bullet should be a suspenseful moment for every Fighter relying on guns. Two is fatigue from running. H&H has a fatigue rule that is more combat-oriented; it needs to apply to running as well. Three is when Marshall's last shot fails to frighten off the natives because of their large numbers -- morale needs to be modified so that number encountered affects morale saves.

(Summaries from DC Wikia)


Wednesday, December 30, 2015

Crackajack Funnies #4

Twenty officers for back-up, Dan? Thanks for ruining my adventure by sitting back and letting a small army of non-Heroes take all the hits!

At one time, this would not have penalized Dan at all, XP-wise, as the original rules for Hideouts & Hoodlums called for experience point awards for defeated mobsters to be awarded in full to all participants. This was handy in the message board-based playtesting, with its slower pace and level advancement, but I completely reversed this call in my recent "1.5 ed." changes after much more live session play. Making players think twice about how many people they bring into the hideout ("Hmm...I'll have to split XP 21 ways...?") actually helps better emulate most Golden Age comic book stories with lone heroes.

Unless you're a chicken like Dan Dunn.

To be fair, Dan's player might just be high-balling here, realizing that the Editor may not want to give him 20 officers for back-up and is looking for a high compromise number. Now, if he was looking for a number of back-up officers equal to his level, I probably would allow it right away, but for a higher number like that, I would make an encounter reaction roll, and it would have to be a very friendly result to get that many.

I have recently posted, and been giving a lot of thought, to game mechanics for car chases. Obstacles -- lamp posts, peddlers carts, trees -- should be getting in people's way all the time in car chases, each one requiring a save vs. plot from the driver to avoid crashing into.


And this I just find funny, how this page talks about a lottery like it's a terrible scam, and how far we've come in being permissive of gambling in this country. What's really interesting, though, is how Dan says booze is still illegal. That means this adventure took place no later than 1933!



This is from Capt. Frank Hawks, Air Ace, and it got me to thinking...could the wrecking things table be used in reverse? Could I use it to figure out what a robot or a car -- or a plane -- can wreck, when they go up against each other? It needs more thought, but I'm thinking yes.


This is Freckles and His Friends.  There's some pricing information here -- such as a "trick" horse fetching between $500-650.  The boys' errands show that they could earn a quarter for running a grocery errand, 75 cents for fixing a radio, and 35 cents sounds like an average laundry bill.



Dr. Centaur's tip for attacking a ship: take out the foremast first, to disable the ship's radio. That way they can't call for help.




I don't know if just anyone could "reverse look-up" a name and address by a phone number by calling the operator, but G-Men apparently could. Maybe any Hero who makes a positive encounter reaction check can too.

(Scans courtesy of Digital Comic Museum)