Showing posts with label darkness. Show all posts
Showing posts with label darkness. Show all posts

Tuesday, December 1, 2020

Slam-Bang Comics #1 - pt. 3

Hello! We're back, still looking at the Lucky Lawton feature. We could talk about the oddly rectangular word balloons (the very next page goes back to rounded corners), or the terrible coloring job on this page, but I'm going to focus on the "no guns" law, which was actually quite common in the "Old West," and is something we badly need more of today. Personally, I would like to run a "no guns" H&H campaign, but I know that wouldn't emulate the comics well.



If you've followed this blog long enough, you've probably seen plenty of examples where the artist just seems to be guessing what an animal looks like without using a reference. The artist here is Hal Sharp, and I have a feeling Hal owned a dog; Pal is in real dog poses every time we see him.

Lucky does the smart thing, circling the perimeter instead of barging right into the bank. 

Also note how not going solo gives Lucky twice the chance to detect the activity in the bank that he would have had walking along alone.




There are two ways to achieve Lucky's noiselessness. One, he can make a skill check to move silently. The other is that he trust to his surprise roll and, if successful, means he must have been moving silently. Since chance of surprise is normally 2 in 6, it seems like that would be easier for most Heroes (unless Lucky is a mysteryman using a stunt, but I doubt it). 

Combat in the dark adds a greater level of challenge, what with the -4 penalties to hit. Just by not flipping the lights on, every unarmored combatant is now effectively at AC 5. Now, from the panel art it appears that there is plenty of light coming in through those front windows, making the scene only dimly lit, but this could just be artistic license so we can see more than five black panels with word balloons in them.

And yet, in this scene, the bandits are silhouetted in front of the windows, so it wasn't really that dark after all? And the remaining band sees Lucky in the darkness now? To emulate this scene, we need a new mechanic for eyes adjusting to darkness after a certain, or maybe random, number of combat turns. 

Although the rest of this story is seemingly set in the Old West, the remaining bandit's hat looks suspiciously modern.

The bad coloring job on the lower half of this page might be fooling me, but it appears that the rancher is wearing his bandana up over his mouth. I only mention it because I see so many people wearing their masks wrong like that these days...


There aren't game mechanics on display here, but I like how Lee is a scientist/explorer. Both were classes in Hideouts & Hoodlums 1st edition, and while both classes did get playtested in my campaigns, no one ever thought to combine those two.

My initial reaction was that having the slavers be Arabs was racist, but while there have been many white slavers through history, there was a strong tradition of slavery in the Middle East, with several countries not outlawing it until 1970. Also in the writer's favor, Ali and Hassan are real Arabic names, and not gibberish names meant to sound Arabic (I know, some golden age writers set the bar really low!).

Wow, we're in pure fantasy territory at this point. First, there's no way a plane explodes, and someone sitting in that plane falls from that wreckage completely unharmed. This should be a save for half damage situation at best. 

Then, there's no way someone's coat would be big enough to create enough wind drag necessary to cushion his fall, so there's more damage Lee should have taken by now. I think we're looking at the tune of 55d6 damage at this point - and that's assuming the plane was at a near dangerously low altitude for flying.

As unlikely it is that all the spear attacks Lee left himself open to while charging the pygmies missed, it is even more impossible for him, game mechanically, to push the leader onto a spear, unless the Editor was house ruling a fumble mechanic. More likely, this is just a freebie from the Editor.
Neutralizing poison is really easy in Lee's world. All you have to do is stick someone with a knife and the poison leaks right out of you! If I was willing to implement this as a new rule (and I'm not), for every point of damage you do to the wound, you would give the recipient a new saving throw. 



The pygmies are very patient in indulging Lee's rampant passive-aggressive racism. "Uh...ever heard of donkeys? The domestication of donkeys started in Africa. And we know what iron is, iron smelting and forging technologies were discovered in Nigeria as early as the 6th century BC. Bricks too, since about 7,000 BC. And just what are you whittling? A giant banjo?"




I am so torn on this page. On one hand, I think it's great that, for once, a lion shows up in a story and the Hero wants to capture it alive instead of stabbing it to death, or snapping its jaws, or shooting it. But that he wants it so he can perform experiments on its brain doesn't sit well with me, even though I get that the author is trying to offer a scientific explanation for how the jungle Hero is able to talk to animals. 

(Scans courtesy of Digital Comic Museum.)











Saturday, May 9, 2020

Smash Comics #8 - pt. 3

Panels like this first one are so useful for figuring out how fast Heroes move. He's flying from New York City to Washington, D.C. -- about 220 miles as the crow flies -- and makes it in 22 minutes. That makes it really easy to figure out Bozo can fly at a staggering 600 MPH -- that's the 3rd-level Race the Bullet power.

Lifting the car is the 1st-level Raise Car power. Coupling that with a flying power makes it even more deadly. Since Bozo seems to have reached cloud altitiude, that puts him at approximately 16,000'.  Now, the Fly powers, as written, have no maximum altitude, so the only distinction is how long it takes to reach cloud level. Even at Fly I, this would only take about 4 1/2 minutes. At Fly II, this would take just over 2 minutes.

Taking no damage from a car exploding probably requires the 4th-level Invulnerability power.
If Bozo has returned to New York City, there is no Bird Airport there, nor even a name close to that.

Traps are usually ineffective if the Heroes have to touch something they have no reason to touch. I can't imagine what Hugh is hoping to accomplish by having Bozo lift the cable. Adolph is clearly inside the shack, not behind the cable!
20,000 volts is not going to melt Bozo, guys. That's a fairly standard amount of volts; your car's spark plug can take it. Now, interestingly, in a more hi-tech setting, Bozo would be full of electronics and 20,000 volts might mess with his systems. But in 1940, robots are chiefly mechanical contrivances, like clockwork automatons. So this trap isn't really doing anything but giving him electrified lariats to kill people with.
Let's jump ahead into Chic Carter. Chic's adventures in Moldavia are finally over and he's back in New York City trying to catch murderers.  Now, by all rights, this scenario should be over before it begins. Chic decides to beat up someone acting like a security guard of the professor he needs to talk to. Now, had Brenda screamed first, Chic could be trying to get in faster to save her, but since she screams after, Chic is just punching anyone who touches his arm.

More seriously, Hideouts & Hoodlums currently has no mechanic for making an attack roll miss against someone else. It doesn't seem like we can ascribe this to flavor text, since saving Lansing's life is vital to the story and why Lansing trusts Chic to take over the investigation. It's possible we could use the parry rules to slightly modify someone else's Armor Class from missile attacks.
Now, this is not a tactic I recommend most players using. Chic has a hunch thieves will come for the valuables in the safe room that night, so he remains locked in the safe room to ambush them. Is that safe room air tight? That's something Chic's player should ask first, in case he's wrong and the thieves wait another night. 
Redundancies are a good way to slow Heroes down, if not discourage them from getting to where they want to get into (players tend to be stubborn like that). Here, we have a wall safe, inside a safe room, each with its own combination.

Dousing the lights gives everyone a penalty to hit, but the open window means positioning is very important in this combat.
That is one amazing hunch Kent gets. Based only on Jenkins' testimony that he didn't know why he pulled the lever, Kent decides he must have been controlled by a VOODOO MASTER!! Instead of a garden-variety hypnotism. Or, you know, lying and being bribed to pull the lever. Somehow, looking at blueprints helped Kent reach this conclusion too, though I suspect the Editor fed this hint to Kent's player during setting up the scenario.
The Invisible Hood remembers to bring a rope and grappling hook on jobs where he thinks he'll need them...though if he's invisible, and the gate is open, I don't know why he takes the time to scale the wall...
I like the trap of the crystal ball next to the throne that casts blinding light at the flip of a switch. But, how does this make him visible? If bright light foils his invisibility, then he's not really invisible so much as camouflaged.

How stupid does a villain have to be to, in the middle of monologing, point out the very switch that can blow up his hideout?

The battle axe is a good choice to help with wrecking things. I might be inclined to give him a +1 bonus with the axe. Though, maybe that should come with a 2 in 6 chance of taking 1-4 points of damage when smashing something electrical...

(Scans courtesy of Digital Comic Museum.)

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.)

Friday, March 2, 2018

Famous Funnies #65 - pt. 2

Morse code is a handy way to send messages to Heroes, but as a non-traditional language it is not necessarily something Editors will let all Heroes know. Translating Morse code could be a basic skill check.

The "sounds phony" clue is a tricky thing to impart in game play. Is my player going to know I know it's not the Navy Secret Service, is he going to assume I didn't know and just got it wrong, or is it going to go right over his head? I've talked about this before on the blog, and there's really no easy solution to this other than to talk to the player out-of-character and explain that this was a clue or hint.

This is the flipside of the issue I just talked about -- what to do if the player is the one testing your knowledge while in-character? Did he just trick the mobster into admitting he was a phony just because I didn't know that thing about West Point? Again, this will require out-of-character discussion about what the player is trying to find out.

The gunshot through the window is evidence of how difficult it is to shoot the correct target in melee, though I do suspect that it did not really matter for these bad guys' plans which one of them was shot.

Dickie Dare features a partial map of the interior of a steamer ship. Looks accurate enough to me!

This deathtrap sounds pretty brutal -- scalding water shot through a firehose seems like it would do 1-6 points of damage. It's not a lot, but because a hose has an area of effect (let's say it's a ray 10' wide at its base), the pirates don't have to roll to attack with it.

A "steam cock" is an actual thing, by the way; it's part of the boiler.

No one is dying too fast from this steam, but I have a couple of possible explanations for that. One, the Heroes in the room, at least, should get saves vs. missiles (or maybe science) for half-damage. Two, the pirates might have started their trap too early, before the water was hot enough to do more than a few points of damage.

That ape looks pretty intense. Note the value of a captive ape. They're almost too valuable to give Heroes a chance of capturing one!

All I'm going to say here is that is some pretty fancy shooting, to spray bullets from a sub-machine gun and only hit his hand, for a disarming shot.



Here's an interesting page! For starters, Dickie and friends have a problem that no players ever have because of player knowledge -- knowing which of them was shot in the dark. To do this in-game, the Editor would need to keep information from everyone -- even the player who was shot, in order to make sure the others do not know.

Being a non-Hero, Kit can bleed to death from being injured (strict hp rules only apply to Heroes).

There was recently a kerfuffle in my home campaign, where one of the Heroes gave a semi-automatic to his 12-year old sidekick. Here we have Dickie, arguably even younger, hauling a sub-machine gun.


I'm sharing this because I'm amused by the fact that Oaky has been sleeping under a tree, and his supporting cast has been out doing much more exciting stuff without him. When your players' SCMs come back after being away from the campaign for a bit, make sure they have interesting stories to tell.

Seaweed Sam surprises me again with more Hideouts & Hoodlums-relevant content. Here, in this land of giants, we see that giants (and, really, any mobster class we want) can also be magic-users. This giant magic-user is at least 7th level if that is a regular Polymorph Other spell. The Polymorph Other spell is not supposed to be able to turn you into any animal smaller than a bird, but bear in mind that the scale is way off in any panel with giants in it, and that butterfly is really quite large.

Not sure, but I probably won't be statting large butterflies, unless I find much bigger and more dangerous examples.
Big Chief Wahoo's feat here could have been accomplished with one of two powers -- either Improved Missile Weapon, with the heavy lifting hand-waved, or more likely Raise Car, since the distance thrown itself looks pretty normal and the lifting is the only really impressive part.

We also learn how much it cost to shoot that much of a movie.

(Scans courtesy of Digital Comic Museum.)