Showing posts with label disease. Show all posts
Showing posts with label disease. Show all posts

Friday, April 10, 2020

Jungle Comics #3 - pt. 4

Because I'm a glutton for punishment, we're going to do a fourth look at this issue for its final feature, Fletcher Hanks' Fantomah, Mystery Woman of the Jungle.

The makers of this ancient city loved spires, which is interesting because spires didn't appear in architecture until the 12th century. So how "ancient" are we to consider this?












Can we credit Fletcher with combating racism in comics by refusing to color black characters in comic books any differently than whites? Two other possibilities are a) he was just lazy, b) careless, or c) this is one of those racist lost cities in Africa populated by whites, because blacks couldn't be believed to have created civilizations themselves.

It looks like the archers are enjoying a much better rate of fire than the tommy guns by that last panel -- and that is perfectly appropriate to 2nd ed. Hideouts & Hoodlums, where rate of fire is based off of level/Hit Dice more than weapon choice.

It scarcely is necessary to mention Fantomah is using a Fly spell here.
Okay, assuming the green death plague was a real thing, what are these two big game hunters doing with a sample of it in a syringe? Random trophy selection?

If the green death will kill a man in a few hours, is it really a good idea to be that close to the infected mandrill?

I'm not aware of any culture that holds the mandrill sacred.
This is definitely the first time I've seen a diseased mandrill used to infiltrate a guarded city. Players take note!

Fantomah, still working behind the scenes, casts Cure Disease (for the first time in comics?).
A spell that mysteriously returns things to their places is...Telekinesis? Some kind of Put Things Back Where They Were spell?

Fantomah used Polymorph Other twice on the two men, showing that it doesn't have to be a real species one is polymorphed into -- unless I stat these guys as some kind of asparagus men.

(Scans courtesy of Comic Book Plus.)


Tuesday, March 12, 2019

Champion Comics #4 - pt. 2


This is Penny Wright, girl reporter. We can see here how useful it is carrying glass compacts, especially if you get tired up a lot.

I still do not plan on statting henchmen as their own mobstertype. Hair-pulling? This henchman fights like a girl...


Although, according to Penny Wright, the way a girl fights is to put out a cigarette in your opponent's eye. Normally I wouldn't allow a called shot, but a lit cigarette to any other part of the body would barely qualify for a point of damage. An eye is going to be a small target -- AC 2? If it hits, I would let it do 1-6 points of normal damage.

The people in the sewers are not labeled, but they are "Apaches," also known as bloodthirsty hoodlums.

Waist-deep in raw sewage, Penny is going to have to save vs. poison or be diseased after this.
Doormen are good bad guys because they see everyone who's coming and going.

Until this page it wasn't clear what Nina's scheme was or that she was mesmerizing people. That would be simple skill-based hypnosis, rather than a magic spell.

The guy from the window is actually smart to put away his gun, since Penny can save vs. missiles to dodge getting shot...
But he's maybe not so smart to choose grappling, because grappling can always turn against you.

Typewriters, particularly 1940 typewriters, are heavy. I would let that do normal 1-6 damage.

The French police talk about being indebted to Penny, but it seems like the squad did all the hard work, except for the one guy she hit with the typewriter.
This filler page has an interesting image of what a Martian could look like. It's distinctly different from any other Martians we've seen. Do I need to stat another Martian??
This is Neptina, Queen of the Deep, though the cast is expanding so fast that Neptina only gets a cameo on this page. It is worth pointing out that the top two tiers of panels are told from point of views that no hero in the story is present to witness. This kind of "set-up" scene is common in modern comics with their infinite subplots, but is virtually unheard of this early in comic books.

That second tier of panels clearly illustrate what bothers me the most about so many underwater adventures -- how do merpeople or fish-men smelt ore to make things out of metal underwater? And these giant tools we see in the background, winches and cranes -- would they really be the best way to move things underwater?

Now, what interests me on this page are the fish-men "shadowers," which makes me think of allowing fish-men to be classed as mysterymen, or the obscure 1st edition class, the spy. But, on the other hand...they aren't very good secret agents, are they? They fail to blend in, inside a city of fish-men, and then easily fall prey to an ambush.

Note the merwomen's antiquated weapons. Brad's tuning fork, as we've seen previously in this serial, is a thought transmitter, which explains how the merpeople can talk to each other underwater (except for, again, how they smelt the ore to make the metal to make the tuning forks).

Sub-plane? Why would it need to be a plane underwater?

I'm half-convinced I should make some kind of a joke about revolting seamen here, but probably won't.

Remember how the merwomen "took care" of the shadowers on the previous page? So they've already been beaten or surrendered, but here's our murderous Brad, still going around stabbing them to death and getting to the battle at the palace late. Way to lead, Brad!

Lastly, note the hydraulic jet pack on Brad's back, which would be a handy way of getting around underwater.

These are the Liberty Lads, appearing three years before Johnny Tremain was published.

Liberty Lad Tom here demonstrates what not to do when trying to find the American Secret Service headquarters -- walk up to complete strangers on the street and openly ask them.

Sgt. Upjohn triggers a morale save with just a trip attack.
This is from the Adventures of Bill Handy. Here we get a rare look at a wild boar in comics. Curiously, guns are less effective than stabbing weapons against boars. Who knew?

(Scans courtesy of Digital Comic Museum.)



Tuesday, December 22, 2015

Detective Comics #18 - part 2

This installment of Bruce Nelson continues his adventure in aviation. His attackers use the stunt Find Blind Spot.

When Bruce's plane crashes, "his ankle was badly sprained and one arm wrenched painfully", but this is all just flavor text -- in reality, Bruce would only took x amount of hit points of damage from the crash.

Bruce utters the racist statement about his black companion, "There's plenty of white man in that big black."  To be fair, Bruce is burning up with fever at the time and likely delirious. Disease is not flavor text.  It can be resisted with a saving throw vs. poison, but if one succumbs, disease should have game mechanic penalties (in the case of jungle fever, Bruce is apparently incapacitated to the point where he can barely move (but is still able to attack on the next page).

A large python attacks Bruce and Ungi. Curiously, in addition to constricting, the python is able to headbutt anyone it is constricting for additional damage. I've never heard of a python doing that, though I suppose it's possible.  Ungi is only stunned for one turn by the headbutt -- further proving to me that H&H needs a rule where any melee attack has a chance to stun for 1 turn.

We meet Steve Malone, District Attorney, in this issue. His adventures are clearly set in New York City (with his first scenario taking him specifically to Brooklyn).  Steve's starting equipment includes a book of matches, a revolver, a flashlight, and a car with a short wave radio.

At his first hideout, Steve runs into seven hoodlums at once. Since Steve is probably a level 1 Fighter, his Editor clearly never meant for him to win that fight. Luckily, his Editor planned a deathtrap for him to be placed in, instead of killed outright. The deathtrap is: Steve is tied to a chair and a bomb with a lit fuse is sitting next to him. This isn't too hard to get out of. Steve could a) tip over the chair and see if it loosens his bonds, b) tip over his chair and headbutt the round bomb so it rolls away from him, c) try to snuff out the fuse between his shoes, d) try to tiptoe away from the bomb while balancing the chair on his butt. But Steve has a rookie player and his Editor, seeing that he's presented too much of a challenge, gives him a break and has two beat cops show up in time to save him.

Seeing that Steve's player is going to need more help, the Editor has those beat cops tag along and go into the killer's hideout first.

Really, the smartest person in this scenario is the dead diplomat's wife, who hid her husband's treaty by sewing it into her dress.

By now, stratosphere planes were becoming almost a common trophy item in the comic strips. Even though jet aircraft would not be reliably tested, for real, until 1940, two years from now, the idea or using rockets to make planes fly had been around since 1928. In this installment of Slam Bradly, Slam helps the inventor of a stratosphere plane. In this story at least, stratosphere planes look like futuristic jets and not ordinary planes. Furthermore, the stratosphere plane is said to be able to reach Europe in a "few hours", making it as fast as the supersonic jets of the 21st century.

Unlike the average comic book plot, this one has unexpected switch after unexpected switch, The person we believe to be the scientist's daughter turns out to be working for the crooks who want the plane, and the scientist, who believes Slam and Shorty are working with the crooks, becomes their adversary for part of the scenario. He captures them in his lab with trick chairs that extend straps around wrists and torsos, and then tries to torture them with a heat ray. When the crooks show up to steal the ship, the scientists frees Slam to fight them. But when the girl helps Slam, and the scientist escapes, we find out we'd been misinformed again -- this scientist was actually a thief who stole the ship previously. The girl really is a scientist's daughter, but of a previously unseen and captured scientist (in the story's one disappointing note, the missing scientist is found, uncreatively, locked in a closet).

At the end, Shorty asks for a reward by handing over a blank check and saying "figure it out".  While not the most Lawful solution possible, this could be a helpful reminder for an Editor who doesn't always remember to offer a big reward at the end of his adventures.

(This issue can be read at Comic Book Archives)