Welcome back! Still going through back issues of Tip Top Comics, and we're still on v. 3, no. 2 (June 1938) from last time. I actually don't have a lot of game mechanics to discuss this time, so let's just jump in so I can talk about why I've chosen these pages to discuss.
This page is rather exciting because -- well, look at that lifeguard! At this same time, Centaur Comics was still publishing minstrel show-type strips of blacks eating watermelon, and here we have a normal-looking black man, acting in a heroic manner.
Less PC as far as devils are concerned, How It Began has a very interesting history of cider that makes me want to run a medieval campaign like this someday, where the Devil isn't evil so much as he's just lazy, and you never know where you might trip over him.
There is a lot of filler in this issue, which means more learning for me; I never knew this about envelopes.
We're now in vol. 3, no. 3 (July 1938).
I had never encountered the term "sky pilot" before being used to refer to a preacher. It certainly gives new meaning to the 1960s song for me.
I'm so amused by this page, probably more than I should be. Just the thought of running scared from a cow...
The polevaulting over a river that wide-looking would probably take a stunt, or at least an expert skill check (atheletes can clear 20').
Both a boat and aquaplane can be rented here for just $3 per 15 minutes. Of course, the operative word here is rented. Most businessmen will be disinclined to rent to vigilante heroes, as they tend to get things wrecked.
I'm really surprised this was ever published, teaching kids how to make firecracker bombs in people's cars and telling them it's a funny prank adults do too? Geez.
Well, this is how you set a bomb in a car with a firecracker and some spark plug wires, apparently. Knock yourselves out, future H&H Heroes needing a diversion.
In module RT 1 Palace of the Vamp Queen, I added a table that was really useful for me, a list of random things mobsters might have in their pockets. I'm pretty sure they are on it, but I'll have to go back and see if I thought of handkerchiefs, cigarettes, and a license. I'm really surprised a common mobster would be carrying $485 on him, unless he just came back from a job. Although...I'm thinking from my modern perspective of how little cash I need to carry around these days, thanks to debit cards. Maybe, back when we paid for everything in cash, this wasn't so extraordinary? If so, then I would need to rethink $1 = 1 xp if I was going to have wallets this full.
I'm hoping this filler was well-researched, because I'm certainly putting a lot of stock in it lately. This is a fascinating explanation of where the Jack and Jill story came from that I'd never heard before.
(Scans courtesy of Comic Book Plus.)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label diversions. Show all posts
Showing posts with label diversions. Show all posts
Friday, May 3, 2019
Monday, January 30, 2017
Popular Comics #45 - pt. 1
A little tip here from The Masked Pilot's men -- there was an air bureau you could contact to look up a pilot's registration number, confirming who a plane belonged to, or that the number he gave you was fake.
From the map, we learn that the Masked Pilot is in Texas. We also see that it's fairly easy for him to get help/helpers from the Coast Guard.
Now here's a new one. I've talked a lot about disguise -- Heroes disguising themselves, mobsters disguising themselves -- but what about Heroes disguising their planes? Does this warrant the same save vs. plot mechanic here? Should it be an aviator stunt to camouflage a plane so that it's findable only like a concealed door?
Also note how long they wait for a wandering encounter.
From Gangbusters, we learn that apprentice robber is a low-paying job -- $10 a week. That's only 200 apples!
Apprentice robber is a position that lasts two years.
Note that carrying two guns gives the young hoodlum no advantage -- he's still losing the fight with the beat cop.
Thrown canned goods as improvised missile weapons? Let's say 1-3 points of damage.
We return here to The Mystery of Mr. Wong Featuring Boris Karloff. Here, Wong manages some sleight of hand, pocketing a clue in a crowded room with no one noticing. Now, that's a pretty advanced skill and I would give it a 1 in 6 chance of success normally. Though, everyone seems to be looking away at the moment so, if there was some diversion going on, I would double his chances.
In both movies and comic books, characters seem to be able to react to guns being fired from hearing them fired. Of course, science tells us the bullet has already passed you before you hear the sound, so Wong is here dodging a second shot, not the first. Also note that the bushes will only serve as soft cover (-1 to hit) -- unless he drops behind them completely to hide, in which case he is effectively invisible and -4 to be hit.
Our first giant turtle?
Note how much more quickly the Hurricane Kids can fix a boat than the Professor on Gilligan's Island...
I like how this isn't just a giant shark, or even a giant prehistoric shark, but the "father of all sharks".
(Scans courtesy of Digital Comic Museum)
From the map, we learn that the Masked Pilot is in Texas. We also see that it's fairly easy for him to get help/helpers from the Coast Guard.
Now here's a new one. I've talked a lot about disguise -- Heroes disguising themselves, mobsters disguising themselves -- but what about Heroes disguising their planes? Does this warrant the same save vs. plot mechanic here? Should it be an aviator stunt to camouflage a plane so that it's findable only like a concealed door?
Also note how long they wait for a wandering encounter.
From Gangbusters, we learn that apprentice robber is a low-paying job -- $10 a week. That's only 200 apples!
Apprentice robber is a position that lasts two years.
Note that carrying two guns gives the young hoodlum no advantage -- he's still losing the fight with the beat cop.
Thrown canned goods as improvised missile weapons? Let's say 1-3 points of damage.
We return here to The Mystery of Mr. Wong Featuring Boris Karloff. Here, Wong manages some sleight of hand, pocketing a clue in a crowded room with no one noticing. Now, that's a pretty advanced skill and I would give it a 1 in 6 chance of success normally. Though, everyone seems to be looking away at the moment so, if there was some diversion going on, I would double his chances.
In both movies and comic books, characters seem to be able to react to guns being fired from hearing them fired. Of course, science tells us the bullet has already passed you before you hear the sound, so Wong is here dodging a second shot, not the first. Also note that the bushes will only serve as soft cover (-1 to hit) -- unless he drops behind them completely to hide, in which case he is effectively invisible and -4 to be hit.
Our first giant turtle?
Note how much more quickly the Hurricane Kids can fix a boat than the Professor on Gilligan's Island...
I like how this isn't just a giant shark, or even a giant prehistoric shark, but the "father of all sharks".
(Scans courtesy of Digital Comic Museum)
Labels:
cover,
disguise,
diversions,
Gangbusters,
government agencies,
Hurricane Kids,
improvised weapons,
maps,
Masked Pilot,
Mr. Wong,
new mobsters,
prices,
salaries,
skills,
wandering encounters,
weapons
Thursday, February 25, 2016
Action Comics #7
The Superhero power Raise Elephant comes from this issue's story of Superman joining the circus.
Superman's adversary, Derek Niles, faints from fright when Superman confronts him. Maybe this should be a failed morale save result.
Though this story of Superman rescuing a circus from bankruptcy is iconic, it gives us little to consider about game mechanics...except perhaps the curious incident of Clark Kent pulling off Curly's clothes as a prank in the last panel. This is going to be a disturbingly frequent stunt from the Flash two years from now, so it seems like the same power is in play here -- a 4th level power called Invisibly Fast.
Chuck Dawson, urging his horse Blacky to go faster, seems to be an example of the Cowboy stunt Increase Speed.
Virginia tells her dad that she believes Chuck can be trusted, even though there is mixed evidence to support this. Perhaps Chuck just got a lucky encounter reaction result...but I'm wondering if there should be Father's Daughter as a Lawful version of the Vamp mobster. The father's daughter would be able to detect good and heal wounds at least as well as a Hero with a first aid kit.
Chuck creates a diversion to move some gunmen away from the cabin so he can escape. The Editor could simply wing how long a diversion lasts, roll 1d4 and have it last that many minutes (combat turns), or make the bad guys save vs. plot each combat turn to realize they were hoodwinked.
In The Adventures of Marco Polo, Marco runs into two medieval versions of drunken hoodlums. The bandits are armed with whips and plan to use flaming oil. Hideouts & Hoodlums might need a rule about how much damage burning oil does when crossed, or when it's thrown as a grenade-like weapon.
So far, we have yet to see a story where a Hero gets amnesia, but here in Scoop Scanlon we see a hoodlum suffer temporary amnesia after a car crash. This would be an appropriate complication, then, when non-Heroes are reduced to zero hit points.
Tex Thompson is in jail, believed to be his doppelganger, Captain Diablo. A guard comes into Tex's cell with a gun trained on him, but because the guard doesn't have surprise Tex gets to roll initiative against him normally and manages a disarming kick before the gun can be fired.
Bob Daley is able to tell it's Tex and not Capt. Diablo, so SCMs at least have a good chance of seeing through the deception of doppelgangers. Also, we learn that doppelgangers do not match the fingerprints of their lookalikes.
In the Zatara story, Zatara and Tong are on a boat to South Africa. For a man with access to teleport spells, Zatara sure likes slow forms of travel. One of the Tigress' henchmen, Harold Faomes, is a slick hoodlum who comes up with an interesting strategy against Zatara. Knowing he can't possibly win in a fight with Zatara, he tries to blemish Zatara's reputation by convincing Zatara to play cards with him, but then loudly and publicly accusing him of cheating. Zatara clears his name, but lets Faomes get away, which of course works to the story's advantage later.
Faomes' real goal was to hire the local natives to attack a diamond mine. Zatara thwarts the attack by making himself look like their leader (either by illusion or polymorph isn't clear). Zatara learns that the Zulu attack was just a diversion, though, and Faomes has already stolen a bunch of diamonds and escaped. Faomes has been sighted heading north into Bantu territory, so Zatara and Tong follow. They are somehow captured by the Zulu, escape, and finally capture Faomes, only to learn that Faomes and Tigress pulled a rather clever trick on them -- Faomes was a second diversion, having already passed the diamonds off to Tigress, who is fleeing South Africa even now.
Somehow, Zatara gets back to Capetown fast enough to spot Tigress' plane leaving (Teleport, finally?). He uses some spell to force the plane to land (Telekinesis?), and Tigress is finally arrested for the first time.
(Superman story read in Action Comics Archives vol. 1, select Tex Thompson pages read at the Babbling about DC Comics blog, the rest based on notes found at DC Wikia)
Superman's adversary, Derek Niles, faints from fright when Superman confronts him. Maybe this should be a failed morale save result.
Though this story of Superman rescuing a circus from bankruptcy is iconic, it gives us little to consider about game mechanics...except perhaps the curious incident of Clark Kent pulling off Curly's clothes as a prank in the last panel. This is going to be a disturbingly frequent stunt from the Flash two years from now, so it seems like the same power is in play here -- a 4th level power called Invisibly Fast.
Chuck Dawson, urging his horse Blacky to go faster, seems to be an example of the Cowboy stunt Increase Speed.
Virginia tells her dad that she believes Chuck can be trusted, even though there is mixed evidence to support this. Perhaps Chuck just got a lucky encounter reaction result...but I'm wondering if there should be Father's Daughter as a Lawful version of the Vamp mobster. The father's daughter would be able to detect good and heal wounds at least as well as a Hero with a first aid kit.
Chuck creates a diversion to move some gunmen away from the cabin so he can escape. The Editor could simply wing how long a diversion lasts, roll 1d4 and have it last that many minutes (combat turns), or make the bad guys save vs. plot each combat turn to realize they were hoodwinked.
In The Adventures of Marco Polo, Marco runs into two medieval versions of drunken hoodlums. The bandits are armed with whips and plan to use flaming oil. Hideouts & Hoodlums might need a rule about how much damage burning oil does when crossed, or when it's thrown as a grenade-like weapon.
So far, we have yet to see a story where a Hero gets amnesia, but here in Scoop Scanlon we see a hoodlum suffer temporary amnesia after a car crash. This would be an appropriate complication, then, when non-Heroes are reduced to zero hit points.
Tex Thompson is in jail, believed to be his doppelganger, Captain Diablo. A guard comes into Tex's cell with a gun trained on him, but because the guard doesn't have surprise Tex gets to roll initiative against him normally and manages a disarming kick before the gun can be fired.
Bob Daley is able to tell it's Tex and not Capt. Diablo, so SCMs at least have a good chance of seeing through the deception of doppelgangers. Also, we learn that doppelgangers do not match the fingerprints of their lookalikes.
In the Zatara story, Zatara and Tong are on a boat to South Africa. For a man with access to teleport spells, Zatara sure likes slow forms of travel. One of the Tigress' henchmen, Harold Faomes, is a slick hoodlum who comes up with an interesting strategy against Zatara. Knowing he can't possibly win in a fight with Zatara, he tries to blemish Zatara's reputation by convincing Zatara to play cards with him, but then loudly and publicly accusing him of cheating. Zatara clears his name, but lets Faomes get away, which of course works to the story's advantage later.
Faomes' real goal was to hire the local natives to attack a diamond mine. Zatara thwarts the attack by making himself look like their leader (either by illusion or polymorph isn't clear). Zatara learns that the Zulu attack was just a diversion, though, and Faomes has already stolen a bunch of diamonds and escaped. Faomes has been sighted heading north into Bantu territory, so Zatara and Tong follow. They are somehow captured by the Zulu, escape, and finally capture Faomes, only to learn that Faomes and Tigress pulled a rather clever trick on them -- Faomes was a second diversion, having already passed the diamonds off to Tigress, who is fleeing South Africa even now.
Somehow, Zatara gets back to Capetown fast enough to spot Tigress' plane leaving (Teleport, finally?). He uses some spell to force the plane to land (Telekinesis?), and Tigress is finally arrested for the first time.
(Superman story read in Action Comics Archives vol. 1, select Tex Thompson pages read at the Babbling about DC Comics blog, the rest based on notes found at DC Wikia)
Thursday, September 17, 2015
More Fun Comics #29
This issue starts with a really short Doctor Occult story, vs. a "spectral killer". The spectral killer looks a lot like the undead mobster-type known as a shadow, but instead of draining strength with a touch, it strangles and kills.
This is the Pirate Gold serial, and we see firecrackers being used as a diversion for the first time (it also happened not that long ago in my Sunday Nights at Home Campaign). It looks like they are being used against yellow peril hoodlums too.
Ah, the Bradley Boys use the old "high and low" trick for tripping someone. I could see, if two people work together and don't want separate attack rolls, that the attacker should get some sort of situational modifier. Perhaps, in this case, the victim would have a -1 penalty to save vs. science or fall prone. If three people were working together on tripping someone, one person would attack and the victim would save at -2.
I'm thinking of statting slavers, like this one Wing Brady is dealing with. Slavers should be tough, maybe as much as 3 Hit Dice, but they only fight with whips for 1-3 damage.
(Scans courtesy of Comic Book Plus)
This is the Pirate Gold serial, and we see firecrackers being used as a diversion for the first time (it also happened not that long ago in my Sunday Nights at Home Campaign). It looks like they are being used against yellow peril hoodlums too.
Ah, the Bradley Boys use the old "high and low" trick for tripping someone. I could see, if two people work together and don't want separate attack rolls, that the attacker should get some sort of situational modifier. Perhaps, in this case, the victim would have a -1 penalty to save vs. science or fall prone. If three people were working together on tripping someone, one person would attack and the victim would save at -2.
I'm thinking of statting slavers, like this one Wing Brady is dealing with. Slavers should be tough, maybe as much as 3 Hit Dice, but they only fight with whips for 1-3 damage.
(Scans courtesy of Comic Book Plus)
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