Showing posts with label facing. Show all posts
Showing posts with label facing. Show all posts

Wednesday, October 13, 2021

Top-Notch Comics #4 - pt. 4

We're back and looking at the next page of Wings Johnson. Panel 4 looks very dramatic, but playing chicken that close with two airplanes seems like a terrible idea to me. It also gives the impression that facing really doesn't matter in aerial combat -- and in Hideouts & Hoodlums, maybe it shouldn't. In hand-to-hand combat, you don't get a bonus to hit for being right in front of someone; your odds are still about 50/50.

Finding a grenade in your plane seems like a dangerous idea, but in a campaign where trophy items are randomly dropped this makes more sense.


We're going to jump out of that story (nothing is every really resolved in a Wings Johnson story, he just hops from one dire situation straight into the next - as if anticipating how Marvel Comics will work someday!). 

...And we're going to jump ahead to yet another disastrously named comic book character, the laughable Bob Phantom. This particular story isn't too laughable, though, because you're going to be choking on the racism here instead. But if we look past that, we'll see an instance of game mechanics poking through here at the end, where the mobster gets a bonus to his morale save as soon as he knows his boss is listening.

This page gets really dark, as Bob completely fails to save an entire plane-full of people. Are there consequences? Only for the bad guy, as Bob now has an excuse to really cut loose on him.

And here we see something unusual; a superhero using an opponent as his instrument of wrecking things. The H&H rules are really set up to avoid this, mainly for game balance; the superhero is supposed to be good at breaking stuff and the fighter is supposed to be good at hurting people. Now, the superhero can knock a bad guy into a wall, essentially treating the wall as a club, and doing 1-6 points of damage (possibly modified by the superhero's Wisdom bonus). Wrecking things should be a separate action the player would have to wait a turn to do...but suppose the hero was buffed with a power, like Race the Train, that granted him an extra action per turn? Then he could legit wreck the wall at the same time as knocking the mobster into it, though it would confer no additional damage to the mobster. 

And check out the text around that newspaper article! It's the text from a story, but not from a made-up newspaper story. It seems to be cribbed from some piece of fiction. Maybe a text story from another MLJ comic book? I don't read the text stories, so I'm not sure.

I am really hoping that the writer of this story just didn't think it through. All the bad guys want to do is smuggle Chinese citizens into the U.S. Five times Bob has forced the planes to dump their human cargo into the ocean and kill them all. Never once has he teleported into the plane before it takes off, or waits for it to land and then catch the smugglers red-handed. It's really bizarre how Bob's player keeps making the situation worse every time he intervenes, and he just keeps right on doing the same thing each time.

 

You'd guess that pit was, what? Sixty feet deep based on the drawings? It seems unlikely that the boss could survive that fall, but Bob could just teleport down there and check. But this is a comic book story, so Bob would have to save vs. plot to interfere with a villain plunging to her death. 

Walt (it's hard to believe that his real name isn't Bob) goes to great pains here to hide Bob Phantom's involvement in the case, and this seems like it would be up to the personal preference of the player. Maybe it's just as well that there's no Popularity or Reputation mechanic in H&H, because it would hurt the players wanting their characters to act more anonymously.


I'm going to jump into the middle of Stacey Knight, M.D. If you do a good deed, but someone's forcing you to do it, even though you would have done it anyway - do you still get the 100 xp for doing a good deed? It's a question almost as tough as, why did these mobsters leave a kerosene can within reach of their prisoner? 

As dumb as the mobsters are, Stacey's plan is pretty bright. Not only does the fire distract his guards and puts their mobile hideout in jeopardy, but it draws the attention of much-needed help.

 

It's unclear if Stacey can boss the Coast Guard around because of his occupation or because of his level. 

Is that guy on the radio saying "Roosevelt" really slowly or spelling it out? 

The Roosevelt Field?  According to Wikipedia, "Roosevelt Field is a former airport, located 2.3 miles (3.7 km) east-southeast of Mineola, Long Island, New York. Originally called the Hempstead Plains Aerodrome, or sometimes Hempstead Plains field or the Garden City Aerodrome, it was a training field (Hazelhurst Field) for the Air Service, United States Army during World War I.

In 1919, it was renamed in honor of President Theodore Roosevelt's son, Quentin, who was killed in air combat during World War I.

Roosevelt Field was the takeoff point for many historic flights in the early history of aviation, including Charles Lindbergh's 1927 solo transatlantic flight."

Apparently, "auto-giro" is still a legitimate spelling, even though you never see it anymore. 

Good guys can pretty much go around punching bad guys with complete immunity, whereas in real life that cop could also arrest Stacey for assault, and Moriarty could still sue him for the assault even if Moriarty was found guilty of a crime.

And is this the biggest waste of the name Moriarty ever? You're going to use the name of Sherlock Holmes' nemesis on a guy who rigs boxing matches?
 


Before we wrap up this post we're going to take a sneak peek at Kardak, the Mystic Magician. Here we see an unusual type of mermen, for two reasons -- one, they have legs and fishtails, and two, despite obviously being mermen they are never once called mermen. They are referred to as underseas men, fishtails, and Anderrans (after the name of their city, Anderras). 

Oh, and Kardak casts Part Water, so, as commonly happens in comic book magic-user stories, we can expect the high-level spells to come fast and furious...

(Scans courtesy of Digital Comic Museum.)   


Monday, January 18, 2021

Detective Comics #37 - pt. 2

*sigh* "Spy" used to be so good when it was Jerry Siegel and Joe Shuster working on it. Ever since Maurice Kashuba started drawing it it's been so boring, I wonder if Siegel's name is only contractually on it and he's not actually writing it anymore.  

The plot here is that a bomb blows up a "conference of government officials," with no specifics as to the nature of the conference or the level of the officials present. Forensic evidence points to a suspect, which our hero Bart Regan collects from the scene, which seems odd because you would think a forensic specialist instead of a spy would be collecting evidence. 

An assassin tries to shoot Bart in the back, but facing doesn't matter in Hideouts & Hoodlums; if you win the initiative roll, you can turn around and deck someone behind you, just like Bart does. 

Undercover, Bart tries to join Ligoni's mob, what we would call a terrorist organization today. Ligoni is a skilled knife thrower and tests his new recruits by throwing knives at them until they flinch. Bart stands still for 16 knives before Ligoni gives up. I would use two mechanics for this: one is rolling to attack Bart with each throw. Since he's trying to miss, a successful "hit" becomes a miss. The other is requiring a save vs. plot from Bart to see if he flinches. If I was really mean, I'd make him make 16 different saves, but the odds would really be against him then. I would have him roll once and, if he missed, the number he rolled is the number of knives he can withstand without flinching. Then, to be fair, I would roll randomly (on a 20-sided die) to see how many knives Ligoni throws.

During the initiation, a mobster walks in who knows Bart and recognizes him immediately. Bart was "disguised" only with a change of clothes to look like a criminal, which is not enough to warrant a mobster having to make a saving throw to see through it.

Whimsically, the newspaper headline saying the bombers were captured is from The Daily Star, the newspaper Superman then worked for. This could be seen as the first cross-title continuity between Action Comics and Detective Comics.

In Cosmo, the Phantom of Disguise, Cosmo's friend is a ship captain tasked with delivering unspecified "chemicals" to England. I immediately thought this was suspicious and did some digging and saw that we did send chemicals to England -- illegal mustard gas -- in 1943. We never do learn if it's that type of chemical being delivered.

It normally took a steamship 15 days to reach England from New York then, but the captain seems to suggest it will take 1 whole month with the circuitous route they planned around the "war-infested areas," which actually does sound like quite a reasonable precaution.

Cosmo, in disguise, hears talk of mutiny on board the ship (after a skill check for listening?). In a clever bit, Cosmo pretends to shoot the captain with a blank cartridge, then dumps a dummy overboard, so the mutineers will trust him and the captain can still move about the ship. Less clear is how Cosmo further distracts the mutineers with an explosion timed to when he drops the dummy in the water. Are the explosives inside the dummy? And if so, wouldn't dumping them in the ocean stop them from detonating? The story should have ended with the captain rallying the loyal crew for a big fight, but the story is running out of pages, so the mutineers all flee to the life boats, but Cosmo punches out the ringleaders before they can board the boats (why the ring leaders wait so long, until all the other mutineers are at sea, before leaving the ship is not clear).

The Crimson Avenger returns! A rich man's daughter has been kidnapped, so the Crimson Avenger goes to work -- as reporter, Lee Travis. He apparently finds no useful clues, so he comes back that night as the Crimson Avenger and, at gunpoint, forces the dad to tell him where the drop point for the ransom money is. His only plan now is to follow the kidnappers' car from the drop point (are police not doing the same?). 

The twist is that the kidnappers' hideout is a mansion in the suburbs. The Avenger even gives us the address for the mansion, 704 West Highway, "Scarchester." That sounds like Dorchester, Massachusetts to me. When he gets there, though, all the Avenger does is point a gun at the five kidnappers and wait for the police to arrive. Boring, and the art is terrible. What a bad comeback!



Thursday, January 2, 2020

Silver Streak Comics #3 - pt. 3

We're still looking at Ace Powers, who I thought was a private eye, but it looks like he's actually a police officer. Or maybe this patrolman in the car just owes Ace a big favor? Or should be considered one of his supporting cast members?

That last panel...some of the artwork is terrible in this feature...

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I'm sure this scene has played out in plenty of gangster movies and TV shows, with the car conveniently flipping right after the driver is shot, like there was some symbiotic relationship between driver and car. But I'm not going to talk about that so much as the tommy guns and facing. Because, if you're firing out the side window of a car, should you be able to aim straight ahead?  Normally, and I've said this before on this blog, facing is largely irrelevant to the Hideouts & Hoodlums combat system, but there are common sense occasions when facing can't be ignored, like when you're sneaking up from behind, or like when you have to lean out a window to shoot sideways. I think I'd be charitable in giving the mobsters only a -1 penalty to hit.

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The clearest picture of a 1940 drivers license I've ever seen. Looks remarkably like the ones we have today!
Now we're going to move on to our next feature, Dickie Dean, a half-pint scientist. In a very rare instance, we not only learn what city Dickie is from, but we learn his exact address from that letter!















This machine is a two-in-one mad science trophy. See if you can follow this: sound waves don't ever disappear, but keep echoing back to their original source for weeks, just too faint to be normally heard. And shadows last just as long, but you can't see them under normal lighting conditions! If you can swallow that kind of science, you could include this invention in your next campaign!
The first panel suggests the kind of world-altering change that super science would bring to the campaign world, if it was followed through on.

We never learn what kind of improvements Dickie plans to make to the machine. It's hard to imagine what else it could be made to do.

I did have rules in 1st edition H&H for inventing things, but it didn't cover improving things.
I love this page; a Hero who doesn't use brute strength or even something sharp to free himself from being tied up. He burns the house down around him!

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Now we're going to jump to the next feature, which is Sgt. Drake.


This chauffeur should be statted as a guard, since his uniform can be stolen once he's knocked out.
As if we didn't have enough mad science in this issue, we now have a radio-controlled plane...which is really weird, because Drake is in the plane. Why he is controlling it with his radio instead of, say, manual controls, is deeply puzzling.

(Scans courtesy of Comic Book Plus.)

Friday, July 19, 2019

Adventure Comics #47 - pt. 1

It's been nine months since I've last covered the early adventures of the Sandman! This is what happens when I cover so many titles, in such detail...

This story opens with a newspaper article detailing a murder the Sandman is about to investigate. The article is signed by Ogden Whitney, who's been drawing this feature since last issue. Ogden is good, but Bert Christman and Craig Flessel were just that much better...

I'm not surprised that Wesley Dodds was friends with the dead man, as Wesley has one of the richest backstories of early comic book heroes and knows practically everyone. Gardner Fox is starting to tinker with that backstory, though, changing Dodds from a billionaire to a millionaire. And this is the issue where he gives Wesley is his first partner. Being big on strong, equal female partners, it is hardly surprise that Dian Ware is an expert safecracker and resourceful enough to have learned or deduced the Sandman's secret identity (though it's never revealed how). Known as "The Lady in Evening Clothes," Dian even sounds like a mysteryman (or a Victorian one).

The murder weapon is a Corson repeater. I can't find any evidence that's a real thing, but I'm fine with that. I was way too specific about firearms in 1st edition Hideouts & Hoodlums and pulled back from that in 2nd ed.

Sandman still shows some willingness to act in a Chaotic manner, gassing the District Attorney when he won't cooperate and give the evidence back that Sandman already gave to him.

In a firefight with two mobsters armed with sub-machine guns, we see simultaneous initiative, with Sandman gassing them just as one of them shoots Sandman in the shoulder. We also see that Sandman has no control over who is knocked out within the area of effect of the gas, as Dian goes down too. Sandman is weakened by his injury, gradually losing consciousness, which is not a condition covered by the rules, and it takes him a week to recover (players can thank me ignoring this in the rules later!).

Trigger, the killer, is held on $1,000 bond, but for breaking and entering (the police haven't nailed him on murder yet). 

When Sandman confronts Black Bill, Trigger's boss, he mentions Bill isn't as fast as he used to be (more of that backstory I enjoy so much).

Sandman is still not widely recognized on sight; District Attorney Belmont's butler doesn't recognize Sandman by costume until Dian introduces him.

Belmont has three detectives on guard duty in his house, all armed with sub-machine guns. Surely they are not there full-time, but I don't know how Belmont anticipated Sandman coming.

In a nice twist, Dian turns out to be D.A. Belmont's daughter. Unfortunately, as soon as this happens she is "domesticated" and never shows her safecracking skills again. That Wesley falls for her is evident in that he lets her take off his mask and kiss him where her father might see.

Moving on to Barry O'Neill...I'm not sure when Barry went from assisting the French police to working with French espionage, but it seems to have been a gradual transition.  Of course it starts in Paris, because all adventures in France feature Paris. The Village of Vereux is misspelled as Veraux (intentionally?), while Polmere seems entirely fictional.

Barry is able to win initiative against the fake Inspector Le Grand, despite the fact that the doppelganger has a gun trained on Barry's back already; more proof that facing is of little importance for Hideouts & Hoodlums. The doppelganger must have had only a superficial resemblance to Le Grand, as he had to wear a partial face mask to conceal the rest. That the doppelganger is known as Number 37 by his fellow spies suggest that there are at least 37 spies in this spy ring.

Barry scores a direct hit with a grenade and blows up a building. Area of effect damage does not normally need a direct hit, and certainly doesn't for damaging structures. This may be only flavor text, describing how Barry rolled really well for damage.

The spies' car has a concealed radio transmitter in it, which is something good to add to the add-ons list for transport trophies.

(Sandman story read in Golden Age Sandman Archives vol. 1, the rest read at readcomiconline.to.)

Friday, June 21, 2019

Zip Comics #1 - pt. 3

This is still Kalthar, and we've rejoined him just in time to find out where he hides his magic potions. Is invisible panther hair whiskers? I wonder why the grains even need to be tied to his ears, as weaving them into his hair (if it was longer) would have been much more sensible.

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Being normal size means Kalthar isn't buffed by any powers. In such a state, five guards are easily enough to take him down.

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Unlike many other strips, it is clear that not everyone is speaking English; Kalthar just happens to know all their languages. I honestly don't see much difference between that and having them all speak the same language, although we'll talk about this more on the next page...

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It's interesting that throwing spears at a Hero when he can move around is combat, but if he's tied up, it becomes a deathtrap, with the separate rules that apply to deathtraps (zero hit points means death instead of unconsciousness).

It seems like Kalthar is using some kind of power to summon apes, but if the apes are considered his SCMs, and he's just shouting for them, and they're near enough to hear it, isn't there a good chance they would just come anyway...?

Here's where requiring Heroes to know different languages might actually be useful in the game -- because knowing the language can form a connection with someone, and give you a bonus (+1?) to your encounter reaction roll.

Kalthar can clearly speak with animals as well. I do not want to give this ability all Heroes, and in fact brought up on this blog a long time ago that the Explorer class should get the speak with animals ability. Maybe Kalthar is multi-classed?

And last on this page is a rare example of an elephant being able to wreck through a stone wall. Elephants sure are strong!
Here, for the first time, we learn that Kalthar grows 15' tall when he's activating his powers, which seems to include Nigh-Invulnerable Skin and Multi-Attack.
This feature is War Eagles. Six am seems awful early to start playing Dawn Patrol (TSR joke there).

One of the nice things about this strip is that it includes the name of each plane at the bottom. I don't have to compare the drawings to photos and guess anymore!

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If I ever manage to write my own aerial combat rules, trying to gain control of the facing of your opponents will be a critical function in combat.

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Always make sure there is some downtime in your campaign for role-playing. Friendly rivalries are a good role-playing opportunity. Romances are a little more challenging for most roleplayers.

It seems almost too good to be coincidence that the twins like a Helen Carter, like Captain America would later like a Sharon Carter.

Again, we get the name of a plane to help with research, though that is awfully hard to read...

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A lot of the H&H rules still can apply to aerial combat, including using skills to move silently and gaining surprise before combat -- just occurring at much faster movement rates.
...and yet there still seems to be a need for specific aerial stunts that work more like they used to for the 1st edition Aviator class. Here we see the stunt Power Dive in use.

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This is also a prime example of the amount of carnage that can go on in a war-themed campaign. The goal seems to be accruing the highest possible death toll -- which is perfect for racking up XP in a campaign where finding treasure and trophies is not the goal.
Here we have a villain turn up. You can identify villains by their ability to make return appearances; so, basically, anyone who survives going up against the Heroes could be a villain. The problem here is, the twins haven't actually met or interacted with Anton Schultz, so there's no fun in making him a villain.

(Scans courtesy of Comic Book Plus.)

Wednesday, February 6, 2019

Marvel Mystery Comics #4 - pt. 2

We return to the Sub-Mariner as he makes war on Germany, not unlike what you see on this cover.

Namor says normal mermen can't live outside of water for more than five hours. I hesitate to include that in their H&H stats because it seems unique to Antarctic mermen. Of course, Namor also says his conscience can't abide 38 Americans being held prisoner, after just ordering his men to kill lots and lots of Germans, so maybe being out of water too long affects his thinking (which is actually a similar conclusion to what John Byrne proposed in his 1990s' Namor series).

Namor's quest for the missing Americans means taking a two-week leave of absence from his own navy as he searches the North Sea ship by ship (if the Emperor wasn't in his hip pocket, Namor would probably be facing dereliction of duty charges).

Namor's trunks are described as "woolen" in this story, defying the Silver Age practice of drawing them with scales.

The admiral of Namor's fleet is named Naka. Somehow, Namor contacts Naka telepathically. He never displays this ability again.

So anyway, the scenario is that Namor has found the Americans on a freighter guarded by two submarines and needs to get them all safely out of the North Sea. Namor could probably just smash both submarines on his own, but for some reason he frees the Americans first and lets them capture one of the two subs and attack the other, while Namor stays busy breaking the chains that hold the freighter and telepathically contacting Naka -- stuff he could have been doing either before or after.

Players may be tempted to take fewer personal risks and leave supporting cast in charge of side missions -- and it's their right to do so. Such side missions should not be guaranteed success, however, or players will always rely on them.

In the Masked Raider's story, the Raider is on his way to help old prospector Luke. Luke is distracted by one outlaw in front of him while two other outlaws sneak up behind him. When Luke loses the surprise turn to them he surrenders...but why? We've seen plenty of examples of bad guys coming up behind Heroes with guns, only to have their guns swatted away after a fast pivot. But...what if that was only available to Heroes? What if facing was only an issue for non-Heroes, and they automatically lose initiative when facing the wrong way...?

The new feature in this issue is Electro, the Marvel of the Age. No, not the Spider-Man villain -- this is a robot. Dr. Zog can control Electro long distance with his thought transfer helmet.

Previously, size was always relevant with robots, with larger robots being more powerful, but Electro is man-sized and super-powerful because it has levels in the superhero class. We observe it not only wrecking things, but using the Outrun Train power to hit 100 MPH. Since robots aren't a playable race, but androids are, I would probably build Electro as that.

I find it interesting that, when Zog wants to recruit men of good character to help him in his campaign as operatives, he doesn't pick them out himself -- he contracts an employment agency to find them. This could be something other Heroes might try.

Zog gives each of his operatives a wireless telephone apparatus -- basically a tiny cellphone.

Electro's first mission is to rescue a kidnapped child actress being held for ransom in a deserted roadhouse. While you'd imagine most deserted buildings used as hideouts to be run-down or ominous-looking, this one -- The Purple Slipper -- appears only recently closed down and still has a huge, gaudy cut-out of a shoe up on the roof.  The roadhouse is one-story, with a smaller extension of the building on one side.

Dick Gardner, Zog's Operative #3, is a rare hero who checks keyholes. Curiously, Dick tries to save the girl himself without summoning Electro, only calling for help once he's captured. If Dick is a Hero character being played, then this could be an example of a greedy player wanting all the trophies for himself (he wouldn't have to worry about splitting XP in first edition, when it wasn't divided between Heroes). If Dick is Supporting Cast, then this could be a good example of SCM's being unreliable help sometimes.

When Electro shows up at the Purple Slipper, the robot crashes through a window rather than a wall. Which makes sense -- it would have been more dramatic to come in through the wall, unless he failed his wrecking things roll against the harder obstacle.

Bullets don't faze Electro, but this is probably the Nigh-Invulnerable Skin power if Electro is an android superhero (androids don't have an Armor Class as good as robots do). That would make two powers observed, so Electro would be a 2nd level superhero (since superheroes start getting powers at 1st level in 2nd edition).

Ferret, Mystery Detective, is the first Hero to make Greenwich Village his home. He's a well-known author and private investigator -- and players are free to choose occupations like that at the time of Hero creation.  Ferret is friends with the police commissioner, which a player can also choose in 2nd ed. because humans get a free SCM at the start of the game (to balance against the other character races).

(Issue read at Marvel Unlimited.)






Sunday, November 19, 2017

Wonderworld Comics #8 - pt. 3

Dr. Fung finds it extra hard to find the trickster Scorpio (the trickster class, designed for mediums and psychics, debuted in The Trophy Case v. 1 #4) in his weirdly-shaped mansion. The first room is concealed behind curtains, but behind the room is a secret door keeping the blackmail files safe. The Editor can double up on tricks and traps as well if it keeps the hideouts challenging.


Weapons concealed in canes are so cliche that they'll never fool your players, but a spring-loaded arrow-launcher concealed in a magician's wand? That's a trophy item that will surprise them (though I question the penetrating power of such a weapon -- maybe it would only do 1-4 points of damage?).



Tex Maxon is good in a fight, but not as good as Timmons!  Check out how he kicks a rock with the back of his foot and manages to get enough lift to strike Tex in the head. I'm not sure even professional soccer players could pull off that stunt. It certainly makes me question if Hideouts & Hoodlums needs any facing rules.


It is not unfeasible for someone to fall 150' and survive, as there have been lots of examples of people falling even further and living. The H&H rules are unforgiving , with a fall from that height doing 15-90 points of damage. Now, it's possible that Jon Pulski had 16 hit points and got really lucky, or the Editor set a lower minimum damage (which he could always do, at his discretion).

Fake skulls seems like it could be interesting hideout dressing.


This is K-51, though the influence of Will Eisner makes it seem an awful lot like a Black X story. This takes place in the Philippines, which was an U.S. territory at the time. The rabble-rouser Mussoni is obviously based on Mussolini, though what he'd be doing in the Philippines isn't clear.

Notice how, in fiction, no one ever gets stabbed during a grappling fight. This is borne out in the 2nd edition grappling rules, where if you grapple someone, that opponent can't make any attack back at you that turn except for grappling.

The typhoon is either a wandering event or something the Editor just tossed in, at his discretion, to shake up the plot (it had been a standoff before this). The typhoon is strong and wrecks as if a high-level superhero. X-51 and his fellow agent Claire (she does have a codename, but it's not used past the first page) both make their saving throws vs. science (or maybe plot, or whichever was worse?) to survive the storm, with the Editor rolling for the major antagonists on the ship, while likely hand-waving the rest of the rolls and just saying the crew all died.


The bad guy here is called both a bandit and a robber, but by the way he gets from the side door of the train to the ropes hanging above the train, he must be a mysteryman.



The "chief" is a master criminal; you can tell he is by the bald head. A thug (another mobster type) robs the train this time, using less acrobatics.





The car is full of a mixture of gangsters and thugs. One of the thugs recovers quickly, having made his save vs. plot to recover quickly from unconsciousness (a new 2nd ed. rule). This indicates that even small-fry mobsters are eligible for the recovery rule...though, if there was no such rule, this could perhaps be explained away as a special ability of the thug mobster-type.

(Scans courtesy of Digital Comic Museum.)