Showing posts with label head blows. Show all posts
Showing posts with label head blows. Show all posts

Saturday, July 17, 2021

Speed Comics #7 - pt. 2

We're back to Shock Gibson out West and the hoodlums he hid amongst last time, who have upped their game from hustling ranchers to attacking oil fields. This story has been a lot about escalation of threat level, whether it's targets or transportation (they've now also gone from riding horses to having planes). An Editor needs to up his game like this on the fly if he begins a scenario that turns out to be too much of a cakewalk for the Heroes. 

Though Shock is probably buffed here with the power Fire Resistance, I like how nothing else on this page requires his powers, and lifting and twisting that valve is probably something any Hero could have done. 

It is strange, though, that Shock let them start the fire and waited until the hoodlums were gone to put it out, rather than stop them here in the act. I'm hoping an explanation for that is forthcoming and it's not just a plot hole. 



Okay, I think it's clear at this point that Shock is just toying with the bad guys. There's really no reason to trick the leader after getting him alone in the plane instead of just taking him prisoner now. 

This is, though, the kind of playing I expected to see more in H&H and never have -- good guys vastly outclassing the bad guys, but then taking it easy and trying to make it fun. Players always seem to want to end things as quickly and efficiently as possible. I have wondered before if H&H needed a game mechanic that would encourage this better, like bad guys being worth more XP if you spend longer defeating them than you need to.

Given Shock's powers, you'd think he could have just wrecked the hangars on their own, but there's a poetic justice in using their own bombs against them. Speaking of which...I love that second panel and the fun sense of overkill. I suppose I would give those hoodlums a penalty to their morale saves in that situation. 

The next page is the last page that wraps things up. There's no big reveal of the head hoodlum ("Gasp -- you were Joe the Ranch Hand all along!" or something like that) and it's only implied that the hoodlums knew about the gold and that's why they wanted the land...though the oil would have been just as valuable, so...

Lastly, Shock stops by and gives the old prospector a strange admonishment (and I won't bother showing you the whole page just for it), to "remember the unemployed" when he's rich. The unemployment rate was at 17% and dropping by the end of 
1939, better than its peak in 1933, but still high enough that wealth distribution should be a serious issue for superheroes. 

Now we're in the middle of the next story, Crash, Cork, and the Baron, as they deliver explosives to Argentina. Why, and who hired them? Eh, these guys are Neutral and don't really care about that. Oddly, they flew west to get to Argentina, so...the scenario started in Uruguay? But what I wanted to discuss here was gauchos. Gaucho was a lifestyle, not an ethnicity, but since gauchos were cowboys and not bandits, it's not hard to read some racism into this. Were they ever extinct? No, but their numbers did severely dwindle by the end of the 19th century. 

But this page also gives us more questions. Is Cork not dead after the bolo wraps around his neck (yes, game mechanics-wise, he's likely only unconscious at best, but realistically...)? Is Crash really such a bad pilot that he can't outmanuever an inexperienced pilot (very bad dice rolls, I suppose)? Who is
saying "The blitherin' idiot!"? Did the gauchos change Cork's jacket from a brown one to a green one?

It seems like Crash is using the Out of the Sun stunt from the old aviator's class here, and even though the old version of stunts is gone from 2nd edition Hideouts & Hoodlums, there's no reason why we couldn't keep the concept as a combat modifier, -2 to be hit from below, just like how Crash should be at +1 to hit for attacking from above.



I'm pretty sure this is what only doing 1 point of damage with a bolo looks like. 

We also get one of those rare examples of a hero's gun running out of bullets. While seemingly unlimited bullets is a common trope in fiction, I love it when the heroes can't rely on guns and have to think up another solution instead.  I'm sure they'll put their heads together and come up with some nonviolent solution and...

...oh. A couple o' loads o' dynamite. Well, that escalated quickly.

I have serious reservations about this. I would need the Mythbusters team back together to resolve if you could detonate an explosion big enough to create a colossal wave. I suspect the waves would just make the water choppy, but not enough to capsize the boat. And I have to wonder if it wouldn't have just been better to let the bad guy get away than to destroy an entire coastline.

In-game, I suppose you have to look at these ideas in terms of what will make the story more exciting for the players. Maybe your players like blowing up cliffs. My players probably would have just thrown the dynamite at the boat...


We'll just glance ahead at the third story in the book, this feature being Ted Parrish, the Man of 1,000 Faces. Here, we learn that if you have a steel-lined cap, it protects you from head blows. We also see a clever trick, disguising yourself as one of the bad guys and escaping with them to see where their lair is -- but then Ted goes the easy route and leaves a note on the door for the police. Boo, Ted! What kind of action hero does that (you'd think his player doesn't want XP or something!)?

Also note one of my pet peeves about golden age comics -- colorists who just don't care and get wrong obvious things, like the constantly changing suit jackets. 

(Scans courtesy of Comic Book Plus.)



  
 



 

Sunday, January 17, 2021

Detective Comics #37 - pt. 1

SPOILERS: This is the very last pre-Robin Batman story. 

One of the reasons I find the infallible Batman of today's comics so laughable is that he bears nothing but name and costume in common with this Batman, the Batman who gets lost and stops at a random house to ask for directions. 

In the house, a man is being tortured by three mobsters. Despite the fact that one of them gets the drop on the Batman with a pistol, the Batman is still able to go first and kicks him in the face hard enough to knock him into the mobster behind him. Two game mechanic things here: one is that there is no order of battle in Hideouts & Hoodlums, where missiles always go before melee. The Batman has won initiative, so the advantage of already pointing a gun at him disappears. The other point is the two attacks. This should only be possible if the Batman has levels in fighter and these mobsters have less than 1 Hit Die, or if he was a superhero using the Multi-Attack power. Neither should be the case here, since the Batman is obviously a mysteryman. There is one more area with some wiggle room, and if you recall the Batman's stats from Supplement IV you know I already used it; the Batman's signature move is hitting mobsters with other mobsters. This is actually borne out in the following panels; the Batman drops those first two with one kick, but it takes him two punches to drop the third one, possibly because that mobster had more hit points, but also possibly because the Batman no longer has as good an attack bonus against a single opponent. 

The first plot twist is that the tortured man, once freed, delivers a head blow that stuns the Batman (head blows are common enough that it is now a combat rule in 2nd edition). Because the Batman had already tied up the three mobsters, they are easy targets for the fourth man, Joey, when he uses a gun on them. If the tied-up men were Heroes, he would only get a +4 bonus to hit them (or at least the one who was only stunned and is awake already), but because these are just mobsters the Editor can handwave that and say they are each killed in one shot (as happens here).

The Batman's only clue as to where Joey went is that they all said they worked for a man named Turg. Later, Bruce Wayne remarks how uncommon that name is. No kidding, Bruce! Ancestry.com only lists six Turg families in Ontario, and none in the United States. But in this story, Bruce finds three in the New York City phone book and after visiting all three deduces the suspicious one is the one, Elias Turg, who opened a grocery store in a part of town without many houses in it. Most people would consider that a zoning issue, but to the Batman, it's a vital clue that turns out to be correct!

Later that night, the Batman barges into the upstairs office of the grocery store and finds Turg there with Joey and two more mobsters. He decides to intimidate them from the doorway first, spoiling any chance of a surprise attack. They are all 15-20' away, so the Batman can reach them easily for melee if he wants to, but this Batman doesn't feel infallible against four-to-one odds, so he turns off the lights and uses night-vision goggles. They aren't called night-vision goggles; the narrator calls it a "queer piece of glass," probably because the term "night-vision goggles" isn't in use yet. Night-vision devices are brand new on the battlefields of Europe, so new that I'm not sure the author (Comics.org credits Bill Finger) would even have heard of it yet and may have invented this idea independently.

After roughing them all up, the Batman does something I think is really clever; he pretends to leave and then hides before the lights come back on, so the mobsters will start to talk incriminatingly in front of him. It turns out, they aren't hoodlums but spies (or at least all of them but poor Joey, who they turn on and kill because the Batman called him out by name). 

En route to the piers to commit sabotage, Elias Turg splits off from the other spies and the Batman has to choose who to follow. He follows the other spies to the pier, where they are met by two more spies. Actually three more spies, because Carl (probably the lookout) is on the balcony of a building behind the Batman and gains a surprise attack (because he is standing separate from the others, he gets his own separate surprise roll). He drops a heavy sack full of ...something heavy on the Batman's head and it counts as a head blow attack, stunning the Batman again. Instead of just shooting him and killing him (which actually makes sense here, since they don't want to alert the ship they plan to attack), the spies put him in a sack and toss him in the water. Stunning has a very short duration and the Batman is able to cut his way out of the sack with a knife in his utility belt before drowning. 

When the Batman sneaks back up onto the pier, he switches to another favorite tactic of his, swinging on a rope to attack. It's very cinematic, but definitely would not improve his chance to hit. I think I talked about this before when he killed Jabbah this way and decided I might allow a +1 to damage for doing this, due to the additional momentum. 

Despite beating all five spies in melee combat, they still managed to start the moto launch rigged with TNT that will blow up the docked steamer that was their target. The Batman tells his feet to run like they've "never run before," perhaps burning his first stunt of the night to run faster so he can reach the end of the pier in time to jump on board. Once he's on board, the cutting of the ropes holding the steering wheel and turning the wheel in time takes four panels, but there are no game mechanics in play anymore to resolve this, only stated intentions.  

The story could have been over at this point, but there are two additional pages that seem rushed, as if tacked on. Joey had given the Batman the phone number for The Head (as in, the head of the operation) before dying, so the Batman finds out who's number that is and goes to his house. It's someone named Count Grutt and the Batman is either genuinely surprised or being sarcastic when he seems astonished that someone named Count Grutt is a foreign agent. Grutt is actually Turg without a disguise on (notice how the name is reversed; semi-clever, but if Grutt had gone by the name Smith, the Batman never would have found him). 

Grutt/Turg has super-strength, able to throw a sword across a room with enough force that it goes halfway through a door. Count Grutt must be a supervillain, buffed with ...Extend Missile Range? Then the Batman pummels Grutt until he's down to zero hit points. With his last punch, the Batman must have pulled his punch a little and transferred some points of damage into pushing Grutt back, because Grutt falls back into the sword, which kills him, since he just took more damage while at zero hp. The Batman doesn't seem concerned.

(Read in Batman Archives vol. 1.)


  


Friday, August 21, 2020

Wonderworld Comics #11 - pt. 4

This will be our last visit with this particular issue, and we'll kick it off with about page of "Spark" Stevens.

Although this looks like a tough fight, the gobs should be approaching 4th level by now, these spies are likely 1 or 2 HD, and the guy with the gun has as good a chance of hitting his allies as the gobs by firing into a melee.

And what does "gob" mean here? According to the Old Farmer's Almanac, "There are two theories on this one. This term first showed up in regard to sailors around 1909 and may have come from the word gobble. Reportedly, some people thought that sailors gobbled their food. The term also may come from the word gob, which means to spit, something sailors also reportedly do often."

As for "photostat files," The Photostat machine, or Photostat, was an early projection photocopier invented in 1907.
I was really expecting a better trap when that spy reaches out for the secret pedal than -- a bed coming down and smacking them in the head. Now, while I can't imagine this doing more than 1-6 points of damage (in fact, I would probably treat it as an improvised weapon that does 1-3 damage), it's possible that our gobs were just so low on hp after that fistfight that this was enough to knock them both out. Or, as a surprise attack, maybe this is considered a head blow, which comes with a chance of knockout in 2nd edition Hideouts & Hoodlums.
This is the first death-by-normal-sized-spiders deathtrap I've ever seen in a comic book -- and I have to say, it looks plenty unsettling and would surely spook a lot of players! Of course, one ordinary spider isn't going to have enough venom to cause much harm to anyone, but this is a thousand of them, so I would treat a spider swarm as a mobster with a collective Hit Die total and a save or die situation if the swarm starts all biting you at once.
Fire is probably the surest way to get rid of them; I also would have allowed the players to throw rocks at them or even pee on them to drive them off.

As the Editor, never forget about how fire causes smoke, and be liberal with assigning smoke inhalation damage if an encounter seems to be going too easy.
You're in for an unusually educational installment of K-51: Spies at War. It is, in fact, a little prescient -- the Nazis didn't manage to sink their third ship with U-boats until May 28, 1940. The world was shocked that Germany had managed to make new U-boats in secret after WWI, but they didn't have very many, not until capturing the French and Norwegian naval fleets. Now, what else this news ticker fails to get right is the number killed. 22 is purely wishful thinking; the actual death toll from the first two sank ships was over 1,200 deaths (they didn't bother going after small boats!).

Q-boats were real. Q-ships, also known as Q-boats, decoy vessels, special service ships, or mystery ships, were heavily armed merchant ships with concealed weaponry, designed to lure submarines into making surface attacks. The British and the Germans used them in WWI, and then the U.S. started using them too in WWII.
Panic parties were a real thing, just as described here. I'm guessing depth bombs, or depth charges, really work like that too, though I've never actually seen a picture of one being launched before.

This is yet another example of a random complication from vehicular damage, this time the electrical systems shorting out.
The weirdest thing about this story is that K-51 does nothing at all the entire story, except swim away at the end so the captain doesn't get in serious trouble. Nice of him, yes, but he gets zero experience points for this "session."

(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)

Sunday, October 27, 2019

Fantastic Comics #4 - pt. 3

I know, I left you with a real cliffhanger last time. Would the Golden Knight really climb down the well? Well, he does, and it's a way loonier adventure than you ever would have expected at the start of this story!

The well has become an entrance to the underworld, and a deep entrance it is! The drop to that ledge looks like it would have been at least 40', so it's a good thing he was most of the way there when the rope snapped. That the cave mouth is at the level of the ledge suggests that this is level 1, with at least one more level further down.
The first set encounter on level 1 is a giant scorpion! And not just a realistic giant scorpion, but one with tentacle-like legs, no apparent stinger, and spins webs like a spider! Look out, there's two of them!
"Horde?" I only saw two. I wonder how many were watching from a distance and then failed their morale save...

That the constrictor snake encounter comes so fast on the heels of the scorpion battle suggests to me that it was a wandering encounter, attracted by the noise of the first combat.

And then we get more violence against animals. Oh joy...

Lava boils at a temperature of 1,292-2,192 degrees F. If Golden Knight failed that extremely risky leap, he would be taking about 6-24 points of damage from the heat alone, plus should probably be bumped up higher for the toxic fumes and suffocation damage -- so let's say he's risking 8-32 points of damage.

The Editor has a choice of game mechanics for the actual leaping. There is a skill check (I would call that an expert skill check, for leaping that far in heavy mail), or a save vs. science, or even something unofficial like a Strength check.

Things get even crazier on this page, as our hero encounters winged people who, from a medieval perspective, must look an awful lot like angels, yet GK has no compunctions against trying to kill them as soon as they come towards him. On the next page, which I didn't bother sharing, GK acts like the winged men attacked him first, but it sure doesn't look like it on this page.

Moving on, this is Yank Wilson, Super Spy Q-4. Comics.org's experts put question marks by who did this one, and it does look like a quick fill-in job by someone in the Eisner shop, but I'm not sure who either.

We've got a really unusual hideout design here, with a castle built into the side of a cliff (you can see the front of it on the next page), a standalone spiral staircase around a tall column in a really tall laboratory, a skylight-covered hangar above the castle, and a back door exit from the hangar in the cliff behind the castle.








Super-explosives are a dime-a-dozen in comic books already, but what's new is that we know how much this one is worth.

Now, there's a few really weird things about this page, and not just the ridiculously high entrance to the castle. One is that Terro has the audacity to test out the explosive on the village that is basically outside the front door to his castle. I mean, he is taking zero steps to conceal his involvement here, particularly since he just flew a plane from the castle over the village in broad daylight.

But more strangely, Yank leaves Washington, D.C. for Terro's castle before the wounded have all been taken away and, as you can see on the next page, before Terro's guests have even had time to leave. How close is that castle to Washington, D.C.? Does Yank have access to Samson's transporter?
"What?! That's absurd! How could you follow the painfully obvious clues leading here?"

Yank folds like a house of cards. Critical hit? Chance of stun from head blow? It doesn't have to be a surprise attack because he swings at Yank from right in front of him.
Terro's aviator look is pretty cool, and unusual for a mad scientist.

"Pell mell" is a rare term meaning "in a confused, rushed, or disorderly manner."

Yank was only stunned, hence his quick recovery.

The 2nd edition rules for grenades includes a note about catching them before they go off.

It's a little convenient that Terro just had to gas up his plane before takeoff, but what really doesn't make sense is using it on Von Garoff. Isn't it more useful for spies to follow other spies than to kill them?

(Scans courtesy of Digital Comic Museum.)

Friday, July 26, 2019

Adventure Comics #47 - pt. 3

Rusty and His Pals is worth mentioning for its setting; the old mansion with suits of armor, the graveyard, and the old-style inn back in the village all feel like they could have stepped out of a D&D module.

Anchors Aweigh still pleases sometimes, even though Fred Guardineer hasn't worked on it in eight months. In this installment, Lt. Commander Kerry is captured by Capt. Skinner. Skinner isn't your typical villain; he'd rather bribe Kerry than kill him and is willing to offer a cool million. I'm not sure how many players I've ever had who would turn that down as quickly as Kerry does.

In an unexpected twist, Skinner explains how modern day zombies are made, with witch doctors using drugs that leaves someone "mentally dead."In typical racist fashion, the Caribbean natives are not shown wearing normal clothes, but wear shorts and fight with spiked clubs. The witch doctor gives Kerry an antidote to get Skinner back for trying to get out of paying him.

Cotton Carver disarms a group of spear-wielding natives (The First Ones - this is stolen right out of Warlords of Mars and the Black Martians) by flying low and hitting their spears with his one-man flyer. As long-time blog readers know, I'm not comfortable with allowing multiple attacks in the same turn as often as it happens in the comics for the sake of brevity.

Oddly, although the flyer clearly has a wheel on it, it's turned around by use of a lever.

Cotton is knocked out from behind by a head blow.

The First Ones live in caves high up on cliffs that can only be reached by tall ladders, or by being pulled up on what look like swings. The First Ones put Cotton in the worst deathtrap ever; they leave him sitting out with his hands tied, waiting for vultures to eat him, though the vultures won't touch him until he dies of starvation several days from now. In retaliation for being minorly inconvenienced by this "death"trap, Cotton throws their leader off the cliff, and shoots two of his guards.

(Read at readcomiconline.to.)

Wednesday, July 3, 2019

Detective Comics #36 - pt. 1

It's been awhile since we last checked in on The Batman. This is still the pre-Robin Batman that I'm not particularly fond of. Bill Finger's The Batman, probably at Bob Kane's insistence, is a dark, menacing figure who is not opposed to killing by any means at hand.

Like many a Superman adventure of the time, this scenario starts with a wandering encounter -- a dying plot hook character escapes from a speeding car within sight of the Batman.  Batman's player is smart and has him search the body for clues!

True to the tropes of the Mysteryman class, the police catch him standing over the body and assume the Batman is a murderer. They even try to shoot him down without even bothering to tell him to surrender first!

Later, as Bruce Wayne, the Batman solves a clue and figures out that Professor Hugo Strange is up to something. The description that Bruce gives to himself of Hugo Strange resembles Sherlock Holmes' Moriarty.

Now, some people feel that, since the Batman already knows of Hugo Strange, that means this story was published out of order with the next Hugo Strange tale in Batman #1, but another possibility is that readers were supposed to understand from this that Hugo's first true appearance, in the 1934 Doc Savage novel, The Monsters, was canon for Batman's world.

The Batman, aware from the G-Man's notebook where Strange's first robbery will be, takes a big risk by disguising himself as the night watchman. Had the plan been to kill the night watchman, we wouldn't have a Batman today. But it does work out perfectly for him, as the robbers relax their guard and leave only one armed while the rest move boxes -- a perfect time for the Batman to attack and get one free turn of action while the mobsters would drop their boxes and go for their weapons. Better, he gets a surprise turn, on which he decks the guard and drops him, and then wins initiative on the first regular turn and takes out two mobsters (with low hit points) with his punches (two attacks because they are unarmed). It appears he is taking out four at once, but this must be turn-compression and showing his attacks on subsequent turns as well.

After the battle ends, the Batman shoots a gun into the air to bring the police, but it is not clear if it is his gun, or if he just picked up a mobster's gun.

The next night, Hugo thinks nine-to-one odds will be enough to stop the Batman, and it almost isn't. It appears that a single lucky head blow takes him out, but it could have been a gradual reduction of hit points throughout the battle.

Bucking villain tradition, Hugo does not put the Batman in a deathtrap, but plans to torture him with a whip while chained up instead. I suppose, eventually, that could kill him, so maybe it's just not a particularly efficient deathtrap. The Batman escapes by wrecking the chains. The Batman is a perplexing man (4th level Mysteryman) by now, so for him to wreck the category of machines (for chains), he needs to only roll a 4 or higher on 2 dice. I would also rule that he only gets one chance before Strange figures out what he's trying and stops fooling around with him.

The Batman is shown keeping a vial of sleeping gas in his utility belt.


(Read in Batman Archives vol. 1.)

Tuesday, May 21, 2019

Pep Comics #2 - pt. 2

Next up is Jack Cole's second installment of The Comet. The Comet is on the trail of a master criminal who appears to have magical powers -- he can make his face appear in the clouds at giant size, and he can make armored cars leap into the air and disappear. Spoiler -- all this is going to be explained by the end, as he's actually just another mad scientist.

The adventure takes place in the Everglades -- coincidentally where RT2 Adventures in Fun World, the third published Hideouts & Hoodlums adventure, takes place.

If the armored car companies are keeping the disappearances a secret, then how does The Comet know where each of the cars disappeared, accurately enough to put on a map...?





Usually, when you see 11 x's on a map, you can triangulate to some central point, or see some other pattern involved. In this case, The Comet still has to spend a whole two weeks flying around, just hoping to spot a clue from above.

A phone booth concealed in a tree is a pretty good clue. Wireless communication would have made it a lot harder to follow this clue. Also, had The Comet just kept flying instead of using the boat, he would have missed the hideout altogether. Maybe it's because the duration ran out on his fly power...?

It's unclear if The Comet was hurt and stunned by the whirlpool, or if the two thugs succeeded in winning the initiative and getting their grappling attacks in first.


Noiseless electronic motors might count as a mad science invention by 1940 standards.

Here we get the explanation for the giant face in the sky. I've written before about how much more convincing two-dimensional projections must be in a comic book universe (metaphysical commentary on the two-dimensional nature of their universe?). Projecting onto clouds would fool no one in the real world.

The Comet has a much different idea of what "success" is than I do; I would be much less cavalier about nearly smashing my own eye to a pulp. Just looking at that panel makes me a little woozy!

Oh, one last spoiler -- the armored cars are being lifted into the sky via magnets on cables that no one sees because it's dark.
So now we're moving on to the next feature, which is Rocket and the Queen of Diamonds. Rocket is a Flash Gordon clone, although one who never seems to think it's appropriate to put on a shirt or pants. Maybe he thinks that's okay because his bad guys wear midriffs, cutoffs, and starfish on their heads.

This was written by prolific author Manly Wade Wellman, who will go on to do better things.

===

A few game mechanics points here: the guy with the baby rattle delivering a knockout headblow just by outflanking Rocket, which I am not comfortable with. I'm going to keep the headblow to just surprise attacks.

I can imagine there are some positions one could chain someone
up in that would limit their ability to use leverage; this doesn't look like one of them. Since Rocket can just push against the floor to break his bonds, I might even give him a bonus in this case.

I don't show you the page where the drugged Rocket attacks the queen because he doesn't know what he's doing, but the injected drug reminds me a lot of the Confusion spell.

Rocket rather cleverly creates a crowbar for himself using his wrecking things, and I could see rewarding that ingenuity with a +1 bonus to his wrecking things roll (and this time he'll need it to get through a stone wall).

Giant water bugs belong in the Mobster Manual, though they do pop apart awfully easy. They look pretty fierce, though...maybe 1+1 Hit Dice?  


I think panel 1 clearly shows giant water-bugs being encountered in a group of eight.

False walls are found the same as secret doors.

===
This is supposedly by Charles Biro, but if he drew this, it had to be a rush job and far from his best work.

===

Snipers are statted as assassins in the Mobster Manual.

Here and on the next page we get a rare example -- outside the cowboy genre, anyway -- of using fire to trigger a morale save.

===
I can't say I ever sympathized with a Nazi guard in a comic book before, but this poor guy who doesn't know how he wound up this way, but just wants to pet a kitten, this guy I wish had at least gotten a fair fight against Boyle.

As per the rules for guards in all fiction, the stolen uniform has to be exactly the right size to fit.


That is a terrible secret code. However, if you want your players to feel like they're deciphering a code, without having to put any real work into it, this might be the code for you.

I like the compass! We almost never get a sense of direction in our comic book panels.

Boyle demonstrates the save vs. missiles and how that applies to guns here.

(Scans courtesy of Digital Comic Museum.)

Thursday, March 21, 2019

Wonderworld Comics #10 - pt. 2

This is only Yarko the Great's eighth story, but already his second trip to the land of the dead -- and surprisingly his way there is entirely different this time. Instead of transitioning through a Dante-lite version of the afterlife, Yarko is able to transport himself (Plane Shift spell?) directly to the Valley of Shadows, or an area of it that is more desolate and uninhabited than when we last saw it. Interestingly, Yarko needs an item belonging to the Baron in order to track him across the planes; one could interpret from this that Yarko would wind up in some random space on the same plane without the sword to attract him to the Baron.
Shining Knight, no! (Just kidding; the old knight just has the same coloration as the Shining Knight will have a year or two from now).

Here we see Yarko fighting with a sword, and fighting well, invalidating the "magic-users can only fight with daggers" conceit.

We also get a good example of why we want to put powerful Heroes in environments where they can't use their full range of spells or powers. We know Yarko can still cast spells in the Afterlife, but there must be anti-magic zones throughout and Yarko had temporarily stepped into one.
Yarko's spell -- conjuring the ghosts of his past victims to attack him -- reminds me of the Phantasmal Killer spell.
This is Shorty Shortcake, and those are some really big germs flying out of that watch case! Rigging something to release tear gas -- or "crying germs", as it's called here -- is not a bad trap.
Hideouts & Hoodlums has rules for pushing opponents, but pulling them? That's trickier, I think. It would probably be a grappling attack and then, if successful, I would allow the grappler to make half-moves and pull the victim along, so long as the grappler had the higher Strength score.

While grappling your opponent, if you have a strong enough hold on them (that means at the Editor's discretion), you could roll to make another attack and put a hat on your opponent's head, if that was really something you wanted to do. I'm definitely not opposed to giving free attacks if they're used to do something in-character, but not actually harm anyone.
I'm glad I've never statted giant bats as having very many hit points, as these giant vampire bats (simply called vampire bats here, but the scale is always way off in a Shorty Shortcake adventure -- oh, I wonder if that is a feature I should talk about?) fall easily after just being hit with a rubber-band ball (an improvised weapon, doing no more than 1-3 points of damage, if ever there was one).
I'm kind of surprised that I've never seen a Hero track a bad guy by his cigar ash until this point.

This is also the first time I can recall seeing one trophy item specifically able to counteract another trophy item.
This is Patty O'Day, so naturally I'm going to focus on her partner Ham being awesome instead. Here it takes not one, but two head blows to knock him out, demonstrating that head blows are not automatic knockouts.

We also get a glimpse of a secret door concealed as a wall panel.
How long, in game time, should it take for eyes to become accustomed to the dimness? It probably doesn't matter for this scene, but if combat was about to begin it could be relevant. Or maybe not; I'd probably ignore the issue, unless Patty lost initiative, and then I could use the "eyes adjusting" thing as an excuse to explain why.

It's a smart tactic to keep the rope you were tied up in. Awesome Ham has figured out a use for it already!

(Scans courtesy of Comic Book Plus.)

Tuesday, October 9, 2018

More Fun Comics #50 - pt. 2

We left off with King Carter exploring Ali Ghazi's palace. There is a pit in the middle of a hallway that leads to an underground stream.Confronting Ali in a shrine, King arms himself with a sword and engages him in melee. Ali triggers a trap that makes four poisonous snakes drop from a trap door in the ceiling.

Not all guards are bad, as evidenced in The Buccaneer (and backed up by the Alignment of guards in The Mobster Manual). Dennis is leading the rightful king and a small band of loyal followers towards the castle (again, it's weird this takes place in the West Indies), but a guard gives them fair warning not to come any closer or they will be shot at. Politely warned, they all turn around and go away (but plot how to come back later).

In Radio Squad, we learn that Sandy and Larry are not only patrol partners, but they share an apartment together, and share a car. They fail to encounter any random mobsters all day while on patrol, but happen upon car thieves in their own garage! Head blows are easy enough to deliver that they can even be synchronized; Sandy and Larry are both knocked out that way at the same time. Later, after trailing a crooked businessman back to the thieves' hideout, they are captured by armed lookouts (crooked businessmen and lookouts are both statted in The Mobster Manual).

Lt. Bob Neal is going to be testing several science trophies on his submarine today, including advanced Scuba gear, a machine that turns water into breathable air (Machine of Water Breathing), and a drill "powered by the ocean" (?), that can "literally go through anything" (so, wrecks as a 9th level superhero?).  Bob is in constant danger during testing these inventions; the Machine of Water Breathing doesn't work and he has to be rescued before he suffocates, and while testing the drill a "monstrous ray fish" bumps his air hose and fouls it. Giant devil rays are in The Mobster Manual (maybe I should include a note about how they like to foul air hoses). Oh, and Bob finds gold in the volcanic ruins around Hawaii, as unlikely as that seems.

The Flying Fox story has some rather obvious flaws in it. There's supposedly a mystery to how transport planes are being forced to land and their pilots killed, but when FF puts himself in danger, it becomes apparent that the air bandits shoot at the planes. How was that not evident sooner -- did no one think to examine the planes for bullet holes? This is the first story where the term "Immelmann" is used, to refer to the Immelmann turn invented in WWI (and I first learned about from playing Dawn Patrol).  FF defeats a "giant guard" on his way into the air bandits' hideout, but we never actually see all of the guard and what we do see of him in the panel does not make him look very giant.

Detective Sergeant Casey is solving the case of who is murdering the jurists who convicted a dead man. His strategy is to have police openly guard every jurist but one, luring the killer to that one, and then disguising himself as the vulnerable jurist. To build suspense for the reader, Casey refuses to confide his plan to his captain, which I can't imagine a police captain actually allowing.

(Read at fullcomic.pro)






Saturday, August 18, 2018

Wonderworld Comics #9 - pt. 3

This is still Dr. Fung (and Dan Barrister, who never gets title billing). It seems the shrinking process of Karno takes two days, which is an unusually long onset time for comic books.

I had long toyed with the notion of allowing a stunning blow to the back of the head. It finally made it into the 2nd edition Basic book as the "head blow" rule (page 90).

Dr. Fung moves silently with an expert skill check to avoid detection.

Dr. Fung is still making skill checks.

It is difficult to say what that ray-gun does exactly. It can definitely strike two people side-by-side at the same time. Since Dr. Fung says it "blasts," maybe it shoots pure concussive force, allowing it to both do damage to opponents and wreck things.


It's worth noting that this is a distinctly different chamber than the throne room we saw Karno in earlier, and possibly also different from the lab Irene was imprisoned in. The rest of the hideout seems to be caves, other than these three chambers.

Tex Mason used a skill check to disguise himself as an Indian.

The bank robbers are consistently called bandits on this page, so they must be statted that way.

The last bandit should be shouting "It's over, Tex! I have the high ground!"


Willis Rensie is likely a pseudonym for Will Eisner (though the art is Bob Powell). Will seemed to have a great deal of apprehension about the War in Europe and here wrongly anticipates three Axis powers in Europe. He likely assumed that Spain would join the Axis. Unofficially they did aid Germany, but could do little because they were so wiped after their civil war.

Of Diableef, Riano, and Morga, it will be interesting to see which represents Germany, Italy, and Spain.

"Ahh, no, please -- the coat is rubbing on the fresh wounds from my lashings! Take it off!"

K-51's bizarre sentence seems to be something in Italian written out phonetically, but I can't guess what it is.

If I'm right, though, that makes Morga the Italian guy!

The uniforms look an awful lot like chauffeur uniforms...

"Guten abend" means that Diableef is the German guy (though, really, that one was not a hard guess).

It's a little bizarre that the plot of this scenario is to save Hitler.

Only this early in 1940 could someone think Hitler was just being manipulated by Mussolini and would be willing to sign a peace accord with Europe.



Stories like this were often ripped from the headlines (even if it was the headlines of a few years past). This is interesting because it is based on no real life sugar shortage that I can find. Sugar rationing did occur during the war years, but not until 1942 for the U.S.

"Daily Globe" is a fairly generic newspaper name used in a lot of cities, so it does not tell us where Mob Buster Robinson takes place.

(Scans courtesy of Digital Comic Museum.)