Showing posts with label languages. Show all posts
Showing posts with label languages. Show all posts

Thursday, September 1, 2022

Thrilling Comics #3 - pt. 4

We're back (after a LONG time away!), still with the Three Comrades, though you'll only see two of them on this page. 

Max should be statted as a guard, or maybe a beat cop. 

Note that our two Heroes intentionally surrender to Von Sneer, no doubt to learn what he's up to. If they'd wanted to, they could have rushed him, even from across the room, and still gone before him if they'd won initiative (which I see happen in comics a lot!).

It's worth noting that Heroes shouldn't have to worry about what languages they know, but you're encouraged to take this benefit away from non-Hero characters. This is a good way to give Heroes another advantage over normal people (and here, greatly assists the plot!).

This page brings up an interesting point, because a lot of the time Heroes are tied up for deathtraps, but are almost never gagged. And they almost never yell for help either. Now, we don't expect them to because it doesn't come off as very heroic, but it is certainly the most natural reaction to being tied up. 

I am skeptical about allowing a filing cabinet tipping over on someone to knock them out - though it will famously be super-effective against Iron Man years later - and would probably allow this to do no more than 1 point of damage. Of course, it's possible for mobsters to only have 1 hit point!

That's a really good guess as to what the oil drums are for. I probably would have guessed they were smugglers myself, but this makes for a better story with higher stakes.

It's weird how physics work in comic books to feed the narrative. A filing cabinet tipping over knocks out a guard, but Lucky bounces down a flight of stairs, caught halfway in a barrel, and seems virtually unharmed. Two thoughts: 1) this proves that damage ranges are a thing, and 2) it makes me wonder if objects should be able to soak damage. I have ruled before if you fall on a person, you can half your damage and transfer the other half to the person you're landing on. But if we applied that to inanimate objects...then armor has to work much differently game mechanics-wise. I think we'll skip this for now.


"Attaboy, Lucky, keep 'em busy killing you!" Seriously, how is Lucky not dead, as the mobsters shoot down at him at short range and he's only moving as fast as a motorboat attempting to match to their vessel? Luckily, in the hands of a 1 HD mobster, even sub-machine guns only get 1 attack per turn. 

I am as unconvinced by that wooden beam being able to do that as I was by the filing cabinet. This is a very generous Editor these boys' players have.

Using the oil seemed an ingenious move at first, but wouldn't starting a fire with it have been more effective?




We're done with those crazy kids and moving onto the next feature, The Woman in Red. The violence level is pretty extreme in this feature, with a man being shown (granted, in silhouette) hanging from the rope that you see on this page on the previous page, and on this page you get a knife thrown into someone's neck (again, granted, not the first time I've seen that in a golden age comic book; it even features into Amazing Man's origin story). 

I mainly include this page for two points. One, American mansions have a tendency to be castles or have many castle-like features in golden age comic books -- and that is a good thing, because you can freely borrow castle maps from That Other Game and use them here and they fit this game. And secondly, telling the handedness of someone from how they tied a knot sounds like a basic skill check to me.

Okay, one more observation - other than having very pronounced cheekbones, there doesn't seem to be anything too terrifying about The Terror.
 
Since The Woman in Red and The Terror are both unencumbered and, hence, moving at the same movement rate, it's only natural that WiR fails to catch up. 
 
Here, we learn that you can open a secret door and still get a surprise turn after. 
 
A 200' drop is a very tall castle, unless this also accounts for a dry moat at the base of the castle wall too? 
 
It's not clear where the mysteriously handy rope is hanging from. Depending on how far down she is when she passes it would help me determine how fast she's falling and, from that, the AC to reach out and "hit" the rope -- AC 9 in the first second, AC 7 in the second second, AC 4 in the third second - by then she's fallen more than halfway. I might also require a Strength or a Dexterity check (whichever is better on the 1st second; whichever is worse on the 3rd second) to determine if she can keep a hold on the rope after catching it, or if her downward momentum pulls her past it. 
 
I'm puzzled by what that shape is in front of the window, as I'm not aware of that being a castle feature. I mean, it makes sense, as it makes it harder for anyone to smash through the window and fit inside, but I just don't know what that pole would be called.  
 
I wish I had enough detail to map this castle, because we keep getting tantalizing glimpses of how elaborate it is. So far we have a rooftop access door from a tower, multiple staircases, rooms that are only accessible by secret doors and outside windows (or by digging your way into them), and a literal dungeon with cell doors (double-barred no less) on the same floor with a library.
 


 
More interesting points - the Woman in Red gives away her real name in order to gain someone's trust, a rare instance of a gun being used to disarm a knife, and in the Scooby Doo-esque climax we learn that the butler - that is, someone named Butler - did it.
 
 
 
 
Here's a quick look at the next feature, which gives us two novel twists - one, a new location to rescue a damsel in distress from, and two, a new "Macguffin" - a military code book (thank goodness it's not yet another new invention!).

(Scans courtesy of Digital Comic Museum.)
 


 






  


Wednesday, December 9, 2020

Slam-Bang Comics #1 - pt. 4

 He may not deserve it, but we're back with another look at Lee Granger, Jungle King. The mentally augmented lion -- something Lee was not only able to do with 1940-era science, but with whatever equipment he was able to find in the jungles of Africa -- comes to Lee for healing, which makes me wonder if the Scientist class should be allowed to heal, or if this is just the first aid skill.


I feel obligated to point out how unlikely it would be for this plan to work in any game session I run. It's predicated on the Arabs splitting up so much that they not only can't see Hassan caught in the snare, but they can't hear his cries for help either. If not the first, surely the second would have happened and reinforcements would arrive before Lee has time to change out of his clothes.



Now this part of the plan is more sensible, and I like the extra detail of an underground stream with a fast-moving current being under a pit trap. The unusual thing is the shape of the pit trap, seemingly 5' x 30', which is great, I suppose, only if the enemy insists on traveling in single file.


By now I've seen a lot of fake names for Germans, but Kazilians has got to be the weirdest. "How many Germans are coming?" "Kazilians of them, sir!"

Also, and I know this is petty and nitpicky of me, but those have got to be the thickest lips I've ever seen drawn on a white man in a comic book.



Using logs dropped in the water to foil torpedoes sounds like a great tactic, and one likely to work. The torpedo then angling off the top of the log and shooting entirely over the ship seems entirely less likely...






This tactic would be difficult to duplicate in H&H with combatants on foot, as a shield between combatants only improves AC by one, and it is too easy to run around obstacles. With slower-moving and less maneuverable ships this should be more effective, so much so that I can't think of much in the way of game mechanics to assign to this. Maybe a skill check for each pilot to outmaneuver the opponent?


Aerial torpedoes look like rockets to me... 


This is from the next feature, Mark Swift and the Time Retarder. Mark is the boy in shorts, going back in time with his scientist neighbor friend (because it goes only back in time, that's why he calls it a retarder; no explanation how they get back if it only retards time...). The strip's author pulled 940 out of his hat as the year Vikings landed in North America, but it's not a bad guess; even today we can only guess the 10th century is when it happened. 

I've no idea why a Viking princess would have come along on this expedition...

How convenient that Mr. Kent just happens to know Old Norse! Perhaps he knows modern Icelandic, which is closest to Old Norse still spoken today. But then, in H&H, it doesn't really matter; we let everyone talk to everyone, like it happens in most comics.

It's typical racism of the period that the Indians are "savages" and the Vikings are "brave," but not savages. 


Mark and Mr. Kent don't make for good action heroes, but they can still be useful, as can your non-combat supporting cast during adventures. Just give them torches and tell them to set everything they see on fire!

Oh, and we also know that Vikings didn't wear horned helmets; that's a myth that came from 19th century art. And while I'm getting nitpicky, this likely is happening in Newfoundland, which means the Indians are Beothuk, and the Beothuk lived in conical dwellings known as mamateeks, not teepees. It's also unlikely they're all running around shirtless in Newfoundland, since only Alaska is even further north.

(Scans courtesy of Digital Comic Museum.)



Tuesday, October 6, 2020

Popular Comics #49 - pt. 3

UGHH...the new Blogger is so terrible, I hate to even work with it. We'll see if I can plow through and at least finish this issue.

Captain Tornado finally earns some points -- despite how Jane is dressed, he keeps his eyes facing nice and high -- and then promptly tosses them away with senseless violence. "Giant eyes! I can't even see what it is, if it's dangerous or not, or what it's intentions are -- but I'm a'gonna shoot it anyway!"  
That's a pretty dynamic first panel for a strip this otherwise...well, I still don't know what to make of this strip. Let's try to work it out together, shall we? 

Pro: Moon Mountain Manor sounds like a great name for an adventure module.

Pro: Although the Village of Rose Hollow seems to be fictional, there is a Rose Hollow Valley in Baxter County, Arkansas that is near the Ozarks.

Con: A minor quibble, but newspapers don't print their headlines in color.

Pro? Con?: The story turns conventions on their head by having the unattractive scientist in the lonely laboratory overlooking the village be the hero instead of the villain.

Con: The laughably named Mancho Phyroe. Mancho makes me think our hero is Spanish, but what to make of Phyroe...?

Using field glasses to read cablegrams at a distance is a sound tactic.

"Yugrarvia" surely refers to the then-Kingdom of Yugoslavia.
This page brings up a good point about the importance of thinking about where your hideouts are getting their electricity. If from the local power grid, it is too easy for the Heroes to turn that power off, but if the hideout has its own dynamo, you must place it somewhere. 

I am wondering what is supposed to be so "horrifying" about that laboratory. It looks more "intriguing" than anything.

"Soft-shoe prowl" is a cool term.
This is a rare occurrence of a Hero using a chimney to navigate vertically through a hideout, but it is a good idea to be prepared for this in-game.

I'm amused by, not only how the death ray says "death ray" on it, but that he's advertising it took nine tries to perfect it. 

There are no unexplored frequency bands in the vicinity of the X-ray; those are ultraviolet rays and gamma rays.

1,000 miles is a crazy long range for trophy weapons, but not that unusual in the comics. Consider carefully its effect on game balance, since players can get their hands on these. 
Wing-walking was a stunt for Aviators in 1st edition Hideouts & Hoodlums.

Gas tanks exploding is a fairly critical complication for aerial combat.
Shark is smart to rescue his opponents, as it does give him people to question for information.

In 1940, the "medical magic of the hypodermic" likely refers to morphine.

Here is a rare occasion of Asians speaking an actual foreign language instead of broken English.
The Syndicate sounds like a criminal organization, but here seems to be refer to a national alliance (the Axis, perhaps?). It does not seem to be a coincidence that the bad guys here seem to be Japanese.

Being able to throw destroyers against the Heroes does make it a seriously high-level challenge.
 
(Scans courtesy of Comic Book Plus.)

Sunday, May 10, 2020

Smash Comics #8 - pt. 4

Today we're picking up where we left off with Invisible Hood, still fighting his way through a modern medieval castle (a villain's favorite real estate!).

Here we see that objects being carried by the Invisible Hood are not themselves invisible.

We also get the first occurrence of the phrase "friendly ghost" in all of comics-dom. Take note, future Harvey Comics employees!

"Why, Kent - what are you doing here? And why are you also soaking wet, like I am? Say...you're not really the Invisible Hood, are you?" - Tom would say if he weren't a comic book character.
Brace yourself, because we have some really racist pages of Paul Gustavson's Flash Fulton to get through now. All you need to know is that Flash has come to the Amazon to find a missing explorer. Lots of people have come down here to search for Roger Hart, but none have succeeded. So maybe Flash can be forgiven for being suspicious when this native turns up as such a convenient guide.

It's bizarre how often South American natives are drawn looking like African natives in some of these early comic book stories. This is an example of what indigenous Amazonians looked like circa 1940.

Now one detail he got right I thought was wrong -- voodoo really is practiced in Brazil. It would be an imported religion, though, not something the indigenous cultures would practice.




Being a comic book, it should be no surprise Flash can speak with the native. The surprise is that Flash knows the native's tongue and the native isn't just speaking in broken English.

Brazil has states,not districts, and there is no Kitawa state in Brazil. "Kitawa" doesn't even look like a South American word and, indeed, the only Kitawa I can find is in Papua New Guinea!

Again, Paul is right on some details; there are/were cannibals in the Amazon.

"Hey, our guide just jumped overboard!"

"You think we should just let him go since he helped us get this far?"

"No, there's a chance he'll betray us. Let's both shoot him in the back!"


Okay, enough of that! I think you can guess that they used sound effects to startle the superstitious natives, ho hum.

Turning now to my second favorite feature, John Law, Scientective! In many ways, John Law is like a second draft of Harry Campbell's earlier character, Dean Denton (featured heavily in my repackaging of Funny Picture Stories, on sale now!). Just like how Dean had to figure out who his nemesis, The Conqueror, was, John is narrowing down which of 13 suspects is The Avenger.

And, along the way, we get some science lessons, like how to leave threatening messages on other people's windows.
Sometimes the science is a little shaky for a science-based hero. I mean, compared to the average golden age comic book story, this still reads like an issue of Scientific American. But I can't figure out how the short wave heat inducing transmitter -- we call those electric heaters today -- managed to set the mattress on fire, but not the ceiling above it.
Now, John's scheme to unmask the Avenger is a little convoluted here and may require some explanation. It isn't obvious, but you have to assume that The Avenger is calling John in panel 8 to gloat. It certainly isn't a smart move on The Avenger's part, but John did bait him with the newspaper headline and villains have to save vs. plot to keep from gloating when given the chance.

It's worth pointing out that this is a time before there you could access multiple phone lines with the same phone. So if you wanted to have 13 phone lines, as John sets up here, you need 13 telephones to do it.

Also note the cartoon of Hitler with swakstikas for eyes on the front page of the newspaper.

Sometimes we have to look at Gill Fox's Wun Cloo, despite the painful racism of it, because there are interesting concepts hidden in here. Now, getting a robber to agree to pull into a gas station and park over the car lift is probably the hard part, but if he falls for it, you can lift it off the floor and threaten to set the floor on fire so he can't get out safely.
This is actually a bit of clever naming; the Tennessee Valley is large and the Tennessee Valley Authority built 50 of these dams since 1933. So when you call it the Tennessee Valley Dam, that can be a real dam, without knowing which one.






So Wings hunts down the "pirate dirigible" (even though it's pretty clear a foreign government is responsible for this attack, and for the life of me I can't figure out why he's shooting at the little gondola and not the giant bag of hydrogen directly above it. Does Wings just not like easy victories? "Getting the engine" is definitely a bad result on a random complications table for aerial combat.

(Scans courtesy of Digital Comic Museum.)

Wednesday, November 13, 2019

Thrilling Comics #2 - pt. 2

We're picking up where we left off with the Golden Age Dr. Strange -- though I apologize in advance for the poor quality of the microfiche scans. These are the best copies I know of out on the Internet.

The turning letter that unlocks a secret door is worth remembering. Though, if a superhero suspected there was a door there and wanted to get through badly enough, there is always a Raise power or wrecking things to get through the statue. I would treat this particular secret door as the machines category, one better than door, since the statue adds a non-door element to it.
The ol' "sarcophagus that's full of real diamonds but opens pit traps around the sarcophagus if you disturb it" trap. It looks like the pit has five crocodiles in it, but it's really hard to tell with the quality of this scan.
Dr. Strange's ability to punch boulders away strikes me as flavor text; all we really need for this is his save vs. missiles mechanic to make sure he's not taking damage.

There's no game mechanic that would account for how the boulders break the ledges apart; that seems like Editor fiat.
It doesn't need to be said that superheroes have leaping powers; the distance pictured here looks like one that even non-superheroes might be able to bridge.

Strange beats Crewe in initiative, letting him act before the drugs can be thrown away.

Speaking of thrown away...we know Strange could likely have leapt after Crewe and saved him, but he chose not to. Strange has already demonstrated that he's comfortable with letting villains fall to their deaths.

Interesting how we never hear about this miraculous wonder drug again. Maybe it didn't work as well as advertised.
We're going to jump into the next adventure, this being the debut of The Three Comrades. It's the first story I've seen drawn by Howard Sherman, who will later co-create Dr. Fate!

Newspapers are handy for dropping plot hooks!

Reading shorthand, like decoding a code, is a basic skill and not something automatic, like speaking to Germans or aliens.

A rare instance of a smell-based clue!
I like the little detail of, not just seeing a light, but a reflection of light in the plant tipping them off. I also like how every entrance has a guard on it, even on the roof.
That looks more like a necktie than a carat to me. Regardless, I have to pause now and consider what game mechanic in Hideouts & Hoodlums would emulate this scene? Grappling, with the result of throw? The actual tie grabbing is an irrelevant detail, as H&H focuses on the results, not how you get there.
The same here; it doesn't really matter how much the bullet touches the head or just "parts the hair," as the damage is just an abstraction.

The beat cop is a wandering encounter.

The kicked barrel is an improvised weapon...but a barrel can pick up a lot of speed rolling down a stairwell. I'd be inclined to assign it normal damage.

Did The Mask change his mask since we last saw him...?










This is the first time I've ever seen someone take damage from jumping into a car before! I guess the best way to handle this is to give the jumper a save vs. science, with no damage if successful, and regular damage if it fails.

(Scans courtesy of Comic Book Plus.)
This

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.)