Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

Tuesday, June 1, 2021

Prize Comics #2 - pt. 3

One last page of Jupiter to look at. It should surprise no one that microzoric isn't a real thing. The effect of the ray is impossibly fast, but consistent with how illogical comic book science works. 

Ganging up on the mad scientists, though, that seems like pretty sound psychology. I can also understand the mad scientist, overpowered by all that magic, committing suicide to regain some control.

We get a Mass Teleport spell again, suggesting Jupiter is actually 16th level. The spell he hints at in the end is a much simpler spell-version of Sense Friend in Need. 


That looks like it might actually be a map of the Congo, showing the lost city of Tsul in the southeast corner, in the Mitumba Mountains, which actually makes sense for hiding a city. 

But the real reason I took a close look at this page was the notion of a collapsible canoe. I wasn't sure that was a thing, but apparently it is, and that would be a handy thing to put on an expanded starting equipment list at some time.    



This is interesting to me, as it seems there was a good chance Laura would have drowned had Jaxon not saved her, as if Jaxon made a save vs. science to avoid drowning and Laura didn't, but him helping her convinced the Editor to give her another save?

"Who are those strange creatures?" "Whoa, Laura, that is uncalled for and horribly racist! Those are just black men, not strange creatures! Geez!" Laura might be racist, but the artist treats them pretty decently, with un-typically realistic depictions.

A jaguar is pretty cool for a boss monster's pet.
The start of this story was pretty solid, but it got downright weird by now. The story here is that she's leading them to the secret exit only she knows about to get of Laura, so her husband can't replace her with Laura...but killing Laura would do the same thing, and sending her to walk into fire would sure accomplish that. And yet, amazingly, there really is an exit behind the ever-burning cave mouth. There should be no save for this one, running through fire automatically does damage in Hideouts & Hoodlums.

It gets weirder to find the lost city's treasure is sitting in a cave halfway to the exit instead of, you know, somewhere in the lost city. 

And then there's the matter of how they're even seeing the treasure and the snakes...in a cave, in complete darkness. I think I count nine vipers in that last panel.

It keeps coming. The twist ending of the disguised professor comes out of nowhere and throws everyone off so much that they forget all about the fact that there is still another way into the city of Tsul, so dumping the dynamite into the hole and caving in the exit caves doesn't really hide anything. And that's not even bringing up the racist depiction marring the last panel, after blacks were treated fairly normal the rest of the story.

(Scans courtesy of
Digital Comic Museum.)

  


 

 


 

Tuesday, May 18, 2021

Daring Mystery Comics #3 - pt. 2

The Phantom Reporter story, for Timely Comics, was a strong one, with an interesting character, and well-told, in the sense that there are no glaring plot holes I saw. I'm no longer surprised that David Liss, when given an opportunity to write a forgotten character for Marvel's 70th anniversary issues, chose the Phantom Reporter.

Trojak the Tiger Man is up next. I'm not a fan of these stories, being almost uniformly cheap Tarzan rip-offs and just overflowing with racism. In this story, we learn Trojak has trained himself to go days at a time without sleep, the special thing about this being that Trojak doesn't have access to coffee. I'm not sure how to handle this in game mechanics terms, but I think I need to because Trojak is staying up for days staking out a dangerous area and wandering encounters could kill him easily if he falls asleep. Constitution checks seem like they would work here, though there needs to be either diminishing returns from those successful checks (the first one lasts for 24 hours, the next lasts for 20 hours, and so on), or a penalty to each successive check, to reflect that it gets harder the longer he stays up.

Okay, a few pages in this story gets cool. How often have Tarzan or Sheena gone up against prehistoric animals? Well...we're told that it's a prehistoric animal, but it really just looks like a poorly drawn Indian rhinoceros. Still, a very tough fight for a low-level explorer and his tiger companion! The rhino has Super-Tough Skin that can break knives (as the power does), and while I don't normally plan on giving rhinos superpowers, I suppose it couldn't hurt in individual cases. And...I'm going to say the way Trojak and his underlings defeat the animal is legit, pulling a tree over on top of it. A tree that size could weigh a ton. Let's say that's...6d6 damage? 

Not content to stop there, the story then goes on to have Trojak fight Nazis who abducted Edith (his Jane analog). This is one of those early stories that doesn't shy away from calling Nazis Nazis, instead of some concealing pseudonym. We get treated to an interesting overhead shot of the Nazi camp, which is very neatly arranged with everything in perfect rows! There are 14 tanks (possibly of 2-3 distinct types), 8 canons, 1 anti-aircraft gun, 4 planes (presumedly fighter planes), 6 things I can only presume are meant to be cars, 39 small tents, 6 large tents, 2 buildings, and 3 trees! We even get a map showing us where this camp falls on the Belgian Congo River. 

Basically, there is no chance Trojak should be able to get with 1,000 feet of this place without being dead. So, naturally, Trojak manages to sneak into the camp after only defeating two sentries. We also get our first indication that Trojak is actually a superhero, or might be an explorer/superhero, as he is able to wreck a barred window with "the strength of ten men." Even after an alarm is raised, only four more guards show up right away to attack Trojak with bayonets. Amazingly, Trojak thinks he can take them and everyone else who shows up (admittedly, the way the Editor is rolling randomly for reinforcements, maybe he's not wrong), but stops because Edith begs him to surrender, emasculating our hero. Actually, once he's captured, he figures he can watch the Nazis work their guns until he understands how to do it himself. And he does, throttling a guard who comes to feed him (which is weird, because we already know he can just bust out the barred window) and then escaping into the camp. Before he leaves with Edith, he mans an anti air-craft gun and aims it over the river so it drops shells onto the submarines docked there. We're informed that Trojak can work a cannon that "requires many normal men to operate," presumedly because he's buffing himself with a power, maybe Raise Car to make himself stronger. Again, only four Nazi guards converge on them before they escape the camp because of their "dulled Nazi minds" -- so, they're basically Trump voters.

Next up is Marvex the Super-Robot. It's interesting how common the concept of robots was back then, but no one really understood how one would work. Marvex is able to think because of the "delicate mechanism" in his brain, without specifying that as a computer. Marvex is created by two fifth-dimensional men who do it because they're bored and they want it to capture some Earth humans. Marvex is "born" with a conscience and won't do it, so he mops up (by then) six fifth dimensional men around him - with a seventh 5D guy. Which is weird because comic books tell us that people from higher dimensions are more powerful than us, sometimes vastly more powerful. And yet, maybe in their own dimension, they are just normal people?

Blowing up their lab tears an interdimensional hole that blows Marvex to Earth, where he immediately...tows an old man's car. Raise Car power? The man must be pretty wealthy because he tips Marvex $20 for it, which in 1940 lets him buy an entire suit in town to help conceal his appearance. When he hears a woman nearby scream for help he leaps up at least five stories, which can just be the Leap I power. The Feather Landing power lets him drop from that window to the ground without harming him or the two people he carries with him out of the burning room.

When a car full of spies speeds past and shoot at them, Marvex uses Nigh-Invulnerable Skin to block the others from harm and then Race the Train to catch up to the car. After learning where the spies took the secret plans (that is what the woman was hollering about), Marvex flies up to a 13th floor instead of leaping (Fly I, most likely). There is also an instance of wrecking things where Marvex wrecks a car, though since it's just the top of the car, maybe we can downgrade that one rank to robots. From the evidence, it seems like Marvex has used five 1st-level powers, but higher level powers could have duplicated some of them. As an android, he always get a free power anyway. And since we've only seen him use one 2nd-level power for sure, it's possible he's only 4th level, with only three brevet ranks.    

Last up is Captain Strong of the Foreign Legion. In Algeria, Strong is up against ...pirates? That's weird because these guys would normally be called nomads or bandits in anyone else's stories. While trying to set up an outpost to guard against the "pirates," the legionnaires are attacked by a "horde" of them, but we don't see more than ten of them. I really don't like how these stories act like it's okay to mow down Arabs with machine guns, but after that the tactics are sound. Strong knocks out one Arab, dresses as him, and then rides his horse back with the others as soon as they flee, and in this way he finds out where they were heading. In the Arab camp, Strong uses a combatant as a body shield, something we haven't seen in a comic in awhile. 

After escaping back to the legion's fort, Strong sets a trap for the "pirates" straight out of The Fellowship of the Ring; when the "pirates" show up and find the legionnaires all asleep, it's actually just empty clothes (though there must be some stuffing in them), ala The Prancing Pony. 

(Read at readcomiconline.to)   


Wednesday, March 31, 2021

Keen Detective Funnies #19 - pt. 1

WOOOOOO! Finally! Finally, made it to April 1940, after being stuck on March 1940 for the longest time. But will the stories get any better? Uh-oh -- we're back to Centaur Comics...

We're going to start with Spark O'Leary, and the upteenth time someone in comics has invented a method of invisibility! Kudos, at least, to getting the optics of it kind of right, that it would have to bend light around an object instead of reflecting it, though how it makes hands invisible when they're left uncovered is unclear. And is it dangerous to wear the suit? Is that why it needs a built-in gas mask?


There is a lot of plot convenience on this page. One, Spark just happens to leave the press conference early, which seems to be a terrible thing for a "newshawk" to be doing, but otherwise he wouldn't already be on the road to see the kidnappers, who just happen to drive past him. 

The story completely glosses over how Spark manages to sneak into the building unseen, and then how the two men manage to sneak out unseen. But then, these are some pretty nearsighted mobsters, because they completely miss the car just sitting off to the side of the road. Perhaps we can at least give Spark credit for having Prof. Doran lay down in the backseat, rather than visibly sitting shotgun, but it seems a risky move when more careful mobsters might have stopped and checked out the suspicious vehicle.


An old flivver conveniently blocking the road is just the sort of examples of chase complications I need to expand my table, and the owner of the flivver also being an ornery sheriff is just a bonus complication. But how they resolve the problem leaves me very suspicious of who's side this professor is really on. And how impressionable is Spark that he immediately goes along with this plan to run a sheriff off the road into a pond, where he might drown?


It's very rare for early trophy items in comics to have this kind of built-in weakness, like having water short-circuit them. 

In anyone else's hands, having an invisibility suit would be the origin story for a new superhero (indeed, that's precisely the Invisible Hood's origin story!), but Spark simply gives the suit back when he's done with it. 

Spark is, again, unconcerned when he is out-scooped by another reporter, on the same story he should have been on top of, and instead of being concerned about this mysterious-sounding fire, he just shrugs it off like it's no skin off his nose. Way to avoid your next plot hook, player! 

We're going to jump to the end of the next story, Dean Masters, D.A. Dean has apparently gone out and bought this trophy item, a magnetic cane. It allows him to control rigged roulette wheels and, I presume, pick up his dropped keys without bending over. How it cut wires isn't clear; it would be cool if it had a concealed pop-out blade in the foot of it, but such was never shown.










Now we'll jump into Spy Hunters, for a very early, very rare example of breaking the fourth wall in a serious adventure story. Eat your heart out, Deadpool!

Brest is a real city, a port city in the Finistère département in Brittany.

The Maginot Line of defenses had been installed along the German border throughout the 1930s and would be familiar to most American readers. This comic book, though cover dated April 1940, would have come out in January, four months before the Maginot Line became irrelevant. 


I usually share any maps I see in old stories, in case they could be useful later in planning game sessions or published scenarios...but I'm not even sure what I'm looking at in this map. I wouldn't have much confidence in a military campaign relying on such a map. 

Salzwedel is a town in Saxony-Anhalt, Germany, so it's optimistic, if not poor forecasting, to assume France would be taking the offensive into Germany soon.


I wouldn't be bragging if I won a fight with 30:4 odds, but this is always possible when you rely on random wandering encounters instead of planned encounters. The dice give you breaks sometimes!

A subaltern is an officer in the British army below the rank of captain, especially a second lieutenant, so this wouldn't be a term you'd be using to describe German soldiers.





This is from Dan Dennis, FBI. Polly spotted Dan and Tick shadowing her because he failed a skill check or a surprise roll (the Editor could handle that either way), and then she tries to throw them off by handing the package to someone else and splitting up, so Dan and Tick have to split up to follow them both. This could work particularly well against H&H players, as not splitting up is so ingrained in their training.

St. James Place may seem familiar to most of us from the Monopoly board, but it's also a fairly common place name. We can't know for sure if this is the St. James Place in Brooklyn, or Chicago, or somewhere else.

(Scans courtesy of Digital Comic Museum.) 











   
 

Monday, July 20, 2020

Champion Comics #5 - pt. 3

Before we quit this issue of Champion Comics and move on, let's visit one last feature. The Adventures of Bill Handy is yet another Terry and the Pirates clone, with the Asian sidekick replaced with a black sidekick.

I had to double check, but there is no country called Palay. It appears to be in the West Indies.

"Wanga," amazingly is a real thing (and I was sure that was the fake one!). It's a magical charm packet found in Haiti, so that explains which country "Palay" really is.
Putting a machine gun nest may have seemed like a really good idea while stocking the castle, and it's definitely a good defensive position that can attack the Heroes at various locations, so long as they're out in the open. The problem is what happens when the Heroes get their hands on that machine gun and that position, and can essentially take over the whole castle at that point. The lesson: don't leave trophy weapons sitting out where Heroes can find them unless you want them to have them.
It's a castle with dungeons! I wish we'd seen more of this place.

Smashing the radio room may seem an odd extra step. Bill must not be certain the dungeon will hold his prisoners.

I wish we got to see the other side of that map where the good stuff is! A map that shows the location of a new hideout is as good as a treasure map.












If you don't look closely at that last panel you'll miss their strategy. Bill pounds on the side of the tower. The Nazi climbs up the tower. At the top, Marco surprises the Nazi and takes him prisoner. I would expect this to work once, maybe twice, before the crew below gets wise and takes other actions. A wiser course of action would just be taking the sub down and making the good guys tread water. 
A wisecracking player might say, "Gee, what good is someone else's medal gonna do me?", but a smart player would know that medals are rewards and rewards are worth XP!

(Scans courtesy of Comic Book Plus.)

Saturday, May 30, 2020

Planet Comics #3 - pt. 3

We're going to look at two more features from this issue of Planet Comics today. First is Buzz Crandall, who lives in a future where the Moon is like the Wild West, with isolated outposts surrounded by danger. This is far from the last time I'll be making a space-cowboy parallel observation on this blog.
The autoped reminds me just enough of the real moon lander to intrigue me. Use your imagination; if you redesigned the moon lander to be mobile, wouldn't it look something like this?

But more interesting are moon bats which, to a D&D player, loo exactly like giant stirges! Look at how that one in the last panel is the same size as the autoped and can damage it just by diving into it! I'm thinking 4+1 Hit Dice, and those  probiscises can suck 1-8 hit points' worth of blood out of you per turn, or it can crash into you in a dive for 1-10 points of damage.
Now how did our astronauts manage to avoid the lunar land squids? Look at the size of that baby -- I'm thinking 16 Hit Dice for this one, and maybe using d10 for those HD. It's big enough that it has a chance of swallowing even a large opponent whole (maybe on a 20), and a medium-sized foe on a...18-20? Anyone not swallowed takes 4-32 points of damage from those giant teeth.

Like Noah and the Whale, Buzz winds up alive in its belly -- but that situation seems like it could change because the missing people from the outpost are all skeletons in his belly (in the next page I'm not bothering to show you). Being in the autoped seems to buy him some time, as the digestive enzymes need some turns to wreck it down (1-4 turns?).
Now we're going to look at the next story with Nelson Cole. Those pirate ships remind me of Zaxxon! But the real reason I'm showing you this page is "We'll keep in constant touch with you by radio." Now, radio waves travel at the speed of light, which is plenty fast, but it's not instantaneous in space-sized distances, so Cole is essentially on his own.















Where the heck in space is this? Are they flying through a nebula? This is a really busy nebula, with a lot of planetoids of varying size inside it.

The concept of "attractor-beams," or tractor beams as they are more commonly known today, comes from SF novelist E.E. Smith, but had not come into common comic book parlance yet by 1940, where we still see things like "magno-rays" doing the same affect.
I appreciate the cutaway map of the inside of a spaceship in panel 2. Those ships sure don't provide you much protection out in space, do they?
Now this is remarkable because I think it's the first page of a comic book story to show how different styles of planes (or spaceships in this case) have different degrees of maneuverability that give one an advantage over another.
A previous page I didn't show you told us that Cole had a raygun hidden in his belt buckle, but I assumed it was a tiny gun he would pull out when he needed it, not that he would be shooting it from inside his belt buckle. I wonder what the triggering mechanism is -- voice command? "Pew pew"?
Yet another story that assumes spaceships would land on the ground like conventional planes.

I guess Cole was shot by an electric raygun and the conductive lever saved him? More likely he just made his saving throw vs. science -- but it's always nice when you can come up with an explanation using science (or something that passes for science!).

Didn't I say Cole was on his own? I'm not sure how the Solar Force just happens to show up here, since Cole never called for them. Cole is able to use radio to talk to them without breaking science because the battle is taking place in low orbit.

Only a charitable Editor would give the Solar Force bonuses to hit thanks to Cole calling out plays on the sidelines.

(Scans courtesy of Digital Comic Museum.)

Friday, May 8, 2020

Smash Comics #8 - pt. 2

I don't care for any other features in Smash Comics as much as Espionage, but that doesn't mean we can't glean anything useful from them. Let's start with Abdul the Arab, our "hero"/traitor to his people, who helps the British steal his nation's oil...

We always pause to examine maps. Kuwait is not drawn by accident inside Iraq's borders; Kuwait had been annexed back into Iraq in 1938. Riyadh is the capital of Saudi Arabia.









  
This is an unusual scenario for a RPG, since it can't be solved by violence. Abdul has to prove Holden is stealing Rice's oil (in a Western setting, you could substitute cows for oil and run the same scenario) by getting a confession or finding the hidden pipeline, and by diving the work between himself and his sidekick, he gets both.













I can't verify that there is such a thing as a Cambridge Arsenal, let alone one holding 20,000 tons of high explosives. That seems like a really dangerous building to put that close to London.

Transatlantic flights did not fly every day in 1940, which can delay a scenario that takes place across the ocean. 
 









 
Here's an image of what appears to be a briefcase-sized short wave radio. 1940 Heroes can't easily carry these on them, but if they keep them in their cars they can split up and still communicate.















Heroes can often be notoriously hard to trap when they travel overly cautious, with all their gear and trophy items with them. The trick, then, is to get them to lower their guard and feel safe. Trap them while they don't yet know they've reached the hideout.


Yeah...that is one unconvincing ghost, what with his legs sticking out under the sheet. I know I've always said disguise needs to be really easy in comic books, but I might give the mobsters a +2 bonus to their saves vs. plot to see through this one.
We're going to skip ahead into the Hugh Hazard and His Iron Man adventure that follows. All the backstory you need to know here is that the Batzis are Nazis, Hugh knows they are responsible for sabotage here in the U.S., and he figured out they are keeping in touch via radio. He lucks onto their short wave -- I can't see that being a skill check; perhaps he just has a random 1 in 6 chance of catching one of their messages per rest turn, like a wandering encounter on the radio.

Now, I don't exactly get how this works, but if you connect a super-seper iconoscope to a teleradio, you can get a visual image of the person speaking, even if that person was only recorded with sound. Who knew?

"Krautville" sounds like a racist name for any town with a large German population in it...
Bozo has the Dig power, so that means he functions as at least a 6th-level superhero. And yet...we are treated to Bozo using the "Look behind you!" trick like a grade school prankster. I would say it's amazing that the old guy doesn't hear the propeller right over his head and know that Bozo is still there, only...well, then we also have to overlook that this tiny propeller can make a large robot fly.  I guess you could give the guy a save vs. plot to see if he falls for it or not, but I think a +4 bonus seems reasonable too.
This page kind of undersells this tactic, but a time-tested method of keeping the Hero from capturing the villain until later in the scenario is to have something happen that the Hero has to leave right now to stop. A Lawful or Neutral Hero should then have to save vs. plot to stay and defeat the villain early (maybe Chaotic too, depending on how much is at stake).

(Scans courtesy of Digital Comic Museum.)

Monday, April 15, 2019

Jungle Comics #2 - pt. 2

Tabu, not you too! Once-staunch defender of the wilderness, Tabu now slaughters animals willy-nilly to defend any man he sees. This has got to me my absolute least favorite part of the golden age -- this cheerful acceptance of animal death.

On the surface, Tabu drawn by R. L. Golden certainly looks better than by his creator, Fletcher Hanks, but it also looks more normal and mundane -- even when Tabu turns into a tree!

The elephant's graveyard is certainly supposed to be more impressive than it is, as it appears to only be the graveyard of three elephants.

One thing I do really like about this story is how Tabu discourages the youth from seeking revenge, but encourages him to let cosmic justice take its course (which happens, of course, because this is a comic book).

===

 Some game notes: Tabu uses ordinary grappling attacks on the lions, perhaps buffed by some powers, if Tabu is a magic-user/superhero, as I suspect. For the Advanced Hideouts & Hoodlums Heroes Handbook, I have been working on a mystic class that combines them both.

Evidence of gorillas being encountered in groups as large as five. It's odd that gorillas are actually social animals, but in comic books they are almost always encountered individually. This is also an example of pacing an encounter so the Heroes do not face all the mobsters at once.


There is, interestingly enough, a Tree spell in the original game that inspires H&H. I'll have to see if there's an open license version of that spell, or if I'll have to create something of my own.

======
This is a really curious story because it is actually a retconned retelling of the story in the previous issue -- something that almost never happens in comic books (except maybe in flashback). The white man's name is altered and the ending is altered so that Camilla lives. Someone may have thought after last issue went to press "Oops -- if we're going to name our feature after Camilla, it might be a good idea if Camilla survives."

I can find no evidence that a city named Kaza ever existed in Africa, but interestingly there is a KAZA now -- the Kavango–Zambezi Transfrontier Conservation Area.

That is one curious little rocket ship. Or, at least, it would have seemed strange in 1940 -- today we would call that a drone.
...As you can see here.
There's a very curious thing about these "natives." They look an awful lot like robots, yet they're never referred to as robots (or automatons, or anything but natives), and the narrator even tells us John kills several of them. Now, it's possible that the narrator is speaking from John's perspective, and how he thinks he's killing real people.


It's interesting that flexodium is a ray -- so it's a type of energy -- but it discussed as if it was a metal. Very likely this stems from a lack of understanding about how radiation works, which may have been commonplace in 1940.

Other than wanting to destroy western civilization, Camila doesn't sound so bad. Robbing ivory caravans is something I would be quite comfortable with letting Heroes of any Alignment do in my campaigns, though that is from my modern perspective, of course.
By "torpedo" she must mean rocket, and if her rockets can really reach space, her's beat German's V-2 rockets there by four years.

Once again, the very robot-like people are called nothing but guards.

=====

Game notes: 4 to 1 odds is overwhelming for John -- but if the Editor took a mulligan on their first gaming session, should John get to keep the XP from it?

We've seen so many paralysis rays already in comic books by now, but this time it's called an electric radio beam (which sounds like it would help your radio get good reception rather than paralyze someone).
I'm not crazy about Congo Lancer stories -- but I'm crazy about that map! If I was super-ambitious (I mean, more than I am now), I would try drawing a Editor's map of my campaign area that shows pictures of all the animals in that region and where they can most often be encountered.

That is one weird middle panel, with the crocodile just laying there, minding his business, while the radio waves talk over him.

(Scans courtesy of Digital Comic Museum.)

Friday, March 22, 2019

Wonderworld Comics #10 - pt. 3

Bob Powell really seemed to enjoy working on Dr. Fung, as he put his best early work into this feature.

Here we get to see a rare cutaway view map in a comic book panel, showing an underground tunnel complex. Note the tunnels at different levels, as evidenced in the last panel, where you have the dry level up above, and a water-lined tunnel at the lower level.
Hideouts & Hoodlums has lots of stats for giant fish in it already, but maybe there's room for one more. I'm not an expert on fish identification and the narration doesn't help. Is that a giant carp?
Dan's pretty funny.

I'm not sure how Dr. Fung knows the guard has the keys on him. Just a good guess? An expert skill check to notice things?

Dan is a 3rd-level fighter (sergeant) by now, which is how he's able to plow through sentries so fast with just his bare hands. He uses his surprise attack disarming the sentry. It appears that Dan can punch at the same time as being grappled, instead of grappling back, going against the grappling rules I wrote for 2nd edition. Stop that, Dan!
Sort of like the keys earlier, it seems like a big leap to say that a volcanic eruption is about to happen just because a subterranean river is getting warmer.

Powell must have become too busy in mid-feature, as we went abruptly from seven high-quality panels a page to this three-panel rush job. I can see what he was trying to do in the second panel, with the scientific accoutrements in the extreme foreground and the figures in the extreme background, but it also makes it look like the Chess Man is inside a giant glass sphere. Which is not a bad defense, if you know your opponents are coming in unarmed. Interestingly, Dan never bothered taking the sentry's rifle (or shirt).
I've seen lots of disarming attacks in comic books so far, but snapping a sweaty handkerchief in someone's face has got to be the most improbable yet. Maybe Karno has a flashback to being snapped with towels in gym class and freezes up. And then his guard is so shocked at Dr. Fung's sheer audacity that he does nothing to stop him. And then the other three guards are so shocked that the first guard was shocked that they don't bother attacking as Dan lunges at them (initiative rules are very loose in these situations for a reason).
Munson Paddock continues to set new artistic ground, this issue with his Tex Maxon feature. Note the creative way he illustrates a roundhouse kick in panel 2, a method that I've never seen duplicated since. And I love that insult in panel 4 -- "You insinuatin' snake!"

We've seen lots of examples of people recovering quickly from being temporarily stunned in comics -- so much so that I had to relent and put stunning rules in 2nd edition -- but this could be the fastest recovery in panel 2, as the outlaws revive while the fight is still going on and get back into it.
It's rare to see a comic book character stick around while the stolen loot is being identified, but the sheriff gives us a good excuse for why when he claims his own share "fer doin' th' work" -- which seems a likely excuse players would come up with.


This is Spark Stevens and, I'm curious, how Spark knows that those are secret Navy plans. I mean, maybe it's something super obvious and they say "TOP SECRET" across the top of them. He seems very sure of their authenticity at just a glance (skill check?).
It's interesting how they loosen the hinges first, to give them a bonus modifier to their open doors check. I wonder what they used on the screws, though -- their fingernails?

(Scans courtesy of Comic Book Plus.)