Showing posts with label minor trophies. Show all posts
Showing posts with label minor trophies. Show all posts

Thursday, May 5, 2022

Thrilling Comics #3 - pt. 3

Well I'll be...I called this issue #2 in my last two posts, but it's been issue 3 I've been reviewing all this time! Sorry if I confused anyone.

It's been a long while since we last visited The Ghost, but you might recall he was tossing around Wish-level spells all over before the scenario even got started. Now that he has mobsters to fight, we get - Knock, Mirror Images, and throwing a dagger instead of casting a spell. Wow, this is what a mid-level magic-user looks like!


In my current Hideouts & Hoodlums campaign, we just had a long scene of the Heroes mixing it up with police in a precinct house, so it's interesting to see how quickly The Ghost is able to muscle his way in to see the ...Captain? Commissioner? - after just levitating a beat cop out of his way.

That is a strange spell that gets cast mid-page. It's not a Phantasmal Image because The Ghost doesn't know what the spell will reveal. It seems closer to Object Reading, the psionic power. It's also unusual to have a golden age Hero's initial hunch turn out to be wrong.

Now this is interesting! Only some magic-users have ever shown Achilles Heels - like needing to be holding their wand, or needing the use of their hands - The Ghost has to be facing you.

Wall of Force stops the car. 

It's interesting how The Ghost only sometimes bothers to use his "ghost" look and other times just walks around like a normal guy. I wonder how he decides...?

I also wonder -- is that chair a Chair of Scrying, like a comfy Crystal Ball?

The Ghost uses Levitate to save himself from bullets. I find it so refreshing to see so many 2nd-level spells getting used!

Hypnotism, or Charm Person spell? 

We don't know exactly how many hit points The Ghost has, but a surprise head blow can take him out.

The Ghost casts Wizard Eye through the door.

I like the details of that trap; it's a trap that, if you play it just right, helps the Heroes free themselves from it. Of course, you need to have Heroes weak enough not to be able to break rope...

Normally, in a Hideouts & Hoodlums campaign, exploring an entire hideout from cellar to roof could take multiple play sessions; here, we see it come to pass in a single caption. It's rather remarkable, I think, that the only clue he finds in the whole building are the pigeons on the roof. I wonder how many "secret door" rolls he failed on his way though the house...

I'm not sure what to make out of a spell that makes pigeons leave flaming trails. Some sort of Feed Jalapenos to Birds spell? Or perhaps this is just a generous interpretation of the Find the Path spell?

I believe I already have a Detect Lie spell in my game (or should if I don't). Is there any difference between Detect Lie and Speak Only Truth?

Out of all the spells in The Ghost's repertoire, what impresses this guy is the Change Self spell. 

I've never heard of a trick gun like that, but now I think it should be a minor trophy item. 

When did The Ghost cast that spell, turning the bullets to vapor? While writing the suicide note? After grabbing the gun away? As the bullets are being shot? Possibly the first two options, if the spell was cast off-panel, but it's hard to believe Tanko didn't notice. I think he could realistically have cast it at the beginning of the melee turn before being grappled by Tanko.  

Also...Tanko? That's an African name. Is it a nickname here? 

Ignoring the panel where the lights go out, but we can see everything...there are some strange reactions to magic in this story. Like, the phantasmal faces trick the chief into confessing...instead of just running away?

Was the matchbox ever admissible evidence? I bet it's not now, since a roomful of witnesses saw this appear out of nowhere. How do you prove it's the same matchbox? 

Moving on...I'm more amused than anything else by this page of the next story. For one, the "Three Comrades" are hanging out in what appears to be a middle class German restaurant, and the two German spies dressed up for a fancy nightclub aren't attracting any attention to themselves. What amuses me even more is how much Books looks like Peter Parker.



At least Cal thought the spies were suspicious. You can always count on Non-Heroes controlled by the Editor to fail to notice anything suspicious about a name like Baron Von Sneer, even though that just screams "comic book villain!" to the rest of us. 

Wow...you can also always count on European villains to have castle hideouts, even when just visiting the U.S. The caption calls it a mansion, but I know a castle when I see one...

(Scans courtesy of Digital Comic Museum.)














 


Thursday, July 2, 2020

Crackajack Funnies #21 - pt. 2

We're still looking at Wash Tubbs and, boy, there's an unsettling mix of realistic and cartoony violence in there -- which is actually pretty much my Editing style when running Hideouts & Hoodlums.

There are some interesting things going on here and on the previous page. From the previous page (I'll just summarize it for you), Frankie Slaughter beats up one of Wash's employees just to intimidate everyone present into not telling the police he was ever there.

Slaughter tries all the angles to get what he wants, as low as beating Wash half to death and threatening to do the same to his girlfriend. But he makes the mistake of trusting Wash is frightened enough to comply and doesn't send one of his boys with Wash to the bank.

Frankie Slaughter is a great villain name.

Wash, for his part, threatens Frankie with a gun (on the page I didn't share), but I was relieved to find out it wasn't loaded. Keeping the lease at the bank was very smart on his part.

Speaking of smart, Frankie again shows good tactics, trying to trick Wash into unloading the lease to a stranger, and then establishing an alibi (and having a secret exit from locations that aren't even his hideout!).
Red Ryder is knocked unconscious by the explosion. In D&D, when a PC wakes up, they can immediately get up and rejoin the battle with no ill effects (other than maybe still functioning at reduced hp). Here, Red is stunned for at least 1 turn after waking up; a more gradual transition to being fight-ready and something I'm considering adding as an optional rule now.
I'm normally far from a gun advocate, but if Red was looking to finish this fight most effectively, I think he would have gone with his gun rather than throwing sand in Carr's face. Apparently the sand gives him such an advantage that he easily wins the fight off-panel, so maybe I'm wrong? Let's review; how I would handle this is an attack roll, ignoring any armor but not DEX bonus or cover, then a saving throw vs science from the target. Failure means temporarily blinded and at a -4 to hit penalty for the next 1-4 turns. So, I guess that's a pretty good advantage, but not a sure win.
This has to be the most verbose feature I've reviewed yet for this blog, and I'm not even showing you the pages that are almost solid text. It's not really that complex a plot, but the author seems to think it is.

A monogrammed lace handkerchief and the smell of perfume are good clues, but the knife in the back is the best one of all and they don't even talk about it.
Noticing that someone else has the same initials is not a clue I would normally make someone roll for, expecting the players to catch it themselves. The smell of the perfume the players could not tell on their own, so for that I might allow an Intelligence check to recall it smelling the same; I don't see that being a skill, unless we treat perfume identification as a skill. There is generally a lower chance to make a skill check than an ability score check, so I guess it depends on how hard you think recognizing the perfume should be.


The Scarlet is an unusual name for a villain for two reasons: one, Scarlet isn't a noun, and two, you normally associate Scarlet with a female.

A fountain pen that shoots out stunning gas that can affect 1-2 people is a handy minor trophy item.

Smashing a window seems an unusual signal. What if The Scarlet had used bulletproof glass in his windows?

Complicating the story was the fact that Dorn's sister provided Ed with wrong information, and Dorn was purposely feeding people false stories to throw them off. Players need to be reminded sometimes that they can't trust all the information they receive in-character.

I'm not sure, but I suspect that "200 suspected cases of espionage a day" was just a guess and not a fact I could look
up and verify.

I never thought we'd be looking at Apple Mary again for adventure ideas, but a $5,000 reward to search for a missing item is a plot hook worthy of a fun treasure hunt.
From this page we learn that psychics charged $5, and a book can sell for as little as 50 cents (maybe from a used book store?).

(Scans courtesy of Digital Comic Museum.)

Saturday, January 18, 2020

Flash Comics #3 - pt. 1

The Flash's hometown is New York City, at least for this story, and the city's newspaper is the Town Cackle, a paper that sells for 2 cents. When his fiance Joan's father is framed as a spy, the Flash's first suspect is the newspaper that reported it (to be fair, it was Joan's idea, and who wants to say no to their fiance?). At the office, Flash just happens to hear the city editor implicate himself to a subordinate.

In Hideouts & Hoodlums, there can either be a random chance of coming into the room at the right moment, or the Editor can simply force the encounter to happen that way if the entire plot hinges on it. Of course, it is not a good idea to make scenarios hinge on a single choice of the player(s). Suppose no one had thought to go to the newspaper office?

Flash uses the powers Invisibly Fast and Race the Train (provided the first power's duration had ended).

Major Williams' science project is the "neutronic bombardment of uranium," which suggests that with minimal research you could learn some reasonably accurate atomic research talk at the beginning of 1940.

Flash is smart to interview Williams to find out what he knows and who he suspects (indeed, it might have made more sense to do this before starting to investigate the Town Cackle), but his timing works against him when Williams' house is robbed at the same time Flash is in jail interviewing Williams. When super-speed is available (or Teleport, for high-level magic-users), plots will need to hinge on this sort of lucky timing.

Not sure what the average temperature was in March 1940, but if Flash strips you down to just your dress shirt and leaves you on the top of the Empire State Building, you'll take a point or two of cold damage.

Rather than use his powers to coerce confessions out of the editor, Flash goes incognito and uses a concealed dictaphone to record his confession. And then the same trick works again when he talks to the spy above him. It's like, if you try to trick a mobster into confessing, the mobster has to save vs. plot to resist the urge to monolog about everything.

When Major Williams is cleared and released from the county jail, he blurts out to the warden that the Flash's real last name is Garrick.

Flash spends a considerable amount of time running out of costume, putting to bed the conceit in 1st ed H&H that superheroes would not be able to use their powers out of costume.

Is that Flash is using some sort of spinning power against the boss spy when he spins him around by his heels (he's pretty strong to lift a man up by his heels!), but the end result is the mobster simply being prone on the ground, so this could have been a simple trip attack with a lot of flavor text added to it.

Further analysis of this issue can be found in The Trophy Case #1.

Next up is Cliff Cornwall, Special Agent. In Panama, Cliff is apparently seduced by a vamp working for spies in the employ of a fictional country called Bortola. Bortola is an Italian female name, meaning that "Bortola" is likely a stand-in for Italy. The naval plans spies are after this month are for a new design of battle cruiser. There's a wrinkle to this one, as the plans currently contain a fatal flaw known to Cliff and the inventor. Instead of keeping it away from the spies, Cliff needs to get these faulty plans to them without making them suspicious -- a good scenario for players who enjoy role-playing over combat, I suppose.

There are a few flaws in the execution. Keeping Cliff's girlfriend in the dark about the seduction was stupid and should have lost him a girlfriend before the end. The Bortolan navy spends "$1 million" on their new fleet of faulty cruisers. Why are they spending American currency?

In this issue, Hawkman is spelled "Hawk-Man," and the narrator also refers to him as "The Phantom of the Night," which doesn't really make much sense. Hawk-Man isn't too concerned about his secret identity (neither was Flash, really), as he sees an old friend of his out for a stroll and calls out to him, "I'm Carter Hall!" He's wearing a completely different design of helmet in this adventure too, one that rests on top of his head and leaves his whole face exposed.

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


Monday, December 30, 2019

Silver Streak Comics #3 - pt. 2


Not many days left in December to work on the ol' blog, but let's try to get through Silver Streak Comics #3, if nothing else.

This is the last page of Bill Wayne, the Texas Terror. Here he consistently shoots twice per turn, but I already discussed ways of accounting for that in the Hideouts & Hoodlums rules last time. This time, I want to point out the neck sheathe for a concealed knife -- and what an insanely dangerous place to store a knife that seems to be, to me.

Panel 5 is a clear example of simultaneous initiative.



Now we're going to look in on Lance Hale again, comics' only loincloth-clad interplanetary warrior.

That is one incredibly durable spaceship, since it is traveling faster than light when it crash lands. No one inside is even harmed!

Traveling faster than time transports you, not into the past or future, but into spirit-land here, which is a highly unusual twist. Spirit-land is inhabited by beast men (long ago presented as a playable race for 1st ed H&H in...one of the Trophy Case issues; I forget which one...).

How kind of the artist not to burden us with having to view that ferocious battle!
Here is some unusual evolutionary science: spiritmen have no bodies, but are somehow able to interact with Lance and grapple him. Having no souls puts them just below mankind "in the cycle of evolution." How did they evolve to have no souls or bodies?

As a reminder, Lance wears an armband that lets him operate as a superhero, wrecking things like chains (the door category) with ease.

That is a highly untraditional Crystal Ball, giving bodies to body-less beings instead of scrying.

Or is the Crystal Ball only an illusion generator? King Loti is revealed as a beastman...or a kenku...or a type I demon?
Can spiritmen/beastmen turn invsible, or is King Loti a beastman magic-user?

And what manner of invisibility is this, that Lance can see him but Dr. Grey can't. This is not like the Invisibility spell, so it must be a special ability of spiritmen, one that gives a saving throw vs. spells to resist.

Here we have the age-old question that has always plagued D&D -- how to adjudicate disbelieving in illusions? It seems that Lance here gets a saving throw just by stating the intention to disbelieve, or to "use his own will power."
Here's a special rule that will keep players from attempting to disbelieve in illusions all willy-nilly: disbelieving in one is so draining that you are too weak too move -- essentially paralyzed -- for 1-4 turns afterwards.


A chair is soft cover, improving Lance's AC by 1 (which he desperately needs, since he's almost naked).

Dr. Grey is taking quite a chance on a scheme that doesn't make much sense. Why does he need a silver bowl to disbelieve in illusions? And what if the spiritmen weren't illusions? Or are spiritmen always illusions?
This is from the next feature, Ace Powers. Here we have a very rare complication from combat -- arm paralysis caused by taking damage. Now, we could make up a new rule that any head blow that doesn't cause unconscious has a chance of a different result, and we could even design a random table for that...but the paralyzed arm doesn't here really change the combat any, so it passes the smell test for flavor text to me.

Tying the Hero to a steam radiator seems a low-key deathtrap that I'm surprised we've never seen before. Since the steam has to build slowly, it could start as 1 point of heat damage in turn 1, 1-2 points in turn 2, and so on.
This is one of those strange instances in comic books where taking damage causes consciousness instead of unconsciousness. It runs counter-intuitive to how damage works in both H&H and, frankly, every game system I can think of.

Duplicate keys must be like a skeleton key.

(Scans courtesy of Comic Book Plus.)

Saturday, November 23, 2019

Thrilling Comics #2 - pt. 4

We're still looking at The Woman in Red as she investigates at a hospital, and talking Hideouts & Hoodlums game mechanics.

The one benefit I've seen so far to WiR dressing as a vigilante is, when she comes out of the costume, she's unrecognizable and doesn't have to make a disguise skill check.

Grabbing the canopy is a normal attack roll. The Editor has to wing the Armor Class based on how fast WiR was falling past it. Since it looks like she fell no more than 30', I'd say AC 7. Of course, the Editor does not have to put a canopy there, but a player can request one and, if the Editor is feeling half-generous, allow a save vs. plot for there to be a canopy between the window and the ground.
It's hard to make out that figure in panel 3, but it looks like the killer is wrapped up like a mummy. So...stat as fake undead?

Note the wisps of smoke around the police officers in panel 5, suggesting that they have been shooting at her, in the hallway of a hospital! This is so typical of the mysteryman genre, that police are ineffectual against crooks, but super-dangerous when they turn on the Hero.
The basement of the hospital is now more like a traditional hideout, with long, dark corridors and cell-like doors. A morgue contains lots of good, atmospheric dressing for a hideout.

A maniac might be a workable mobstertype. He seems at least as tough as a thug, but also has the ability to rip costumes off.
It's rare for radiation to be treated realistically in a comic book at any decade, so it's nice to see radium having an effect on someone. It must have also affected the morgue attendant's brain, since he doesn't apparently recognize a Geiger counter.

Geiger counters should be a mundane trophy item Heroes can collect.


Here's a question to ponder: is the rattlesnake a wandering encounter, the woman in trouble, or both together? Setting up wandering encounters as a rescue situation is a good way to let your players net additional XP!

"You spoke your piece" is just the kind of phrase you'd expect in a western.
There's some interesting slang on this page. A "waddy" was a cowboy, in this context, and not an Aboriginal war club.
This page makes me nuts. The top tier is all about confronting the killer, and then the store veers off into this sub-plot about capturing wild horses. The timing of it is terrible, but the idea of having sub-plots ready that your players can go do during less busy times in the game is a great idea.

Speaking of great ideas...setting off dynamite in the vicinity of the wild horses you want to capture alive? Probably not one of those great ideas...
This is from Tommy Dolan, Ace Detective. It's a confusing story that seems to be about an undercover detective pretending to have shot a cop in order to get in with a vamp who knows where treasure is buried, but not all of that is very clear up to this point; confusing things is that even the captions keep referring to Tommy as his alias, Terry.

Under dashboards is a good place to look for hidden weapons.

The "Lambeth Walk" is "an exaggerated rhythmic swagger, with plenty of arm swinging, copious hat-play, and elements of slapstick," according to the Londonist.com. 

There's some interesting chemistry between detective and vamp here, and lots of good pulpish dialogue, like "You hold all the cards," "I'm nothing but a stooge for a blonde," and "grab yourself a chunk of ceiling!" Perfect for an urban campaign with lots of noir to it.

(Scans courtesy of Comic Book Plus.)

Monday, October 14, 2019

Amazing Mystery Funnies #18 - pt. 2

We're still looking at Jon Linton's adventures in the future; a future where men wear robes and women wear short skirts.

It seems like a huge design flaw that Satan Rex's atomic power plant is controlled by two exposed electrodes. I was going to say the place should also have some fail-safes in place, but I suppose the power shutdown is a fail-safe, preventing something worse like a meltdown.

I don't think any 1940 writers knew about meltdowns yet...and yet, Harry Campbell did seem to have more knowledge of science than your average comic book writer of the time, so...?
I just complimented Campbell for his smarts, but there seems to be a glaring mistake here; two pages back, Jon learned the systems would need 30 minutes to reboot, and here the "wall of force" is rebooting well before then. Of course, maybe Satan was smart enough to have a back-up system kick in for the force wall.

It's interesting that Campbell calls it a wall of force and not the more common term, force field (in use in science fiction going back to 1920!). Wall of Force is, of course, a magic-user spell as well.

The second to last panel spells out that the Scientist class normally takes a week of downtime to invent something, but has a chance to kit-bash something in just a day.
The Mount Wilson Observatory telescope would be the largest in the world until 1949. I'm not sure where the "6,000 billion million miles" came from, but researchers could see nebulae over 5 trillion miles away.

The "reveal houses on the moon, if there are any" is as optimistic as telepathic television-phones.
Bill and Davey is an odd duck, a comic strip coming from a minor league syndicate that was picked up by both Dell and Centaur (though neither for long). It's hard to see what they saw in it -- unless they just picked it up cheap.

There were headhunters, and cannibals as well, on the Solomon Islands, so while the depiction of Ajax might seem racist, the description isn't. 
This is Tippy Taylor on Fantasy Isle, a non-subtle rip-off of Swift's Lilliput. This scenario should be a cakewalk for even a class-less half-pint; since I'm still working on the assumption that 1 hit point represents roughly 30 lbs. of mass, and a 6" tall person would weigh less than an ounce, then Lilliputians...or Fantasy Islanders don't even come close to having a full hit point, or being able to do any damage themselves.

The tank poses more of a threat, even scaled to tiny size. Since it's the size of a gun, I would allow it to do a full 1-6 points of damage if it shot Tippy in the leg.

That must be a 3' high jump by Tippy. Impressive! 
This is John Degen, Private Detective, from a one-shot called "The Fiend of Halwith Hall." Shadowing someone, by car, on a country road, should be a basic skill check.

John is smart to head straight to the cellar, as most of the good stuff in a hideout is underground.

John has a skeleton key, a minor trophy item that gives him a bonus to skill checks when opening locked doors.
Here we have a mad scientist with the emphasis on mad. Like many mad scientists, he wants to do a brain transplant. Now, he might be just a raving loon, or maybe he has the science to do it; we never do find out.

Two wolves are unusual pets for a mad scientist.

The pit trap in the driveway is very unusual. It also doesn't make a lot of sense, since the car was parked when John goes inside, and is in the pit trap after he gets out. Maybe it took a long time for the weight of the car to activate the trap?
That's a lot of blood loss, to make the gunpowder too wet to burn. The Hideouts & Hoodlums rules don't account for blood loss and there's no way to make yourself bleed faster to foil traps.

Wow, that is one dark ending. It's rare for Heroes in comics to fail, but John not only failed to save this poor guy, but we find out just what horrible fate befell him.
Lastly, we're going to look at a verbose page of Larry Kane, investigating "The Ghost of Kirkwood." There's a pretty good set-up for a haunted house scenario here, with lots of rumors being supplied on this page.

My curiosity has been aroused too, but it's late and I'll read the rest next time!

(Scans courtesy of Comic Book Plus.)

Saturday, June 8, 2019

Top-Notch Comics #3 - pt. 2

We'll continue today with  Dick Storm - and, yes, I still think that's funny.

Speaking of names...considering how important Kang the Conqueror is going to be for Marvel Comics in 24 years, it's interesting to see the first use of "K'ang" in a comic book.

Dick tries to trick/bluff K'ang, but K'ang isn't buying it; K'ang may have made a save vs. plot here, which I think is a more appropriate mechanic than a skill check to persuade someone. Of course, the Editor can always disregard mechanics and rule on persuasion based on role-playing skill.

Six-to-one odds is too great for Dick.
It's an unusual variant on the "get the guard to rush into your cell strategy," choking the woman in the cell with you, and there's a certain amount of extra danger here if the guard doesn't fall for it soon enough.

Dick is also really trusting of this woman who just happened to be in the same cell with him. If it was me, I would worry that she was a plant, put in there to pump me for information.
Moving on, this is Bob Phantom (another character who's name I often make fun of).

There's an unusual quality to this story where Bob doesn't seem to be an actual character in it, but is just turning up, Phantom Stranger-like, and warning the bad guys about the decisions they are making.

And he's clearly using the spell Poof! to do it.
It really looks like Bob is catching the bullet in his mouth, but the caption tells me he is blowing the bullet back. That seems too powerful for Gust of Wind. It's more likely the power Turn Gun on Bad Guy, but that's a 4th level spell, and we only need to use that if there was really a good chance of the mobster being hit by it. Or, this could just be flavor text explaining how the bullet missed Bob at such short range.
Walls of fire are very hard to get through. Just passing through fire is going to do damage, which should vary based on the size and intensity of the fire. At the low end is jumping through a campfire, which would do maybe 1 point of damage. At the high end is the magic-user spell Wall of Fire which does...well, I don't have my books handy, but I believe it's a lot of damage. Walking through a line of burning kerosene would likely do 1-8 points of damage. Walking through the inferno of a burning oil field, that seems like it would be more like the spell.

Bikini cut, Bob? Really?

Speaking of intensity, starting a cyclone is pretty intense. The weight of a shack is way beyond the lift capacity of a Telekinesis spell, so that's not what Bob is using. Maybe


Control Weather? Or we need a new power or spell for Create Cyclone.

Now we're moving on to our next feature, Stacey Knight, M. D. Here we see the benefit of keeping a sedative and syringe with you.

It seems a lot less risky a tactic than jumping out a third story window to grapple someone below you. For one thing, I wouldn't even allow the jumping and the grappling on the same turn; you can jump and try to land on the mobster to half your falling damage (and give him full damage) and then on the following turn begin grappling.

I would also not combine attacks with wrecking; you can hit the mobster with the gun or you can try to break the gun, but not both at the same time.


Now, the main reason I would not allow these things is that, in a group setting, you need to leave things for the other players to do. If this was solo play, I might be more lenient on combining effects.

I'm including this page of Wings Johnson of the Air Patrol because I want to remind players to always know where the exits are, and be prepared to use non-traditional exits. And, a note to Editors, include more things like laundry chutes in your game. Vertical transportation keeps your players thinking in three dimensions.
The 2nd edition basic book has suggestions for ramming damage with different vehicle types, and both editions of Hideouts & Hoodlums have rules for wrecking things. But what about when you want to ram a conning tower with your plane to wreck it? A good rule of thumb is that, for every 10 points of damage the vehicle ramming can do (not necessarily what you roll for damage), assign 1 level in superhero for wrecking.

It seems really implausible that your nemesis just happens to be on the first submarine you crash into in that entire theater of war, but if you want to get your story moving along sometimes...
I'm not going to bother talking about the "knock out the guard and steal his uniform" tactic again, but returning to the same building you just escaped from to hide is certainly an interesting tactic.

I have a feeling that, despite how poor Wings thinks his German is, that he would understand whatever the commandant tells him to do.

(Scans courtesy of Digital Comic Museum.)