Showing posts with label superheroes. Show all posts
Showing posts with label superheroes. Show all posts

Tuesday, September 11, 2018

Smash Comics #6 - pt. 2

Bozo, the name of the robot, doesn't even appear in this story.

It's interesting that the New York port is not named. The Daily Mail was a long-running newspaper in the Catskills, so it's possible that New York City is actually not where this takes place.
The entry for large iron robots has, since the Basic book, included more specific references to the Iron Man (indeed, they will be called Iron Men in the Mobster Manual), including having pilots able to ride around inside the robot. It does make me think that Hugh might be a midget, and that any time we see him side-by-side another person, he's standing on top of something.
The telescopic eye is an example of the telescopic vision power from both 1st and 2nd edition Hideouts & Hoodlums. Bozo also lets Hugh use the Fly I power. Lastly, he wrecks his way through an outer wall, which is something superheroes don't even have a chance to smash through until 3rd level. So Bozo is at least a 3rd level superhero here.
Bizarrely, Hugh leaves his robot standing on his roof, concealed only by an awning. I find this remarkable enough to share because a) it shows how Golden Age heroes are not all obsessed with protecting secret identities, and b) it's a good reminder for players not to be so careless with where they leave their valuable trophy items.

But maybe the real issue highlighted here is -- can Hugh be a superhero if the robot can be stolen from him? Does the robot exist except as flavor text? 
Note how, on this page, the mobsters don't even try to take Bozo with them, but put Hugh right back into it. It's a bizarre decision -- even if they can't figure out how to work it, surely they could try and sell it -- that only makes sense if they can't take it away from him.
Now we return to some real artwork, with Eisner's Archie O'Toole. The map is not particularly useful, but it sure is pretty! Unlike most fictional countries that have obvious real world analogues, there's still nothing concrete we can hook Pyromania and Spatoonia to.
The issue here is, during the car chase, does slamming on the brakes make the thrown bomb miss? It actually is not just flavor text here, as relative speed differences present an Armor Class adjustment. By braking first, Cook's driver changes his car's AC. But since this isn't ordinary combat, how to determine if the braking comes before the throw? We don't need to introduce initiative rolls into chase scenes if we remember the order of play of combat -- with movement coming before missile attacks.
Cook was knocked out on the previous page. Here is an somewhat rare example of the Hero not being able to recover from unconsciousness until the next day.

This is not our first story where helium is seen as a valuable commodity worth stealing, and I suspect it will not be the last.
This is a page from Abdul the Arab. Abdul was framed because some men were attacked and heard the name "Abdul" being yelled -- which is lousy evidence to frame someone with, since there can't possibly be just one Abdul in the region.

So, sentenced to die on the flimsiest circumstantial evidence possible, Abdul is only freed after everyone hears a forced confession. Amazingly, Abdul still wants to be friends with the British after this.

But most importantly, that remarkable shot, from behind the cover of a wall, that splits the rope, was either a 1 in 20 lucky break, or a Mysteryman stunt. Even though a weapon was used, because it was not being used for combat, a stunt can still be burned for something like that.

(Scans courtesy of Comic Book Plus.)

Friday, January 12, 2018

Popular Comics #46 - pt. 2

We return to the Hurricane Kids just in time for a surprising (for them) discovery. Cavemen, on a time-lost island with dinosaurs? I'd be more surprised by how they apparently have access to really good razors or waxing.


I'm amused by that "The high priest, no doubt" from the narrator, based on no evidence other than his white beard.

I do have plans on adding a high priest mobster type in the upcoming Mobster Manual. I'll have to amend the caveman entry to say that there is a chance of a high priest being among them.



This is curious to me...I can't think of any car chase scenes I've ever seen where innocent bystanders decide to chase a driver down. If I ever revisit my chase rules, maybe I'll have to add something about a chance per turn of new participants entering the chase.


A rare use of shotguns by robbers (may need to update their entry to reflect a chance of being armed with them).

These guys are just robbing out of hostility! And always committing their crimes at noon, in the same city? They're just begging to get caught. Makes it easy for the Heroes, though!


This is The Mystery of Mr. Wong Featuring Boris Karloff. The Detective class I debuted in The Trophy Case is still the last un-playtested Hero class, but that doesn't mean I can't make some use of it for non-Heroes, and will probably include details from it in a detective write-up in the Mobster Manual. And maybe it should include a chance to recognize poisons on sight?

Or should this be a skill available to Heroes? If so, it would definitely be an expert skill.

$100 may not seem like much to today's players, but then players seldom need much encouragement to get their Heroes into fights.

More interesting is the idea of a villain taking a dive initially against the Heroes, so he can come back and publicly thrash them later.

Lastly, I don't think we should equate boxing rounds with combat turns. At a guess, I'd say a boxing round should be 5-7 combat turns in length.

This is Masked Pilot. There's a mystery as to why the Black Phantom thinks he's fighting in a war, but what really interests me here are the signs at the gas station -- "6 gallons for $1" and "credit cards honored," showing how experimental credit cards still were in 1939.



The Black Phantom fights with the strength of 10 men and...sounds suspiciously like a superhero buffed with the Get Tough power. Could this be one of the earliest true supervillains in comics?




This is from Shark Egan. In 2nd edition, I gave just example values for treasure items, like gemstones and pearls and left it to the Editor to assign numbers. Had I given a range for determining random values, I would have needed to use a very generous exploding die mechanic (like 1-4 x $10, with every roll of 2-4 triggering another roll) to let pearl values get all the way up to $500,000.

(Scans courtesy of Digital Comic Museum.)