Showing posts with label treasure. Show all posts
Showing posts with label treasure. Show all posts

Monday, March 7, 2022

Rocket Comics #2 - pt. 1

I don't recall a thing about reviewing #1 of this series, which doesn't bode well as we begin issue #2...

We start with Rocket Riley and pals crash landing on a surprisingly solid and foliage-covered Saturn. We can't necessarily call this bad comic book science, though; the term "gas giant" didn't even exist until the 1950s. 


YES! Oh, sorry, I got excited because this new alien starts with a Z, so I don't have to quickly add it to the Mobster Manual Vol. 1, which is just a few pages away from being completed now.

We don't know anything about Zarno yet except that they must fly very quickly, or have a higher chance of surprise, for it to pounce on Griselda before Rocket can shoot at it.

Sadly, the Zarno is shot dead on the first try on the next page and we learn nothing else about it.


Now this is nice; the big globe with chairs in it is a sort of floating elevator that doesn't need a shaft. It's the kind of trapping that would be perfect for an ultra hi-tech hideout.






Not every villain is so considerate to tell you what you'll encounter in his dungeon before you go there. Oh, interesting, giant leeches and - WHOA! HARPY-VAMPIRES?? I've gotta see this...






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Huh, those do look like harpies. So they're harpies, and they have all the powers of a vampire? I've gotta put these in the Mobster Manual now. Sigh. More to do...





Oh come on! They're dead already? From an ice gun? Harpy-vampires must have some kind of special vulnerability to ice. 

Speaking of ice guns...it's powered by a detonator? Was the writer thinking of batteries, but couldn't remember the word?



Well, we lost the harpy-vampires already. Let's check in on the giant leeches and see if they're -- OH MY GOSH, the giant leeches are dead already too! How is he even killing them by hand? Are these some rare form of vertebrate leech and he's snapping their spines? Or is he squeezing them too hard, like a roll of Charmin's toilet paper?


In our next story, here's a pearl that's worth a fortune, when the average pearl is going to be worth $100. Statistically, the chance of its worth doubling that many times is highly unlikely.

Shadowy figures are a mobstertype since Supplement V



Lastly, this is a page from The Phantom Ranger. I'd previously added killer stallions to the Mobster Manual. I'll have to add a note about how lack of water and being driven crazy by heat can turn a horse into a killer stallion.

(Scans courtesy of Comic Book Plus.)


 


Friday, May 15, 2020

All-American Comics #12 - pt. 2

In Popsicle Pete, the Typical American Boy, Pete and his pals go in search of a pot of gold and find, coincidentally, $10,000 in gold bullion hidden by mobsters in a hidden stewpot. That's good news for Pete, but an interesting challenge for Pete's Editor, who just gave away enough XP to level up four half-pint fighters between the ages of 3 and 10 (provided they are all classed, of course; Supporting Cast Members do not all have to have a class and are simply noncombatants if they don't).

In Gary Concord, the Ultra-Man, Gary and his sidekick Guppy are placed in a prison more villains should consider; a completely transparent one that his guards can constantly watch and hear him through. The weakness in this approach, of course, is the guards themselves, and Gary is able to convince one into switching sides with a lucky encounter reaction roll.

This feature has the unusual distinction of being the first time in comics history the term "bunghole" has been used in print. It's unclear if the term is being used in its original meaning, an aperture through which a cask can be filled or emptied, or its slang meaning. It does appears that Guppy is about to flip off his guards right afterwards, though.

A lot of downtime happens in the last few pages. During it, Tor's forces conquer one-quarter of the United States. Gary has been busy leading the effort to counterattack on two fronts: first, a wave of thousands of atomic-powered plastic stealth ships armed with anti-metal rays (they are not called plastic, but made of "synthetics") to take on Tor's air force directly, and then a series of intercontinental ballistic missiles filled with sleep-inducing foam to be aimed at Tor's home country. Next issue we'll find out if all that works. My question is, if they had the resources for all this, why was the initial defense of the country apparently limited to conventional anti-aircraft guns?

(Read at readcomiconline.to)

Saturday, November 9, 2019

Thrilling Comics #2 - pt. 1

Mike's Amazing World of Comics tells me that the next comic book I should be reviewing, in order, is War Comics #1. But I accidentally reviewed that early, a year ago. Oops! So let's skip another ahead to Better's Thrilling Comics and the original Dr. Strange.

Our adventure begins with a mysterious death and the easy plot hook of Strange being asked to investigate it by the police. Strange looks for clues and, in an unusual move that I want to call your attention to, appears to be using scissors to cut into the dead man's clothing (unless, of course, he's also planning on performing an autopsy...). This is how he finds a secretive pin sewn into the seam of the clothing.
Note how Strange now has dark hair. Does he, instead of wearing a costume or uniform, just darken his hair before going into action?

Really, Fleming? The only place in the world you would find a three-headed serpent is an ancient lost city? I decided to do a quick Internet search on three-headed serpents to see if he was right. Besides an awful lot of hits for the video game Hitman 2, there was an article about a pillar depicting a three-headed serpent that came from Delphi. Good thing Strange didn't go there instead!

I wouldn't put much stock in what that assistant's telling you either, Strange. And you, Richard Hughes, writer of this story, if you knew you were going to base this story in Tibet, how hard would it have been in 1940 to do a little research and learn the real name of the desert there (which is the Gobi)?
One of the nice things about that last page is the fallibility of the assassin, who allows the assistant to get one vital word out before offing him. This makes it pretty easy to follow from one plot character right to the next -- and then risk killing him by punching him through a wall.

The game mechanics of Hideouts & Hoodlums (remember, this blog is also about a game!) don't currently support punching villains through walls, and would either need a modification to the pushing rules, or a new power that combines damage with wrecking things. I would definitely need to consider this as we move ahead, as I can think of quite a few later comic books that combine violence with such a flagrant disregard for property.

This third page, to the right, makes no sense to me...

Strange seems to have Crewe dead to rights already, yet after beating up his henchmen and showing off his Nigh-Invulnerable Skin, he just leaves so he can tail Crewe instead. You would think Crewe would be extra-cautious now about Strange and not act so brazenly criminal.

As stupid as Crewe is, his henchmen must be even stupider to nab a girl and bring her to their boss, just for loitering around a giant skyscraper. Strange isn't happy with them either, as he's perfectly willing to toss one of them out the window, knowing it's a lethal fall from that height.


Now this page has some tricky geometry to it. I'm not sure how Strange twists his body to land on the roof across the street, but it definitely appears that he is still leaping instead of flying. And, the fact that he needs to land on the roof instead suggests there is an upper limit to how far he feels he can fall safely.

In game mechanics-terms, maybe an upper limit needs to be put on the Feather Landing power. 

A herb that cures diseases like the spell would be a very valuable item in any campaign, and probably one best to keep out of the Heroes' grasp so it doesn't change the campaign world too dramatically.

Mongols are just wandering around Tibet? Mongolia is about 1,400 miles from Tibet. Seems like more writing done without research to me. Though the artist, Alexander Kostuk, at least looked at some old references for how Mongolians once dressed.
Strange uses his wrecking things ability on a stone wall, a door, and a cage here, demonstrating that a superhero needs the ability to use that game mechanic in quick succession.

What's going on with the guards being drawn like primitive African natives, hurling spears? How does that make sense in Tibet?

Rescuing prisoners is always a good idea, for the "good deed" XP award, the useful information they may have about the hideout, and their Supporting Cast recruitment potential.

Animals never fare well against Golden Age comic book Heroes and the fights are usually over in a single panel. This one, with Strange fighting two lions, occurs largely off-panel!

Once again, Hughes gets his geography wrong. The "Mountains of the Moon" are a legendary mountain range in east Africa, once thought to be the source of the Nile River.
More evidence that ordinary people can make push attacks on superheroes.

Strange wisely carries a flashlight.

Finding a secret door usually includes finding the means of opening it. But, if you just suspect a secret door is there, but you're getting impatient waiting for that successful "find secret doors" check, you can always wreck the wall. If you're right, you will only be wrecking against the door category, even if you can't actually see the door.

Millions of dollars' worth of treasure is usually a campaign-busting find and should be avoided doling out in actual play.

(Scans courtesy of Comic Book Plus.)

Tuesday, September 17, 2019

Keen Detective Funnies #18 - pt. 2

This is still Spark O'Leary, that famous Irish newshawk who doesn't look remotely Irish. In fact, doesn't he look Asian to you? I wonder if he was drawn with the intention of him being Asian, and the publisher decided to paste an Irish name onto him instead, thinking no one would notice or care.

Spark has such an easy time following these clues that it's amazing the feds asked him to pursue this instead of just figuring it out themselves. In fact, there was so much evidence immediately pointing to Kurt that I immediately suspected a red herring; maybe the FBI did too!
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It's rare to see ordinary mobsters with a really cool trophy weapon, but this unnamed spy has a tear gas gun! I would imagine it has the range and area of effect of a sleep gas gun, but is less effective (temporarily stunning anyone who fails their save vs. poison?).

It's remarkable that as dramatic an escape to a deathtrap as we get on this page is all recapped in panel 4 alone. I'm not sure how you could dodge out of the way fast enough to make someone pushing you fall out of a plane...but it does create a precedent for fumbles being allowed on push attacks!

But panel 5, with him knocking himself out, Scotty in Star Trek V style?
There's no way to emulate that in game rules; I'm not going to make people roll for movement, with a chance of fumbles and hurting themselves. The only way that makes sense is if there was a lot of turbulence on the plane and the Editor required saves vs. science to keep from falling sideways.

Seditious pamphlets is minor loot you can find with certain types of mobsters.

Setting fire to the ship you're standing on is a ballsy move!

Speaking of ballsy playing, I think we all know the real reason Spark wants to find the hideout -- he burnt up all the trophy items on the ship and he needs more loot to level up!

Rigging an entire hideout to blow up is not a recommended tactic, unless you didn't have time to design anything before the next session and you really don't want the players going in there.
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I'm never sure how much faith to have in these "fact" filler pages, but there's some interesting stuff here, including number of teens arrested in a year (I suppose I could verify that in the FBI's Crime in the U.S. serial, but I'd have to find a depository library to get paper copy of the 1940 issue; I can't find it that early online), where the term "gumshoe" comes from, and which states had no capital punishment circa 1940.

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C-Man shows the value of questioning, not just one witness at the scene of a crime (and expect the Editor to feed all the information you need through one character -- that's lazy game-mastering!), but up to seven witnesses. Actually, if the Editor assigned a 1 in 6 chance for each witness to have valuable clues, there would be a good statistical chance of getting the information in just 6 witnesses.

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Cigars with distinctive wrappers, fresh car tracks, footprints, broken twigs, and heel marks are all good examples of clues to use when Heroes are tracking.
Going to jump ahead now to Dudley Dance, a feature about "the greatest crime chaser of all time" and not, as one would expect, a dancer. Here, Dudley tackles -- or rather is tackled by -- one of the earliest werewolves in comics. Or is it another case of a fake werewolf?

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"Leather hardness of Dance's cheek"? What does the man do to develop such thick cheek calluses that they count as armor? Seems like an Editor that had trouble coming up with believable flavor text on the spot.
Hmm...six shots in rapid succession is possible in Hideouts & Hoodlums, but not for low-level Heroes. I hate giving firearms any advantage, actually, as my personal preference is for two-fisted fighter types, but there is plenty of gun-toting Heroes in these early comic books the H&H game has to emulate.

The story ends with a lot of attempting to explain away the werewolf as something non-supernatural, but it just sounds like he's just describing a tribe of werewolves that live in India to me...and that sounds like a pretty good adventure location for high-level Heroes!


(Scans courtesy of Comic Book Plus.)

Wednesday, August 28, 2019

Rocket Comics #1 - pt. 2

We're still looking at the first comic book of March 1940, from Hillman!

Hurricane Hart, High Seas Hellion, is noteworthy because of this note, or more specifically the riddle on it. My players have always hated riddles, and they wouldn't like this one any better.  Indeed, I doubt many of them would have figured this one out.
Spoilers abound on this page for the riddle.

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Also note that, in Hideouts & Hoodlums terms, the monetary value in that treasure chest probably just bumped Hart up a level.
More riddle spoilers. The tide was so strong, it pulled his pants off between panels 1 and 3!
Moving on to the next story, this is Red Robert, the Electro Man. This guy kind of resembles Spider-Man's future foe, Electro too, though Red completely foregoes any kind of costume, and the Marvel comics version was over-the-top gaudy (in a good way).

Red is more powerful than Marvel's future Electro too, as in addition to (in H&H terms) Get Tough and wrecking things, Red can turn into electricity and travel through power lines, via the high-level power Teleport through Focus (more like DC's future Atom). Electro Man must be buffed a lot of brevet ranks.










Although buffed to the gills with brevet rank-enabled powers, Red is still a starting-level Hero and has starting-level funds; hence, his needing to borrow a car from his sister. And why would someone who can effectively teleport through power lines need to borrow a car? Because his H&H player wants to conserve his high-but-still-limited number of powers he can use per day for the big fights ahead.

Panel 4 is very confusing, as if panels are missing Where did that paper come from and what does it have to do with being too afraid to fight?

The villains' hideout just happens to be stocked with a vacuum-bell-drops-from-the-ceiling trap. Very dangerous, as long as one of the Heroes happens to step in just the right 5' x 5' square and -- oops, hasn't already demonstrated the ability to wreck things.

I need an invisibility power for superheroes besides Invisibly Fast...

Jumping ahead, this is The Steel Shark, which is the name of the villain, while the Hero is Lt. Dick Jones. You know you're dealing with a villainous mysteryman when they have a signature move like leaving a submarine-shape cut where they hit you.

Comics.org lists "?" for artist on this story, but I'll be darned if this doesn't look like our old friend John Paterson, so prolific at Centaur back in '38.

Bear in mind this was a coded message that's already been decoded; the decoders bothered leaving the "stop" words used in telegrams, instead of just writing periods.

I wonder if we should have a mobstertype called a suicide jockey -- a mobster who's not particularly tough, but never needs to check morale and will kill himself in the most spectacular way possible at the first sign of trouble.

(Scans courtesy of Comic Book Plus.)

Monday, May 27, 2019

Science Comics #1 - pt. 2

It's likely that Electro is expending the new power, Light, again. The light generated by the power can be set motionless and does not need to follow the superhero. Plus, in rest turns, the light spell will likely last for many hours.

Restoring power to the power plant, though...that might be a different power entirely. The 5th-level power Control Electricity (from Supplement I: National) might be able to cause this effect, at the Editor's discretion. Or maybe it's some lower level power, like "Recharge."

Then he hits five spies with a lightning bolt. Note the lightning bolt does not appear to need to emerge in a straight line from him, but strikes in a straight line perpendicular to him, passing through the conveniently lined up spies.
There's that Recharge power again? We also need a power that duplicates the effect of those rayguns we keep seeing that stall all mechanical engines. Maybe Stall Motor can affect one plane per level of the superhero?
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It should come as no shock that there is no town of Summerville within 20 miles of Washington, D.C., though there is a Springfield, Virginia, and a Silver Spring, Maryland, both representing a close season.

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Electro uses wrecking things on the door. He does not need to use the Wreck at Range power to shoot electricity at the door; since there would be nothing stopping him from stepping up to the door, the ray emanating from his forehead is pure flavor text.
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Since it is unlikely that a "little cottage" has a "huge, central hall" in it, it seems to be implied that Electro is exploring an underground hideout, which is very much in keeping with our game.

I'm not sure how this switch is going to cripple five dams in different locations all at the same time. Maybe it will signal saboteurs in each area?

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Electro uses Hold Person and then Protection from Missiles, followed by what appears to be a higher-level version of Hold Person (Hold Person II?) that can paralyze up to six people -- although, since he's able to compel them to answer questions, this is more like the spell Hypnotic Pattern.



And here Electro seems to be casting Cure Light Wounds -- Electro is actually a Magic-User/Superhero (which explains how he had Light prepared before).
This power was something I already needed to work on for my upcoming high-level campaign, because Green Lantern also uses this Mass Flight power (by 1950, anyway). Bonus content follows:


Spells
Seventh Level
Mass Flight: The magic-user can move in any direction through the air at a movement speed of 192 (93 through water), and can by the same power move up to 1,100 lbs. of cargo with at the same speed, or up to six other people if they remain motionless (either willingly or forced into motionless, say by a Hold Person spell). Anyone else can try to opt out of being transported by making a saving throw vs. spells, but any modified saving roll still less than 20 results in the victim being moved 10-40’ per number of the result below 20 (falling damage may ensue). Duration: 1 turn per 2 levels. Examples: Science Comics #1, All-Star Comics #52.

So now the last issue is, how many brevet ranks is Electro boosted? Because he's clearly not a 1st level Hero. He must be an 8th level Superhero/15th level Magic-User (that's some lop-sided XP distribution!).  So, not as ridiculously powerful as Stardust, but still brokenly powerful, and not one campaign friendly.

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Moving on quickly now, we check in on the next feature, Cosmic Carson.

And I share this page, not because the idea of aliens populating our solar system is that new -- and definitely not because "Fang Men of Jupiter" are so new they deserve statting -- but I did want to point out another staple of the early science fiction genre, that imagined there would be unique elements on other
worlds -- unique elements which can serve as treasure, or power trophy devices.

Although visually exciting to see rocket ships blasting out of the roof of a building, one has to wonder about the grasp of science that would lead someone to think this would not blast the whole building into scrap.

Coupled with this is either the inability or the patience to deal with the vast size of space. Even if the ship traveling from Mars to Earth was passing by at the upper edge of the atmosphere, it would take these rocket ships so long to reach it that it would probably pass them by -- unless we imagine some fantasy propellant that is not only non-destructive, but faster than any modern mode of travel known to us.

And I haven't even brought up yet -- where is this pirate base?
surely not on Jupiter, or it wouldn't be anywhere near the shipping lane between Earth and Mars. Maybe it's based on an asteroid...?

I share this page mainly for the overhead map showing us the layout of the pirate base, as well as demonstrating the VTOL capabilities of the pirate rockets.

Also, that these reinforcements are able to reach the battle in the span of combat turns just reinforces how fantastically fast they must be.

(Scans courtesy of Comic Book Plus.)

Thursday, April 18, 2019

Jungle Comics #2 - pt. 4

I don't think it's right to move on from Jungle Comics without addressing its last and weirdest feature, Fletcher Hanks' Fantomah. While Tabu had already passed into other hands, and the splash page of this story (not shared here) looks like it's by a different artist, Fletcher was still allowed to work his wonky magic on the rest of this story. It interestingly bookends the Tabu story of this same issue, by both being about elephant graveyards. Note the difference between R.L. Golden's technically more proficient drawing of an elephant's graveyard, but with much less ivory, and Hanks' drawing below where the graveyard is awash in a sea of ivory.

Here we also get a sense that Fantomah is some sort of angel for animals, delivering them peacefully to their afterlife. She takes no direct action against the evil humans, but observes the cosmic justice. Well, she might have helped goad them towards cosmic justice, by sealing them in the graveyard...
Perhaps the most bizarre part -- in a strip overflowing with bizarreness -- is the curious incident of the death cries of the dogs. The narration describes the dogs are running away from the arch, the direction that Fantomah wants them to go, so it seems unlikely that she did it. Is it just coincidence? Do they meet a jungle predator off-panel? Is the noise just illusory, made by Fantomah to spook the men?

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Game notes: $1 million in ivory is going to create transportation issues, no matter how loosely the Editor enforces encumbrance rules (which are pretty lax in Hideouts & Hoodlums to start with!).

Fantomah's sudden appearance in panel 6 might stem from ending an Invisibility spell on herself. Her ability to transform

from flesh to skeleton and back is likely just a Phantasmal Image spell. Blocking off the arch is a much more impressive spell, though -- Wall of Stone (unless she used the lesser spell Stone Shape to make the walls swell and bulge inwardly?).

(Scans courtesy of Digital Comic Museum.)

Sunday, February 24, 2019

Crackajack Funnies #20 - pt. 2

And we return with Freckles, which surprises me sometimes with its continued relevance to this blog. Here we see how easy it is to find treasure in the game -- particularly when the treasure is meant as a plot hook, and then you can literally snag it up anywhere.
An interesting code of colored lights for villains to use to communicate with each other.
I think I've mentioned elsewhere how natives need a better chance of hearing noise.

The cowboy genre has lots of reasons for bad guys to want to take someone's ranch by force, but this may be the first time the bad guys have wanted the ranch so they can turn around and sell it to the government. Won't the joke be on them if the government declares eminent domain on the ranch and builds the dam anyway!
Do natives also need a better chance of hiding in shadows, or should that apply to half-pints?
Sleight of hand is a skill you don't often see bad guys using, but this outlaw is an expert -- managing to move his hands over to an exposed axe right in front of Red and still goes unnoticed.
We haven't visited our old friend Myra North in awhile. Most male heroes solve problems with their fists; Myra solves this one with just her shoulder! I wrote recently about how a character should be able to sacrifice his chance at an attack to modify someone else's attack roll upwards, but here is an example of someone foregoing her attack to modify someone's attack roll downwards.

It's also interesting that this scene hinges on wind direction, an element often neglected in stories and RPG scenarios.

"Forcing away" needs to become a stunt in dog fights between aviators; basically a push attack, but without contact between the planes.
Power dive is already an aviation stunt, but I should probably write something about this tactic, of playing chicken with airplanes. It would apply equally to cars; the non-Hero/non-Heroes involved have to make morale saves or swerve out of the way. The Hero then has to make a save vs. science to pull out (or hit the brakes) in time to avoid the collision. Of course, the goal is to make your opponents swerve so hard that they crash, so they have to make saves vs. science if they fail their morale saves, crashing if they fail again (just not into you).
Blowguns are a surprisingly rare weapon in comic books.
According to Clyde Beatty, clowns have a soothing effect on crowds. Perhaps Heroes should bring clowns with them so their allies will all get a bonus to morale saves.

(Scans courtesy of Comic Book Plus.)