Sunday, April 24, 2016

Crackajack Funnies - part 2

This page gives you some idea of just how many hit points Easy has.

I don't really see how Lulu Belle jumps over his head and lands outside the ring. Unless she's an alien or a superhero using her leaping ability...

Don Winslow's lesson this month is, if your cell starts to fill with water -- look for fish! It could be a clue that there's a way to swim out.



This is from Clyde Beatty, Dare Devil Lion Tamer, and it's a complication from being reduced to zero hit points we haven't seen before -- temporary partial paralysis!


More evidence of long recovery times for lost hit points.

(Scans courtesy of Digital Comic Museum)

Friday, April 22, 2016

Crackajack Funnies #9 - part 1

We haven't checked in on Dan Dunn in awhile. Here he reminds us that you should always check for clues at a crime scene. The metal tag is probably something all factory workers had to wear.



This is Speed Bolton, Air Ace.  He keeps a machine gun in his plane and shoots out the window because a) planes weren't pressurized so windows could all be opened, and b) because not every plane can hold a gun mounted behind the propeller, and not just anyone would be able to sync up the gun for synchronized fire.

Speed is nervous at the end because he doesn't seem to have the Improvised Landing stunt prepared...


Even a cowboy like Buck Jones can learn clues from a letter, like if the letter was written by a man or woman.

Rattlesnakes need to be statted in 2nd ed.

In a cowboy setting, there should probably be rules about spooked hosses -- that is, horses. If a horse is spooked, it's going to make morale saves in every encounter at a -2 penalty until an animal trainer spends time with it (or maybe a Cowboy with a Calm Hoss stunt).

You'd think an outfit like this guy's would make him stand out too much for a mask to do him much good, but that's not what masks are like in a comic book world. Put a little black around your eyes and anyone would have to save vs. plot to recognize him -- even if they should recognize him from the bright green pants.



Occupations are good for plot hooks, but it's important for Heroes to keep the people they work for happy. A superhero in one of my home campaigns got fired from his job not that long ago because he was supposed to be a photojournalist and never took pictures on adventures. If you do care about keeping your job, you've got to work at keeping those encounter reaction results high.



This page of Wash Tubbs explains how a magnetic boxing ring would work. It would be difficult to put a Hero in a situation where he would need to put on special shoes with a metal plate in it before a fight (and I would give the Hero a chance of noticing), but the big issue is that there is no game mechanic effect that staying motionless in combat has. I guess, if attacking while prone confers a -4 penalty, then attacking while you can't move one foot should give a -1 or even a -2 penalty.

(Scans courtesy of Digital Comic Museum)











Wednesday, April 20, 2016

Funny Picture Stories v. 3 #2

It's still feast or famine, art-wise, from Centaur Comics, and we return to Funny Picture Shows with some surprisingly amateurish art in this outing. Still, there's a good number of clues to look for at a crime scene listed here.



It is just assumed by the story that the tug skipper comes to the warehouse without any trouble, but getting non-Heroes to move around to where you need them can be a tricky part of any Hideouts & Hoodlums scenario, particularly for Heroes with low Charisma, or bad luck at encounter reaction rolls.

The plot also relies on the cliche of flushing the bad guys out with a classified ad. More crooks would avoid getting caught if they stopped reading newspapers!

When you ask for a motor launch and provisions and get that, plus told where to go and given a sailor to help you, you've either made a really good encounter reaction roll, or your Editor thinks the scenario might be too difficult for you after all.


But if you're ever playing H&H and feel like you're not catching any breaks, just remember this guy. He got a motor launch, provisions, directions, and a helpful supporting cast, then got to trade the motor launch for a seaplane, but then crashes the seaplane and loses his SCMs. And when he does try to confront the villain alone, he's immediately captured. The Editor would be well within his rights to just scrap the entire campaign at this point. If something unbelievably unlucky happened to the villain now that flipped the situation back around for the Hero...well, that would be too unbelievable even for a comic book, right?

...Apparently not.



As hard as it is to believe, this guy in green is supposed to look like a mummy. Fake mummies will become such a common cliche in comic books that maybe they should be their own mobster type.

This trap is really weird. The pool in front of them is full of acid, so just pushing them in would finish them off pretty fast. But instead the killer ties them up so they are balanced right on the edge of the pool, so they will...yeah, I don't get it. Even if they lost their balance, they would just be dangling from the rope, right?

Maybe the best thing to take away from this page is the idea of using mummies to smuggle dope. I never would have guessed that was what was inside the missing mummy.

I have to say, in 15 1/2 months of doing this blog, this may have been the worst single issue I've ever had to plow through. At the end, completely incongruous to the rest of the issue, is a weird prototype of the Tales of Asgard stories Marvel Comics will start doing over 20 years later. Truer to Norse mythology than Marvel, Loki is not a villain in this story.




Monday, April 18, 2016

Detective Comics #24

In Spy, preserving the U.S. neutrality is crucial to the mission.   Bart and Sally get caught and wind up treading water in the middle of the ocean. How long they can tread water is not clear by the Hideouts & Hoodlums rules. Luckily it didn't come up, because a U.S. submarine just happens by and picks them up. But how? Is the submarine just a wandering encounter, a planned encounter, or did the Editor fudge and make it happen to save them?

Crime Never Pays is filler material. It talks about how dental work is nearly as reliable at identifying bodies as fingerprints by 1939.  There's a good tip about how hoodlums often keep the same nicknames even when they're using aliases. There's also a claim that the FBI convicts 98% of everyone they bring to trial.

In The Mysterious Doctor Fu Manchu, I learn that Fu Manchu-types have a paralyzing gaze!

Bruce Nelson gets in a shootout with a thug.

The only installment I plan to talk about from this issue is Slam Bradley, which still takes place in 2 billion AD. Jerry Siegel makes some remarkable predictions here. One is uplifted animals that can walk and talk like humans, a common science fiction staple today, and two is communicators sewn into shirts that you just press to activate, such as seen decades later in Star Trek: the Next Generation. Jerry also wisely predicts that our modern languages would be unintelligible that far into the future, but luckily people wear thought translators (I guess so they don't have to wear out their lips with talking?).

Another curious feature in the future, which could be a good trick to feature in a mad scientist's hideout, is a room that has to be entered from above. If you fall through the room, you fall slowly, as if through a "jelly-like substance". It isn't clear if there's really a column of jelly there, or if the anti-gravity effect just feels like moving through jelly, but it's an interesting detail regardless.

Slam fights a monster that seems to be ogre-sized, with metal claws. His opponent also seems to have the Super-Tough Skin power activated!

In the far distant future, death is reversible and Shorty is brought back to life as a routine matter. Heroes with access to a time machine could essentially be immortal, going into the far future whenever they need to be resurrected.

One of Siegel's misfires on future tech is motorized propeller shoes that let people walk on air. But - ow! -- what if one of your legs brushed against the other? Sounds like 1-6 points of damage to me, followed by falling damage.

(Issue read here)

Sunday, April 17, 2016

Adventure Comics #35

In this installment of Barry O'Neill, Barry dives underwater and the bad guys assume he's dead because he stayed under so long. Villains seem to be terrible at underestimating how long Heroes can stay underwater -- so much so that they should have to save vs. plot to avoid making this cliched mistake.

Doctors are treated as a Lawful mobster-type in Supplement V: Big Bang because they have special abilities in comics -- one found here is the ability to quickly concoct antidotes. Dr. Bonfil crafts an antidote for Fang Gow's hypnosis drug in less than a day.

Shades of the Savage Land!  Cotton Carver's adventures debut in this issue. When forced to land on Antarctica, Cotton is saved by a group of people from the lost world of Mayala, a tropical valley long ago found and settled by both the Mayans and Incas (who are rival tribes here now). Though the natives have seen gunpowder weapons before, they have none of their own and Cotton's six-shooters make him a fearsome foe for the natives (and awfully handy for a solo campaign!).

It is unclear how Mayala can only be entered by swimming underwater, if the valley is open to the sky -- unless it is assumed that Mayala is a "hollow world" setting like Pellucidar.

Sleeping gas takes out an entire bank-full of people in this installment of Federal Men. This will be neither the first nor the last instance of sleeping gas being shown to be much more effective in the comics than it is in real life. The amnesia-suffering Steve Carson seems to have no trouble acquiring this super-sleeping gas, as well as gas masks for his gang, despite the absence of such things from the starting equipment list. Though perhaps we are just not privy to the separate adventure Steve went on to find these trophy items.

In Dale Daring, Don and Dale seek shelter in a cave from an approaching storm. The weird thing about storms is that, in real life, everyone rushes out of them, but there is little in-game reason to do so. Is your Hero going to take damage from getting wet? Is the Editor going to pull out all the stops on that storm and start pummeling Heroes with lightning strikes? Probably neither -- and yet Heroes should have to save vs. plot to resist the urge to seek shelter.

Tod Hunter becomes the second Hero in comics to suffer amnesia (since the other is Steve Carson, they both happen in the same comic book!). Maybe there needs to be a 1% chance every time someone is reduced to zero hit points and recovers of suffering temporary amnesia.

Large gorillas are strong enough to wreck things, at least against doors.

Both the Dale Daring and Rusty and His Pals installments revolve around finding something in the back of a cave -- a pile of stolen ivory and a secret door to a hidden lair respectively. It makes me think Hideouts & Hoodlums needs a random table for random cave contents.

In Rusty and His Pals, the villains have a seaplane. The villains also benefit from the Heroes lighting a fire in the cave, serving as a reminder for the Editor that any light source the Heroes rely on can be seen by mobsters some distance away (and vice versa).

(Summaries read at DC Wikia)

Saturday, April 16, 2016

Famous Funnies #55

Goat joke #19, courtesy of Skyroads!



I don't agree with Hairbreadth Harry that pulling a snake off of someone would spin them like a top, that spinning like a top would necessarily hold a tiger spellbound (though I suppose you never really know with cats, maybe every turn spent around a cat should result in a random encounter reaction check?), or that a tiger wouldn't notice its own tail being tied. That all said -- it does seem like a sound strategy to pick up an animal and throw it at your main opponent. The animal, enraged, is likely to attack whoever it lands closest to.

Dickie Dare doesn't fail to provide -- we get a partial map of a hideout, ideas for treasure to place in a hideout, and the idea of having the hideout unoccupied, giving the Heroes a limited time to loot before the mobsters show up.



Never miss a chance to split up the party!  If asked which way they jump, during a cave-in, players may be tempted to use player knowledge and make sure they all jump the same way. A better way to handle this might be to ask the players to write down on slips of paper which direction they jump.


An unusually effective page of Oaky Doaks. This would be a good set-up for a haunted castle...



This is from the Life's Like That gag filler, but I found it quite amusing.

(Scans courtesy of Digital Comic Museum)


Friday, April 15, 2016

Jumbo Comics #6

I'm not a fan of The Adventures of Tom Sherrill and can't get into this highly stylized art, but with this issue the adventures move off of Tom Sherrill to covering Indian legends...which I suspect are just made up and not actually researched. That said -- I like the idea of a magic rain-making arrow. It's a good one-shot trophy item for Hideouts & Hoodlums.



Bringing in a new supporting cast member can be an excuse to interact with all your old supporting cast, by way of introductions. Of course, in this case, it was an excuse to introduce an all-new supporting cast for Hawk.



Zula's giant robot has the power Turn Gun on (Good) Guys. That is one powerful upgrade on a robot!



But if you're reading Jumbo Comics, it's probably for Sheena Queen of the Jungle here.

Leopards have been discussed on this blog so often that they really need to replace cougars in the next edition.

Oily leaves are probably not ever going to be on the starting equipment list, but maybe there does need to be a game mechanic for blinding attacks.  I'll give it more thought...

(Scans courtesy of Digital Comic Museum)