Monday, May 15, 2017
Marvel Mystery Comics #2 - pt. 3
Last post, we had already met the gruely stranger. Now we find out how strong gruely strangers are, as the man is able to tip a rickshaw with just one hand.
The angel saves Ms. Framan by using a disarming attack to relieve the gruely stranger of his knife, and then pushing attacks to move the gruely stranger away from her and into the river.
Curiously, Hong Kong doesn't have a river, though it does have a lot of channels, harbors, and bays. The Angel may be referring to the Pearl River Delta that Hong Kong is in.
The Angel makes his save vs. plot and sees through the disguise of an alleged Samaritan on the scene, but instead of dealing with the disguised man right away, the Angel allows this man to take Jane Framan and put her in danger. Chaotic Alignment, Angel?
The Angel is able to trail the gruely stranger from the rooftops without being seen. This is an occasion when I would apply the height advantage, normally received in combat, to surprise rolls as well.
Mr. Sumner claims he can throw a knife and never misses. That is impossible, game mechanics-wise, since there is always at least a 1 in 20 chance of missing.
The Angel grabs Mr. Sumner and flips him across the room. This isn't a special new move, though, this is the pushing mechanic from 2nd edition, with the grappling damage exchanged for distance moved. That it then takes four punches to take Mr. Sumner down suggests that he has about 8 hit points.
The Sub-Mariner story starts with Namor looking at the island of Manhattan before getting sucked into a tube. Somehow the Sub-Mariner, for all his strength, isn't able to fight the current. He wrecks his way out of the tube and is strong enough to rip girders apart. An extraordinary man (3rd level superhero) could wreck this well. When he brings down an entire hydroelectric power plant building, that suggest he's more in the range of an incredible man (6th level superhero).
Namor steps on a live wire and the electricity only makes him mad, suggesting he's good for hit points.
Namor uses the power Wreck at Range while demolishing the power plant. It isn't clear how fast he's flying, but he's definitely using a Fly power, and probably at least Fly II. Surprisingly, he appears to use Race the Bullet to catch one bullet in his hand. Namor never demonstrates super-speed again after this.
Familiar landmarks like Central Park, 5th Avenue, the East River, and the Battery figure prominently into the story. This sets a precedent for all future Marvel stories being grounded by real world locations.
A tramp humorously calls Namor "Tarzan," suggesting that Tarzan is a fictional character in the Timely/Marvel universe. Namor steals the tramp's clothes so he can walk around town inconspicuously (the tramp is apparently uncompensated for his forced nakedness).
Again, in a never-repeated power, Namor is able to release water from his body to douse flames when exposed to their heat. It must be the 3rd level power Control Fire.
Namor saves a woman's life purely by accident, then considers coming back to her house later because he thinks "there are riches to be found in this house!" Then he decides he wants her. She trails her in an ambulance to the hospital, then threatens to kill the orderlies there if anyone tries to stop him. At least he doesn't kill them, but leaves them tied up. Namor still believes at this time that he is in a crusade against "murderous Americans." He does not qualify as a Hero during this adventure; if being played, his Editor is allowing the player to play a villain at this point.
The Sub-Mariner is said to have "alligator-tough skin" in this story. That sounds a little like the power Super-Tough Skin, though alligator hide would not normally qualify for even Nigh-Invulnerable Skin. The fact that it deflects sub-machine gun fire makes me think Namor is actually using the Imperviousness power.
Namor uses Vehicular Weapon to turn a car into a deadly missile, a rare instance of him demonstrating a 4th level power already. He kills more than one policeman with the car, possibly up to three of them. Now, a single hit normally doesn't kill in H&H. I have considered adding a new power called Killing Blow that would allow for supervillains to deliver a kill-in-one hit to an opponent with low enough hit points, but it is not in the rules yet. And even then, this would be an even higher level power like Mass Killing Blow, and that would need to be maybe an 8th level power.
(Read at Marvel Unlimited)