Sunday, November 17, 2019

Thrilling Comics #2 - pt. 3

Saving the Wayne Girl is worth 100 XP for the good deed. Capturing the Mask is worth $25,000 and almost guarantees a level up.

And yet...letting the villain slip away once he's underwater is a staple of the genre, so he would have had to make a save vs. plot to dive for the Mask.
Now we'll jump into Tom Niles, Undersea Raider. This strip is even harder to read, with smaller font and gray captions. I could read enough for this part to jump out at me, about Berlin being a seaport. That can't be right, can it? I thought. Apparently, Berlin is linked to the Baltic Sea, the North Sea, and the Rhine River by a network of rivers, lakes, and canals.

There are a lot of ways this encounter at the bottom could have gone without violence. I mean, don't be so jumpy, Tom! They probably just wanted to check your papers. But in fairness, the soldiers seem to jump the gun too for no reason. It's a good idea to always come up with an idea for your encounter and a motive for the mobsters to work for.
The ol' impersonate-an-officer trick backfires because the commanding officer makes his save vs. plot. The guards at the door fail their saves and fall for such an obvious bluff.


I'm not sure how you would use a bayonet to bend iron bars, but apparently it was easy enough for Tom that it happened off-panel.

I honestly don't know how difficult a zip line is to ride, and if it should be treated as a skill or not.




I wonder if there is really a single lever on a submarine that would let water in. That doesn't seem like good design to me.

I really wanted to share this page because the U-boat is the U-46, and that was the name of my school district!

Tom's strategy seems sound, but I'm not sure how those tactics would play out mechanically in Hideouts & Hoodlums. I'm not liking the idea of fast-moving opponents being able to move into range, attack, and move out without counter-attack, as it seems grossly unfair the way the combat system is set up now. I may have to come back to thinking about that, particularly later when we start looking at more speedster superheroes.
Mobsters can punch women without a save vs. plot!

Despite only being halfway ready for second level, Tom is already given a captaincy at the end, as a special reward for his mission. Special rewards and titles can be worth XP as well.














There's trouble at the hospital and the police are called in. Naturally, a policewoman is put on the case and...immediately dresses up like a vigilante? Does she not think being a policewoman would give her enough pull with the hospital to let her talk to the staff? Or is this some subtle social commentary, that as a woman she feels unsupported by the establishment and has to go outside the boundaries to do what needs doing?

She lucks onto that mobster way too easily in the hospital, like a really lucky wandering encounter roll, or maybe a set encounter.



The assassin is a good one, offing the mobster before he can get out any clue.

The Woman in Red also loses the fight quickly, as a 1st-level Hero most likely would.

Typical of the mysteryman convention, everyone who sees her thinks she's one of the bad guys. You'd think she would just give up and show them her badge...
There's no such thing as an automatic hit in H&H, even when you're firing with a gun and your target is standing less than 10' away from you.

Implied in panel 3 is that the Woman in Red killed those mobsters, or else she could have questioned them when they woke up.

The caption in panel 5 tells us that the assassin we saw earlier is also classed as a mysteryman. Probably at least 2nd level, since he worked over WiR so quickly.

(Scans courtesy of Comic Book Plus.)


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