Showing posts with label grappling. Show all posts
Showing posts with label grappling. Show all posts

Monday, August 30, 2021

Target Comics #3 - pt. 1

Welcome back to Target Comics! As you can see, Manowar, the White Streak, is in Chicago, planning to clean up the meat packing industry. Chicago's big three meat packers were Philip Armour, Gustavus Swift, and Nelson Morris -- which one does Leighton represent, I wonder?

We also see Manowar activating his X-Ray Vision power.

As crazy as I think Manowar is for ignoring the fact that he's literally witnessed Leighton committing murder and going after more evidence from the inspector, I just saw this same thing happen in an episode of Superman & Lois last night, where Superman could stop Morgan Edge's scheme any time he wants by simply abducting Morgan and locking him away in a cave somewhere. But this is a trope of the genre, and so Manowar has to save vs. plot to go after Leighton directly. 

There is no game mechanic involved in a grappling match that would be a fumble, or other explanation for causing the car crash. This could be Editor's fiat. This could also be prompted by the player, who suggests, "You know, with all this tussling around in the car, does that make us crash?" And the Editor says, "Gee, I don't know, and either gives Manowar a save vs. plot, or perhaps a save vs. science for the driver to determine if his player was right or not.
Wha? No, I am not creating a new power called Create Ladder Out of Electrons. This is flavor text for the Levitate power, and I'm sticking to that story!

I've seen the need for a Messaging power before, as we see in panel 4. 

Manowar's earlier X-Ray Vision power is still active, even though this would seem to be a lot of turns later. 

Slipping on a greasy floor may seem silly by modern superhero standards, but it is just the sort of embarrassing thing that can happen in any RPG scenario where random dice rolls determine results.

A player would need to be a really good sport to put up with that headblow from a burning falling timber. 

It's a nice twist that Leighton shows no interest in monologing, or even putting Manowar in a deathtrap and then leaving the room. 

Unlike magic-users, superheroes don't need their hands free to activate their powers (normally; this could make a good weakness for alien superheroes) and here he uses Wreck at Range on that gun. 

Explaining how he electrocutes the door with an already established power is trickier. I'm thinking we might need a new power like Shocking Touch, that a hero can do hand-to-hand like Shocking Grasp or project it onto a nearby conductive surface. 1-6 points of damage +1 per level at a max range of 10' per level?

At first it seems like, to me, that Manowar is using Hold Person, but this is a more dangerous version of that where you can move, but take damage for doing so. But would that be a higher level or lower level version of Hold Person? On one hand it has an extra effect, but on the other hand you can simply choose to take the damage and escape the other effect. Aw, I'm going to split the difference and leave Minefield as a 2nd level power (and maybe set the damage at 2-8 points?). 

This is the second time in the same story Manowar is knocked out cold by a head blow. What terrible luck!


 

Hmm...I wanted to explain away that electricity ladder as flavor text for a power we already have, like Levitate. And it does look like levitation, until he goes sideways over the street. It doesn't look like Fly, but that is the only power that really fits, unless we accept this as a new power. Something like Create Normal Item? There is an AD&D spell like that, Minor Creation, but it's a surprisingly high-level one, 4th level. Even if we nudge it down to 3rd level, that's pretty high for Manowar, though a lot of our characters need to be explained with brevet ranks. 

One could argue that, if superheroes in their third issues can do these things, that maybe every superhero should be able to do these things, but it is important that some superheroes can't be able to do these things -- the "if everyone is special, then no one is" argument from The Incredibles.

 

We're going to jump into Bill Everett's Bull's-Eye Bill in progress. This page jumped out at me because of the "Bottles don't mean nothing" comment, and not just because it's a grammatically poor double negative. What it could mean, game mechanics-wise, is that the bottle hit, but didn't "hit" to the point where it did damage, or it could mean that it only did 1 point of damage, and Bill has so many hit points that he can confidently not worry about it. 

I also think it's interesting that Bill isn't the one who wins the quick draw contest, but the sheriff, who just conveniently appears in that moment. It's like the Editor saw where the dice were falling, was afraid Bill was going to get killed in this turn, and intervened on his behalf.

Here Bill, by virtue of being a played character, and possibly because of his level title, is able to tell the sheriff what to do. The sheriff, for his part, is perfectly fine with locking the bad guys up, not for disorderly conduct or anything like that, but for being strangers. In the Mythic West, it's important to know someone!

That "trip" into the ravine just reeks of plot convenience. I would normally never require a saving throw to stay on a trail unless it was extremely narrow.



Huh? Okay, it wasn't a plot convenience at all; the fall was just to fill panels. I seem to recall a recent Amazing Man story by Everett had a similar thing where a giant ball of ice was blocking his way for no other reason than to slow the pace of the story down. Of course, in a RPG, random setbacks occur all the time, but you're not as used to seeing them in stories, especially ones with such tight page counts as golden age stories. 

I can't decide if that is a caricature depiction of a black man or as realistic as Bill could draw him; his art can be quite stylized sometimes, and I want to give him the benefit of a doubt. Also, I'm quite familiar with the "girl pretends to be kidnapped to get the western hero's attention" story because I had re-published an old Centaur story very similar to this in Funny Picture Stories. Order your copy today!

(Scans courtesy of Comic Book Plus.)










Sunday, June 6, 2021

Prize Comics #2 - pt. 4

Things don't get better in the following Secret Agent M-11 story. The Secret Service want to know who this spy works for so they let him escape, but they do so in a really obvious way, letting him bolt past three people for the exit and having no one block the exits. The spy should be suspicious, but instead goes straight to his bosses working for the "Hugonian" -- Hungarian? -- government. The question is, why wasn't the spy followed? Or did they try and he eluded them?

The bad guys have a familiar tactic here, but M-11 uses an unusual one, so unusual that I'm not entirely sure what I'm seeing. Does M-11 carry a pouch of sugar with him to use as a blinding weapon? And why sugar? There are so many more irritating irritants he could be carrying. 




M-11's sugar fixation just gets weirder. Sugar is way too soluble
to be left on the road and expect anyone to be able to see it later. 

Then there's the carrier pigeon. If M-11 just followed them inside, when did the ambassador have time to attach the papers to a pigeon?



I'm just going to jump into the Black Owl story that follows and, nope, it doesn't get better. This is the Black Owl's debut story and it's not off to a good start. Beyond the silly mask and the horrible racism here, we have the Black Owl beating a suspect to get information instead of using his brains to find where the woman he was following went, and then when two yellow peril hoodlums start attacking him, instead of fighting back right away, he knocks over a shelf first. Why this would distract them from fighting him escapes me, unless the Black Owl figured something on the shelf was sacred to them and would upset them? But that seems unlikely, since not that much thought is being put to anything else in this story.

I include it mainly for the appearance of a copper. Coppers debuted in an early issue of The Trophy Case in order to explain how police officers sometimes make things worse for the heroes in comic books, and this is a perfect example. Black Owl was about to have everything wrapped up, but the copper comes 
along and, to escape his bad luck, Black Owl has to flee.

Observing from outside is a tactic you would think Black Owl would have tried first, and yet the secret gambling den doesn't seem to be on high alert despite the fact that there had just been a vigilante break-in and a police raid 30 minutes earlier. One guard at the door, with one more for back-up, isn't very secure for all those rich guests to gamble in secret. 

I have problems with this page too. I know, when have you liked any page in this issue, Scott? Good point, reader.

First of all, I disapprove of the use of torture by heroes. At least it's clear that all the information is questionable, as the hoodlum seems to be rambling intentionally until Black Owl is standing right over that pit trap.

About that pit trap, it seems odd to me that Black Owl and the hoodlum were standing so far apart that only Black Owl is now close to it. I suppose there should be a random chance of falling into a trap and the hoodlum was just luckier at his roll.

It gets really confusing past that. How did Black Owl avoid getting hurt in the fall (or was it just a really lucky die roll for damage)? How is no one else aware of the trap door opening and just go on about their torturing business? I know, I know, it

could just be lucky dice rolls again (this time for surprise), but there have got to be times when common sense should overrule dice rolls.

I tried to look up if "wire vest torture" was a real thing, but kept getting nothing but BDSM hits...

Next up is Buck Brady of the FBI. It's a pretty standard "hunt down the escaped convicts" scenario. Danford Prison seems as made-up as "The Daily Blurb" for a newspaper (though not that generic, at least). Which is odd because the action then swings to real-life Wichita, Kansas instead of, you know, Cityville, Kansas, or something like that.

Gosh, no investigation skills required for this mission. They're just walking down the street and a plot hook jumps out at them!

The art on this strip is terribly amateurish, but the layout work is sometimes inspired, particularly panels 2 and 4 on this page. 

Unless the law was really different back in 1940, I would think Buck would have to show a badge or something before commandeering that car. 

Apparently the chase goes on for so long that they are in Oklahoma by now, as this area looks way too mountainous to be around Wichita. Next page makes this geography even more suspicious, when the mobsters' hideout is in a box canyon. 

Buck's plan of parachuting into the canyon either depended on the mobsters sleeping during the daytime, having their radio up so loud that they couldn't hear a plane overhead, or getting a lucky surprise roll.

The mobsters blame the wind for all their missed bullets, but I think this is an excellent example of the "save vs. missiles" mechanic from Hideouts & Hoodlums in action.

This is also an excellent example of grappling attempted by multiple combatants, which is explained in the 2nd edition grapping rules (though it's been awhile, so I had to re-read it to make sure just now!). 

(Scans courtesy of Digital Comic Museum.)

 





Sunday, May 23, 2021

Prize Comics #2 - pt. 1

Oh boy. We're visiting with Power Nelson again in his Buck Rogers-esque "future" of 1982 and, boy, the racism practically jumps off the page and pokes you in the eye. 

The "bonk heads" attack sees a lot of action in the early comic books, which makes it frustrating that it's hard to model with the Hideouts & Hoodlums combat rules. This could be the Multi-Attack power for superheroes, or it could be grappling one opponent and then using the first one as a clubbing weapon against the other in the following turn. 

This might be the first time we've seen a gun backfire against its holder. This is even harder to model in the rules and is likely just a freebie to the player. 

These stratosphere freighters look awfully un-flightworthy to me. What keeps them from rolling in flight? 

It's hard to say how terrific a leap that is. It seems that Nelson is higher than the skyscrapers, so this could be Leap II. The steel plates on top of the plane probably wreck as if a generator, though this could be "futuristic" steel and wreck one level higher.





It was tough to say what the raygun did, but we get some clues here about them being heat rays. If it is, that means Nelson is buffed with the Fire Resistance power here.





Ugh...Prince Ugi can't be very good at piloting if his fighter can't outmaneuver a freighter. Nelson might be out-piloting him in skill checks despite rolling at a penalty, or maybe he is high enough in level to have a stunt (higher-level superheroes will get those in the Advanced H&H Heroes Handbook, if I ever get it done).

The result of the wrecking things seems plausible, given its a heat ray.



The first three panels are good here, with Nelson improvising a weapon and coupling it with a buffing power (Extend Missile Range -- but at which level? We can't tell the distance from these panels) to solve the problem. 

The rest of the page is crazy. A planetoid/giant meteor just happens to show up out of nowhere for the fighter to crash into? That should be like a 1 in 1,000 chance on a wandering encounter chart, at best.

More crazily, the planetoid comes into our atmosphere -- and then leaves, like some kind of boomerang meteor.


Take a careful look at these first two panels. Although it's attached to something (a recharger on his belt maybe?) by wires, Nelson is using a pocket sending-receiving set -- a cellphone. 

Again, the rest of the page is crazy, or let's say deeply flawed, at least. If the gun is designed to fire a message to Mars, but it would atomize Nelson, what would the message be made out of...?


Okay, I can't let this page go without ranting. 

Oh, you won't be blown to bits because you...can breathe? In what way does that make sense? Are empty lungs his Achilles' heel? 

And what is he packing his robot-repair kit in? The atomizing-proof shell the message for Mars was going to be shot in? 

And what kind of space-gun is fired by pulling a lanyard? Is it a gun or a convention-goer?

Yeah, I've had enough of that. We're going to jump into the next feature, Ted O'Neil the Barnstormer. Here we see that a low-level aviator might have to take dangerous jobs for only $100.






Whoa -- I knew we had a tight southern border for people coming north over it, but I wonder if we ever really had a time when we would shoot down American planes trying to fly into Mexico? 

(Scans courtesy of ComicBookPlus.)








Thursday, December 31, 2020

Target Comics #2 - pt. 2

Today we're still looking at Bulls-Eye Bill as he says some not-nice things about half-Hispanic people. We're going to grit our teeth and push past that and get to the solution of the code Bill found last time. Did you guess this? It seems like Dee is only taking some wild guesses, so it'll be interesting to see if she guessed right or not. Interestingly, Dee gives me every impression of being a supporting cast member, so when Bill's player couldn't solve the code, he handed it to a character controlled by the Editor, asking for a handout. Of course, the Editor doesn't have to then give them accurate information!


A lot of what would make a Wild West campaign different from a normal Hideouts & Hoodlums campaign is all in the flavor text. Every time the hero hits, you should shout "Bull's eye!" Every time an attack misses by 1, it should hit someone's hat. 

I think I've written about lassoing and pulling off a horse before. I can actually think of a couple of different mechanics for this. The simplest would be making a normal attack and applying the push/pull rules to it, subtracting footage from point of damage (I would say at least 50% less damage would get you a save vs. science to resist being yanked out of the saddle). The other is a bit more complex, involving a grappling attack for the lasso, as if in melee, with a successful hold pulling the rider out of the saddle, while if the target wins the grappling match, then he stays in the saddle, and maybe even pulls the lassoer off his feet, depending on by how high he won the grappling contest.

That glossary of cadet slang could really come in handy for an aviator-themed campaign!



When reading non-adventure strips, like the sports genre features, I often find it difficult to figure out how I would make an interesting scenario out of them in a game. The aviation genre is tricky in the same way; what do you have characters do while not flying in combat? One thing is to have non-violent contests, like this "capture the parachute" game. The mechanics seem simple: individual initiative rolls, and then everyone rolls to attack in order; first ones to "hit" a parachute gets one. Another way to handle this, which would be a first for H&H, would be to have contestants bid on which AC they're willing to try to hit, and have those ones go first. Hmm...I sense an alternate initiative system coming up for H&H...

It's not clear if Ramon thinks it's okay to force himself on Loris because he's an entitled movie star or if the author, Campbell, thinks this is culturally acceptable to Hispanics. We've seen lots of evidence of racism from Campbell before, but I'm going to give him the benefit of a doubt on this one.
I'm a little concerned when I see scenes like this and think...man, security is lax at airports back then! If my players just wait and time things so that they can run up to an aviator just before he gets in his plane, they can overpower him and take off in his stead! Some possible complications: the aviator is leveled -- a 2nd-3rd level aviator will probably knock out a 1st-level hero and make him think twice about stealing planes again; a 2 in 6 chance of some obstacle being moved in front of the plane as it taxis before takeoff; pursuit planes taking off behind him and trying to force him to land (skill check to avoid having to land if the forcing pilot makes a successful attack roll?).  
 
"Pan" is slang for face; I've known this one before, but it's worth a reminder, since we don't use it that way much today.

It's pretty disturbing that Lucky and Loris are both convinced that no one will believe her about being abducted for sex (which certainly seems implied to me), perhaps more so because even today people often don't believe the female accuser.

It is encouraging that Lucky faces consequences for stealing a plane. Consequences are virtually unheard of in golden age stories.



Well, consequences until this evidence proving Loris' story turns up. It's actually a nice story touch, as the damsel in distress dropping something is usually just a clue for the hero, but here it proves the hero is innocent.

I can't imagine what real life actor, if any, Ramon is modeled after, but Robert Baylor is surely Robert Taylor, one of MGM's main leading men in the 1930s.

And if you're thinking Loris sounds like a made-up name, it actually was a thing in the mid-1930s. According to SSA's baby names page, it peeked in popularity in 1935 as the 863rd most popular girl's name. Certainly not common, but not made-up either.
In the "there's nothing new under the sun" department, T-Men anticipates the end of The Naked Gun (or at least the part where Ludwig escapes from Lt. Drebin, but then gets hit by a car) by 48 years. It's funny in the movie; here it's a terrible ending to a cliffhanger. 

Despite the fact that Agent Turner wasn't responsible for stopping the bad guy, he's rewarded with a new mission immediately (or maybe I'm just assuming immediately; we don't know when "later" is)!


At least it's an easy mission. "Don't look for clues or try to solve anything, Turner. We want you to find a plane, so check all the planes."

My first thought on reading this page was that 45,000 tons seemed either awfully specific or awfully random, if it didn't match real battleship weights. It turns out, that weight is historically relevant and makes this strip extremely timely. The U.S. and the U.K. had a naval treaty with an "escalator clause" that limited them to building 45,000 ton-ships to maintain their neutrality. Iowa-class battleships were being built in 1940 at that exact weight in order to satisfy the letter, if not the spirit, of that treaty. 

More exciting, there actually was a U.S.S. Hawaii, but built in 1945, 5 years later, and while it was not built in Brooklyn, it was built nearby, in Camden, New Jersey!

(Scans courtesy of Comic Book Plus.)














Sunday, June 21, 2020

Zip Comics #2 - pt. 3

We're going to spend some more time on this issue even though, let's face it, it was really only worth reading for Steel Sterling.

We're still on Nevada Jones and...Dice is okay with serving a masked man in his saloon, but it's the "halfbreed" he has trouble with? And this is doubly weird because this is the only time in the story Little Joe is referred to as a half-breed. Is he really only half-Hispanic, or was the author so racist he assumed Hispanics were all half-breeds?

But perhaps the toughest question I have about this page is what an "alkali eater" is. I had to do some reading for this one and, apparently, "alkali" is a term for baking powder, and at least until the 1920s, people thought you should eat baking powder for an upset stomach. I'm so glad someone invented Tums!





I skipped a few pages about the fire and how it was used to cover up a double murder. The clue at the scene was a big piece of ripped fabric. Thank goodness the villain didn't bother changing his vest, despite it having a big and obviously incriminating tear in it.

Again, that's not my real issue with this page. The more troubling thing is that Little Joe murders the villain in cold blood, and only gets a scolding for it. Instead of standing trial he gets a free pass for being the Hero's supporting cast...but that's some messed up ethics there.
We're going to have to swallow hard on some racism for this story too. There's also a lot of almost-nudity on display here. But your takeaway for this page should be that elephants can make grappling attacks, as long as their opponent is also larger than man-sized.
Of all the pages on this post I have problems with, I think I have the most with this one. Kalthar wakes up and says Mano the Elephant "has been slain." Then he gets up and says, "I shall avenge you, Mano!" ...to Mano, "leader of the herd, and only survivor." So...Kalthar only thought Mano was slain? Is this Mano's ghost before him? If all the other elephants are dead, why is it only Mano Kalthar gets upset about? Were all the other elephants jerks and had it coming to them?
Speaking of jerks...Kalthar captures this one native working for the white raiders, questions him (on the previous page I skipped), and after pumping him for information carefully ties up to a tree branch so Kaa the Snake, or some other jungle critter, can come along and feast on him later.

I think the one saving grace of this story is the idea of the bad guys casually chucking dynamite around, which raises this from a low-level scenario to a challenging scenario for mid-level Heroes. At least until the Heroes get their hands on the dynamite.
This is very Hideouts & Hoodlums-like, with the superhero vulnerable until he's had a chance to activate a defensive buffing power (by swallowing certain grains, though that is likely just flavor text). To protect him from dynamite, the buffing power has to at least be Imperviousness, if not Invulnerability, meaning Kalthar is yet another superhero with brevet ranks boosting him past where a superhero should be, experience-wise, after just two appearances.
Hmm...I'm dubious that polo tactics would translate well to air warfare, but I'm not Mike Carr so I'll just let that go as being outside my area of expertise.

The most useful thing about this feature so far has been the captions that explain what planes we're seeing, but we only get this once in this issue, for the Nazi Messerschmitt Pursuit planes. Despite the Germans having the advantage of surprise, it looks like the British have superior numbers -- I count 12 to 9 - so this could be anyone's victory.

Perhaps most interesting on this particular page is a Hero giving advice to a non-Hero, and the non-Hero just choosing to completely ignore it. Sure, this is exactly what would happen in real life if some kid tried to tell his commanding officer what they should do, but it's very rare for comic books.
The casualties are surprisingly high in this story, with eight dead men on the good guy's side, and this has everyone on edge. The two Heroes aren't getting along and, even though they are quickly promoted to squadron commanders, their colonel tells them the news like it's a punishment.

It's also surprising when the boys try to turn down becoming squadron commanders, and it made me wonder what I would do in a H&H campaign if a player refused the level title associated with their next level ("But I don't want to be a commander!"). Do I hand-wave the level title away, or do they reject the new level and stay where they were? I did elude in the 2nd edition basic book that, at higher levels, there would be more than just meeting XP requirements that would need to be met to level...though I haven't actually worked those out yet.
Whoa...Tim went out with Tom's girlfriend, pretending to be Tom the whole time? That's pretty risque; I remember some direct-to-video movies in the 1990s that were like that...

(Scans courtesy of ComicBookPlus.)


Saturday, June 13, 2020

Zip Comics #2 - pt. 1

I'm pleased today to return to another of my favorite golden age heroes, Charles Biro's Steel Sterling. We're probably not going to skip a page of this story -- mostly because there's good content for Hideouts & Hoodlums-related discussion here, but also because it's a good adventure yarn.

And it starts fast! After a one-panel summary of Steel's origin (and a chance to see him naked), we launch straight into a prison break! But which prison? Can we find a specific prison by a river with housing nearby? It would seem a near-impossible task if I was looking at the whole country. However, in #1 I grabbed onto a tiny clue that Steel is based out of Texas. There is only one river, the Trinity River, that I can find in Texas that had jails near it. Of those four jails, are any of them near housing? Of them, Ellis County Jail looks closest to Riverside, Texas. That Riverside is 270 miles from Beeville, Texas, where I think Steel's first adventure took place, would only be an issue if Steel could not fly fast -- and we'll see that
happen very soon in this story.

We've seen Heroes pushing instead of doing damage before, but Steel pushing nine men at once is probably a first. It's certainly possible by the rules, if Steel is using the Flurry of Blows power, and choosing to make each hit a pushing attack. Normally, you would only be able to hit people in melee range with you, but for pushing, it makes sense that you could push people behind the people you're pushing.

There is zero game mechanic difference in H&H between slapping and punching, and Steel's punch would not have killed that guy.

Steel has Imperviousness activated for crossing the courtyard. Or is is Invulnerability? He may be needing that shortly...


Maybe I don't know cars well enough, but I cannot figure out what those things are on the side of the car in panel 1. Giant segmented worms? They're gone by panel 4, so...

Panels 2-3 would be tricky to replicate in H&H. The grenades wrecking the wall is easy enough, but determining where the debris goes is trickier. To be fair, I would position Steel on a map of the courtyard first, and then roll randomly between compass points to see where the majority of the debris falls.

How much damage should tons of brick and debris do when it falls on you? One of the underlying mechanics of H&H is that 30 lbs = 1 hp. If I calculated damage by weight at this rate gradually, 2 tons of debris could do a total of 133 points of damage. If I calculated it exponentially, doubling weight per point, that would be no more than 9 damage for 2 tons, so perhaps a range of 2-9. Anywhere in between those two seems
fair to me, but it seems that Steel took a major beating here if he

was only buffed with Imperviousness.

I love the flavor text in panel 5, that Steel has to use static electricity in his hair to jump start his powers. Here he's clearly using Race the Train.

Falling 300' would have done 30d6 damage, which Steel would have survived while invulnerable, but the prisoner in the car wouldn't. Instead it seems he used Feather Landing.

One nice thing about prison breaks is, you don't have to bother leaving crooks with evidence at the police station, since they already want them back.
This is a real curious first panel. Zooming "across the continent" to Alaska makes me think my Texas guesses were all wrong and Steel was on the East Coast after all.

Did Steel really zoom there with "lightning speed?" He can't arrive too quickly, because the escaped cons got there ahead of him, traveling by conventional means.

Let's still assume Steel is coming from Texas; that means the distance involved is roughly 4,000 miles (if NYC, add 360 miles to that). If he was using the Race the Plane power (which seems to make the most sense, going along with flying), it would need to last for 16 rest turns, meaning Steel would need to be a minimum of 13th level, as the duration on that power currently stands.




Of course, another possibility is that he took conventional travel most of the way to Alaska, and then "zooms" in by his own power only towards the end.

The crew is a mix of pirates and thugs, with that guy holding the harpoon gun under one arm probably being a higher-level fighter/leader. The harpoon gun definitely looks like a trophy weapon, probably doing at least 2-8 damage -- if Steel wasn't buffed with a protective power. Too bad he decides to wreck it!

Wrecking a propeller is treated only as a machine, whereas wrecking the entire boat would have been a tougher category.

In the golden age, if you meet a villain twice, he becomes your arch enemy. Repeat engagements are that rare!





Fake iceberg hideouts is very ingenious by 1940 standards, when most villains were still using warehouses. And having five polar bears in room 1 really sets this as a high-level hideout!
















In actual play, these polar bears would be a lot tougher, but because this is a golden age story, they go down quickly in one hit each. Of all the ways H&H purposely chooses not to emulate the actual practice of golden age comics, this one is probably the most dramatically different.

This page does illustrate, though, that grappling moves can be reversed between turns.




What material is that wall made out of, that it would break away like that? And the wall is so thin...

Most players would, if their Heroes saw that much gold, would immediately start thinking about how much XP all that gold is worth.

Apropos of current events, Steel is tear gassed. No doubt this was intended to show that Steel has weaknesses, but a H&H player knows this only shows he missed a saving throw vs poison.

On taking a look at that pile of chains, one could be forgiven for thinking that's overkill. I'm not sure how heavy a 7' tall pile of chains is, but I'm guessing it would be enough to pin down an ordinary man. A superhero probably doesn't need a Raise power buffing him to get that off, though; I'd either allow it instantly, or require a save vs. science, depending on the superhero concept and how strong we pictured him being. And, for non-superheroes, I would probably go with the saving throw.

(Scans courtesy of Comic Book Plus.)