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.)
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