Showing posts with label Batman. Show all posts
Showing posts with label Batman. Show all posts

Sunday, January 17, 2021

Detective Comics #37 - pt. 1

SPOILERS: This is the very last pre-Robin Batman story. 

One of the reasons I find the infallible Batman of today's comics so laughable is that he bears nothing but name and costume in common with this Batman, the Batman who gets lost and stops at a random house to ask for directions. 

In the house, a man is being tortured by three mobsters. Despite the fact that one of them gets the drop on the Batman with a pistol, the Batman is still able to go first and kicks him in the face hard enough to knock him into the mobster behind him. Two game mechanic things here: one is that there is no order of battle in Hideouts & Hoodlums, where missiles always go before melee. The Batman has won initiative, so the advantage of already pointing a gun at him disappears. The other point is the two attacks. This should only be possible if the Batman has levels in fighter and these mobsters have less than 1 Hit Die, or if he was a superhero using the Multi-Attack power. Neither should be the case here, since the Batman is obviously a mysteryman. There is one more area with some wiggle room, and if you recall the Batman's stats from Supplement IV you know I already used it; the Batman's signature move is hitting mobsters with other mobsters. This is actually borne out in the following panels; the Batman drops those first two with one kick, but it takes him two punches to drop the third one, possibly because that mobster had more hit points, but also possibly because the Batman no longer has as good an attack bonus against a single opponent. 

The first plot twist is that the tortured man, once freed, delivers a head blow that stuns the Batman (head blows are common enough that it is now a combat rule in 2nd edition). Because the Batman had already tied up the three mobsters, they are easy targets for the fourth man, Joey, when he uses a gun on them. If the tied-up men were Heroes, he would only get a +4 bonus to hit them (or at least the one who was only stunned and is awake already), but because these are just mobsters the Editor can handwave that and say they are each killed in one shot (as happens here).

The Batman's only clue as to where Joey went is that they all said they worked for a man named Turg. Later, Bruce Wayne remarks how uncommon that name is. No kidding, Bruce! Ancestry.com only lists six Turg families in Ontario, and none in the United States. But in this story, Bruce finds three in the New York City phone book and after visiting all three deduces the suspicious one is the one, Elias Turg, who opened a grocery store in a part of town without many houses in it. Most people would consider that a zoning issue, but to the Batman, it's a vital clue that turns out to be correct!

Later that night, the Batman barges into the upstairs office of the grocery store and finds Turg there with Joey and two more mobsters. He decides to intimidate them from the doorway first, spoiling any chance of a surprise attack. They are all 15-20' away, so the Batman can reach them easily for melee if he wants to, but this Batman doesn't feel infallible against four-to-one odds, so he turns off the lights and uses night-vision goggles. They aren't called night-vision goggles; the narrator calls it a "queer piece of glass," probably because the term "night-vision goggles" isn't in use yet. Night-vision devices are brand new on the battlefields of Europe, so new that I'm not sure the author (Comics.org credits Bill Finger) would even have heard of it yet and may have invented this idea independently.

After roughing them all up, the Batman does something I think is really clever; he pretends to leave and then hides before the lights come back on, so the mobsters will start to talk incriminatingly in front of him. It turns out, they aren't hoodlums but spies (or at least all of them but poor Joey, who they turn on and kill because the Batman called him out by name). 

En route to the piers to commit sabotage, Elias Turg splits off from the other spies and the Batman has to choose who to follow. He follows the other spies to the pier, where they are met by two more spies. Actually three more spies, because Carl (probably the lookout) is on the balcony of a building behind the Batman and gains a surprise attack (because he is standing separate from the others, he gets his own separate surprise roll). He drops a heavy sack full of ...something heavy on the Batman's head and it counts as a head blow attack, stunning the Batman again. Instead of just shooting him and killing him (which actually makes sense here, since they don't want to alert the ship they plan to attack), the spies put him in a sack and toss him in the water. Stunning has a very short duration and the Batman is able to cut his way out of the sack with a knife in his utility belt before drowning. 

When the Batman sneaks back up onto the pier, he switches to another favorite tactic of his, swinging on a rope to attack. It's very cinematic, but definitely would not improve his chance to hit. I think I talked about this before when he killed Jabbah this way and decided I might allow a +1 to damage for doing this, due to the additional momentum. 

Despite beating all five spies in melee combat, they still managed to start the moto launch rigged with TNT that will blow up the docked steamer that was their target. The Batman tells his feet to run like they've "never run before," perhaps burning his first stunt of the night to run faster so he can reach the end of the pier in time to jump on board. Once he's on board, the cutting of the ropes holding the steering wheel and turning the wheel in time takes four panels, but there are no game mechanics in play anymore to resolve this, only stated intentions.  

The story could have been over at this point, but there are two additional pages that seem rushed, as if tacked on. Joey had given the Batman the phone number for The Head (as in, the head of the operation) before dying, so the Batman finds out who's number that is and goes to his house. It's someone named Count Grutt and the Batman is either genuinely surprised or being sarcastic when he seems astonished that someone named Count Grutt is a foreign agent. Grutt is actually Turg without a disguise on (notice how the name is reversed; semi-clever, but if Grutt had gone by the name Smith, the Batman never would have found him). 

Grutt/Turg has super-strength, able to throw a sword across a room with enough force that it goes halfway through a door. Count Grutt must be a supervillain, buffed with ...Extend Missile Range? Then the Batman pummels Grutt until he's down to zero hit points. With his last punch, the Batman must have pulled his punch a little and transferred some points of damage into pushing Grutt back, because Grutt falls back into the sword, which kills him, since he just took more damage while at zero hp. The Batman doesn't seem concerned.

(Read in Batman Archives vol. 1.)


  


Friday, July 5, 2019

Detective Comics #36 - pt. 2

Back in time for the tail end of the Batman's first encounter with Hugo Strange! Having escaped Strange's deathtrap/S&M session, the two of them grapple. Remember that Strange is about 6' tall and physically imposing, so it's not an unequal match-up (if Strange is an ultra-mad scientist, then they even have equal Hit Dice!). Strange has an early advantage, establishing a choke hold, but the Batman reverses it; both are perfectly emulated in Hideouts & Hoodlums' grappling rules.

After defeating Strange, the Batman does something that most players don't do in any RPG -- after defeating the main bad guy, he still methodically searches the hideout. In this way he finds a prisoner (that he claims to have always known about, though this is the readers' first time hearing about it), and learns how Strange was inducing fog around the robberies -- with a stolen lightning gun! Now, why he used the lightning gun to make fog and not turn it into a weapon...

No mention is made of what happens to the lightning gun (which looks like a planetarium projector, by the way). It doesn't seem to make it into the Batman's trophy room, and certainly doesn't become part of its arsenal. The Editor of that game session, perhaps just not feeling generous, made it a mad science trophy with very limited charges/uses.

Next up is Bart Regan, Spy. When Jerry Siegel was still drawing this it was my favorite feature, but now....Bart is up against more spies, now from the fictional nation of Tortania. I haven't a clue what country "Tortania" is meant to represent; it could just be a truly generic foreign power. Bart's big clue as to who the spy is, is overhearing him curse in Tortanian, which might be the first time cursing is demonstrated as a series of symbols in a DC comic.

The hunchbacked spy gets the drop on Bart, from behind, but Bart is somehow able to spin around and shoot first. H&H's simple initiative system allows for a lot of leeway like this, though circumstances almost cry out for a common sense adjudication and hand-waving the dice rolls. Perhaps the spy missed on his surprise roll so badly that the Editor said he hadn't even managed to get his shot off yet.

The hunchbacked spy turns out to be a pretty nifty threat; he's wearing a vest lined with dynamite under his coat, making him the first suicide bomber in comicbook history. It's a challenging threat, normally, but this adventure takes place on a boat, so Bart simply pushes the man into the water in time (though, if Bart had lost initiative...). The spy also has a poison pill on him that is confiscated.

Bart administers truth serum to the spy to learn where his hideout is. The hideout appears to be empty, but a secret door opens like a shutter sliding down.

Steve Malone, District Attorney, is hunting down a mobster on the lam, and figures out who the disguised mobster is by the clue of the hairs in his comb. In the ensuing fight, Steve uses a table for a club and the mobster's vamp girlfriend uses this really big candle holder, so vamps are sometimes armed with clubs. Steve doesn't start out the encounter with a gun, but he lifts one off a mobster. In a rare instance, both gunman run out of bullets in the same firefight.

I normally like Speed Saunders, Ace Investigator more than this installment. Speed is on the trail of a jewel thief who calls himself The Spider and leaves toy spiders behind as a calling card. There's even a nice spin where The Spider doesn't break into homes, he convinces rich people to rent from him, unaware of the secret doors he's built into his properties. But the story has some serious flaws. One, The Spider tries a drive-by shooting against Speed, but from his own car licensed in his own name. Two, Speed slaps the man's wife around while The Spider isn't home, and then she still obediently obeys him. Now, there's a nice twist on that, where the wife turns out to be The Spider, dressed as a man, the whole time, and there never was a husband...but I'm not sure Speed knew that when he slapped her...

(Batman story read in The Batman Archives vol. 1; the rest read at readcomiconline)

Wednesday, July 3, 2019

Detective Comics #36 - pt. 1

It's been awhile since we last checked in on The Batman. This is still the pre-Robin Batman that I'm not particularly fond of. Bill Finger's The Batman, probably at Bob Kane's insistence, is a dark, menacing figure who is not opposed to killing by any means at hand.

Like many a Superman adventure of the time, this scenario starts with a wandering encounter -- a dying plot hook character escapes from a speeding car within sight of the Batman.  Batman's player is smart and has him search the body for clues!

True to the tropes of the Mysteryman class, the police catch him standing over the body and assume the Batman is a murderer. They even try to shoot him down without even bothering to tell him to surrender first!

Later, as Bruce Wayne, the Batman solves a clue and figures out that Professor Hugo Strange is up to something. The description that Bruce gives to himself of Hugo Strange resembles Sherlock Holmes' Moriarty.

Now, some people feel that, since the Batman already knows of Hugo Strange, that means this story was published out of order with the next Hugo Strange tale in Batman #1, but another possibility is that readers were supposed to understand from this that Hugo's first true appearance, in the 1934 Doc Savage novel, The Monsters, was canon for Batman's world.

The Batman, aware from the G-Man's notebook where Strange's first robbery will be, takes a big risk by disguising himself as the night watchman. Had the plan been to kill the night watchman, we wouldn't have a Batman today. But it does work out perfectly for him, as the robbers relax their guard and leave only one armed while the rest move boxes -- a perfect time for the Batman to attack and get one free turn of action while the mobsters would drop their boxes and go for their weapons. Better, he gets a surprise turn, on which he decks the guard and drops him, and then wins initiative on the first regular turn and takes out two mobsters (with low hit points) with his punches (two attacks because they are unarmed). It appears he is taking out four at once, but this must be turn-compression and showing his attacks on subsequent turns as well.

After the battle ends, the Batman shoots a gun into the air to bring the police, but it is not clear if it is his gun, or if he just picked up a mobster's gun.

The next night, Hugo thinks nine-to-one odds will be enough to stop the Batman, and it almost isn't. It appears that a single lucky head blow takes him out, but it could have been a gradual reduction of hit points throughout the battle.

Bucking villain tradition, Hugo does not put the Batman in a deathtrap, but plans to torture him with a whip while chained up instead. I suppose, eventually, that could kill him, so maybe it's just not a particularly efficient deathtrap. The Batman escapes by wrecking the chains. The Batman is a perplexing man (4th level Mysteryman) by now, so for him to wreck the category of machines (for chains), he needs to only roll a 4 or higher on 2 dice. I would also rule that he only gets one chance before Strange figures out what he's trying and stops fooling around with him.

The Batman is shown keeping a vial of sleeping gas in his utility belt.


(Read in Batman Archives vol. 1.)

Tuesday, October 23, 2018

Detective Comics #35 - pt. 1

This installment of The Batman infamously opens on Batman standing in a doorway with a smoking gun in his hands -- it has nothing to do with the story, but must have impressed Kane as being a really cool opening panel.

This is, I think, the only story that makes out Bruce to be an amateur writer.

The story is a confusing jumble of racism, as the Batman tangles with Indian natives, working for a Chinese Fu Manchu-like character, who is actually a white man in disguise.

The Batman pauses to announce his presence before springing on two robbers, making me think his initial signature move was making sure bad guys got a good look at his costume before attacking them (and it makes me wonder if I should have rules on changing signature moves over time).

The "Batmobile" (not yet called that) is still only a high-powered roadster the Batman happens to drive.

Sin Fang's henchmen use khopeshes (swords; at least they aren't hatchets). Sin lures the Batman into a trapped room where the door slams shut and it slowly fills with mustard gas. Anticipating the 1960's Batman, the Batman just happens to have an anti-mustard gas pellet in his utility belt (marking the first time something weirdly random is drawn from the utility belt). Utility belts have been a trophy item since Book II: Mobsters & Trophies.

Despite the fact that Sin has lured the Batman into a mobster encounter and a trap already, the Batman still falls into another trap -- this time, a pit trap that is filled with water at the bottom, but there's a pipe in the wall partway down that he can grab at.

The Batman seems unconcerned when he knocks "Sin Fang" out a window to plunge to his death.

Fictional names for foreign countries often change from issue to issue, but this is the second issue in a series of Spy stories where Germany is "Luxor."  Being a spy is easy when you see the ambassador walking down the street and then just have to look through a door transom and you spot him colluding with a submarine commander in person.

Bart Regan uses a "sensitive microphone" to listen to a conversation through a brick wall. He wears a bulletproof vest in his installment.

Tangling with the commander, Bart is grappled, thrown prone, shot at, and knocked out with a blow to his head. The shot narrowly missed his ear -- though combat in Hideouts & Hoodlums is abstract enough that it could have been a "hit" and still caused hit point loss, without causing any physical wound.

Commanders are 7th-level fighters, so Bart is hard-pressed every time they fight. Bart is twice saved by convenient encounters -- the first time by a passing beat cop, and the second time by a rival spy who takes Bart out of the scenario and finishes it himself (poor refereeing!).

Buck Marshall, Range Detective starts off with an unusual premise, making it the best start to a Buck Marshall story yet -- Buck robs a stagecoach! It turns out, Buck is robbing it because he knows robbers are on their way that are too numerous for him to stop (6 to 1 odds), so he appears to rob the coach and tricks the robbers into chasing off after him. Finding their lair, Buck puts aniline powder in all the gloves he finds, so the dye will make their hands and they can be found later. Aniline powder is a real thing.

One of the robbers calls Buck a "gink" -- this is old slang that only means "guy." 

Next up is Steve Malone, District Attorney. This story establishes that Steve is based out of New York, and that his secretary's name is Nancy. Steve has three assistants who serve as supporting cast in this story, but none of them are named.

Ethnic restaurants are not treated with much respect circa 1940; an Italian restaurant is called a "spagetti house" (not my misspelling).

The hideout of the kidnappers Steve is after is only accessible by a bridge. The kidnappers watch the bridge and plan to shoot anyone crossing it, but Steve foils them by swinging hand-or-hand underneath the bridge (basic skill check?)

(Batman story read in The Batman Archives v. 1; the rest read at fullcomic.pro.)




Sunday, February 11, 2018

Detective Comics #34

And we're back to The Batman! I've read elsewhere some people guessing that is the Crimson Avenger featured more prominently on the cover, but it doesn't really look like something he'd wear and I think that's meant to be just a random mysteryman.

This issue is a flashback to when The Batman was still in Paris (from 2-3 issues ago). Bruce runs into a faceless man and, because he didn't read Dick Tracy when he fought The Blank, is really shocked. I wonder if I should stat a mobster type called Faceless Men who have a Scare Good Guy power...?

To a modern reader, "Duc D'Orterre, Master of the Apaches" might need translation. The first half is French for "Duke of Orterre," while the second half is (obviously) English, and is referring to (according to Wikipedia) "a Parisian Belle Époque violent criminal underworld subculture of early 20th-century hooligans, night muggers, street gangs and other criminals," and not American Indians. Orterre is a fictional duchy in France and is closest to Orléans of real French duchy names.

Throwing a missile weapon, like a throwing dagger, through the open window of a taxi car can't be easy, so it's no wonder the Apache tossing at Karel misses. Karel would normally just have soft cover from the car door, but given the odd angle the dagger seems to have come from into the vehicle (almost from in front of the taxi!), I might give a steeper bonus of 2 or 3 points. Sometimes, facing really does matter in combat, but it has to be the Editor's call when circumstances would call for this.

Le Duc D'Orterre has a face-burning ray that can erase the features of your face, while still allowing you to see, breathe, and talk.  It doesn't make much sense -- unless the ray only affects the ability of others to perceive your face.

Bruce Wayne steps out of a room and then The Batman steps back in to talk to Charles and Karel Maire. Because this is a comic book, there's still a chance that Charles and Karel don't immediately make the connection that Bruce Wayne is The Batman, but I would give them a save vs. plot at a +2 bonus to figure it out.

The Batman's plan for finding the Duke is to wander the Parisian sewers until he runs into a wandering encounter of two Apaches -- who I guess I would stat as bloodthirsty hoodlums, since I don't have stats for hooligans or muggers yet, and my version of the gangster is decidedly different from these knife-wielding cutthroats. Before the battle is over, a second wandering encounter check brings back up -- a third hoodlum and the Duke himself.

The Duke is armed with a light-emitting cane which somehow stuns The Batman.

The Duke's death trap for The Batman is a mechanical wheel that spins anyone strapped to its outer edge, with a chance each minute of slamming him into the stone wall of the cell for...let's say 1-8 damage? Enough slams and it could definitely kill someone.

The Batman simply snaps his bonds, as if he was a superhero, in this story. This happens often enough in stories that I allow heroes to escape bonds as a skill check, but I would only give them one check, without changing the circumstances somehow.

A trap door in the ceiling of the wheel-trap room leads to what appears to be a garden where flowers grow with human faces. The Batman sees them and uncharacteristically sits down with his face buried in his hands. It's a disturbing scene -- possibly the result of some hallucinogenic gas in the room that effectively stuns The Batman. If taken literally, though, then the Duke has somehow grafted human heads to flowers in a way that keeps them alive, and seeing them is a trap that causes temporary insanity.

Despite having entered the garden room from underneath it, The Batman is lead by a talking flower to a "glass door" (which doesn't look like glass at all) that leads back into the room he'd just left. The garden room must be a split-level room.

Charles, captured separately, tells The Batman that the Duke has fled to Champagne. Champagne is a province, the west side of which might have overlapped the historic duchy of Orleans, so that bit works out -- though with such a large geography to search, it's rather remarkable how quickly The Batman spots the Duke's fleeing automobile.

Gardner Fox's word of the day is tonneau. A tonneau is the cover used to protect the passenger seats in a convertible.

The next story is Spy. Bart Regan's stories always seem to presuppose that there was some intelligence agency in the US besides the FBI -- which made sense in that Steve Carson worked for the FBI, and Steve and Bart never crossed paths. In this story, we see Bart heading into to work and it clearly looks like the entrance to the Capital Building, not the Department of Justice building the FBI worked out of in Washington, DC.

Bart is walking up the front steps with another man when they are shot at in a drive-by shooting. Bart immediately assumes the other man was the target even though Bart surely has a great many enemies by now. It seems an odd sort of hunch, and I suspect it would either be a wild guess on the player's part, or the Editor was feeding extra information to the player to lead to that assumption.

The ambassador is from "Bolaria," which sounds like it should be Bolivia, but it's not; Bolaria and Luxor are two warring European nations. Luxor is Germany, so Bolaria is...France?

Bart takes the ambassador's place, thanks to an on-staff make-up artist (a SCM who would be even better than the heroes at disguises, so maybe a save vs. plot to see through it at a penalty?). He heads to Europe via a trans-Atlantic clipper plane. The plane is shot down by two fighter planes from Luxor, but are either disguised to look like pirate planes or Luxor's flag looks exactly like a pirate flag.

(Batman story read in Batman Archives vol. 1, Spy story read at readcomiconline.to.)











Saturday, February 4, 2017

Detective Comics #33 - pt. 1

This is the issue that gave us Batman's famous, two-page origin story. This story is also the origin of both the "cowardly" and "superstitious" hoodlums, from Bruce's famous speech about "criminals are a superstitious cowardly lot."

When the real adventure begins, Bruce Wayne observes scarlet rays. These rays have multiple effects -- they can blind people and wreck buildings (probably at least as well as a 6th level superhero). Since thousands are killed in a single attack, we can assume they have a large range and a wide area of effect.

Prof. Carl Kruger is at least our 2nd Napoleon mobster in comics -- though I'm still not seeing a lot of justification for statting it differently like I did before in 1st edition. Maybe Napoleons are just master criminals or master criminal/scientists.

Batman hurls his Baterang as a missile weapon for the first time here, but Kruger is protected by a glass wall he keeps in his office between his desk and the window (perhaps wary of snipers?). Batman is overcome with a surprise head blow from behind (already going in 2nd edition).

Kruger's death trap is to leave Batman tied up with rope on the floor with a bomb set to go off in five minutes. Why Kruger wants to blow up his own house isn't clear, other than that he's obviously crazy. Batman cuts his bonds with a blade concealed in his boot and escapes in time. Luckily, Kruger never checked his boots -- or even peeked under his mask! (Save vs. plot to make sure villains don't do anything that obvious to you when you're captured.)

Batman doesn't escape entirely, though. His bleeding lip seems to indicate he took some of the blast, just not enough to kill him. An explosion would normally require a save vs. science for half damage, but with a deathtrap maybe it should be a save vs. plot for half damage, with a failed save meaning death instead of twice the damage.

Batman's not a great fighter yet in these early stories, but he's smart. He doesn't know where Kruger fled to, but Kruger unwisely told him the names of his lieutenants and one, apparently, has a publicly known address. Batman confronts him, tells him to take a message to Kruger, and then follows him in his Batplane (still the auto-gyro).  Of course, Batman would have been sunk had the lieutenant simply called Kruger on the phone...

Batman has a glass vial that, when it breaks, surrounds the Batplane in a thick smokescreen that clings to the plane. How this doesn't blind Batman isn't clear.

Guards can be really stupid. They see a smokescreen hovering in the sky and mistake it for a raincloud. I think even Winnie-the-Pooh would have seen through this.

Smaller (I presume weaker) versions of the scarlet death-rayguns can be mounted on trucks. They're delicate though -- one shot and they all blow up. Kruger explains soon thereafter that the death ray is a combination of ozone and gamma rays.

This is the first story in which Batman's life is saved by a bulletproof vest. This time, the bullets still knock him out and make him bleed (superficially).  On later occasions, bullets will just bounce off him because of the vest (maybe he has a Vest +1 by then).

Then Bruce Wayne whips up -- and I'm not making this up -- an anti-death-ray chemical spray to coat his Batplane with. This was the story that made me decide Batman had to be dual-statted as a mysteryman/scientist for Supplement IV.

The first Batplane is destroyed when Batman crashes it into Kruger's blimp, from which the scarlet death-rays are being fired.

Kruger apparently had an army of 2,000 mercenaries, though we never saw more than him, his three lieutenants, and two guards. After Kruger dies, Batman seems to sit back and let the authorities round up the army.

The next installment of Spy has to do with the country of "Luxen" -- a very poorly disguised Luxembourg suffering a bloodless annexation from "Thoria" (Germany). The story is interestingly prophetic, as this was 1939 and Luxembourg wasn't invaded until the following year -- and it was largely bloodless! The government did flee the country, but to the UK, not the US.  Past that, details seem strangely altered; Luxen has a male president instead of a female duchess. Also, in real life, the duchess fled with her family, which makes more sense than what the president does -- leaving his family behind so they can be threatened as hostages.

Bart Regan seems more observant than normal; he spots a wire hanging down behind a painting and immediately recognizes that it's a dictaphone wire.

The Luxen president's speech is interrupted by what appear to be mountebanks -- or so I call them in a new stat block for 2nd edition. Mountebanks, or rabble rousers, are able to get a growing number of innocent bystanders to start fighting.

And I learned a vocabulary word in this story -- plebiscite. Though it is consistently misspelled "plebecite."

Buck Marshall, Range Detective plays for high stakes when he has a defend a played out mine suddenly valued at $500,000. I learned the term "salting a mine", a con where you add extra gold to the random samples to make the mine seem more valuable.

Buck slips into a shack through a window because the front door is padlocked. It's important to keep in mind that, in modern times, we have multiple ways of locking doors. A padlock is relatively easy for Heroes to foil -- they might be able to wreck it with bolt cutters (though at a -4 penalty, if a non-superhero), or it can be shot off with a bullet if the bullet hits AC 7. Buck didn't want to make that much noise...

Buck didn't bring his own light source, though, so the Editor was gracious and left a lamp sitting out in the dark interior.

(Batman stories read in Batman Archives vol. 1; the rest read at Readcomics.net









Monday, December 26, 2016

Detective Comics #32 - pt. 1

Batman returns in part 2 of his adventure vs. The Monk. He's in Hungary, or the Latin Hungaria, as it's called here. Batman uses another sleeping gas pellet, thinking that he's using it on The Monk. It's unclear if Batman suspected The Monk was a werewolf yet, though the reader certainly had plenty of clues.

It was actually a woman named Dala that Batman gassed and, not being at all suspicious that Dala was in The Monk's carriage, he brings her to his hotel and lets her bunk with Julie Madison, who is safe now and under Batman's protection. But no one is safe from Dala; she bonks Batman on the head with a statuette and stuns him "momentarily." This would be 2nd ed. Hideouts & Hoodlums' new rule about head blows doing more damage in a surprise attack, Batman being brought down to zero hit points (he is still a low-level Mysteryman at this point), but making his save vs. plot to avoid a longer spell of being unconscious.

It turns out that Dala is a vampire, from which Batman (correctly) infers that The Monk is one too. Dala tells Batman where to find The Monk -- Gardner Fox plays fast-and-loose with geography here, saying that The Monk's castle is by the Dess River, which isn't an actual thing in Hungary.

Batman's autogyro is referred to as a "Batplane" in this story, making it the first Batplane.

The Monk uses a magic silver net that can stretch into the sky, snag the Batplane, and pull it to the ground. Now, the autogyro is just over the tree tops, so maybe the net can only stretch 100-120'. And it stretches pretty fast, because it was probably going at least 30 MPH. And it's plenty strong too; if it can pull a plane out of the air, then non-superhero Heroes will likely be pulled down without so much as a saving throw.

Vampires (or at least The Monk) are shown to be able to hypnotize others and control their charm victims over many miles, but the vampire's control is measured in a broad range of turns (he can control Julie for days, but Batman only for hours). He can also change into a wolf (which is why The Monk still calls himself a werewolf, even though the cat's out of the bag now that he's also a vampire -- vampiric werewolf?). In wolf form, a vampire can summon at least 1-4 wolves. Like vampires, vampiric werewolves have to sleep in coffins during the daytime. Like werewolves, they can be killed by silver weapons.

Batman's gas pellets can affect up to four targets in a 10' radius. He can toss his silk rope upwards about 15' alone, or more like 30' with a Batarang attached to it (though it took him about 12 hours to figure that out).

In Spy, Bart Regan is trapped in the back seat of a car that can fill with sleeping gas (likely stolen from the Raymond Chandler story "Nevada Gas"). Then his death trap is being placed in a giant bell jar that can have the air vacuumed out of it. The spy who trapped him is stupid and let's Bart out when he promises to talk. Bart, in turn, uses the same trap but keeps the spy inside until after he's talked.

Later, when Bart is being shot at, he ducks behind a desk. Somehow, he is able to sneak around the desk without being seen, come up behind the two spies shooting at him, and get surprise on them. Without being able to turn invisible, I don't see that as being possible in H&H.

I don't have much to say about this month's Buck Marshall story, except that Buck makes a disparaging comment about some outlaws, calling them "mail-order bad men."  Which is actually a better story idea than the counterfeiting scheme he really stumbles into.  But the real mystery in this installment of Buck Marshall is the curious use of the word "jigger" to refer to someone Buck knocks out. I am having trouble finding any cowboy-related use of the term. It could refer to a certain type of fisherman, but that's not relevant to the story. It was also once a variation on a certain offensive term for blacks, but the man in the story is colored white, so...

Larry Steele, Private Detective, rescues a damsel in distress on the road and takes her to an old man's house in the country. When Larry goes to call the police, the man says he'll be lucky to catch the operator awake. Back in the days before switchboard automation, this could have been a legitimate concern. Maybe Heroes who need to connect a call quickly should have to make a save vs. plot to succeed when away from the major cities.

Once again, the villain does something stupid to make it easier for the Hero -- this time, a killer implicates himself by accidentally driving to the scene of the murder when he was asked to, without being told where to go.

Speed Saunders, Ace Investigator, starts on a mystery with a great hook -- young women are being found dead on seashores, always with an ivory skull lying somewhere near the body.  And Speed gets a pretty cool villain to battle too -- Skull-Face, who even has a caveman right-hand man. Skull-Face is a mad scientist with a potion that makes women prettier, but it also compels them to immerse themselves in water. The more of the potion they buy from him, the more they are compelled until they eventually drown themselves.

(Batman story read in The Batman Archives v. 1, the rest read at readcomics.net.)











Wednesday, October 26, 2016

Detective Comics #31

This month's Batman story starts with something remarkable. No, I don't mean that it's now "Batman" and not "Bat-Man" any longer. And I don't mean that Bruce Wayne now has a fiancee we've never met before. No, I mean we first see Batman at the top of a utility pole -- from which he hops down and lands safely. That's got to be a 20-25' jump? That's not something you can currently do, by the rules, in Hideouts & Hoodlums. Heck, I'm not sure I'd allow that as a stunt!

Batman still doesn't have a Batcave, but he does have a secret hangar located somewhere, containing a bat-themed autogyro. We also get the Batarang in this story. Luckily, I've already added boomerangs to the weapons list in 2nd edition.

We learn that Hungary is well known for its werewolves. I'll have to put that in the werewolf entry!

The Batgyro makes a transatlantic crossing, which is conceivably possible. The 1942 Sikorsky R-4 autogyro could go 9,000 miles, which is far more than the ocean voyage between New York and France.

When Batman encounters the Monk, Batman makes his save vs. spells to avoid being hypnotized, but is aware of what was being attempted on him.

The plot requires Batman to make some pretty bizarre decisions to get him all the way to France. He allows Julie to go to France in the first place, even though he's suspicious of the doctor who tells her to go. He leaves Julie alone on the cruise ship to France with the Monk. He follows the ship to the docks, but then somehow loses sight of Julie and has to search the city to find her again. There's a lot of room here for Batman's player to make a different decision and throw off the entire scenario. It would make more sense for most of this to be backstory and for the scenario to begin in Paris.

In Julie's room is a huge gorilla. No idea how Batman doesn't see it from the window, other than a good surprise roll by the Editor.

The Monk's deathtrap for Batman is a net that closes up around him, that the Monk can drop into a pit of snakes at his leisure.

In a separate trap, Batman encounters a "gigantic" gorilla, far larger than the huge gorilla we saw earlier. 15' tall? Easily escaping the gorilla with some leaping and climbing, Batman only has a single guard left to overcome before escaping.

Batman saves Julie from her abductors (more normal guys like the guard) with a sleeping gas pellet, like we've seen him use before.

Following the Batman feature, an educational filler page called "Crime Never Pays" talks about bloodhounds being able to follow a trail 135 miles. It would be nice to know if that was true.

Humor filler is drawn by Paul Gustavson -- of Centaur Comics fame -- in this issue.

Buck Marshall sneaks up on a cabin with some outlaws in it by deliberately missing some shots at game fowl to fool the outlaws into think he's no threat. I want to turn this idea around on my players some time -- have the bad guys pretend to be incompetent to fool the Heroes, then turn out to be really dangerous!

Bart Regan fights "cowardly thugs" in Spy. Now that could be an interesting combination of two stat types. Tough as a thug, but with a cowardly hoodlum's low morale?

The cowardly thugs have a bulletproof car. Trophy item!

Larry Steele solves a murder mystery with an unusual clue -- the murderer slips up and describes a man by the color of his clothes, then Larry learns that suspect is color blind.

Speed Saunders, now relegated to the middle of the magazine, has a murder with an unusual murder weapon -- a mammoth tusk! Speed mounts a methodical investigation at a circus, questioning the witnesses, searching their tents, and corroborating evidence off-site via telegram. I'm not sure about the stolen tusk though...would trying a stolen tusk to a real elephant's tusk really impale a man before it broke loose from its bonds? Path of least resistance seems like it would be the latter. And then, doing it to avoid blood on the elephant doesn't make much sense. If an elephant's real tusk is right next to the fake tusk doing the actual goring, I would still think it would get some blood on it. And how would the killer know the elephant would use that specific tusk and not the opposing tusk?

Speed gets whipped in the face with a real whip and has temporary scarring from it -- a rare complication for a Hero.

Bruce Nelson's scenario is a pretty interesting one too. The plot hooks he receives are all intentional bait to lure him away from home. The scenario is faked so a robber can get into Bruce's home while he's busy elsewhere and rob him of valuable evidence from another case. I could see myself using this in my current online H&H campaign, where there are major events going on in two locations -- but I would need to lay out clues in advance that there's something not kosher about one of the two sets of plot hooks.

Cosmo, Phantom of Disguise, is dealing with two trophy item/potions. One is a paralyzing drug. The other is "essence of intelligence" -- someone else's stolen intelligence, distilled into a potion you can drink, and then increases your own intelligence (+1-2 to INT for 1-4 weeks?).

Slam Bradley tries to rescue a photographer at the zoo who falls into a bear cage. Slam pushes the bear away, then grabs the photographer and runs. Shorty is menaced by a bear cub (1+1 HD?), judging from the size of it. Then they find a constrictor snake in their room and Slam has to shoot it. And lastly they have to fight a tiger in the zoo.

All of that is pretty cut and dry, as far as game mechanics go. But there's this weird scene where Slam is clubbed from behind, and he's not knocked out or even stunned senseless, but he's groggy enough that he can attack, seemingly at a penalty.

(Batman story read in Batman Archives vol. 1, the rest read at readcomics.net)





Saturday, October 1, 2016

Detective Comics #30

The Batman comes back again this issue, and so does Dr. Death, for a rematch. The Batman still doesn't have a Batmobile per se, but drives a "high-powered auto". He is shown easily going over a "high" fence, but at 8', I think anyone more athletic than me could get over that and I wouldn't even ask a player to use up a stunt for that.

Batman uses a silk line for climbing, but without a grappling hook; he lassos a projection from the wall before scaling it. Using a rope to climb would be a situational modifier to a skill check (probably a +1).

The Batman carries a flashlight. He also has potions of sleep that, when their vials are shattered, release sleep gas in at least a 5' diameter. It doesn't last very long, though, as the Mikhail the Cossack wakes up after what seems like only 1 exploration turn.

He hears a "muffled footfall" and keeps from being surprised. I'll have to check to see if I gave mysterymen both a better chance to surprise and a lower chance to be surprised. He also hides in shadows as if using a skill (though thinking to use heavy drapes for cover should probably be a big situational modifier -- maybe +2?).

A flying tackle is really just a trip attack combined with movement, and isn't treated different mechanically (though Batman gets a +4 bonus for attacking with surprise from behind!).  The Batman then trades damage inflicted for distance to push Dr. Death's cossack out the window.

The Batman's kick to the neck that kills Mikhail isn't supported by the H&H game mechanics.

In Spy, Bart Regan jumps out of a car on a bridge and dives into the water. It looks like a suicidal plunge, but Bart lands safely, because it's water and this is a comic book. But bad guys wouldn't know about game mechanics, so they natural assume he died and drive off. Editors, always remember to be impartial when playing the bad guys and not to use knowledge they wouldn't have.

The mad scientist in this issue has built a mind control device he can use on politicians and secret service members. The device is small -- a box that can sit on a tabletop, with a delicate light bulb-like attachment on top -- but it must have a range of miles.

In a rare example of a Hero having a specific injury, Larry Steele is shot and needs his arm in a sling for the rest of his story.

There's a strange escalation of weaponry in Speed Saunder's mystery. The first murder is done with a 13th century antique crossbow, the second is done with an automatic, but then the killer produces a sub-machine gun when she attacks Speed.

Bruce Nelson's adventure starts with a subtler start than normal; a yellow peril hoodlum simply puts a gun in his back and warns him to scram (or "sclam") and there's no fight. Bruce knows this guy is probably in league with some criminals in the area (combining two cliches, this adventure takes place in both Chinatown and a waterfront). But Bruce isn't interested in going after small fish, so he leaves and pursues the lead he was already on. This is so refreshingly different from the play style I usually see in H&H.

It's also worth pointing out that only the Chinese bad guy talks in broken English; the Chinese good guys in the story (and there are two, not just a token one!) talk perfectly normal. Also, kudos to the author (Tom Hickey?) for being the first comic book writer ever to point out that tear gas isn't "very potent in the open air". I've already read so many stories where gas weapons work equally effective no matter where they're used.

The smugglers use speed boats to reach the waterfront from a freighter in this story.

Cosmo's adventure is the opposite of Speed's, in a way, as the threat level deescalates.  A man who looks like Cosmo is shot and killed by the bad guys, who early in the investigation are ready to murder him. But later on, when Cosmo actually knows who the main villain is, Cosmo is simply knocked out and left behind, an easy chance to kill him, or at least put him in a deathtrap, completely missed. It's a sign of an Editor going too easy on his player(s).

(Batman story read in Batman Archives vol. 1; most of the rest of this issue read at www.readcomics.net.)







Wednesday, August 10, 2016

Detective Comics #29

Bruce Wayne begins this month's adventure doing what every good Hero should do at the start of each day -- read the newspaper for plot hooks. You just never know when your next arch-nemesis is going to leave you a message in the classified section, inviting you to ask for a letter at the post office, that will defy you to stop him from murdering someone, which will actually be a trap.

Before going, Bruce checks over some of his gear. He's equipped himself well with trophy items already, including "gas pellets of choking gas" and suction gloves and knee pads to aid climbing.

And even on arriving at the scene of the trap, The Bat-Man takes further good precautions, leaving a hanging rope outside the penthouse for a quick getaway in case the encounter goes sour.

When The Batman is attacked, he hits two hoodlums at once with a pedestal. Now, that can't be the Fighter class' "combat machine" ability, unless we give The Batman some levels in Fighter. And it can't be the Multi-Attack power unless we give him some levels in Superhero. Right now, the Mysteryman class has no avenue for making multiple attacks in the same turn. So...bit of a mystery there right now.

We do know that The Batman isn't too high in level yet because when he's shot by Jabah, he's apparently low enough on hit points that he decides to retreat (maybe the Editor rolled a 6 for damage)! Or is this no ordinary wound? The Batman is still bleeding from his gun shot wound about two turns later. Now, so far, we have no game mechanic in place for bleeding wounds causing additional damage over turns. Do we need one for gunshot wounds? Or could Jabah have a special trophy item, a Gun of Wounding?

The next day, Bruce Wayne just plain gets lucky, spotting Jabbah on the street as he drives by. You would think that would be a one in a million chance, but it's not really that bad. More likely, the Editor added Jabah to a wandering encounter table with no more than 20 entries on it, giving Bruce a 1 in 20 chance of encountering Jabah there.

Bruce saves Jabbah's intended victim from poison gas by putting a handkerchief over both their faces (good thing Bruce carries two!). Any sensible precaution like that should give a situational modifier of +1 to a saving throw.

The Batman is shown to have more equipment: a glass-cutter for breaking and entering. He uses a lasso in his next fight with Jabah.

Dr. Death's lab is equipped with a pit trap with a mat underneath it, for Dr. Death's quick escape.

What is in the vial Dr. Death accidentally smashes on the floor? He seems to refer to it as "the fiery death", but he may be referring to what he has planned for The Batman. Whatever it is, it seems to work a lot like Greek fire, combusting on impact, spreading quickly, and burning hot.

And that's all just from the Batman story!

In Spy, Bart Regan seems to still be separated from his wife and partner Sally and is saddled with boring partner Jack Steele. Jack is still a 1st-level Fighter, wet behind the ears, and easily captured when he follows the bad guys solo. Now, the bad guys know Jack knows too much; there's really no good reason for them not to kill him. But a good Editor knows to keep the story going as long as possible, and give the Heroes every possible break. So a previously unknown even bigger boss calls in and asks to see Jack.

At least the spies Bart and Jack have to deal with are pretty smart. They have a back-up plan; if their robot plane full of bombs is stopped, they have another pilot in the air who will swoop down and machine gun all the government officials the spies want to murder. Bad guys should always have a back-up plan, because Heroes tend to wreck plans so often.

Interestingly, Bart doesn't seem remotely interested in capturing the spy leader, but mows him down with bullets at long range. I hate it when my players are like that...

The Crimson Avenger, in his story, is hunting down kidnappers, based on the testimony of the kidnap victim they freed. These kinds of clues -- "we were on a farm about fifty miles from here....the front gate was locked with a chain, the second porch step was loose, and a water pump out in back squeaked" -- would be a different kind of investigation than an urban adventure.

The Crimson is not opposed to doing his hero work while out of costume. When he finds the kidnappers, he immediately launches into attacking them, even though he has none of his crime-fighting gear with him. Luckily, his sidekick Wing saves him and brings his gear to him.

During a car chase, The Crimson jumps from car to car. I don't have that on my skill list, but it seems like it would be a hard skill, so there should only be a 1 in 6 chance of that working. Maybe if the cars were going slower it would be easier, but this seems to be a high-speed car chase.

Okay -- what the heck? Speed Saunders is investigating a murder scene, sees a tobacco stain on the ceiling, and correctly deduces from that the tobacco was used to blind the murder victim before he died? That's got to be a case of an Editor feeding clues to the players when they can't solve the scenario on their own.

In Bruce Nelson's adventure, he's chasing a hoodlum (he's literally in a hood -- I wonder if hoodlums should get bonuses if they're wearing hoods) and shoots into the air to try and force a morale save (one of my players just recently tried that).  When that fails, it becomes a chase. Editor and player each make skill checks for their characters. On a 2, they run slightly faster than normal. On a 1, they run much faster than normal. On a 3-6, they just run normal. That's basically how skills will work in 2nd edition.

Cosmo, in his adventure, is on the trail of a mad scientist. He's following a car that he thinks the mad scientist is in -- but rather than trail him back to his lair, Cosmo detours to the local license bureau and inquires who the car belongs to. Interesting technique there, Cosmo -- lucky you the car wasn't stolen!

But Cosmo's luck doesn't end there. He bluffs his way into the mad scientist's home posing as an electric meter inspector. Then the mad scientist simply invites him in and begins showing off his disintegrater raygun. It has a range of six miles and wrecks things as at least a 6th level superhero. When the mad scientist succeeds at disarming Cosmo, it looks like it's all over for that character. But the Editor allows the dropped gun to go off and shoot the raygun, blowing it up somehow. Really...lazy storytelling at its worst here. I can scarcely recommend anything from this as game tips.

And while Cosmo's audacity just seems lazy, Slam Bradley's is perfectly in-character for him. When he receives a threatening letter warning him to stay away from Hawaii, he not only goes there at once, but puts an ad in the newspaper right away saying "I'm here! So what?" (I laughed out loud at that).

But Slam is being suckered -- every note he receives warning him to stay away from somewhere is being used to lure him around (I wonder how many of my players that would work on...?).

Slam is stopped from catching the bad guys in a car chase by the simplest method -- a fork in the road. Unsure of which route to take, Slam gives up and tries something else.

And Slam's next plan is really interesting. Hoping to endear himself to his next suspect, Slam and Shorty endanger the man's life so Slam can rescue him.

The villains' hideout is a house on a leper colony island -- which, you've got to admit, is a pretty good way of keeping intruders away.

Sadly, the story is marred by horrible racism towards native Hawaiians, who are shown to be human-sacrificing primitives, easily tricked by Slam's ventriloquism into thinking Slam and Shorty are gods. Also, there's some bizarre politics, where the Japanese and Chinese seem to be working together to foment revolution in Hawaii.

(The Batman story was read in Batman Archives v. 1, the rest was read at ReadComics.net)