Panels like this first one are so useful for figuring out how fast Heroes move. He's flying from New York City to Washington, D.C. -- about 220 miles as the crow flies -- and makes it in 22 minutes. That makes it really easy to figure out Bozo can fly at a staggering 600 MPH -- that's the 3rd-level Race the Bullet power.
Lifting the car is the 1st-level Raise Car power. Coupling that with a flying power makes it even more deadly. Since Bozo seems to have reached cloud altitiude, that puts him at approximately 16,000'. Now, the Fly powers, as written, have no maximum altitude, so the only distinction is how long it takes to reach cloud level. Even at Fly I, this would only take about 4 1/2 minutes. At Fly II, this would take just over 2 minutes.
Taking no damage from a car exploding probably requires the 4th-level Invulnerability power.
If Bozo has returned to New York City, there is no Bird Airport there, nor even a name close to that.
Traps are usually ineffective if the Heroes have to touch something they have no reason to touch. I can't imagine what Hugh is hoping to accomplish by having Bozo lift the cable. Adolph is clearly inside the shack, not behind the cable!
20,000 volts is not going to melt Bozo, guys. That's a fairly standard amount of volts; your car's spark plug can take it. Now, interestingly, in a more hi-tech setting, Bozo would be full of electronics and 20,000 volts might mess with his systems. But in 1940, robots are chiefly mechanical contrivances, like clockwork automatons. So this trap isn't really doing anything but giving him electrified lariats to kill people with.
Let's jump ahead into Chic Carter. Chic's adventures in Moldavia are finally over and he's back in New York City trying to catch murderers. Now, by all rights, this scenario should be over before it begins. Chic decides to beat up someone acting like a security guard of the professor he needs to talk to. Now, had Brenda screamed first, Chic could be trying to get in faster to save her, but since she screams after, Chic is just punching anyone who touches his arm.
More seriously, Hideouts & Hoodlums currently has no mechanic for making an attack roll miss against someone else. It doesn't seem like we can ascribe this to flavor text, since saving Lansing's life is vital to the story and why Lansing trusts Chic to take over the investigation. It's possible we could use the parry rules to slightly modify someone else's Armor Class from missile attacks.
Now, this is not a tactic I recommend most players using. Chic has a hunch thieves will come for the valuables in the safe room that night, so he remains locked in the safe room to ambush them. Is that safe room air tight? That's something Chic's player should ask first, in case he's wrong and the thieves wait another night.
Redundancies are a good way to slow Heroes down, if not discourage them from getting to where they want to get into (players tend to be stubborn like that). Here, we have a wall safe, inside a safe room, each with its own combination.
Dousing the lights gives everyone a penalty to hit, but the open window means positioning is very important in this combat.
That is one amazing hunch Kent gets. Based only on Jenkins' testimony that he didn't know why he pulled the lever, Kent decides he must have been controlled by a VOODOO MASTER!! Instead of a garden-variety hypnotism. Or, you know, lying and being bribed to pull the lever. Somehow, looking at blueprints helped Kent reach this conclusion too, though I suspect the Editor fed this hint to Kent's player during setting up the scenario.
The Invisible Hood remembers to bring a rope and grappling hook on jobs where he thinks he'll need them...though if he's invisible, and the gate is open, I don't know why he takes the time to scale the wall...
I like the trap of the crystal ball next to the throne that casts blinding light at the flip of a switch. But, how does this make him visible? If bright light foils his invisibility, then he's not really invisible so much as camouflaged.
How stupid does a villain have to be to, in the middle of monologing, point out the very switch that can blow up his hideout?
The battle axe is a good choice to help with wrecking things. I might be inclined to give him a +1 bonus with the axe. Though, maybe that should come with a 2 in 6 chance of taking 1-4 points of damage when smashing something electrical...
(Scans courtesy of Digital Comic Museum.)
An exploration of the Golden Age of Comics, through the lens of Hideouts & Hoodlums, the comic book roleplaying game.
Showing posts with label Chic Carter. Show all posts
Showing posts with label Chic Carter. Show all posts
Saturday, May 9, 2020
Saturday, February 16, 2019
Smash Comics #7 - pt. 3
And we're back with Invisible Justice, starring the Invisible Hood.
I get the creepy factor IH is going for, but being invisible inside a visible suit seems to take away any advantage that he has in combat.
Steele seems more than capable of mowing down the bad guys without IH's help. This is why it's important to have your supporting cast lower in level than the Heroes, so the Heroes are less likely to be upstaged (though bad dice rolls can still make it happen).
It's too bad that Steele is one of the good guys, because it would be a much more interesting tactic if IH had tricked one of the bad guys into thinking the two fire-eaters (stat as arsonists) who show up are more ghosts, and then get him to shoot them.
Lastly, it must have been super-awkward when Steele was feeling around in the air for IH's shoulders...
Wandering encounters are the potatoes that go with the meat of role-playing games, but sometimes an Editor may doubt himself and feel he's being too subtle with them. That's when you start having bad guys literally crash into the good guys out on the streets.
Tripping is a surprisingly rare fighting technique in comic books, but rarer still are examples like this that show how a trip attack can set up an opponent for a follow-up attack. So I'm wondering, should I add a game mechanic where you forego your own ability to do damage in the turn, in order to give the next attacker a bonus?
The enemy planes use a stunt (Fly out of the Sun).
Chic's readiness to use guns tells me he belongs to the fighter class.
I'm not sure how often pilots in dog fights would crash into each other, but if I ever write formalized dog fight rules for Hideouts & Hoodlums, it will likely include something about a low chance of crashing per turn.
I've posted plenty of times with examples like this, showing how you should not try too hard to hide clues from your players in your games. In fact, judging by this page, you shouldn't even hide them at all -- just leave them sitting out on a desk for anyone to see.
The 2nd edition rules for transportation includes ramming damage for just this type of scene!
The ramming damage for vehicles can be really high; perhaps it would be fair to split those dice between multiple opponents, like how Chic hits three guards at once here.
This is John Law, Scientective. The brightly-colored cellar is the result of the four-color process and the difficulty of printing gray tones back then.
A skill check to hear noise should also include a general sense of where it is coming from, even if only a basic skill check was successful.
A delightfully scientific trap! The strobing neon light keeps you from being able to see that the bar is actually moving back and forth very fast, when it appears to be still, and anyone walking through that door would take at least 1-6 points of damage. It's a good trap for hurting someone, but I'm not sure about it killing them...
In this rare instance, the villain loses a foot race to a woman in high heels. June can really move! Competing skill checks -- some combination of successful ones on her part and failed rolls on his part -- determined her close call.
The ol' pit trap filling with water trap! Making it a little easier, the Avenger left the hose accessible in the pit, giving John an improvised rope and grappling hook.
(Scans courtesy of Digital Comic Museum.)
I get the creepy factor IH is going for, but being invisible inside a visible suit seems to take away any advantage that he has in combat.
Steele seems more than capable of mowing down the bad guys without IH's help. This is why it's important to have your supporting cast lower in level than the Heroes, so the Heroes are less likely to be upstaged (though bad dice rolls can still make it happen).
It's too bad that Steele is one of the good guys, because it would be a much more interesting tactic if IH had tricked one of the bad guys into thinking the two fire-eaters (stat as arsonists) who show up are more ghosts, and then get him to shoot them.
Lastly, it must have been super-awkward when Steele was feeling around in the air for IH's shoulders...
Wandering encounters are the potatoes that go with the meat of role-playing games, but sometimes an Editor may doubt himself and feel he's being too subtle with them. That's when you start having bad guys literally crash into the good guys out on the streets.
Tripping is a surprisingly rare fighting technique in comic books, but rarer still are examples like this that show how a trip attack can set up an opponent for a follow-up attack. So I'm wondering, should I add a game mechanic where you forego your own ability to do damage in the turn, in order to give the next attacker a bonus?
The enemy planes use a stunt (Fly out of the Sun).
Chic's readiness to use guns tells me he belongs to the fighter class.
I'm not sure how often pilots in dog fights would crash into each other, but if I ever write formalized dog fight rules for Hideouts & Hoodlums, it will likely include something about a low chance of crashing per turn.
I've posted plenty of times with examples like this, showing how you should not try too hard to hide clues from your players in your games. In fact, judging by this page, you shouldn't even hide them at all -- just leave them sitting out on a desk for anyone to see.
The 2nd edition rules for transportation includes ramming damage for just this type of scene!
The ramming damage for vehicles can be really high; perhaps it would be fair to split those dice between multiple opponents, like how Chic hits three guards at once here.
This is John Law, Scientective. The brightly-colored cellar is the result of the four-color process and the difficulty of printing gray tones back then.
A skill check to hear noise should also include a general sense of where it is coming from, even if only a basic skill check was successful.
A delightfully scientific trap! The strobing neon light keeps you from being able to see that the bar is actually moving back and forth very fast, when it appears to be still, and anyone walking through that door would take at least 1-6 points of damage. It's a good trap for hurting someone, but I'm not sure about it killing them...
In this rare instance, the villain loses a foot race to a woman in high heels. June can really move! Competing skill checks -- some combination of successful ones on her part and failed rolls on his part -- determined her close call.
The ol' pit trap filling with water trap! Making it a little easier, the Avenger left the hose accessible in the pit, giving John an improvised rope and grappling hook.
(Scans courtesy of Digital Comic Museum.)
Monday, September 10, 2018
Smash Comics #6 - pt. 1
Oops! Almost passed over this issue!
I love Will Eisner's early Espionage stories so much, I'm half-tempted just to post the whole thing...but I'll be strong and just post the relevant pages here.
This time, we're treated to yet another obvious stand-in name for Germany -- Govania. Thalga is obviously Hitler. You might think Stadt represented Himmler, but Hitler made Himmler, not the other way around. Stadt better represents Franz von Papen, an ex-chancellor who helped Hitler rise to power so von Papen could get his office back. But, was this common knowledge in the U.S. in 1939...?
The last gold rush was 1896, but I'm sure in 1940 people were still hoping for another one. I could spend my whole blog, or start a new one, talking about how good Eisner's art was, but note how panel 7 represents the swirl of activity around the discovery of gold, represented by water-like ripples around the upraised hand, as if it was the Lady of the Lake offering up that gold nugget...
I've nothing to say here, because I'm completely stumped by the reference to an "East Rush." I have no idea what event that is referring to and can't find anything on such a thing having happened.
This page is great for the tidbits of backstory we finally get on Black X. It's a shame Kadu-Kan is an entirely throwaway reference and never comes back in a story. Google Translate detects Kadu-Kan as Malaysian for some reason, but can't give me a translation. I suspect Kan is Khan misspelled.
Black X's technique, of drawing out his opponents by making himself a big target, happens to be one of my own personal favorite strategies in RPGs.
As mentioned in Black X's write-up in Supplement IV: Captains, Magicians, and Incredible Men, Black X seems to have remarkable ability to request trophy items from Espionage Division at short notice, including this fighter plane that just happens to also be packing a torpedo. Spoiler alert to my future players: I don't usually give out trophy items this cool.
Chic Carter spends a lot of his time reporting from Moravia. The last time I wrote about Chic Carter, I thought Moravia was fictitious. And, since I write in what seems like a vacuum here, no one corrected me that Moravia is a real place in the then-Czech Republic. Now, Krasnow, that could be fictional city.
This would be a difficult scenario to actually play, because so much is happening around Chic, but he doesn't really have to do anything but observe. He gets the opportunities to do good deeds, or to take over fighting for others, but he has to decide very quickly if he is going to take those opportunities. And if he decides not to live dangerously, this is going to be a very boring series of the Editor just describing exciting stuff going on around him the whole time.
I think this is a weakness of the newsman genre as a whole and why it will be difficult to emulate in Hideouts & Hoodlums game play...though, that said, I haven't actually tried one of these scenarios yet to test that theory.
Speaking of the newsmen genre, Chic gets followed immediately by Flash Fulton, the Ace of Cameramen. Here's a perfect example of Flash not taking any active steps to fight the fire, even though the opportunity to do so is right there. He's just doing his job and filming the situation. Of course, danger still finds him even though he's not actively looking for it.
He also gets to wear a trophy item asbestos suit (though I don't think he gets to keep it).
The game mechanic issue on this page is subtle and not immediately evident. When Tony shouts out and warns Flash about the boom, does that make the boom miss? H&H has no active dodge skill -- if the attacker missed, it's just assumed you dodged (or something else happened that saved you). Now, what did likely happen here is that the shout did not make the boom miss, but took away the surprise attack it would have had and made the attack roll happen during the first (and only) turn of combat.
Splashing water in unconscious people's faces does not wake them up in H&H. Rather, the two mobsters were only stunned and the duration of the stun just happened to wear off while they were being hosed down.
(Scans courtesy of Comic Book Plus.)
I love Will Eisner's early Espionage stories so much, I'm half-tempted just to post the whole thing...but I'll be strong and just post the relevant pages here.
This time, we're treated to yet another obvious stand-in name for Germany -- Govania. Thalga is obviously Hitler. You might think Stadt represented Himmler, but Hitler made Himmler, not the other way around. Stadt better represents Franz von Papen, an ex-chancellor who helped Hitler rise to power so von Papen could get his office back. But, was this common knowledge in the U.S. in 1939...?
The last gold rush was 1896, but I'm sure in 1940 people were still hoping for another one. I could spend my whole blog, or start a new one, talking about how good Eisner's art was, but note how panel 7 represents the swirl of activity around the discovery of gold, represented by water-like ripples around the upraised hand, as if it was the Lady of the Lake offering up that gold nugget...
I've nothing to say here, because I'm completely stumped by the reference to an "East Rush." I have no idea what event that is referring to and can't find anything on such a thing having happened.
This page is great for the tidbits of backstory we finally get on Black X. It's a shame Kadu-Kan is an entirely throwaway reference and never comes back in a story. Google Translate detects Kadu-Kan as Malaysian for some reason, but can't give me a translation. I suspect Kan is Khan misspelled.
Black X's technique, of drawing out his opponents by making himself a big target, happens to be one of my own personal favorite strategies in RPGs.
As mentioned in Black X's write-up in Supplement IV: Captains, Magicians, and Incredible Men, Black X seems to have remarkable ability to request trophy items from Espionage Division at short notice, including this fighter plane that just happens to also be packing a torpedo. Spoiler alert to my future players: I don't usually give out trophy items this cool.
Chic Carter spends a lot of his time reporting from Moravia. The last time I wrote about Chic Carter, I thought Moravia was fictitious. And, since I write in what seems like a vacuum here, no one corrected me that Moravia is a real place in the then-Czech Republic. Now, Krasnow, that could be fictional city.
This would be a difficult scenario to actually play, because so much is happening around Chic, but he doesn't really have to do anything but observe. He gets the opportunities to do good deeds, or to take over fighting for others, but he has to decide very quickly if he is going to take those opportunities. And if he decides not to live dangerously, this is going to be a very boring series of the Editor just describing exciting stuff going on around him the whole time.
I think this is a weakness of the newsman genre as a whole and why it will be difficult to emulate in Hideouts & Hoodlums game play...though, that said, I haven't actually tried one of these scenarios yet to test that theory.
Speaking of the newsmen genre, Chic gets followed immediately by Flash Fulton, the Ace of Cameramen. Here's a perfect example of Flash not taking any active steps to fight the fire, even though the opportunity to do so is right there. He's just doing his job and filming the situation. Of course, danger still finds him even though he's not actively looking for it.
He also gets to wear a trophy item asbestos suit (though I don't think he gets to keep it).
The game mechanic issue on this page is subtle and not immediately evident. When Tony shouts out and warns Flash about the boom, does that make the boom miss? H&H has no active dodge skill -- if the attacker missed, it's just assumed you dodged (or something else happened that saved you). Now, what did likely happen here is that the shout did not make the boom miss, but took away the surprise attack it would have had and made the attack roll happen during the first (and only) turn of combat.
Splashing water in unconscious people's faces does not wake them up in H&H. Rather, the two mobsters were only stunned and the duration of the stun just happened to wear off while they were being hosed down.
(Scans courtesy of Comic Book Plus.)
Thursday, July 6, 2017
Smash Comics #5 - pt. 1
Black X/Ace doesn't have a clue where the saboteurs are, but he gets a "hunch" that seems to come out of nowhere. I actually wrote a game mechanic for the never-played Detective class that allows him to get a clue from the Editor.
The fight here with the saboteur is a mix of grappling and punching, and I've talked about unarmed combat on this blog plenty (and Black X/Ace doesn't dodge in panel 6; the saboteur just misses). What's worth noting here is that circumstances -- not anything in particular that Black X/Ace does -- forces the morale save (and that saboteur either rolled well or has a fanatical morale).
It's unclear what Batu is doing here, though it seems an awful lot like the spell Locate Object. The casting time seems unusually long, but if Batu is a Supporting Cast Member and not a Hero then the Editor has a little more latitude for changing how magic works for him. Now, the Editor doesn't have a lot of wiggle room for changing things like casting times -- once or twice to heighten tension and the players might overlook it, but used too often it will have the players rightly calling foul.
The crushed forearm is an unusual complication from an injury and, of course, one incompatible with the abstract hit point mechanic. I have talked on the blog before about adding complications for injuries for SCMs, tacked on to hit point loss, but this rule is unlikely to make it into the 2nd ed. basic rulebook now, mainly for space considerations (I'm already past page 110!). I would treat this, then, as just a knockdown/trip attack (and I do need to make sure there's room for that in my combat section) with some pretty brutal flavor text.
Those are some awfully convenient papers Batu finds on Taneo's body. Black X/Ace would be wise to say they were too convenient and might have been intended to falsely implicate another country. That seems a more convincing argument, to me, not to make the papers known.
This is some interesting alternate history, a dream scenario where just the threat of U.S. intervention ends wars. Future history will clearly show otherwise, that the U.S. can't ever seem to end a war in just one year.
The Chief's curious joke about what league the Dodgers were in is, according to Wikipedia, likely a reference to this: "In 1934, Giants player/manager Bill Terry was asked about the Dodgers’ chances in the coming pennant race and cracked infamously, 'Is Brooklyn still in the league?'" The Brooklyn Dodgers had actually been in the National League since 1890.
Chic Carter is in "Moravia" -- what seems like a clear reference to the then-Soviet-controlled state of Moldova. But the "Arlbourg Pass" must be a reference to the Arlberg Tunnel in Austria. And Brennburg is a barely disguised Brennberg, Bavaria. But, if Chic's train is stopped less than 10 miles from Brennberg, where does that put him? Regensburg is the next largest city, but I believe that would be more than 10 minutes away by train. So that leaves Chic in some little way-stop village along the tracks. No wonder he thinks the place is dead!
The abduction of a Bavarian princess kind of makes sense. The Bavarian royal family, the House of Wittelsbach, was anti-Nazi, and the family's arrest after fleeing to Hungary earlier in the 1930s might have inspired this story.
Bavaria had no king, but a crown prince.
It's a bit of a stretch that the crown prince would want an American journalist's help...but, hey, if that's what it takes to give out a plot hook!
Some Heroes would investigate the duke carefully. Maybe search his home for clues. But our man Chic, he just marches right up to the duke in public and asks him to his face. It's a risky move that angers the duke into attacking Chic with a sword and implicating himself, but an encounter reaction check could have gone a lot of different ways than that.
I'm not sure electric eyes can do what John Law, Scientective, is saying they can, but it's plausible enough for comic books, and thus for Hideouts & Hoodlums.
Also, as a Hero, it pays to check under your hood every once in awhile to look for planted devices. You can never be too careful around villains!
Given how dangerous falling damage is in H&H, levitating someone 35' into the air is a pretty effective trap. Luckily the distance to the trees is shorter, though John's player must have rolled to hit to reach the trees.
(Read at Digital Comic Museum.)
The fight here with the saboteur is a mix of grappling and punching, and I've talked about unarmed combat on this blog plenty (and Black X/Ace doesn't dodge in panel 6; the saboteur just misses). What's worth noting here is that circumstances -- not anything in particular that Black X/Ace does -- forces the morale save (and that saboteur either rolled well or has a fanatical morale).
It's unclear what Batu is doing here, though it seems an awful lot like the spell Locate Object. The casting time seems unusually long, but if Batu is a Supporting Cast Member and not a Hero then the Editor has a little more latitude for changing how magic works for him. Now, the Editor doesn't have a lot of wiggle room for changing things like casting times -- once or twice to heighten tension and the players might overlook it, but used too often it will have the players rightly calling foul.
The crushed forearm is an unusual complication from an injury and, of course, one incompatible with the abstract hit point mechanic. I have talked on the blog before about adding complications for injuries for SCMs, tacked on to hit point loss, but this rule is unlikely to make it into the 2nd ed. basic rulebook now, mainly for space considerations (I'm already past page 110!). I would treat this, then, as just a knockdown/trip attack (and I do need to make sure there's room for that in my combat section) with some pretty brutal flavor text.
Those are some awfully convenient papers Batu finds on Taneo's body. Black X/Ace would be wise to say they were too convenient and might have been intended to falsely implicate another country. That seems a more convincing argument, to me, not to make the papers known.
This is some interesting alternate history, a dream scenario where just the threat of U.S. intervention ends wars. Future history will clearly show otherwise, that the U.S. can't ever seem to end a war in just one year.
The Chief's curious joke about what league the Dodgers were in is, according to Wikipedia, likely a reference to this: "In 1934, Giants player/manager Bill Terry was asked about the Dodgers’ chances in the coming pennant race and cracked infamously, 'Is Brooklyn still in the league?'" The Brooklyn Dodgers had actually been in the National League since 1890.
Chic Carter is in "Moravia" -- what seems like a clear reference to the then-Soviet-controlled state of Moldova. But the "Arlbourg Pass" must be a reference to the Arlberg Tunnel in Austria. And Brennburg is a barely disguised Brennberg, Bavaria. But, if Chic's train is stopped less than 10 miles from Brennberg, where does that put him? Regensburg is the next largest city, but I believe that would be more than 10 minutes away by train. So that leaves Chic in some little way-stop village along the tracks. No wonder he thinks the place is dead!
The abduction of a Bavarian princess kind of makes sense. The Bavarian royal family, the House of Wittelsbach, was anti-Nazi, and the family's arrest after fleeing to Hungary earlier in the 1930s might have inspired this story.
Bavaria had no king, but a crown prince.
It's a bit of a stretch that the crown prince would want an American journalist's help...but, hey, if that's what it takes to give out a plot hook!
Some Heroes would investigate the duke carefully. Maybe search his home for clues. But our man Chic, he just marches right up to the duke in public and asks him to his face. It's a risky move that angers the duke into attacking Chic with a sword and implicating himself, but an encounter reaction check could have gone a lot of different ways than that.
I'm not sure electric eyes can do what John Law, Scientective, is saying they can, but it's plausible enough for comic books, and thus for Hideouts & Hoodlums.
Also, as a Hero, it pays to check under your hood every once in awhile to look for planted devices. You can never be too careful around villains!
Given how dangerous falling damage is in H&H, levitating someone 35' into the air is a pretty effective trap. Luckily the distance to the trees is shorter, though John's player must have rolled to hit to reach the trees.
(Read at Digital Comic Museum.)
Labels:
Black X,
casting time,
Chic Carter,
Detective,
encounter reactions,
falling damage,
history lesson,
injuries,
John Law,
locations,
morale,
new trophies,
player tips,
plot hooks,
SCMs,
spells,
timelines,
tripping
Sunday, January 15, 2017
Smash Comics #4 - pt. 2
On this page of Invisible Justice (starring the Invisible Hood), we get a) a reminder about an easy way to counter invisibility, b) a decent trap for hideouts (dynamite-lined walls and a timing device), and c) a reminder that hideouts need secret exits and entrances besides the more obvious main entrance. Of course, this means that Heroes who search the area thoroughly enough may find the secret entrances first!
We haven't seen much of anarchists in comic books, but in this story we get a whole secret society of hooded anarchists.
Note how this "disreputable-looking man" is simply disheveled, has a hole in his pants, and is missing a tie and some buttons on his shirt. And this was what a disreputable person looked like in 1939.
Also note that Hugh hangs out at home in a smoking jacket, waiting for plot hook characters to come calling on him ala Sherlock Holmes.
Bozo is likely using the power Extend Missile Range II in that last panel.
We haven't talked about this yet, but...if Bozo is a superhero, then his race must be android. It's a little strange thinking of Bozo as a Hero since he isn't even autonomous -- but it would be possible to play a Hero completely dependent on another Hero to make the decisions, and a unique role-playing challenge too.
Players in Hideouts & Hoodlums always have control of their Heroes (unless magic or other extraordinary circumstances intervene), so torture won't work on a Hero unless the player chooses for it to work.
Hoodlums are meant to be played fairly stupid in H&H, but failing to spot a remote control hidden under a jacket lapel has got to be the biggest boner I've ever seen a hoodlum pull in a comic book.
Chic Carter, Ace Reporter, is on a high-stakes adventure in Singapore where a half-million dollars in gold bullion has been stolen. I don't know why that much gold would have been in Singapore in 1939, but I suppose it's possible.
The pirates here are unusual in that they're using tugboats and are heavily armed with sub-machine guns. Weirdly, these are the same pirates who are already rich with gold, but they seem to be just killing time on one last job before they can fence the gold.
Flash Fulton, Ace Newsreel Cameraman has an assignment to go to Germany and get action shots of Hitler -- or "Rudolph" in "Cerania," since some publishers were still wary about ...offending Germans, I guess.
Professionally employed Heroes could ask for a cash advance before going on missions. It seems that $500 is the most any middle class income-earner should expect to get.
Okay...maybe in 1939 it was still forgivable for Americans to think Hitler's war machine was actually fighting on horseback. This is actually such a departure from reality that I'm glad the story doesn't really use the names Hitler and Germany.
This is John Law, Scientective. The passing reference to Sing Sing Prison shows that John is based out of New York.
(Scans courtesy of Digital Comic Museum)
We haven't seen much of anarchists in comic books, but in this story we get a whole secret society of hooded anarchists.
Note how this "disreputable-looking man" is simply disheveled, has a hole in his pants, and is missing a tie and some buttons on his shirt. And this was what a disreputable person looked like in 1939.
Also note that Hugh hangs out at home in a smoking jacket, waiting for plot hook characters to come calling on him ala Sherlock Holmes.
Bozo is likely using the power Extend Missile Range II in that last panel.
We haven't talked about this yet, but...if Bozo is a superhero, then his race must be android. It's a little strange thinking of Bozo as a Hero since he isn't even autonomous -- but it would be possible to play a Hero completely dependent on another Hero to make the decisions, and a unique role-playing challenge too.
Players in Hideouts & Hoodlums always have control of their Heroes (unless magic or other extraordinary circumstances intervene), so torture won't work on a Hero unless the player chooses for it to work.
Hoodlums are meant to be played fairly stupid in H&H, but failing to spot a remote control hidden under a jacket lapel has got to be the biggest boner I've ever seen a hoodlum pull in a comic book.
Chic Carter, Ace Reporter, is on a high-stakes adventure in Singapore where a half-million dollars in gold bullion has been stolen. I don't know why that much gold would have been in Singapore in 1939, but I suppose it's possible.
The pirates here are unusual in that they're using tugboats and are heavily armed with sub-machine guns. Weirdly, these are the same pirates who are already rich with gold, but they seem to be just killing time on one last job before they can fence the gold.
Flash Fulton, Ace Newsreel Cameraman has an assignment to go to Germany and get action shots of Hitler -- or "Rudolph" in "Cerania," since some publishers were still wary about ...offending Germans, I guess.
Professionally employed Heroes could ask for a cash advance before going on missions. It seems that $500 is the most any middle class income-earner should expect to get.
Okay...maybe in 1939 it was still forgivable for Americans to think Hitler's war machine was actually fighting on horseback. This is actually such a departure from reality that I'm glad the story doesn't really use the names Hitler and Germany.
This is John Law, Scientective. The passing reference to Sing Sing Prison shows that John is based out of New York.
(Scans courtesy of Digital Comic Museum)
Labels:
Captain Cook,
Chic Carter,
Flash Fulton,
hideouts,
history lesson,
Hugh Hazzard and His Iron Man,
Invisible Justice,
John Law,
locations,
mobsters,
powers,
races,
rewards,
Superhero,
traps
Thursday, November 17, 2016
Smash Comics #3 - pt. 1
This is Eisner's Black Ace again, but the real issue here is the poor bloke who gets his head dashed in when a torpedo rolls into him and knocks his head back against the wall. As drawn, it doesn't seem like the torpedo could have hit him for enough impact for doing damage, let alone lethal damage. Hideouts & Hoodlums already has built-in precedents for Heroes operating under different rules from non-Heroes (like the save vs. missiles). In keeping with this, the Editor has a lot of leeway for fudging rules against non-Heroes.
Here, Black Ace is called on by the scenario to face a difficult moral dilemma -- try to save everyone and probably fail, or leave some to die and ensure that he can save some of them? As Heroes grow more powerful through the course of the game and have more resources available to them, it becomes more difficult to lead them into a situation like that. Still, if you can set them up for it, a dilemma like this is the sort of challenge that never gets easier, no matter what level the Heroes are.
This page brings up a particular issue with morale. Black Ace feels he's identified one lynchpin person in the crowd who risks breaking the morale of all the other sailors and decides to take him out to stop that from happening. Is Black Ace just imagining this, or does morale really need to work differently than all-or-nothing on each side? An Editor could account for this by rolling individual morale saves for everyone involved.
And lastly, from this story, we're reminded that an important goal for many scenarios set pre-war can be to prevent the war from happening. U.S. involvement was not a given as of 1939 -- in fact, the majority of citizens were against getting involved.
This is Chic Carter. Here we get another example of flavor text wounds on a non-Hero, as there's no reason Valerie's bullet wound should need her to be rushed to the hospital, unless the Editor set up such a condition to add a time limit to the scenario.
I'm not sure how I would handle the overloading of the plane. On one hand, I kind of want that to be in the pilot's hands and make him roll a skill check. On the other hand, maybe everyone involved should just roll a save vs. plot to stay alive. A combination of the two would have the pilot rolling the skill check and the passengers on the wings making saves vs. plot (or maybe science, to avoid wind shear).
One might say that Wall-E borrowed a page from Abdul the Arab here, who borrows into the sand to avoid harm. Now, the tent itself essentially made Abdul invisible, giving his opponents a -4 modifier to hit. But this isn't just another penalty modify to stack on, this is removing Abdul from the direct line of fire. Editors will have to make their own calls for when the situation calls for eliminating the chance to hit altogether. For instance, without the tent obscuring Abdul's actions, all that sand would have amounted to little more than soft cover.
One could make a case that it wasn't Abdul who won the day here, but the British captain who sent in Abdul's back-up. It's also implied that the British have the stronger steel formula now, giving them the military advantage the Arabs had tried to get. Abdul certainly turns on his own people a lot.
Also worth noting is that formulas could be considered treasure -- something with monetary value, but little value as a trophy -- to a Hero.
We've already established that climbing is really easy in comic books, and apes are natural climbers -- two factors that make it really questionable that the ape happens to slip and fall in this page of Captain Cook of Scotland Yard.
Again, I question the use of madman as a mobster type, as Professor Dwyer really seems to just be a mad doctor here. Mad doctors get an entry separate from mad scientists in 2nd edition and will have a skill in brain transplants.
There's also passing reference to two trophy items here -- an electro magnet that can guide planes off-course, and an incandescent (as opposed to fluorescent?) death ray that seems to focus on killing vegetation.
Invisible Hood is dealing with mobsters with a submarine. The submarine is an advanced model with greater speed and able to attain greater depths -- a Submarine +2, if you will.
Realistically, the mobsters don't want to spend all their time on a cramped submarine, which is why their true hideout is the schooner. The schooner appears to be an ordinary trophy-transport item.
(Scans courtesy of Comic Book Plus)
This page brings up a particular issue with morale. Black Ace feels he's identified one lynchpin person in the crowd who risks breaking the morale of all the other sailors and decides to take him out to stop that from happening. Is Black Ace just imagining this, or does morale really need to work differently than all-or-nothing on each side? An Editor could account for this by rolling individual morale saves for everyone involved.
And lastly, from this story, we're reminded that an important goal for many scenarios set pre-war can be to prevent the war from happening. U.S. involvement was not a given as of 1939 -- in fact, the majority of citizens were against getting involved.
This is Chic Carter. Here we get another example of flavor text wounds on a non-Hero, as there's no reason Valerie's bullet wound should need her to be rushed to the hospital, unless the Editor set up such a condition to add a time limit to the scenario.
I'm not sure how I would handle the overloading of the plane. On one hand, I kind of want that to be in the pilot's hands and make him roll a skill check. On the other hand, maybe everyone involved should just roll a save vs. plot to stay alive. A combination of the two would have the pilot rolling the skill check and the passengers on the wings making saves vs. plot (or maybe science, to avoid wind shear).
One might say that Wall-E borrowed a page from Abdul the Arab here, who borrows into the sand to avoid harm. Now, the tent itself essentially made Abdul invisible, giving his opponents a -4 modifier to hit. But this isn't just another penalty modify to stack on, this is removing Abdul from the direct line of fire. Editors will have to make their own calls for when the situation calls for eliminating the chance to hit altogether. For instance, without the tent obscuring Abdul's actions, all that sand would have amounted to little more than soft cover.
One could make a case that it wasn't Abdul who won the day here, but the British captain who sent in Abdul's back-up. It's also implied that the British have the stronger steel formula now, giving them the military advantage the Arabs had tried to get. Abdul certainly turns on his own people a lot.
Also worth noting is that formulas could be considered treasure -- something with monetary value, but little value as a trophy -- to a Hero.
We've already established that climbing is really easy in comic books, and apes are natural climbers -- two factors that make it really questionable that the ape happens to slip and fall in this page of Captain Cook of Scotland Yard.
Again, I question the use of madman as a mobster type, as Professor Dwyer really seems to just be a mad doctor here. Mad doctors get an entry separate from mad scientists in 2nd edition and will have a skill in brain transplants.
There's also passing reference to two trophy items here -- an electro magnet that can guide planes off-course, and an incandescent (as opposed to fluorescent?) death ray that seems to focus on killing vegetation.
Invisible Hood is dealing with mobsters with a submarine. The submarine is an advanced model with greater speed and able to attain greater depths -- a Submarine +2, if you will.
Realistically, the mobsters don't want to spend all their time on a cramped submarine, which is why their true hideout is the schooner. The schooner appears to be an ordinary trophy-transport item.
(Scans courtesy of Comic Book Plus)
Labels:
Abdul the Arab,
Captain Cook,
challenge level,
Chic Carter,
climbing,
combat modifiers,
damage,
Espionage,
flavor text,
Invisible Hood,
mobsters,
morale,
new trophies,
saving throws,
skills,
treasure,
trophy items
Subscribe to:
Posts (Atom)





















































